EngineSettings: chunksLoadDistance, chunksPadding

This commit is contained in:
MihailRis
2023-11-06 01:47:17 +03:00
parent 26935473a3
commit 01eb264f44
12 changed files with 79 additions and 53 deletions
+196
View File
@@ -0,0 +1,196 @@
#include "world_render.h"
#include <iostream>
#include <GL/glew.h>
#include <memory>
#include "../graphics/ChunksRenderer.h"
#include "../window/Window.h"
#include "../window/Camera.h"
#include "../graphics/Mesh.h"
#include "../graphics/Shader.h"
#include "../graphics/Texture.h"
#include "../graphics/LineBatch.h"
#include "../graphics/Batch3D.h"
#include "../voxels/Chunks.h"
#include "../voxels/Chunk.h"
#include "../voxels/Block.h"
#include "../world/World.h"
#include "../world/Level.h"
#include "../world/LevelEvents.h"
#include "../objects/Player.h"
#include "../assets/Assets.h"
#include "../objects/player_control.h"
using std::shared_ptr;
float _camera_cx;
float _camera_cz;
WorldRenderer::WorldRenderer(Level* level, Assets* assets) : assets(assets), level(level) {
lineBatch = new LineBatch(4096);
batch3d = new Batch3D(1024);
renderer = new ChunksRenderer(level);
level->events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type type, Chunk* chunk) {
renderer->unload(chunk);
});
}
WorldRenderer::~WorldRenderer() {
delete batch3d;
delete lineBatch;
delete renderer;
}
Chunks* _chunks = nullptr;
bool chunks_distance_compare(size_t i, size_t j) {
shared_ptr<Chunk> a = _chunks->chunks[i];
shared_ptr<Chunk> b = _chunks->chunks[j];
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) >
(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
}
bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
shared_ptr<Chunk> chunk = level->chunks->chunks[index];
if (!chunk->isLighted())
return false;
shared_ptr<Mesh> mesh = renderer->getOrRender(chunk.get());
if (mesh == nullptr)
return false;
// Simple frustum culling
if (occlusion){
float y = camera->position.y+camera->front.y * CHUNK_H * 0.5f;
if (y < 0.0f)
y = 0.0f;
if (y > CHUNK_H)
y = CHUNK_H;
vec3 v = vec3(chunk->x*CHUNK_W, y, chunk->z*CHUNK_D)-camera->position;
if (v.x*v.x+v.z*v.z > (CHUNK_W*3)*(CHUNK_W*3)) {
if (dot(camera->front, v) < 0.0f){
return true;
}
}
}
mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W, 0.0f, chunk->z*CHUNK_D+1));
shader->uniformMatrix("u_model", model);
glDisable(GL_MULTISAMPLE);
mesh->draw(GL_TRIANGLES);
glEnable(GL_MULTISAMPLE);
return false;
}
void WorldRenderer::draw(Camera* camera, bool occlusion){
Chunks* chunks = level->chunks;
vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f);
glClearColor(skyColor.r, skyColor.g, skyColor.b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Window::viewport(0, 0, Window::width, Window::height);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
Texture* texture = assets->getTexture("block");
Shader* shader = assets->getShader("main");
Shader* linesShader = assets->getShader("lines");
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", 1.6f);
shader->uniform3f("u_skyLightColor", 1.1f,1.1f,1.1f);
shader->uniform3f("u_fogColor", skyColor.r,skyColor.g,skyColor.b);
shader->uniform1f("u_fogFactor", 0.025f);
shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
Block* cblock = Block::blocks[level->player->choosenBlock];
shader->uniform3f("u_torchlightColor",
cblock->emission[0] / 15.0f,
cblock->emission[1] / 15.0f,
cblock->emission[2] / 15.0f);
shader->uniform1f("u_torchlightDistance", 6.0f);
shader->uniform1f("u_fogFactor", 0.025f);
texture->bind();
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->volume; i++){
shared_ptr<Chunk> chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
indices.push_back(i);
}
float px = camera->position.x / (float)CHUNK_W;
float pz = camera->position.z / (float)CHUNK_D;
_camera_cx = px;
_camera_cz = pz;
_chunks = chunks;
std::sort(indices.begin(), indices.end(), chunks_distance_compare);
int occludedChunks = 0;
for (size_t i = 0; i < indices.size(); i++){
occludedChunks += drawChunk(indices[i], camera, shader, occlusion);
}
shader->uniformMatrix("u_model", mat4(1.0f));
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);
}
}