#pragma once #include #include #include #include #include #include "voxels/Block.hpp" #include "voxels/ChunksStorage.hpp" #include "util/ThreadPool.hpp" #include "graphics/core/MeshData.hpp" #include "commons.hpp" class Mesh; class Chunk; class Level; class Camera; class Shader; class Chunks; class Assets; class Frustum; class BlocksRenderer; class ContentGfxCache; struct EngineSettings; struct ChunksSortEntry { int index; int d; inline bool operator<(const ChunksSortEntry& o) const noexcept { return d > o.d; } }; struct RendererResult { glm::ivec2 key; bool cancelled; ChunkMeshData meshData; }; class ChunksRenderer { const Level& level; const Assets& assets; const Frustum& frustum; const EngineSettings& settings; std::unique_ptr renderer; std::unordered_map meshes; std::unordered_map inwork; std::vector indices; util::ThreadPool, RendererResult> threadPool; const Mesh* retrieveChunk( size_t index, const Camera& camera, Shader& shader, bool culling ); public: ChunksRenderer( const Level* level, const Assets& assets, const Frustum& frustum, const ContentGfxCache& cache, const EngineSettings& settings ); virtual ~ChunksRenderer(); const Mesh* render( const std::shared_ptr& chunk, bool important ); void unload(const Chunk* chunk); void clear(); const Mesh* getOrRender( const std::shared_ptr& chunk, bool important ); void drawChunks(const Camera& camera, Shader& shader); void drawSortedMeshes(const Camera& camera, Shader& shader); void update(); static size_t visibleChunks; };