509 lines
16 KiB
C++
509 lines
16 KiB
C++
#include "WorldRenderer.hpp"
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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 "assets/assets_util.hpp"
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#include "content/Content.hpp"
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#include "engine/Engine.hpp"
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#include "coders/GLSLExtension.hpp"
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#include "frontend/LevelFrontend.hpp"
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#include "frontend/ContentGfxCache.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 "voxels/Pathfinding.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/commons/Model.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/PostProcessing.hpp"
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#include "graphics/core/Framebuffer.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Shadows.hpp"
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#include "graphics/core/GBuffer.hpp"
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#include "BlockWrapsRenderer.hpp"
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#include "ParticlesRenderer.hpp"
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#include "PrecipitationRenderer.hpp"
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#include "HandsRenderer.hpp"
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#include "NamedSkeletons.hpp"
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#include "TextsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "LinesRenderer.hpp"
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#include "DebugLinesRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "Skybox.hpp"
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#include "Emitter.hpp"
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#include "TextNote.hpp"
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using namespace advanced_pipeline;
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inline constexpr size_t BATCH3D_CAPACITY = 4096;
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inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
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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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assets(*engine.getAssets()),
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
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modelBatch(std::make_unique<ModelBatch>(
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MODEL_BATCH_CAPACITY, assets, *player.chunks, engine.getSettings()
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)),
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chunksRenderer(std::make_unique<ChunksRenderer>(
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&level,
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*player.chunks,
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assets,
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*frustumCulling,
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frontend.getContentGfxCache(),
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engine.getSettings()
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)),
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particles(std::make_unique<ParticlesRenderer>(
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assets, level, *player.chunks, &engine.getSettings().graphics
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)),
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texts(std::make_unique<TextsRenderer>(*batch3d, assets, *frustumCulling)),
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blockWraps(
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std::make_unique<BlockWrapsRenderer>(assets, level, *player.chunks)
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),
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precipitation(std::make_unique<PrecipitationRenderer>(
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assets, level, *player.chunks, &engine.getSettings().graphics
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)) {
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auto& settings = engine.getSettings();
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level.events->listen(
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LevelEventType::CHUNK_HIDDEN,
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[this](LevelEventType, Chunk* chunk) { chunksRenderer->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->require<Shader>("skybox_gen")
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);
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const auto& content = level.content;
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skeletons = std::make_unique<NamedSkeletons>();
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const auto& skeletonConfig = content.requireSkeleton(
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content.getDefaults()["hand-skeleton"].asString()
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);
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hands = std::make_unique<HandsRenderer>(
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*assets, *modelBatch, skeletons->createSkeleton("hand", &skeletonConfig)
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);
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lines = std::make_unique<LinesRenderer>();
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shadowMapping = std::make_unique<Shadows>(level);
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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}
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WorldRenderer::~WorldRenderer() = default;
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static void setup_weather(Shader& shader, const Weather& weather) {
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shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
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shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
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shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
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}
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static void setup_camera(Shader& shader, const Camera& camera) {
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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.uniform3f("u_cameraPos", camera.position);
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}
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void WorldRenderer::setupWorldShader(
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Shader& shader,
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const 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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setup_camera(shader, camera);
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setup_weather(shader, weather);
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shadowMapping->setup(shader, weather);
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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.uniform1i("u_debugLights", lightsDebug);
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shader.uniform1i("u_debugNormals", false);
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shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
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shader.uniform2f("u_lightDir", skybox->getLightDir());
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shader.uniform1i("u_skybox", TARGET_SKYBOX);
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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 = 0.75f;
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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", 8.0f);
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}
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}
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void WorldRenderer::renderOpaque(
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const DrawContext& ctx,
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const 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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bool hudVisible
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) {
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texts->render(ctx, camera, settings, hudVisible, false);
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bool culling = engine.getSettings().graphics.frustumCulling.get();
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float fogFactor =
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15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
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auto& entityShader = assets.require<Shader>("entity");
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setupWorldShader(entityShader, camera, settings, fogFactor);
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skybox->bind();
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if (culling) {
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frustumCulling->update(camera.getProjView());
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}
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entityShader.uniform1i("u_alphaClip", true);
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entityShader.uniform1f("u_opacity", 1.0f);
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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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particles->render(camera, delta * !pause);
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auto& shader = assets.require<Shader>("main");
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auto& linesShader = assets.require<Shader>("lines");
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setupWorldShader(shader, camera, settings, fogFactor);
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chunksRenderer->drawChunks(camera, shader);
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blockWraps->draw(ctx, player);
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if (hudVisible) {
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renderLines(camera, linesShader, ctx);
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}
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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(0.01), glm::vec4(0.f, 0.f, 0.f, 1.0f)
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);
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if (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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const 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 (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::renderFrame(
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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 uiDelta,
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PostProcessing& postProcessing
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) {
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// TODO: REFACTOR WHOLE RENDER ENGINE
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auto projView = camera.getProjView();
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float delta = uiDelta * !pause;
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timer += delta;
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weather.update(delta);
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auto world = level.getWorld();
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const auto& vp = pctx.getViewport();
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camera.setAspectRatio(vp.x / static_cast<float>(vp.y));
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& translucentShader = assets.require<Shader>("translucent");
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auto& deferredShader = assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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Shader* affectedShaders[] {
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&mainShader, &entityShader, &translucentShader, &deferredShader
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};
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gbufferPipeline = settings.graphics.advancedRender.get();
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int shadowsQuality = settings.graphics.shadowsQuality.get() * gbufferPipeline;
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shadowMapping->setQuality(shadowsQuality);
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CompileTimeShaderSettings currentSettings {
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gbufferPipeline,
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shadowsQuality != 0,
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settings.graphics.ssao.get() && gbufferPipeline
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};
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if (
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prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
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prevCTShaderSettings.shadows != currentSettings.shadows ||
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prevCTShaderSettings.ssao != currentSettings.ssao
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) {
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Shader::preprocessor->setDefined("ENABLE_SHADOWS", currentSettings.shadows);
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Shader::preprocessor->setDefined("ENABLE_SSAO", currentSettings.ssao);
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Shader::preprocessor->setDefined("ADVANCED_RENDER", currentSettings.advancedRender);
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for (auto shader : affectedShaders) {
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shader->recompile();
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}
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prevCTShaderSettings = currentSettings;
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}
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const auto& worldInfo = world->getInfo();
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float clouds = weather.clouds();
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clouds = glm::max(worldInfo.fog, clouds);
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float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;
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skybox->refresh(pctx, worldInfo.daytime, mie, 4);
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chunksRenderer->update();
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shadowMapping->refresh(camera, pctx, [this, &camera](Camera& shadowCamera) {
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auto& shader = assets.require<Shader>("shadows");
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setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
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chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
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});
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{
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DrawContext wctx = pctx.sub();
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postProcessing.use(wctx, gbufferPipeline);
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display::clearDepth();
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/* Main opaque pass (GBuffer pass) */ {
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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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renderOpaque(ctx, camera, settings, uiDelta, pause, hudVisible);
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}
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texts->render(pctx, camera, settings, hudVisible, true);
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}
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skybox->bind();
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float fogFactor =
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15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
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if (gbufferPipeline) {
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deferredShader.use();
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setupWorldShader(deferredShader, camera, settings, fogFactor);
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postProcessing.renderDeferredShading(pctx, assets, timer, camera);
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}
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{
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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if (gbufferPipeline) {
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postProcessing.bindDepthBuffer();
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} else {
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postProcessing.getFramebuffer()->bind();
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}
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// Background sky plane
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skybox->draw(ctx, camera, assets, worldInfo.daytime, clouds);
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auto& linesShader = assets.require<Shader>("lines");
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linesShader.use();
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if (debug && hudVisible) {
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debugLines->render(
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ctx, camera, *lines, *lineBatch, linesShader, showChunkBorders
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);
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}
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linesShader.uniformMatrix("u_projview", projView);
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lines->draw(*lineBatch);
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lineBatch->flush();
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// Translucent blocks
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{
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auto sctx = ctx.sub();
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sctx.setCullFace(true);
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skybox->bind();
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translucentShader.use();
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setupWorldShader(translucentShader, camera, settings, fogFactor);
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chunksRenderer->drawSortedMeshes(camera, translucentShader);
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skybox->unbind();
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}
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// Weather effects
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entityShader.use();
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setupWorldShader(entityShader, camera, settings, fogFactor);
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std::array<const WeatherPreset*, 2> weatherInstances {&weather.a, &weather.b};
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for (const auto& weather : weatherInstances) {
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float maxIntensity = weather->fall.maxIntensity;
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float zero = weather->fall.minOpacity;
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float one = weather->fall.maxOpacity;
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float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
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entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
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entityShader.uniform1f("u_opacity", weather->fall.opaque ? t * t : t);
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if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
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precipitation->render(camera, pause ? 0.0f : delta, *weather);
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}
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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postProcessing.render(pctx, assets, timer, camera);
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if (player.currentCamera == player.fpCamera) {
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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// prepare modified HUD camera
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Camera hudcam = camera;
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hudcam.far = 10.0f;
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hudcam.setFov(0.9f);
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hudcam.position = {};
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hands->renderHands(camera, delta);
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display::clearDepth();
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setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
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skybox->bind();
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modelBatch->render();
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modelBatch->setLightsOffset(glm::vec3());
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skybox->unbind();
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}
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renderBlockOverlay(pctx);
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glActiveTexture(GL_TEXTURE0);
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}
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void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
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int x = std::floor(player.currentCamera->position.x);
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int y = std::floor(player.currentCamera->position.y);
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int z = std::floor(player.currentCamera->position.z);
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auto block = player.chunks->get(x, y, z);
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if (block && block->id) {
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const auto& def = level.content.getIndices()->blocks.require(block->id);
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if (def.overlayTexture.empty()) {
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return;
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}
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auto textureRegion = util::get_texture_region(
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assets, def.overlayTexture, "blocks:notfound"
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);
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DrawContext ctx = wctx.sub();
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ctx.setDepthTest(false);
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ctx.setCullFace(false);
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auto& shader = assets.require<Shader>("ui3d");
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shader.use();
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batch3d->begin();
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shader.uniformMatrix("u_projview", glm::mat4(1.0f));
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shader.uniformMatrix("u_apply", glm::mat4(1.0f));
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auto light = player.chunks->getLight(x, y, z);
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float s = Lightmap::extract(light, 3) / 15.0f;
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glm::vec4 tint(
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glm::min(1.0f, Lightmap::extract(light, 0) / 15.0f + s),
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glm::min(1.0f, Lightmap::extract(light, 1) / 15.0f + s),
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glm::min(1.0f, Lightmap::extract(light, 2) / 15.0f + s),
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1.0f
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);
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batch3d->texture(textureRegion.texture);
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batch3d->sprite(
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glm::vec3(),
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glm::vec3(0, 1, 0),
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glm::vec3(1, 0, 0),
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2,
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2,
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textureRegion.region,
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tint
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);
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batch3d->flush();
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}
|
|
}
|
|
|
|
void WorldRenderer::clear() {
|
|
chunksRenderer->clear();
|
|
}
|
|
|
|
void WorldRenderer::setDebug(bool flag) {
|
|
debug = flag;
|
|
}
|
|
|
|
void WorldRenderer::toggleLightsDebug() {
|
|
lightsDebug = !lightsDebug;
|
|
}
|
|
|
|
Weather& WorldRenderer::getWeather() {
|
|
return weather;
|
|
}
|