EngineSettings: chunksLoadDistance, chunksPadding
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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();
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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 == 1){
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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 == 2){
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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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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
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vec3 point = vec3(camera->position.x+camera->front.x/1,
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camera->position.y+camera->front.y/1,
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camera->position.z+camera->front.z/1);
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glDisable(GL_DEPTH_TEST);
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glLineWidth(4.0f);
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lineBatch->line(point.x, point.y, point.z,
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point.x+0.1f, point.y, point.z,
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0, 0, 0, 1);
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lineBatch->line(point.x, point.y, point.z,
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point.x, point.y, point.z+0.1f,
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0, 0, 0, 1);
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lineBatch->line(point.x, point.y, point.z,
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point.x, point.y+0.1f, point.z,
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0, 0, 0, 1);
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lineBatch->render();
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glLineWidth(2.0f);
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lineBatch->line(point.x, point.y, point.z,
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point.x+0.1f, point.y, point.z,
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1, 0, 0, 1);
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lineBatch->line(point.x, point.y, point.z,
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point.x, point.y, point.z+0.1f,
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0, 0, 1, 1);
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lineBatch->line(point.x, point.y, point.z,
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point.x, point.y+0.1f, point.z,
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0, 1, 0, 1);
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lineBatch->render();
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glEnable(GL_DEPTH_TEST);
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}
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}
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