EngineSettings: chunksLoadDistance, chunksPadding
This commit is contained in:
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#include "hud_render.h"
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#include <sstream>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "../typedefs.h"
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#include "../assets/Assets.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Batch2D.h"
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#include "../graphics/Font.h"
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#include "../graphics/Mesh.h"
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#include "../window/Camera.h"
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#include "../window/Window.h"
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#include "../window/Events.h"
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#include "../voxels/Chunks.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 "../objects/Player.h"
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HudRenderer::HudRenderer() {
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batch = new Batch2D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / 1.0f);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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HudRenderer::~HudRenderer() {
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// delete crosshair;
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delete batch;
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delete uicamera;
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}
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void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusion){
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Chunks* chunks = level->chunks;
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Player* player = level->player;
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Font* font = assets->getFont("normal");
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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batch->color = vec4(1.0f);
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batch->begin();
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font->draw(batch, L"chunks: "+std::to_wstring(chunks->chunksCount), 16, 16, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring((int)player->camera->position.x), 10, 30, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring((int)player->camera->position.y), 90, 30, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring((int)player->camera->position.z), 170, 30, STYLE_OUTLINE);
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font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
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font->draw(batch, std::to_wstring(fps), 44, 42, STYLE_OUTLINE);
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font->draw(batch, L"occlusion: "+std::to_wstring(occlusion), 16, 54, STYLE_OUTLINE);
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std::wstringstream stream;
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stream << std::hex << player->selectedVoxel.states;
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font->draw(batch, L"block-selected: "+std::to_wstring(player->selectedVoxel.id)+L" "+stream.str(), 16, 78, STYLE_OUTLINE);
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font->draw(batch, L"meshes: " + std::to_wstring(Mesh::meshesCount), 16, 102, STYLE_OUTLINE);
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// batch->render();
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}
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void HudRenderer::draw(Level* level, Assets* assets){
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uicamera->fov = Window::height;
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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// Chosen block preview
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Texture* blocks = assets->getTexture("block");
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Texture* sprite = assets->getTexture("slot");
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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if (Events::_cursor_locked && !level->player->debug) {
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glLineWidth(2);
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batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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}
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// batch->texture(sprite);
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// batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f));
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// batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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// 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f,
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// 0.55f, 0.55f, 0.55f,
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// 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2);
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batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(Window::width/2-128, Window::height - 80, 256, 64,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->rect(Window::width/2-32+2, Window::height - 80+2, 60, 60,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(Window::width/2-32+4, Window::height - 80+4, 56, 56,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 2);
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batch->texture(blocks);
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Player* player = level->player;
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{
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Block* cblock = Block::blocks[player->choosenBlock];
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if (cblock->model == BLOCK_MODEL_CUBE){
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batch->blockSprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
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} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
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batch->sprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
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}
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}
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if (!Events::_cursor_locked) { //inventory
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uint size = 48;
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uint step = 64;
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uint inv_wm = step*10;
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uint inv_hm = step*8;
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uint inv_w = inv_wm - (step - size);
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uint inv_h = inv_hm - (step - size);
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int inv_x = (Window::width - (inv_w)) / 2;
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int inv_y = (Window::height - (inv_h)) / 2;
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int xs = (Window::width - inv_w + step)/2;
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int ys = (Window::height - inv_h + step)/2;
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if (Window::width > inv_w*3){
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inv_x = (Window::width + (inv_w)) / 2;
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inv_y = (Window::height - (inv_h)) / 2;
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xs = (Window::width + inv_w + step)/2;
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ys = (Window::height - inv_h + step)/2;
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}
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int x = 0;
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int y = 0;
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vec4 tint = vec4(1.0f);
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int mx = Events::x;
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int my = Events::y;
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uint count = (inv_w / step) * (inv_h / step) + 1;
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//back
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
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batch->rect(0, 0, Window::width, Window::height);
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batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(inv_x, inv_y, inv_w, inv_h,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
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for (uint i = 1; i < count; i++) {
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x-2, y-2, size+4, size+4);
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(x, y, size, size,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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// batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f);
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// for (unsigned i = 1; i < count; i++) {
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// x = xs + step * ((i-1) % (inv_w / step));
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// y = ys + step * ((i-1) / (inv_w / step));
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// batch->rect(x, y, size, size);
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// }
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//front
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batch->texture(blocks);
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for (uint i = 1; i < count; i++) {
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Block* cblock = Block::blocks[i];
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if (cblock == nullptr)
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break;
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x = xs + step * ((i-1) % (inv_w / step));
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y = ys + step * ((i-1) / (inv_w / step));
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if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i;
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}
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// size = 50;
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} else
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{
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// size = 48;
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tint = vec4(1.0f);
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}
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if (cblock->model == BLOCK_MODEL_CUBE){
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batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
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} else if (cblock->model == BLOCK_MODEL_X_SPRITE){
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batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
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}
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}
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}
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// batch->render();
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if (Events::_cursor_locked && !level->player->debug){
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// Shader* crosshairShader = assets->getShader("crosshair");
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// crosshairShader->use();
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// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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// crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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// glLineWidth(2.0f);
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// crosshair->draw(GL_LINES);
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}
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}
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@@ -0,0 +1,21 @@
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#ifndef SRC_HUD_RENDER_H_
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#define SRC_HUD_RENDER_H_
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class Batch2D;
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class Camera;
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class Level;
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class Assets;
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class Mesh;
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class HudRenderer {
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Batch2D* batch;
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Camera* uicamera;
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// Mesh* crosshair;
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public:
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HudRenderer();
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~HudRenderer();
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void draw(Level* level, Assets* assets);
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void drawDebug(Level* level, Assets* assets, int fps, bool occlusion);
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};
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#endif /* SRC_HUD_RENDER_H_ */
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@@ -0,0 +1,196 @@
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#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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using std::shared_ptr;
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float _camera_cx;
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float _camera_cz;
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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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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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}
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Chunks* _chunks = nullptr;
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bool chunks_distance_compare(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 - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz) >
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(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
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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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float y = camera->position.y+camera->front.y * CHUNK_H * 0.5f;
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if (y < 0.0f)
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y = 0.0f;
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if (y > CHUNK_H)
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y = CHUNK_H;
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vec3 v = vec3(chunk->x*CHUNK_W, y, chunk->z*CHUNK_D)-camera->position;
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if (v.x*v.x+v.z*v.z > (CHUNK_W*3)*(CHUNK_W*3)) {
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if (dot(camera->front, v) < 0.0f){
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return true;
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}
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}
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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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glDisable(GL_MULTISAMPLE);
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mesh->draw(GL_TRIANGLES);
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glEnable(GL_MULTISAMPLE);
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return false;
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}
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void WorldRenderer::draw(Camera* camera, bool occlusion){
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Chunks* chunks = level->chunks;
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vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f);
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glClearColor(skyColor.r, skyColor.g, skyColor.b, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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.r,skyColor.g,skyColor.b);
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shader->uniform1f("u_fogFactor", 0.025f);
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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Block* cblock = Block::blocks[level->player->choosenBlock];
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shader->uniform3f("u_torchlightColor",
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cblock->emission[0] / 15.0f,
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cblock->emission[1] / 15.0f,
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cblock->emission[2] / 15.0f);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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shader->uniform1f("u_fogFactor", 0.025f);
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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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_camera_cx = px;
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_camera_cz = pz;
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_chunks = chunks;
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std::sort(indices.begin(), indices.end(), chunks_distance_compare);
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int occludedChunks = 0;
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for (size_t i = 0; i < indices.size(); i++){
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occludedChunks += 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();
|
||||
// draw 3D stuff here
|
||||
batch3d->render();
|
||||
|
||||
if (level->playerController->selectedBlockId != -1){
|
||||
Block* selectedBlock = Block::blocks[level->playerController->selectedBlockId];
|
||||
vec3 pos = level->playerController->selectedBlockPosition;
|
||||
linesShader->use();
|
||||
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
|
||||
glLineWidth(2.0f);
|
||||
if (selectedBlock->model == 1){
|
||||
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);
|
||||
} else if (selectedBlock->model == 2){
|
||||
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);
|
||||
}
|
||||
lineBatch->render();
|
||||
}
|
||||
|
||||
if (level->player->debug) {
|
||||
linesShader->use();
|
||||
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
|
||||
|
||||
vec3 point = vec3(camera->position.x+camera->front.x/1,
|
||||
camera->position.y+camera->front.y/1,
|
||||
camera->position.z+camera->front.z/1);
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
glLineWidth(4.0f);
|
||||
lineBatch->line(point.x, point.y, point.z,
|
||||
point.x+0.1f, point.y, point.z,
|
||||
0, 0, 0, 1);
|
||||
lineBatch->line(point.x, point.y, point.z,
|
||||
point.x, point.y, point.z+0.1f,
|
||||
0, 0, 0, 1);
|
||||
lineBatch->line(point.x, point.y, point.z,
|
||||
point.x, point.y+0.1f, point.z,
|
||||
0, 0, 0, 1);
|
||||
lineBatch->render();
|
||||
|
||||
glLineWidth(2.0f);
|
||||
lineBatch->line(point.x, point.y, point.z,
|
||||
point.x+0.1f, point.y, point.z,
|
||||
1, 0, 0, 1);
|
||||
lineBatch->line(point.x, point.y, point.z,
|
||||
point.x, point.y, point.z+0.1f,
|
||||
0, 0, 1, 1);
|
||||
lineBatch->line(point.x, point.y, point.z,
|
||||
point.x, point.y+0.1f, point.z,
|
||||
0, 1, 0, 1);
|
||||
lineBatch->render();
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
#ifndef WORLD_RENDERER_CPP
|
||||
#define WORLD_RENDERER_CPP
|
||||
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <GL/glew.h>
|
||||
#include <string>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
class World;
|
||||
class Level;
|
||||
class Camera;
|
||||
class Assets;
|
||||
class LineBatch;
|
||||
class Batch3D;
|
||||
class ChunksRenderer;
|
||||
class Shader;
|
||||
class Texture;
|
||||
class Framebuffer;
|
||||
|
||||
|
||||
class WorldRenderer {
|
||||
Batch3D *batch3d;
|
||||
Assets* assets;
|
||||
Level* level;
|
||||
bool drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
|
||||
public:
|
||||
ChunksRenderer* renderer;
|
||||
LineBatch* lineBatch;
|
||||
|
||||
WorldRenderer(Level* level, Assets* assets);
|
||||
~WorldRenderer();
|
||||
|
||||
void draw(Camera* camera, bool occlusion);
|
||||
};
|
||||
|
||||
|
||||
#endif // WORLD_RENDERER_CPP
|
||||
Reference in New Issue
Block a user