General refactor
This commit is contained in:
@@ -1,4 +1,4 @@
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#include "world_render.h"
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#include "WorldRenderer.h"
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#include <iostream>
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#include <GL/glew.h>
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@@ -22,7 +22,7 @@
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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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#include "../logic/PlayerController.h"
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#include "../maths/FrustumCulling.h"
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#include "../maths/voxmaths.h"
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#include "../settings.h"
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@@ -32,20 +32,26 @@
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using glm::vec3;
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using glm::vec4;
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using glm::mat4;
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using std::string;
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using std::shared_ptr;
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WorldRenderer::WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
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: engine(engine), level(level) {
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EngineSettings& settings = engine->getSettings();
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WorldRenderer::WorldRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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: engine(engine),
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level(level),
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frustumCulling(new Frustum()),
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lineBatch(new LineBatch()),
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renderer( new ChunksRenderer(level, cache, engine->getSettings())) {
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lineBatch = new LineBatch(4096);
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renderer = new ChunksRenderer(level, cache, settings);
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frustumCulling = new Frustum();
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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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skybox = new Skybox(64, engine->getAssets()->getShader("skybox_gen"));
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level->events->listen(EVT_CHUNK_HIDDEN,
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[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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auto assets = engine->getAssets();
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skybox = new Skybox(64, assets->getShader("skybox_gen"));
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}
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WorldRenderer::~WorldRenderer() {
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@@ -55,22 +61,30 @@ WorldRenderer::~WorldRenderer() {
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delete frustumCulling;
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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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bool WorldRenderer::drawChunk(size_t index,
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Camera* camera,
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Shader* shader,
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bool culling){
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auto chunk = level->chunks->chunks[index];
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if (!chunk->isLighted()) {
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return false;
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}
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shared_ptr<Mesh> mesh = renderer->getOrRender(chunk.get());
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if (mesh == nullptr)
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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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vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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vec3 max(chunk->x * CHUNK_W + CHUNK_W, chunk->top, chunk->z * CHUNK_D + CHUNK_D);
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}
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if (culling){
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vec3 min(chunk->x * CHUNK_W,
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chunk->bottom,
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chunk->z * CHUNK_D);
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vec3 max(chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D);
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if (!frustumCulling->IsBoxVisible(min, max)) return false;
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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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vec3 coord = vec3(chunk->x*CHUNK_W, 0.0f, chunk->z*CHUNK_D+1);
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mat4 model = glm::translate(mat4(1.0f), coord);
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shader->uniformMatrix("u_model", model);
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mesh->draw();
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return true;
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@@ -78,8 +92,7 @@ bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool
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void WorldRenderer::drawChunks(Chunks* chunks,
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Camera* camera,
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Shader* shader,
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bool occlusion) {
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Shader* shader) {
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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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@@ -87,25 +100,30 @@ void WorldRenderer::drawChunks(Chunks* chunks,
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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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std::sort(indices.begin(), indices.end(), [this, chunks, px, pz](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 - px)*(a->x + 0.5f - px) + (a->z + 0.5f - pz)*(a->z + 0.5f - pz) >
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(b->x + 0.5f - px)*(b->x + 0.5f - px) + (b->z + 0.5f - pz)*(b->z + 0.5f - pz));
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return ((a->x + 0.5f - px)*(a->x + 0.5f - px) +
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(a->z + 0.5f - pz)*(a->z + 0.5f - pz)
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>
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(b->x + 0.5f - px)*(b->x + 0.5f - px) +
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(b->z + 0.5f - pz)*(b->z + 0.5f - pz));
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});
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if (occlusion) frustumCulling->update(camera->getProjView());
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bool culling = engine->getSettings().graphics.frustumCulling;
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if (culling) {
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frustumCulling->update(camera->getProjView());
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}
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chunks->visible = 0;
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for (size_t i = 0; i < indices.size(); i++){
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chunks->visible += drawChunk(indices[i], camera, shader, occlusion);
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chunks->visible += drawChunk(indices[i], camera, shader, culling);
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}
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}
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion){
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera){
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EngineSettings& settings = engine->getSettings();
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skybox->refresh(level->world->daytime,
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fmax(1.0f, 18.0f/settings.chunks.loadDistance), 4);
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@@ -123,6 +141,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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Window::clearDepth();
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Window::viewport(0, 0, displayWidth, displayHeight);
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// Drawing background sky plane
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Shader* backShader = assets->getShader("background");
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backShader->use();
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backShader->uniformMatrix("u_view", camera->getView(false));
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@@ -137,8 +156,8 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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float fogFactor = 18.0f / (float)settings.chunks.loadDistance;
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// Setting up main shader
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shader->use();
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skybox->bind();
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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", 1.0f);
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@@ -146,34 +165,37 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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{
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blockid_t id = level->player->choosenBlock;
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Block* block = contentIds->getBlockDef(id);
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assert(block != nullptr);
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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block->emission[0] / 15.0f * multiplier,
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block->emission[1] / 15.0f * multiplier,
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block->emission[2] / 15.0f * multiplier);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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Block* cblock = contentIds->getBlockDef(level->player->choosenBlock);
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assert(cblock != nullptr);
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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cblock->emission[0] / 15.0f * multiplier,
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cblock->emission[1] / 15.0f * multiplier,
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cblock->emission[2] / 15.0f * multiplier);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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Chunks* chunks = level->chunks;
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drawChunks(chunks, camera, shader, occlusion);
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drawChunks(level->chunks, camera, shader);
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shader->uniformMatrix("u_model", mat4(1.0f));
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if (level->playerController->selectedBlockId != -1){
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Block* block = contentIds->getBlockDef(level->playerController->selectedBlockId);
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// Selected block
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if (PlayerController::selectedBlockId != -1){
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blockid_t id = PlayerController::selectedBlockId;
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Block* block = contentIds->getBlockDef(id);
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assert(block != nullptr);
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vec3 pos = level->playerController->selectedBlockPosition;
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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const vec3 pos = PlayerController::selectedBlockPosition;
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const AABB& hitbox = block->hitbox;
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const vec3 center = pos + hitbox.center();
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const vec3 size = hitbox.size();
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lineBatch->box(center, size + vec3(0.02), vec4(0.0f, 0.0f, 0.0f, 0.5f));
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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lineBatch->box(center, size + vec3(0.02), vec4(0.f, 0.f, 0.f, 0.5f));
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lineBatch->render();
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}
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skybox->unbind();
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@@ -191,44 +213,12 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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/*corner*/ {
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lineBatch->line( cx * CHUNK_W, 0, cz * CHUNK_D,
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cx * CHUNK_W, CHUNK_H, cz * CHUNK_D, 0.8f, 0, 0.8f, 1);
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lineBatch->line( cx * CHUNK_W, 0, (cz+1) * CHUNK_D,
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cx * CHUNK_W, CHUNK_H, (cz+1) * CHUNK_D, 0.8f, 0, 0.8f, 1);
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lineBatch->line((cx+1) * CHUNK_W, 0, cz * CHUNK_D,
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(cx+1) * CHUNK_W, CHUNK_H, cz * CHUNK_D, 0.8f, 0, 0.8f, 1);
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lineBatch->line((cx+1) * CHUNK_W, 0, (cz+1) * CHUNK_D,
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(cx+1) * CHUNK_W, CHUNK_H, (cz+1) * CHUNK_D, 0.8f, 0, 0.8f, 1);
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}
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for (int i = 2; i < CHUNK_W; i+=2) {
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lineBatch->line( cx * CHUNK_W + i, 0, cz * CHUNK_D,
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cx * CHUNK_W + i, CHUNK_H, cz * CHUNK_D, 0, 0, 0.8f, 1);
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lineBatch->line( cx * CHUNK_W + i, 0, (cz+1) * CHUNK_D,
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cx * CHUNK_W + i, CHUNK_H, (cz+1) * CHUNK_D, 0, 0, 0.8f, 1);
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}
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for (int i = 2; i < CHUNK_D; i+=2) {
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lineBatch->line( cx * CHUNK_W, 0, cz * CHUNK_D + i,
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cx * CHUNK_W, CHUNK_H, cz * CHUNK_D + i, 0.8f, 0, 0, 1);
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lineBatch->line((cx+1) * CHUNK_W, 0, cz * CHUNK_D + i,
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(cx+1) * CHUNK_W, CHUNK_H, cz * CHUNK_D + i, 0.8f, 0, 0, 1);
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}
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for (int i=0; i < CHUNK_H; i+=2){
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lineBatch->line( cx * CHUNK_W, i, cz * CHUNK_D,
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cx * CHUNK_W, i, (cz+1) * CHUNK_D, 0, 0.8f, 0, 1);
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lineBatch->line( cx * CHUNK_W, i, (cz+1) * CHUNK_D,
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(cx+1) * CHUNK_W, i, (cz+1) * CHUNK_D, 0, 0.8f, 0, 1);
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lineBatch->line((cx+1) * CHUNK_W, i, (cz+1) * CHUNK_D,
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(cx+1) * CHUNK_W, i, cz * CHUNK_D, 0, 0.8f, 0, 1);
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lineBatch->line((cx+1) * CHUNK_W, i, cz * CHUNK_D,
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cx * CHUNK_W, i, cz * CHUNK_D, 0, 0.8f, 0, 1);
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}
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lineBatch->render();
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drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
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(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
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}
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float length = 40.f;
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// top-right: vec3 tsl = vec3(displayWidth - length - 4, -length - 4, 0.f);
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vec3 tsl = vec3(displayWidth/2, displayHeight/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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@@ -251,3 +241,41 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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lineBatch->render();
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}
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}
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void WorldRenderer::drawBorders(int sx, int sy, int sz, int ex, int ey, int ez) {
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int ww = ex-sx;
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int dd = ez-sz;
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/*corner*/ {
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lineBatch->line(sx, sy, sz,
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sx, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(sx, sy, ez,
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sx, ey, ez, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, sz,
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ex, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, ez,
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ex, ey, ez, 0.8f, 0, 0.8f, 1);
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}
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for (int i = 2; i < ww; i+=2) {
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lineBatch->line(sx + i, sy, sz,
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sx + i, ey, sz, 0, 0, 0.8f, 1);
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lineBatch->line(sx + i, sy, ez,
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sx + i, ey, ez, 0, 0, 0.8f, 1);
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}
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for (int i = 2; i < dd; i+=2) {
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lineBatch->line(sx, sy, sz + i,
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sx, ey, sz + i, 0.8f, 0, 0, 1);
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lineBatch->line(ex, sy, sz + i,
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ex, ey, sz + i, 0.8f, 0, 0, 1);
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}
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for (int i = sy; i < ey; i+=2){
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lineBatch->line(sx, i, sz,
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sx, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(sx, i, ez,
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ex, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, ez,
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ex, i, sz, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, sz,
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sx, i, sz, 0, 0.8f, 0, 1);
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}
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lineBatch->render();
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}
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@@ -31,14 +31,15 @@ class WorldRenderer {
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LineBatch* lineBatch;
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ChunksRenderer* renderer;
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Skybox* skybox;
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader, bool occlusion);
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
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public:
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WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool occlusion);
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void draw(const GfxContext& context, Camera* camera);
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void drawDebug(const GfxContext& context, Camera* camera);
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void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
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};
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@@ -35,7 +35,7 @@
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#include "gui/GUI.h"
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#include "ContentGfxCache.h"
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#include "screens.h"
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#include "world_render.h"
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#include "WorldRenderer.h"
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#include "../engine.h"
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#include "../core_defs.h"
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@@ -81,8 +81,10 @@ HudRenderer::HudRenderer(Engine* engine,
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"occlusion: "+wstring(this->occlusion ? L"on" : L"off");
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panel->add(shared_ptr<Label>(create_label([=](){
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auto& settings = engine->getSettings();
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+wstring(culling ? L"on" : L"off");
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})));
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panel->add(shared_ptr<Label>(create_label([this, level]() {
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return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount)+
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@@ -178,8 +180,7 @@ HudRenderer::~HudRenderer() {
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delete uicamera;
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}
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void HudRenderer::drawDebug(int fps, bool occlusion){
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this->occlusion = occlusion;
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void HudRenderer::drawDebug(int fps){
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this->fps = fps;
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fpsMin = min(fps, fpsMin);
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fpsMax = max(fps, fpsMax);
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+1
-2
@@ -31,7 +31,6 @@ class HudRenderer {
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int fpsMin = 60;
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int fpsMax = 60;
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std::wstring fpsString;
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bool occlusion;
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bool inventoryOpen = false;
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bool pause = false;
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@@ -49,7 +48,7 @@ public:
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void update();
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void drawContentAccess(const GfxContext& ctx, Player* player);
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void draw(const GfxContext& context);
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void drawDebug(int fps, bool occlusion);
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void drawDebug(int fps);
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bool isInventoryOpen() const;
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bool isPause() const;
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+20
-18
@@ -18,18 +18,18 @@
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#include "../world/Level.h"
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#include "../world/World.h"
|
||||
#include "../objects/Player.h"
|
||||
#include "../voxels/ChunksController.h"
|
||||
#include "../logic/ChunksController.h"
|
||||
#include "../logic/LevelController.h"
|
||||
#include "../voxels/Chunks.h"
|
||||
#include "../voxels/Chunk.h"
|
||||
#include "world_render.h"
|
||||
#include "../engine.h"
|
||||
#include "../util/stringutil.h"
|
||||
#include "../core_defs.h"
|
||||
#include "WorldRenderer.h"
|
||||
#include "hud.h"
|
||||
#include "ContentGfxCache.h"
|
||||
#include "gui/GUI.h"
|
||||
#include "gui/panels.h"
|
||||
#include "../engine.h"
|
||||
#include "../util/stringutil.h"
|
||||
#include "../core_defs.h"
|
||||
|
||||
#include "menu.h"
|
||||
|
||||
using std::string;
|
||||
@@ -71,7 +71,7 @@ void MenuScreen::update(float delta) {
|
||||
|
||||
void MenuScreen::draw(float delta) {
|
||||
Window::clear();
|
||||
Window::setBgColor(vec3(0.2f, 0.2f, 0.2f));
|
||||
Window::setBgColor(vec3(0.2f));
|
||||
|
||||
uicamera->fov = Window::height;
|
||||
Shader* uishader = engine->getAssets()->getShader("ui");
|
||||
@@ -88,16 +88,20 @@ void MenuScreen::draw(float delta) {
|
||||
}
|
||||
|
||||
static bool backlight;
|
||||
|
||||
LevelScreen::LevelScreen(Engine* engine, Level* level)
|
||||
: Screen(engine),
|
||||
level(level) {
|
||||
auto& settings = engine->getSettings();
|
||||
controller = new LevelController(settings, level);
|
||||
cache = new ContentGfxCache(level->content, engine->getAssets());
|
||||
worldRenderer = new WorldRenderer(engine, level, cache);
|
||||
hud = new HudRenderer(engine, level, cache, worldRenderer);
|
||||
backlight = engine->getSettings().graphics.backlight;
|
||||
backlight = settings.graphics.backlight;
|
||||
}
|
||||
|
||||
LevelScreen::~LevelScreen() {
|
||||
delete controller;
|
||||
delete hud;
|
||||
delete worldRenderer;
|
||||
delete cache;
|
||||
@@ -111,8 +115,9 @@ LevelScreen::~LevelScreen() {
|
||||
}
|
||||
|
||||
void LevelScreen::updateHotkeys() {
|
||||
auto& settings = engine->getSettings();
|
||||
if (Events::jpressed(keycode::O)) {
|
||||
occlusion = !occlusion;
|
||||
settings.graphics.frustumCulling = !settings.graphics.frustumCulling;
|
||||
}
|
||||
if (Events::jpressed(keycode::F3)) {
|
||||
level->player->debug = !level->player->debug;
|
||||
@@ -124,14 +129,15 @@ void LevelScreen::updateHotkeys() {
|
||||
|
||||
void LevelScreen::update(float delta) {
|
||||
gui::GUI* gui = engine->getGUI();
|
||||
EngineSettings& settings = engine->getSettings();
|
||||
|
||||
|
||||
bool inputLocked = hud->isPause() ||
|
||||
hud->isInventoryOpen() ||
|
||||
gui->isFocusCaught();
|
||||
if (!gui->isFocusCaught()) {
|
||||
updateHotkeys();
|
||||
}
|
||||
// TODO: subscribe for setting change
|
||||
EngineSettings& settings = engine->getSettings();
|
||||
if (settings.graphics.backlight != backlight) {
|
||||
level->chunks->saveAndClear();
|
||||
backlight = settings.graphics.backlight;
|
||||
@@ -139,11 +145,7 @@ void LevelScreen::update(float delta) {
|
||||
if (!hud->isPause()) {
|
||||
level->world->updateTimers(delta);
|
||||
}
|
||||
level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
|
||||
level->update();
|
||||
|
||||
level->chunksController->update(settings.chunks.loadSpeed);
|
||||
|
||||
controller->update(delta, !inputLocked, hud->isPause(), !inputLocked);
|
||||
hud->update();
|
||||
}
|
||||
|
||||
@@ -153,9 +155,9 @@ void LevelScreen::draw(float delta) {
|
||||
Viewport viewport(Window::width, Window::height);
|
||||
GfxContext ctx(nullptr, viewport, nullptr);
|
||||
|
||||
worldRenderer->draw(ctx, camera, occlusion);
|
||||
worldRenderer->draw(ctx, camera);
|
||||
hud->draw(ctx);
|
||||
if (level->player->debug) {
|
||||
hud->drawDebug( 1 / delta, occlusion);
|
||||
hud->drawDebug(1 / delta);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,6 +12,7 @@ class Engine;
|
||||
class Camera;
|
||||
class Batch2D;
|
||||
class ContentGfxCache;
|
||||
class LevelController;
|
||||
|
||||
/* Screen is a mainloop state */
|
||||
class Screen {
|
||||
@@ -37,10 +38,10 @@ public:
|
||||
|
||||
class LevelScreen : public Screen {
|
||||
Level* level;
|
||||
LevelController* controller;
|
||||
WorldRenderer* worldRenderer;
|
||||
HudRenderer* hud;
|
||||
ContentGfxCache* cache;
|
||||
bool occlusion = true;
|
||||
void updateHotkeys();
|
||||
public:
|
||||
LevelScreen(Engine* engine, Level* level);
|
||||
|
||||
Reference in New Issue
Block a user