VoxelEngine/src/graphics/render/WorldRenderer.hpp
2024-05-31 08:46:05 +03:00

81 lines
2.1 KiB
C++

#ifndef GRAPHICS_RENDER_WORLD_RENDERER_HPP_
#define GRAPHICS_RENDER_WORLD_RENDERER_HPP_
#include <vector>
#include <memory>
#include <algorithm>
#include <GL/glew.h>
#include <string>
#include <glm/glm.hpp>
class Level;
class Player;
class Camera;
class Batch3D;
class LineBatch;
class ChunksRenderer;
class Shader;
class Frustum;
class Engine;
class Chunks;
class LevelFrontend;
class Skybox;
class PostProcessing;
class DrawContext;
struct EngineSettings;
class WorldRenderer {
Engine* engine;
Level* level;
Player* player;
std::unique_ptr<Frustum> frustumCulling;
std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<ChunksRenderer> renderer;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Batch3D> batch3d;
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
/// @brief Render block selection lines
/// @param camera active camera
/// @param linesShader shader used
void renderBlockSelection(Camera* camera, Shader* linesShader);
/// @brief Render all debug lines (chunks borders, coord system guides)
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
void renderDebugLines(
const DrawContext& context,
Camera* camera,
Shader* linesShader
);
public:
static bool showChunkBorders;
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
~WorldRenderer();
void draw(
const DrawContext& context,
Camera* camera,
bool hudVisible,
PostProcessing* postProcessing
);
void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
/// @brief Render level without diegetic interface
/// @param context graphics context
/// @param camera active camera
/// @param settings engine settings
void renderLevel(
const DrawContext& context,
Camera* camera,
const EngineSettings& settings
);
};
#endif // GRAPHICS_RENDER_WORLD_RENDERER_HPP_