172 lines
5.5 KiB
C++
172 lines
5.5 KiB
C++
#include "world_render.h"
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#include <iostream>
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#include <GL/glew.h>
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#include <memory>
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#include "../graphics/ChunksRenderer.h"
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#include "../window/Window.h"
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#include "../window/Camera.h"
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#include "../graphics/Mesh.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Texture.h"
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#include "../graphics/LineBatch.h"
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#include "../graphics/Batch3D.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Chunk.h"
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#include "../voxels/Block.h"
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#include "../world/World.h"
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#include "../world/Level.h"
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#include "../world/LevelEvents.h"
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#include "../objects/Player.h"
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#include "../assets/Assets.h"
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#include "../objects/player_control.h"
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#include "../maths/FrustumCulling.h"
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using glm::vec3;
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using std::shared_ptr;
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WorldRenderer::WorldRenderer(Level* level, Assets* assets) : assets(assets), level(level) {
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lineBatch = new LineBatch(4096);
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batch3d = new Batch3D(1024);
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renderer = new ChunksRenderer(level);
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frustumCulling = new Frustum();
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level->events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
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renderer->unload(chunk);
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});
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}
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WorldRenderer::~WorldRenderer() {
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delete batch3d;
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delete lineBatch;
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delete renderer;
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delete frustumCulling;
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}
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bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
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shared_ptr<Chunk> chunk = level->chunks->chunks[index];
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if (!chunk->isLighted())
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return false;
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shared_ptr<Mesh> mesh = renderer->getOrRender(chunk.get());
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if (mesh == nullptr)
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return false;
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// Simple frustum culling
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if (occlusion){
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vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
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if (!frustumCulling->IsBoxVisible(min, max)) return false;
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}
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mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W, 0.0f, chunk->z*CHUNK_D+1));
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shader->uniformMatrix("u_model", model);
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mesh->draw(GL_TRIANGLES);
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return true;
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}
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void WorldRenderer::draw(Camera* camera, bool occlusion, float fogFactor, float fogCurve){
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Chunks* chunks = level->chunks;
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vec3 skyColor(0.7f, 0.81f, 1.0f);
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Window::setBgColor(skyColor);
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Window::clear();
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Window::viewport(0, 0, Window::width, Window::height);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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Texture* texture = assets->getTexture("block");
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Shader* shader = assets->getShader("main");
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Shader* linesShader = assets->getShader("lines");
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shader->use();
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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_gamma", 1.6f);
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shader->uniform3f("u_skyLightColor", 1.1f,1.1f,1.1f);
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shader->uniform3f("u_fogColor", skyColor);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", fogCurve);
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shader->uniform3f("u_cameraPos", camera->position);
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Block* cblock = Block::blocks[level->player->choosenBlock];
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float multiplier = 0.2f;
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shader->uniform3f("u_torchlightColor",
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cblock->emission[0] / 15.0f * multiplier,
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cblock->emission[1] / 15.0f * multiplier,
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cblock->emission[2] / 15.0f * multiplier);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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texture->bind();
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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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shared_ptr<Chunk> chunk = chunks->chunks[i];
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if (chunk == nullptr)
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continue;
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indices.push_back(i);
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}
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float px = camera->position.x / (float)CHUNK_W;
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float pz = camera->position.z / (float)CHUNK_D;
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std::sort(indices.begin(), indices.end(), [this, chunks, px, pz](size_t i, size_t j) {
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shared_ptr<Chunk> a = chunks->chunks[i];
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shared_ptr<Chunk> b = chunks->chunks[j];
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return ((a->x + 0.5f - px)*(a->x + 0.5f - px) + (a->z + 0.5f - pz)*(a->z + 0.5f - pz) >
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(b->x + 0.5f - px)*(b->x + 0.5f - px) + (b->z + 0.5f - pz)*(b->z + 0.5f - pz));
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});
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if (occlusion) frustumCulling->update(camera->getProjView());
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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, occlusion);
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}
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shader->uniformMatrix("u_model", mat4(1.0f));
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batch3d->begin();
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// draw 3D stuff here
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batch3d->render();
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if (level->playerController->selectedBlockId != -1){
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Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
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vec3 pos = level->playerController->selectedBlockPosition;
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
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glLineWidth(2.0f);
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if (selectedBlock->model == BlockModel::block){
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lineBatch->box(pos.x+0.5f, pos.y+0.5f, pos.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
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} else if (selectedBlock->model == BlockModel::xsprite){
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lineBatch->box(pos.x+0.5f, pos.y+0.35f, pos.z+0.5f, 0.805f,0.705f,0.805f, 0,0,0,0.5f);
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}
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lineBatch->render();
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}
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if (level->player->debug) {
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float length = 40.f;
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linesShader->use();
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vec3 tsl = vec3(Window::width/2, -((int)Window::height)/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)Window::width,
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-(float)Window::height, 0.f,
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-length, length) * model * glm::inverse(camera->rotation));
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glDisable(GL_DEPTH_TEST);
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glLineWidth(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->render();
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glEnable(GL_DEPTH_TEST);
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glLineWidth(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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lineBatch->render();
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}
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}
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