move Chunks from Level to Player
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@@ -20,19 +20,22 @@ size_t ChunksRenderer::visibleChunks = 0;
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class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
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const Level& level;
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const Chunks& chunks;
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BlocksRenderer renderer;
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public:
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RendererWorker(
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const Level& level,
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const Chunks& chunks,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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) : level(level),
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) : level(level),
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chunks(chunks),
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renderer(settings.graphics.chunkMaxVertices.get(),
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*level.content, cache, settings)
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{}
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RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
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renderer.build(chunk.get(), level.chunks.get());
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renderer.build(chunk.get(), &chunks);
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if (renderer.isCancelled()) {
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return RendererResult {
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glm::ivec2(chunk->x, chunk->z), true, MeshData()};
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@@ -44,29 +47,36 @@ public:
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};
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ChunksRenderer::ChunksRenderer(
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const Level* level,
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const Level* level,
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const Chunks& chunks,
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const Assets& assets,
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const Frustum& frustum,
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const ContentGfxCache& cache,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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) : level(*level),
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assets(assets),
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frustum(frustum),
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settings(settings),
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threadPool(
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"chunks-render-pool",
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[&](){return std::make_shared<RendererWorker>(*level, cache, settings);},
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[&](RendererResult& result){
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if (!result.cancelled) {
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auto meshData = std::move(result.meshData);
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meshes[result.key] = ChunkMesh {
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std::make_unique<Mesh>(meshData.mesh),
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std::move(meshData.sortingMesh)
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};
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}
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inwork.erase(result.key);
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}, settings.graphics.chunkMaxRenderers.get())
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{
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)
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: level(*level),
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chunks(chunks),
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assets(assets),
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frustum(frustum),
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settings(settings),
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threadPool(
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"chunks-render-pool",
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[&]() {
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return std::make_shared<RendererWorker>(
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*level, chunks, cache, settings
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);
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},
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[&](RendererResult& result) {
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if (!result.cancelled) {
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auto meshData = std::move(result.meshData);
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meshes[result.key] = ChunkMesh {
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std::make_unique<Mesh>(meshData.mesh),
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std::move(meshData.sortingMesh)};
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}
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inwork.erase(result.key);
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},
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settings.graphics.chunkMaxRenderers.get()
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) {
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threadPool.setStopOnFail(false);
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renderer = std::make_unique<BlocksRenderer>(
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settings.graphics.chunkMaxVertices.get(),
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@@ -83,7 +93,7 @@ const Mesh* ChunksRenderer::render(
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) {
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chunk->flags.modified = false;
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if (important) {
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auto mesh = renderer->render(chunk.get(), level.chunks.get());
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auto mesh = renderer->render(chunk.get(), &chunks);
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meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
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std::move(mesh.mesh), std::move(mesh.sortingMeshData)
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};
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@@ -131,7 +141,7 @@ void ChunksRenderer::update() {
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const Mesh* ChunksRenderer::retrieveChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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) {
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auto chunk = level.chunks->getChunks()[index];
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auto chunk = chunks.getChunks()[index];
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if (chunk == nullptr || !chunk->flags.lighted) {
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return nullptr;
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}
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@@ -163,7 +173,6 @@ const Mesh* ChunksRenderer::retrieveChunk(
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void ChunksRenderer::drawChunks(
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const Camera& camera, Shader& shader
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) {
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const auto& chunks = *level.chunks;
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const auto& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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@@ -232,7 +241,7 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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frameid++;
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bool culling = settings.graphics.frustumCulling.get();
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const auto& chunks = level.chunks->getChunks();
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const auto& chunks = this->chunks.getChunks();
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const auto& cameraPos = camera.position;
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const auto& atlas = assets.require<Atlas>("blocks");
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