VoxelEngine/src/graphics/render/WorldRenderer.cpp
2024-06-22 22:30:14 +03:00

370 lines
12 KiB
C++

#include "WorldRenderer.hpp"
#include "ChunksRenderer.hpp"
#include "ModelBatch.hpp"
#include "Skybox.hpp"
#include "../../assets/Assets.hpp"
#include "../../content/Content.hpp"
#include "../../engine.hpp"
#include "../../frontend/LevelFrontend.hpp"
#include "../../items/Inventory.hpp"
#include "../../items/ItemDef.hpp"
#include "../../items/ItemStack.hpp"
#include "../../logic/PlayerController.hpp"
#include "../../maths/FrustumCulling.hpp"
#include "../../maths/voxmaths.hpp"
#include "../../objects/Player.hpp"
#include "../../settings.hpp"
#include "../../voxels/Block.hpp"
#include "../../voxels/Chunk.hpp"
#include "../../voxels/Chunks.hpp"
#include "../../window/Camera.hpp"
#include "../../window/Window.hpp"
#include "../../world/Level.hpp"
#include "../../world/LevelEvents.hpp"
#include "../../world/World.hpp"
#include "../core/Atlas.hpp"
#include "../core/Batch3D.hpp"
#include "../core/DrawContext.hpp"
#include "../core/LineBatch.hpp"
#include "../core/Mesh.hpp"
#include "../core/PostProcessing.hpp"
#include "../core/Shader.hpp"
#include "../core/Texture.hpp"
#include "../core/Model.hpp"
#include <assert.h>
#include <GL/glew.h>
#include <algorithm>
#include <memory>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
bool WorldRenderer::showChunkBorders = false;
WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player)
: engine(engine),
level(frontend->getLevel()),
player(player),
frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>()),
modelBatch(std::make_unique<ModelBatch>(1000, engine->getAssets(), level->chunks.get()))
{
renderer = std::make_unique<ChunksRenderer>(
level,
frontend->getContentGfxCache(),
&engine->getSettings()
);
batch3d = std::make_unique<Batch3D>(4096);
auto& settings = engine->getSettings();
level->events->listen(EVT_CHUNK_HIDDEN,
[this](lvl_event_type, Chunk* chunk) {
renderer->unload(chunk);
}
);
auto assets = engine->getAssets();
skybox = std::make_unique<Skybox>(
settings.graphics.skyboxResolution.get(),
assets->get<Shader>("skybox_gen")
);
}
WorldRenderer::~WorldRenderer() {
}
bool WorldRenderer::drawChunk(
size_t index,
Camera* camera,
Shader* shader,
bool culling
){
auto chunk = level->chunks->chunks[index];
if (!chunk->flags.lighted) {
return false;
}
float distance = glm::distance(
camera->position,
glm::vec3((chunk->x + 0.5f) * CHUNK_W,
camera->position.y,
(chunk->z + 0.5f) * CHUNK_D)
);
auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W*1.5f);
if (mesh == nullptr) {
return false;
}
if (culling){
glm::vec3 min(
chunk->x * CHUNK_W,
chunk->bottom,
chunk->z * CHUNK_D
);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustumCulling->IsBoxVisible(min, max))
return false;
}
glm::vec3 coord(chunk->x*CHUNK_W+0.5f, 0.5f, chunk->z*CHUNK_D+0.5f);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader->uniformMatrix("u_model", model);
mesh->draw();
return true;
}
void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
renderer->update();
// [warning] this whole method is not thread-safe for chunks
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->volume; i++){
if (chunks->chunks[i] == nullptr)
continue;
indices.emplace_back(i);
}
float px = camera->position.x / (float)CHUNK_W - 0.5f;
float pz = camera->position.z / (float)CHUNK_D - 0.5f;
std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
const auto a = chunks->chunks[i].get();
const auto b = chunks->chunks[j].get();
auto adx = (a->x - px);
auto adz = (a->z - pz);
auto bdx = (b->x - px);
auto bdz = (b->z - pz);
return (adx*adx + adz*adz > bdx*bdx + bdz*bdz);
});
bool culling = engine->getSettings().graphics.frustumCulling.get();
if (culling) {
frustumCulling->update(camera->getProjView());
}
chunks->visible = 0;
for (size_t i = 0; i < indices.size(); i++){
chunks->visible += drawChunk(indices[i], camera, shader, culling);
}
}
void WorldRenderer::renderLevel(
const DrawContext&,
Camera* camera,
const EngineSettings& settings
) {
auto assets = engine->getAssets();
auto atlas = assets->get<Atlas>("blocks");
auto shader = assets->get<Shader>("main");
auto indices = level->content->getIndices();
float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get()-2);
// Setting up main shader
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_timer", Window::time());
shader->uniform1f("u_gamma", settings.graphics.gamma.get());
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
shader->uniform1f("u_dayTime", level->getWorld()->daytime);
shader->uniform3f("u_cameraPos", camera->position);
shader->uniform1i("u_cubemap", 1);
// Light emission when an emissive item is chosen
{
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
auto item = indices->getItemDef(stack.getItemId());
float multiplier = 0.5f;
shader->uniform3f("u_torchlightColor",
item->emission[0] / 15.0f * multiplier,
item->emission[1] / 15.0f * multiplier,
item->emission[2] / 15.0f * multiplier
);
shader->uniform1f("u_torchlightDistance", 6.0f);
}
// Binding main shader textures
skybox->bind();
atlas->getTexture()->bind();
drawChunks(level->chunks.get(), camera, shader);
shader->uniformMatrix("u_model", glm::mat4(1.0f));
/// draw models here
skybox->unbind();
}
void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
const auto& selection = player->selection;
auto indices = level->content->getIndices();
blockid_t id = selection.vox.id;
auto block = indices->getBlockDef(id);
const glm::ivec3 pos = player->selection.position;
const glm::vec3 point = selection.hitPosition;
const glm::vec3 norm = selection.normal;
const std::vector<AABB>& hitboxes = block->rotatable
? block->rt.hitboxes[selection.vox.state.rotation]
: block->hitboxes;
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjView());
lineBatch->lineWidth(2.0f);
for (auto& hitbox: hitboxes) {
const glm::vec3 center = glm::vec3(pos) + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
if (player->debug) {
lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
}
}
lineBatch->render();
}
void WorldRenderer::renderDebugLines(
const DrawContext& pctx,
Camera* camera,
Shader* linesShader
) {
DrawContext ctx = pctx.sub();
const auto& viewport = ctx.getViewport();
uint displayWidth = viewport.getWidth();
uint displayHeight = viewport.getHeight();
ctx.setDepthTest(true);
linesShader->use();
if (showChunkBorders){
linesShader->uniformMatrix("u_projview", camera->getProjView());
glm::vec3 coord = player->camera->position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv((int)coord.x, CHUNK_W);
int cz = floordiv((int)coord.z, CHUNK_D);
drawBorders(
cx * CHUNK_W, 0, cz * CHUNK_D,
(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D
);
}
float length = 40.f;
glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader->uniformMatrix("u_projview", glm::ortho(
0.f, (float)displayWidth,
0.f, (float)displayHeight,
-length, length) * model * glm::inverse(camera->rotation)
);
ctx.setDepthTest(false);
lineBatch->lineWidth(4.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
lineBatch->render();
ctx.setDepthTest(true);
lineBatch->lineWidth(2.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
lineBatch->render();
}
void WorldRenderer::draw(
const DrawContext& pctx,
Camera* camera,
bool hudVisible,
PostProcessing* postProcessing
){
auto world = level->getWorld();
const Viewport& vp = pctx.getViewport();
camera->aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
const EngineSettings& settings = engine->getSettings();
skybox->refresh(pctx, world->daytime, 1.0f+world->fog*2.0f, 4);
auto assets = engine->getAssets();
auto linesShader = assets->get<Shader>("lines");
// World render scope with diegetic HUD included
{
DrawContext wctx = pctx.sub();
postProcessing->use(wctx);
Window::clearDepth();
// Drawing background sky plane
skybox->draw(pctx, camera, assets, world->daytime, world->fog);
// Actually world render with depth buffer on
{
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
renderLevel(ctx, camera, settings);
// Selected block
if (player->selection.vox.id != BLOCK_VOID && hudVisible){
renderBlockSelection(camera, linesShader);
}
}
if (hudVisible && player->debug) {
renderDebugLines(wctx, camera, linesShader);
}
}
// Rendering fullscreen quad with
auto screenShader = assets->get<Shader>("screen");
screenShader->use();
screenShader->uniform1f("u_timer", Window::time());
screenShader->uniform1f("u_dayTime", level->getWorld()->daytime);
postProcessing->render(pctx, screenShader);
}
void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez) {
int ww = ex-sx;
int dd = ez-sz;
/*corner*/ {
lineBatch->line(sx, sy, sz,
sx, ey, sz, 0.8f, 0, 0.8f, 1);
lineBatch->line(sx, sy, ez,
sx, ey, ez, 0.8f, 0, 0.8f, 1);
lineBatch->line(ex, sy, sz,
ex, ey, sz, 0.8f, 0, 0.8f, 1);
lineBatch->line(ex, sy, ez,
ex, ey, ez, 0.8f, 0, 0.8f, 1);
}
for (int i = 2; i < ww; i+=2) {
lineBatch->line(sx + i, sy, sz,
sx + i, ey, sz, 0, 0, 0.8f, 1);
lineBatch->line(sx + i, sy, ez,
sx + i, ey, ez, 0, 0, 0.8f, 1);
}
for (int i = 2; i < dd; i+=2) {
lineBatch->line(sx, sy, sz + i,
sx, ey, sz + i, 0.8f, 0, 0, 1);
lineBatch->line(ex, sy, sz + i,
ex, ey, sz + i, 0.8f, 0, 0, 1);
}
for (int i = sy; i < ey; i+=2){
lineBatch->line(sx, i, sz,
sx, i, ez, 0, 0.8f, 0, 1);
lineBatch->line(sx, i, ez,
ex, i, ez, 0, 0.8f, 0, 1);
lineBatch->line(ex, i, ez,
ex, i, sz, 0, 0.8f, 0, 1);
lineBatch->line(ex, i, sz,
sx, i, sz, 0, 0.8f, 0, 1);
}
lineBatch->render();
}