409 lines
13 KiB
C++
409 lines
13 KiB
C++
#include "WorldRenderer.hpp"
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#include <GL/glew.h>
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#include <assert.h>
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#include <algorithm>
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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <memory>
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#include <assets/Assets.hpp>
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#include <content/Content.hpp>
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#include <engine.hpp>
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#include "../../frontend/LevelFrontend.hpp"
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#include <items/Inventory.hpp>
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#include <items/ItemDef.hpp>
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#include <items/ItemStack.hpp>
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#include <logic/PlayerController.hpp>
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#include <logic/scripting/scripting_hud.hpp>
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#include "../../maths/FrustumCulling.hpp"
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#include "../../maths/voxmaths.hpp"
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#include <objects/Entities.hpp>
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#include <objects/Player.hpp>
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#include <settings.hpp>
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#include <voxels/Block.hpp>
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#include <voxels/Chunk.hpp>
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#include <voxels/Chunks.hpp>
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#include "../../window/Camera.hpp"
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#include "../../window/Window.hpp"
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#include "../../world/Level.hpp"
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#include "../../world/LevelEvents.hpp"
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#include "../../world/World.hpp"
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#include <graphics/core/Atlas.hpp>
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#include <graphics/core/Batch3D.hpp>
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#include <graphics/core/DrawContext.hpp>
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#include <graphics/core/LineBatch.hpp>
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#include <graphics/core/Mesh.hpp>
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#include <graphics/core/Model.hpp>
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#include <graphics/core/PostProcessing.hpp>
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#include <graphics/core/Shader.hpp>
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#include <graphics/core/Texture.hpp>
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#include "ChunksRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "Skybox.hpp"
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bool WorldRenderer::showChunkBorders = false;
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bool WorldRenderer::showEntitiesDebug = false;
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WorldRenderer::WorldRenderer(
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Engine* engine, LevelFrontend* frontend, Player* player
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)
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: engine(engine),
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level(frontend->getLevel()),
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player(player),
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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modelBatch(std::make_unique<ModelBatch>(
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20'000, engine->getAssets(), level->chunks.get()
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)) {
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renderer = std::make_unique<ChunksRenderer>(
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level, frontend->getContentGfxCache(), &engine->getSettings()
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);
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batch3d = std::make_unique<Batch3D>(4096);
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auto& settings = engine->getSettings();
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level->events->listen(
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EVT_CHUNK_HIDDEN,
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[this](lvl_event_type, Chunk* chunk) { renderer->unload(chunk); }
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);
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auto assets = engine->getAssets();
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skybox = std::make_unique<Skybox>(
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settings.graphics.skyboxResolution.get(),
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assets->get<Shader>("skybox_gen")
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);
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}
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WorldRenderer::~WorldRenderer() = default;
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bool WorldRenderer::drawChunk(
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size_t index, Camera* camera, Shader* shader, bool culling
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) {
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auto chunk = level->chunks->chunks[index];
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if (!chunk->flags.lighted) {
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return false;
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}
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float distance = glm::distance(
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camera->position,
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glm::vec3(
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(chunk->x + 0.5f) * CHUNK_W,
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camera->position.y,
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(chunk->z + 0.5f) * CHUNK_D
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)
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);
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auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W * 1.5f);
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if (mesh == nullptr) {
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return false;
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}
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (!frustumCulling->isBoxVisible(min, max)) return false;
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}
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glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader->uniformMatrix("u_model", model);
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mesh->draw();
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return true;
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}
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void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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auto assets = engine->getAssets();
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auto atlas = assets->get<Atlas>("blocks");
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atlas->getTexture()->bind();
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renderer->update();
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// [warning] this whole method is not thread-safe for chunks
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std::vector<size_t> indices;
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for (size_t i = 0; i < chunks->volume; i++) {
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if (chunks->chunks[i] == nullptr) continue;
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indices.emplace_back(i);
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}
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float px = camera->position.x / static_cast<float>(CHUNK_W) - 0.5f;
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float pz = camera->position.z / static_cast<float>(CHUNK_D) - 0.5f;
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std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
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const auto a = chunks->chunks[i].get();
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const auto b = chunks->chunks[j].get();
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auto adx = (a->x - px);
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auto adz = (a->z - pz);
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auto bdx = (b->x - px);
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auto bdz = (b->z - pz);
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return (adx * adx + adz * adz > bdx * bdx + bdz * bdz);
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});
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bool culling = engine->getSettings().graphics.frustumCulling.get();
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if (culling) {
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frustumCulling->update(camera->getProjView());
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}
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chunks->visible = 0;
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for (size_t i = 0; i < indices.size(); i++) {
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chunks->visible += drawChunk(indices[i], camera, shader, culling);
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}
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}
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void WorldRenderer::setupWorldShader(
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Shader* shader,
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Camera* camera,
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const EngineSettings& settings,
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float fogFactor
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) {
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shader->use();
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_timer", timer);
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shader->uniform1f("u_gamma", settings.graphics.gamma.get());
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
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shader->uniform1f("u_dayTime", level->getWorld()->daytime);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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auto indices = level->content->getIndices();
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// Light emission when an emissive item is chosen
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{
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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auto& item = indices->items.require(stack.getItemId());
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float multiplier = 0.5f;
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shader->uniform3f(
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"u_torchlightColor",
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item.emission[0] / 15.0f * multiplier,
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item.emission[1] / 15.0f * multiplier,
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item.emission[2] / 15.0f * multiplier
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);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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}
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void WorldRenderer::renderLevel(
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const DrawContext&,
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Camera* camera,
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const EngineSettings& settings,
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float delta,
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bool pause
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) {
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auto assets = engine->getAssets();
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bool culling = engine->getSettings().graphics.frustumCulling.get();
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get() - 2);
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auto entityShader = assets->get<Shader>("entity");
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setupWorldShader(entityShader, camera, settings, fogFactor);
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skybox->bind();
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level->entities->render(
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assets,
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*modelBatch,
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culling ? frustumCulling.get() : nullptr,
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delta,
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pause
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);
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modelBatch->render();
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auto shader = assets->get<Shader>("main");
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setupWorldShader(shader, camera, settings, fogFactor);
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drawChunks(level->chunks.get(), camera, shader);
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if (!pause) {
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scripting::on_frontend_render();
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}
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skybox->unbind();
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}
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void WorldRenderer::renderBlockSelection() {
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const auto& selection = player->selection;
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auto indices = level->content->getIndices();
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blockid_t id = selection.vox.id;
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auto& block = indices->blocks.require(id);
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const glm::ivec3 pos = player->selection.position;
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const glm::vec3 point = selection.hitPosition;
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const glm::vec3 norm = selection.normal;
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const std::vector<AABB>& hitboxes =
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block.rotatable ? block.rt.hitboxes[selection.vox.state.rotation]
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: block.hitboxes;
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox : hitboxes) {
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const glm::vec3 center = glm::vec3(pos) + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(
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center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f)
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);
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if (player->debug) {
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lineBatch->line(
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point, point + norm * 0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f)
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);
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}
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}
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lineBatch->flush();
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}
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void WorldRenderer::renderLines(
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Camera* camera, Shader* linesShader, const DrawContext& pctx
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) {
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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if (player->selection.vox.id != BLOCK_VOID) {
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renderBlockSelection();
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}
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if (player->debug && showEntitiesDebug) {
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auto ctx = pctx.sub(lineBatch.get());
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bool culling = engine->getSettings().graphics.frustumCulling.get();
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level->entities->renderDebug(
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*lineBatch, culling ? frustumCulling.get() : nullptr, ctx
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);
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}
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}
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void WorldRenderer::renderDebugLines(
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const DrawContext& pctx, Camera* camera, Shader* linesShader
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) {
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DrawContext ctx = pctx.sub(lineBatch.get());
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const auto& viewport = ctx.getViewport();
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uint displayWidth = viewport.getWidth();
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uint displayHeight = viewport.getHeight();
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ctx.setDepthTest(true);
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linesShader->use();
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if (showChunkBorders) {
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
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int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
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drawBorders(
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cx * CHUNK_W,
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0,
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cz * CHUNK_D,
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(cx + 1) * CHUNK_W,
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CHUNK_H,
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(cz + 1) * CHUNK_D
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);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix(
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"u_projview",
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glm::ortho(
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0.f,
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static_cast<float>(displayWidth),
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0.f,
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static_cast<float>(displayHeight),
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-length,
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length
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) * model *
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glm::inverse(camera->rotation)
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);
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ctx.setDepthTest(false);
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lineBatch->lineWidth(4.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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lineBatch->flush();
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ctx.setDepthTest(true);
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lineBatch->lineWidth(2.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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}
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void WorldRenderer::draw(
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const DrawContext& pctx,
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Camera* camera,
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bool hudVisible,
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bool pause,
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float delta,
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PostProcessing* postProcessing
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) {
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timer += delta * !pause;
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auto world = level->getWorld();
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const Viewport& vp = pctx.getViewport();
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camera->aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
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const EngineSettings& settings = engine->getSettings();
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skybox->refresh(pctx, world->daytime, 1.0f + world->fog * 2.0f, 4);
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auto assets = engine->getAssets();
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auto linesShader = assets->get<Shader>("lines");
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// World render scope with diegetic HUD included
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{
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DrawContext wctx = pctx.sub();
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postProcessing->use(wctx);
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Window::clearDepth();
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// Drawing background sky plane
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skybox->draw(pctx, camera, assets, world->daytime, world->fog);
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// Actually world render with depth buffer on
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{
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DrawContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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renderLevel(ctx, camera, settings, delta, pause);
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// Debug lines
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if (hudVisible) {
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renderLines(camera, linesShader, ctx);
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}
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}
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if (hudVisible && player->debug) {
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renderDebugLines(wctx, camera, linesShader);
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}
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}
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// Rendering fullscreen quad with
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auto screenShader = assets->get<Shader>("screen");
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screenShader->use();
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screenShader->uniform1f("u_timer", timer);
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screenShader->uniform1f("u_dayTime", level->getWorld()->daytime);
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postProcessing->render(pctx, screenShader);
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}
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void WorldRenderer::drawBorders(
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int sx, int sy, int sz, int ex, int ey, int ez
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) {
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int ww = ex - sx;
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int dd = ez - sz;
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/*corner*/ {
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lineBatch->line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
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}
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for (int i = 2; i < ww; i += 2) {
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lineBatch->line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
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lineBatch->line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
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}
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for (int i = 2; i < dd; i += 2) {
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lineBatch->line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
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lineBatch->line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
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}
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for (int i = sy; i < ey; i += 2) {
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lineBatch->line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
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}
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lineBatch->flush();
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}
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