295 lines
8.9 KiB
C++
295 lines
8.9 KiB
C++
#include "WorldRenderer.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 <assert.h>
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#include "../content/Content.h"
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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/Atlas.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 "../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 "../logic/PlayerController.h"
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#include "../maths/FrustumCulling.h"
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#include "../maths/voxmaths.h"
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#include "../settings.h"
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#include "../engine.h"
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#include "LevelFrontend.h"
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#include "graphics/Skybox.h"
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using glm::vec3;
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using glm::vec4;
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using glm::mat4;
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using std::string;
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using std::shared_ptr;
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WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend)
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: engine(engine),
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level(frontend->getLevel()),
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frustumCulling(new Frustum()),
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lineBatch(new LineBatch()),
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renderer(new ChunksRenderer(level,
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frontend->getContentGfxCache(),
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engine->getSettings())) {
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auto& settings = engine->getSettings();
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level->events->listen(EVT_CHUNK_HIDDEN,
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[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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auto assets = engine->getAssets();
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skybox = new Skybox(settings.graphics.skyboxResolution,
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assets->getShader("skybox_gen"));
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}
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WorldRenderer::~WorldRenderer() {
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delete skybox;
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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,
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Camera* camera,
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Shader* shader,
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bool culling){
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auto chunk = level->chunks->chunks[index];
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if (!chunk->isLighted()) {
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return false;
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}
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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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}
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if (culling){
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vec3 min(chunk->x * CHUNK_W,
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chunk->bottom,
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chunk->z * CHUNK_D);
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vec3 max(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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if (!frustumCulling->IsBoxVisible(min, max)) return false;
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}
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vec3 coord = vec3(chunk->x*CHUNK_W+0.5f, 0.5f, chunk->z*CHUNK_D+0.5f);
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mat4 model = glm::translate(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,
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Camera* camera,
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Shader* shader) {
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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) +
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(a->z + 0.5f - pz)*(a->z + 0.5f - pz)
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>
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(b->x + 0.5f - px)*(b->x + 0.5f - px) +
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(b->z + 0.5f - pz)*(b->z + 0.5f - pz));
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});
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bool culling = engine->getSettings().graphics.frustumCulling;
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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::draw(const GfxContext& pctx, Camera* camera){
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EngineSettings& settings = engine->getSettings();
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skybox->refresh(level->world->daytime,
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1.0f+fog*2.0f, 4);
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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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Assets* assets = engine->getAssets();
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Atlas* atlas = assets->getAtlas("blocks");
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Shader* shader = assets->getShader("main");
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Shader* linesShader = assets->getShader("lines");
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const Viewport& viewport = pctx.getViewport();
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int displayWidth = viewport.getWidth();
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int displayHeight = viewport.getHeight();
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Window::clearDepth();
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Window::viewport(0, 0, displayWidth, displayHeight);
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// Drawing background sky plane
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Shader* backShader = assets->getShader("background");
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backShader->use();
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backShader->uniformMatrix("u_view", camera->getView(false));
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backShader->uniform1f("u_zoom", camera->zoom*camera->getFov()/(3.141592*0.5f));
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backShader->uniform1f("u_ar", float(displayWidth)/float(displayHeight));
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skybox->draw(backShader);
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{
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GfxContext ctx = pctx.sub();
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ctx.depthTest(true);
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ctx.cullFace(true);
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
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// Setting up main shader
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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", 1.0f);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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{
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blockid_t id = level->player->chosenBlock;
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Block* block = contentIds->getBlockDef(id);
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assert(block != nullptr);
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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block->emission[0] / 15.0f * multiplier,
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block->emission[1] / 15.0f * multiplier,
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block->emission[2] / 15.0f * multiplier);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks, camera, shader);
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// Selected block
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if (PlayerController::selectedBlockId != -1){
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blockid_t id = PlayerController::selectedBlockId;
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Block* block = contentIds->getBlockDef(id);
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assert(block != nullptr);
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const vec3 pos = PlayerController::selectedBlockPosition;
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const vec3 point = PlayerController::selectedPointPosition;
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const vec3 norm = PlayerController::selectedBlockNormal;
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AABB hitbox = block->hitbox;
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if (block->rotatable) {
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auto states = PlayerController::selectedBlockStates;
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block->rotations.variants[states].transform(hitbox);
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}
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const vec3 center = pos + hitbox.center();
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const vec3 size = hitbox.size();
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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lineBatch->box(center, size + vec3(0.02), vec4(0.f, 0.f, 0.f, 0.5f));
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if (level->player->debug)
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lineBatch->line(point, point+norm*0.5f, vec4(1.0f, 0.0f, 1.0f, 1.0f));
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lineBatch->render();
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}
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skybox->unbind();
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}
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if (level->player->debug) {
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GfxContext ctx = pctx.sub();
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ctx.depthTest(true);
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linesShader->use();
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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vec3 coord = level->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((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
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(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
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}
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float length = 40.f;
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vec3 tsl = vec3(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("u_projview", glm::ortho(
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0.f, (float)displayWidth,
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0.f, (float)displayHeight,
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-length, length) * model * glm::inverse(camera->rotation));
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ctx.depthTest(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->render();
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ctx.depthTest(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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lineBatch->render();
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}
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}
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void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez) {
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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,
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sx, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(sx, sy, ez,
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sx, ey, ez, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, sz,
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ex, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, ez,
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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,
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sx + i, ey, sz, 0, 0, 0.8f, 1);
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lineBatch->line(sx + i, sy, ez,
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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,
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sx, ey, sz + i, 0.8f, 0, 0, 1);
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lineBatch->line(ex, sy, sz + i,
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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,
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sx, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(sx, i, ez,
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ex, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, ez,
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ex, i, sz, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, sz,
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sx, i, sz, 0, 0.8f, 0, 1);
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}
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lineBatch->render();
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}
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float WorldRenderer::fog = 0.0f; |