Merge branch 'main' into update-particles

This commit is contained in:
MihailRis
2024-11-19 10:15:42 +03:00
163 changed files with 3071 additions and 1037 deletions
+33 -34
View File
@@ -18,18 +18,18 @@
#include <glm/ext.hpp>
std::unique_ptr<ImageData> BlocksPreview::draw(
const ContentGfxCache* cache,
Shader* shader,
Framebuffer* fbo,
Batch3D* batch,
const ContentGfxCache& cache,
Shader& shader,
const Framebuffer& fbo,
Batch3D& batch,
const Block& def,
int size
){
Window::clear();
blockid_t id = def.rt.id;
const UVRegion texfaces[6]{cache->getRegion(id, 0), cache->getRegion(id, 1),
cache->getRegion(id, 2), cache->getRegion(id, 3),
cache->getRegion(id, 4), cache->getRegion(id, 5)};
const UVRegion texfaces[6]{cache.getRegion(id, 0), cache.getRegion(id, 1),
cache.getRegion(id, 2), cache.getRegion(id, 3),
cache.getRegion(id, 4), cache.getRegion(id, 5)};
glm::vec3 offset(0.1f, 0.5f, 0.1f);
switch (def.model) {
@@ -37,10 +37,10 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
// something went wrong...
break;
case BlockModel::block:
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
batch->blockCube(glm::vec3(size * 0.63f), texfaces,
glm::vec4(1.0f), !def.rt.emissive);
batch->flush();
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
batch.blockCube(glm::vec3(size * 0.63f), texfaces,
glm::vec4(1.0f), !def.rt.emissive);
batch.flush();
break;
case BlockModel::aabb:
{
@@ -49,39 +49,39 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
hitbox = glm::max(hitbox, box.size());
}
offset = glm::vec3(1, 1, 0.0f);
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 scaledSize = glm::vec3(size * 0.63f);
batch->cube(
batch.cube(
-hitbox * scaledSize * 0.5f * glm::vec3(1,1,-1),
hitbox * scaledSize,
texfaces, glm::vec4(1.0f),
!def.rt.emissive
);
}
batch->flush();
batch.flush();
break;
case BlockModel::custom:{
glm::vec3 pmul = glm::vec3(size * 0.63f);
glm::vec3 hitbox = glm::vec3(1.0f);
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
offset.y += (1.0f - hitbox).y * 0.5f;
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
const auto& model = cache->getModel(def.rt.id);
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
const auto& model = cache.getModel(def.rt.id);
for (const auto& mesh : model.meshes) {
for (const auto& vertex : mesh.vertices) {
float d = glm::dot(glm::normalize(vertex.normal), glm::vec3(0.2, 0.8, 0.4));
d = 0.8f + d * 0.2f;
batch->vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
batch.vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
}
batch->flush();
batch.flush();
}
break;
}
case BlockModel::xsprite: {
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
batch->sprite(
batch.sprite(
right*float(size)*0.43f+glm::vec3(0, size*0.4f, 0),
glm::vec3(0.f, 1.f, 0.f),
right,
@@ -89,24 +89,23 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
texfaces[0],
glm::vec4(1.0f)
);
batch->flush();
batch.flush();
break;
}
}
return fbo->getTexture()->readData();
return fbo.getTexture()->readData();
}
std::unique_ptr<Atlas> BlocksPreview::build(
const ContentGfxCache* cache,
Assets* assets,
const Content* content
const ContentGfxCache& cache,
const Assets& assets,
const ContentIndices& indices
) {
auto indices = content->getIndices();
size_t count = indices->blocks.count();
size_t count = indices.blocks.count();
size_t iconSize = ITEM_ICON_SIZE;
auto shader = assets->get<Shader>("ui3d");
auto atlas = assets->get<Atlas>("blocks");
auto& shader = assets.require<Shader>("ui3d");
const auto& atlas = assets.require<Atlas>("blocks");
Viewport viewport(iconSize, iconSize);
DrawContext pctx(nullptr, viewport, nullptr);
@@ -118,8 +117,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
Batch3D batch(1024);
batch.begin();
shader->use();
shader->uniformMatrix("u_projview",
shader.use();
shader.uniformMatrix("u_projview",
glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
-100.0f, 100.0f) *
glm::lookAt(glm::vec3(0.57735f),
@@ -132,9 +131,9 @@ std::unique_ptr<Atlas> BlocksPreview::build(
fbo.bind();
for (size_t i = 0; i < count; i++) {
auto& def = indices->blocks.require(i);
atlas->getTexture()->bind();
builder.add(def.name, draw(cache, shader, &fbo, &batch, def, iconSize));
auto& def = indices.blocks.require(i);
atlas.getTexture()->bind();
builder.add(def.name, draw(cache, shader, fbo, batch, def, iconSize));
}
fbo.unbind();
+8 -8
View File
@@ -11,23 +11,23 @@ class Atlas;
class Framebuffer;
class Batch3D;
class Block;
class Content;
class ContentIndices;
class Shader;
class ContentGfxCache;
class BlocksPreview {
static std::unique_ptr<ImageData> draw(
const ContentGfxCache* cache,
Shader* shader,
Framebuffer* framebuffer,
Batch3D* batch,
const ContentGfxCache& cache,
Shader& shader,
const Framebuffer& framebuffer,
Batch3D& batch,
const Block& block,
int size
);
public:
static std::unique_ptr<Atlas> build(
const ContentGfxCache* cache,
Assets* assets,
const Content* content
const ContentGfxCache& cache,
const Assets& assets,
const ContentIndices& indices
);
};
+212 -60
View File
@@ -5,23 +5,22 @@
#include "maths/UVRegion.hpp"
#include "constants.hpp"
#include "content/Content.hpp"
#include "voxels/ChunksStorage.hpp"
#include "voxels/Chunks.hpp"
#include "lighting/Lightmap.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "settings.hpp"
#include <glm/glm.hpp>
const uint BlocksRenderer::VERTEX_SIZE = 6;
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
BlocksRenderer::BlocksRenderer(
size_t capacity,
const Content* content,
const ContentGfxCache* cache,
const EngineSettings* settings
const Content& content,
const ContentGfxCache& cache,
const EngineSettings& settings
) : content(content),
vertexBuffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
vertexBuffer(std::make_unique<float[]>(capacity * CHUNK_VERTEX_SIZE)),
indexBuffer(std::make_unique<int[]>(capacity)),
vertexOffset(0),
indexOffset(0),
@@ -34,7 +33,7 @@ BlocksRenderer::BlocksRenderer(
CHUNK_W + voxelBufferPadding*2,
CHUNK_H,
CHUNK_D + voxelBufferPadding*2);
blockDefsCache = content->getIndices()->blocks.getDefs();
blockDefsCache = content.getIndices()->blocks.getDefs();
}
BlocksRenderer::~BlocksRenderer() {
@@ -85,7 +84,7 @@ void BlocksRenderer::face(
const glm::vec4(&lights)[4],
const glm::vec4& tint
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
@@ -125,7 +124,7 @@ void BlocksRenderer::faceAO(
const UVRegion& region,
bool lights
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
@@ -163,7 +162,7 @@ void BlocksRenderer::face(
glm::vec4 tint,
bool lights
) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * 4 > capacity) {
overflow = true;
return;
}
@@ -286,29 +285,35 @@ void BlocksRenderer::blockCustomModel(
Z = orient.axisZ;
}
const auto& model = cache->getModel(block->rt.id);
const auto& model = cache.getModel(block->rt.id);
for (const auto& mesh : model.meshes) {
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * mesh.vertices.size() > capacity) {
if (vertexOffset + CHUNK_VERTEX_SIZE * mesh.vertices.size() > capacity) {
overflow = true;
return;
}
int i = 0;
for (const auto& vertex : mesh.vertices) {
auto n =
vertex.normal.x * X + vertex.normal.y * Y + vertex.normal.z * Z;
float d = glm::dot(glm::normalize(n), SUN_VECTOR);
d = 0.8f + d * 0.2f;
const auto& vcoord = vertex.coord - 0.5f;
vertexAO(
coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
vertex.uv.x,
vertex.uv.y,
glm::vec4(1, 1, 1, 1),
glm::vec3(1, 0, 0),
glm::vec3(0, 1, 0),
n
);
indexBuffer[indexSize++] = indexOffset++;
for (int triangle = 0; triangle < mesh.vertices.size() / 3; triangle++) {
auto r = mesh.vertices[triangle * 3 + (triangle % 2) * 2].coord -
mesh.vertices[triangle * 3 + 1].coord;
r = glm::normalize(r);
for (int i = 0; i < 3; i++) {
const auto& vertex = mesh.vertices[triangle * 3 + i];
auto n = vertex.normal.x * X + vertex.normal.y * Y +
vertex.normal.z * Z;
float d = glm::dot(n, SUN_VECTOR);
d = 0.8f + d * 0.2f;
const auto& vcoord = vertex.coord - 0.5f;
vertexAO(
coord + vcoord.x * X + vcoord.y * Y + vcoord.z * Z,
vertex.uv.x,
vertex.uv.y,
glm::vec4(d, d, d, d),
glm::cross(r, n),
r,
n
);
indexBuffer[indexSize++] = indexOffset++;
}
}
}
}
@@ -427,11 +432,16 @@ glm::vec4 BlocksRenderer::pickSoftLight(
right, up);
}
void BlocksRenderer::render(const voxel* voxels) {
int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
int end = chunk->top * (CHUNK_W * CHUNK_D);
for (const auto drawGroup : *content->drawGroups) {
for (int i = begin; i < end; i++) {
void BlocksRenderer::render(
const voxel* voxels, int beginEnds[256][2]
) {
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
continue;
}
int end = beginEnds[drawGroup][1];
for (int i = begin-1; i <= end; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
@@ -439,13 +449,13 @@ void BlocksRenderer::render(const voxel* voxels) {
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
continue;
}
if (def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache->getRegion(id, 0),
cache->getRegion(id, 1),
cache->getRegion(id, 2),
cache->getRegion(id, 3),
cache->getRegion(id, 4),
cache->getRegion(id, 5)
cache.getRegion(id, 0), cache.getRegion(id, 1),
cache.getRegion(id, 2), cache.getRegion(id, 3),
cache.getRegion(id, 4), cache.getRegion(id, 5)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
@@ -480,43 +490,185 @@ void BlocksRenderer::render(const voxel* voxels) {
}
}
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
SortingMeshData BlocksRenderer::renderTranslucent(
const voxel* voxels, int beginEnds[256][2]
) {
SortingMeshData sortingMesh {{}};
AABB aabb {};
bool aabbInit = false;
size_t totalSize = 0;
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0];
if (begin == 0) {
continue;
}
int end = beginEnds[drawGroup][1];
for (int i = begin-1; i <= end; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
if (id == 0 || def.drawGroup != drawGroup || state.segment) {
continue;
}
if (!def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, 0), cache.getRegion(id, 1),
cache.getRegion(id, 2), cache.getRegion(id, 3),
cache.getRegion(id, 4), cache.getRegion(id, 5)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.model) {
case BlockModel::block:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion);
break;
case BlockModel::xsprite: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModel::aabb: {
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
case BlockModel::custom: {
blockCustomModel({x, y, z}, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion);
break;
}
default:
break;
}
if (vertexOffset == 0) {
continue;
}
SortingMeshEntry entry {
glm::vec3(
x + chunk->x * CHUNK_W + 0.5f,
y + 0.5f,
z + chunk->z * CHUNK_D + 0.5f
),
util::Buffer<float>(indexSize * CHUNK_VERTEX_SIZE)};
totalSize += entry.vertexData.size();
for (int j = 0; j < indexSize; j++) {
std::memcpy(
entry.vertexData.data() + j * CHUNK_VERTEX_SIZE,
vertexBuffer.get() + indexBuffer[j] * CHUNK_VERTEX_SIZE,
sizeof(float) * CHUNK_VERTEX_SIZE
);
float& vx = entry.vertexData[j * CHUNK_VERTEX_SIZE + 0];
float& vy = entry.vertexData[j * CHUNK_VERTEX_SIZE + 1];
float& vz = entry.vertexData[j * CHUNK_VERTEX_SIZE + 2];
if (!aabbInit) {
aabbInit = true;
aabb.a = aabb.b = {vx, vy, vz};
} else {
aabb.addPoint(glm::vec3(vx, vy, vz));
}
vx += chunk->x * CHUNK_W + 0.5f;
vy += 0.5f;
vz += chunk->z * CHUNK_D + 0.5f;
}
sortingMesh.entries.push_back(std::move(entry));
vertexOffset = 0;
indexOffset = indexSize = 0;
}
}
// additional powerful optimization
auto size = aabb.size();
if ((size.y < 0.01f || size.x < 0.01f || size.z < 0.01f) &&
sortingMesh.entries.size() > 1) {
SortingMeshEntry newEntry {
sortingMesh.entries[0].position,
util::Buffer<float>(totalSize)
};
size_t offset = 0;
for (const auto& entry : sortingMesh.entries) {
std::memcpy(
newEntry.vertexData.data() + offset,
entry.vertexData.data(), entry.vertexData.size() * sizeof(float)
);
offset += entry.vertexData.size();
}
return SortingMeshData {{std::move(newEntry)}};
}
return sortingMesh;
}
void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
this->chunk = chunk;
voxelsBuffer->setPosition(
chunk->x * CHUNK_W - voxelBufferPadding, 0,
chunk->z * CHUNK_D - voxelBufferPadding);
chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
overflow = false;
vertexOffset = 0;
indexOffset = indexSize = 0;
chunks->getVoxels(voxelsBuffer.get(), settings.graphics.backlight.get());
if (voxelsBuffer->pickBlockId(
chunk->x * CHUNK_W, 0, chunk->z * CHUNK_D
) == BLOCK_VOID) {
cancelled = true;
return;
}
cancelled = false;
const voxel* voxels = chunk->voxels;
render(voxels);
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
int beginEnds[256][2] {};
for (int i = totalBegin; i < totalEnd; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
const auto& def = *blockDefsCache[id];
if (beginEnds[def.drawGroup][0] == 0) {
beginEnds[def.drawGroup][0] = i+1;
}
beginEnds[def.drawGroup][1] = i;
}
cancelled = false;
overflow = false;
vertexOffset = 0;
indexOffset = indexSize = 0;
sortingMesh = std::move(renderTranslucent(voxels, beginEnds));
overflow = false;
vertexOffset = 0;
indexOffset = indexSize = 0;
render(voxels, beginEnds);
}
MeshData BlocksRenderer::createMesh() {
const vattr attrs[]{ {3}, {2}, {1}, {0} };
return MeshData(
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
util::Buffer<int>(indexBuffer.get(), indexSize),
util::Buffer<vattr>({{3}, {2}, {1}, {0}})
);
ChunkMeshData BlocksRenderer::createMesh() {
return ChunkMeshData {
MeshData(
util::Buffer<float>(vertexBuffer.get(), vertexOffset),
util::Buffer<int>(indexBuffer.get(), indexSize),
util::Buffer<VertexAttribute>(
CHUNK_VATTRS, sizeof(CHUNK_VATTRS) / sizeof(VertexAttribute)
)
),
std::move(sortingMesh)};
}
std::shared_ptr<Mesh> BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
ChunkMesh BlocksRenderer::render(const Chunk* chunk, const Chunks* chunks) {
build(chunk, chunks);
const vattr attrs[]{ {3}, {2}, {1}, {0} };
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
return std::make_shared<Mesh>(
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, attrs
);
size_t vcount = vertexOffset / CHUNK_VERTEX_SIZE;
return ChunkMesh{std::make_unique<Mesh>(
vertexBuffer.get(), vcount, indexBuffer.get(), indexSize, CHUNK_VATTRS
), std::move(sortingMesh)};
}
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
+19 -11
View File
@@ -12,6 +12,7 @@
#include "voxels/VoxelsVolume.hpp"
#include "graphics/core/MeshData.hpp"
#include "maths/util.hpp"
#include "commons.hpp"
class Content;
class Mesh;
@@ -19,15 +20,14 @@ class Block;
class Chunk;
class Chunks;
class VoxelsVolume;
class ChunksStorage;
class Chunks;
class ContentGfxCache;
struct EngineSettings;
struct UVRegion;
class BlocksRenderer {
static const glm::vec3 SUN_VECTOR;
static const uint VERTEX_SIZE;
const Content* const content;
const Content& content;
std::unique_ptr<float[]> vertexBuffer;
std::unique_ptr<int[]> indexBuffer;
size_t vertexOffset;
@@ -40,11 +40,13 @@ class BlocksRenderer {
std::unique_ptr<VoxelsVolume> voxelsBuffer;
const Block* const* blockDefsCache;
const ContentGfxCache* const cache;
const EngineSettings* settings;
const ContentGfxCache& cache;
const EngineSettings& settings;
util::PseudoRandom randomizer;
SortingMeshData sortingMesh;
void vertex(const glm::vec3& coord, float u, float v, const glm::vec4& light);
void index(int a, int b, int c, int d, int e, int f);
@@ -115,7 +117,6 @@ class BlocksRenderer {
bool isOpenForLight(int x, int y, int z) const;
// Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, ubyte group) const {
auto id = voxelsBuffer->pickBlockId(
@@ -135,14 +136,21 @@ class BlocksRenderer {
glm::vec4 pickLight(const glm::ivec3& coord) const;
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
void render(const voxel* voxels);
void render(const voxel* voxels, int beginEnds[256][2]);
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
public:
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings* settings);
BlocksRenderer(
size_t capacity,
const Content& content,
const ContentGfxCache& cache,
const EngineSettings& settings
);
virtual ~BlocksRenderer();
void build(const Chunk* chunk, const ChunksStorage* chunks);
std::shared_ptr<Mesh> render(const Chunk* chunk, const ChunksStorage* chunks);
MeshData createMesh();
void build(const Chunk* chunk, const Chunks* chunks);
ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
ChunkMeshData createMesh();
VoxelsVolume* getVoxelsBuffer() const;
bool isCancelled() const {
+219 -35
View File
@@ -1,32 +1,38 @@
#include "ChunksRenderer.hpp"
#include "BlocksRenderer.hpp"
#include "debug/Logger.hpp"
#include "assets/Assets.hpp"
#include "graphics/core/Mesh.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Atlas.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Chunks.hpp"
#include "world/Level.hpp"
#include "window/Camera.hpp"
#include "maths/FrustumCulling.hpp"
#include "util/listutil.hpp"
#include "settings.hpp"
#include <iostream>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
static debug::Logger logger("chunks-render");
size_t ChunksRenderer::visibleChunks = 0;
class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
Level* level;
const Level& level;
BlocksRenderer renderer;
public:
RendererWorker(
Level* level,
const ContentGfxCache* cache,
const EngineSettings* settings
const Level& level,
const ContentGfxCache& cache,
const EngineSettings& settings
) : level(level),
renderer(settings->graphics.chunkMaxVertices.get(),
level->content, cache, settings)
renderer(settings.graphics.chunkMaxVertices.get(),
*level.content, cache, settings)
{}
RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
renderer.build(chunk.get(), level->chunksStorage.get());
renderer.build(chunk.get(), level.chunks.get());
if (renderer.isCancelled()) {
return RendererResult {
glm::ivec2(chunk->x, chunk->z), true, MeshData()};
@@ -38,24 +44,33 @@ public:
};
ChunksRenderer::ChunksRenderer(
Level* level,
const ContentGfxCache* cache,
const EngineSettings* settings
) : level(level),
const Level* level,
const Assets& assets,
const Frustum& frustum,
const ContentGfxCache& cache,
const EngineSettings& settings
) : level(*level),
assets(assets),
frustum(frustum),
settings(settings),
threadPool(
"chunks-render-pool",
[=](){return std::make_shared<RendererWorker>(level, cache, settings);},
[=](RendererResult& result){
[&](){return std::make_shared<RendererWorker>(*level, cache, settings);},
[&](RendererResult& result){
if (!result.cancelled) {
meshes[result.key] = std::make_shared<Mesh>(result.meshData);
auto meshData = std::move(result.meshData);
meshes[result.key] = ChunkMesh {
std::make_unique<Mesh>(meshData.mesh),
std::move(meshData.sortingMesh)
};
}
inwork.erase(result.key);
}, settings->graphics.chunkMaxRenderers.get())
}, settings.graphics.chunkMaxRenderers.get())
{
threadPool.setStopOnFail(false);
renderer = std::make_unique<BlocksRenderer>(
settings->graphics.chunkMaxVertices.get(),
level->content, cache, settings
settings.graphics.chunkMaxVertices.get(),
*level->content, cache, settings
);
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
}
@@ -63,12 +78,16 @@ ChunksRenderer::ChunksRenderer(
ChunksRenderer::~ChunksRenderer() {
}
std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
const Mesh* ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important
) {
chunk->flags.modified = false;
if (important) {
auto mesh = renderer->render(chunk.get(), level->chunksStorage.get());
meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
return mesh;
auto mesh = renderer->render(chunk.get(), level.chunks.get());
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
};
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
}
glm::ivec2 key(chunk->x, chunk->z);
if (inwork.find(key) != inwork.end()) {
@@ -92,7 +111,9 @@ void ChunksRenderer::clear() {
threadPool.clearQueue();
}
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>& chunk, bool important) {
const Mesh* ChunksRenderer::getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
return render(chunk, important);
@@ -100,17 +121,180 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>&
if (chunk->flags.modified) {
render(chunk, important);
}
return found->second;
}
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
return found->second;
}
return nullptr;
return found->second.mesh.get();
}
void ChunksRenderer::update() {
threadPool.update();
}
const Mesh* ChunksRenderer::retrieveChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
) {
auto chunk = level.chunks->getChunks()[index];
if (chunk == nullptr || !chunk->flags.lighted) {
return nullptr;
}
float distance = glm::distance(
camera.position,
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
camera.position.y,
(chunk->z + 0.5f) * CHUNK_D
)
);
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
if (mesh == nullptr) {
return nullptr;
}
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustum.isBoxVisible(min, max)) return nullptr;
}
return mesh;
}
void ChunksRenderer::drawChunks(
const Camera& camera, Shader& shader
) {
const auto& chunks = *level.chunks;
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
update();
// [warning] this whole method is not thread-safe for chunks
int chunksWidth = chunks.getWidth();
int chunksOffsetX = chunks.getOffsetX();
int chunksOffsetY = chunks.getOffsetY();
if (indices.size() != chunks.getVolume()) {
indices.clear();
for (int i = 0; i < chunks.getVolume(); i++) {
indices.push_back(ChunksSortEntry {i, 0});
}
}
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
for (auto& index : indices) {
float x = index.index % chunksWidth + chunksOffsetX - px;
float z = index.index / chunksWidth + chunksOffsetY - pz;
index.d = (x * x + z * z) * 1024;
}
util::insertion_sort(indices.begin(), indices.end());
bool culling = settings.graphics.frustumCulling.get();
visibleChunks = 0;
shader.uniform1i("u_alphaClip", true);
// TODO: minimize draw calls number
for (size_t i = 0; i < indices.size(); i++) {
auto chunk = chunks.getChunks()[indices[i].index];
auto mesh = retrieveChunk(indices[i].index, camera, shader, culling);
if (mesh) {
glm::vec3 coord(
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader.uniformMatrix("u_model", model);
mesh->draw();
visibleChunks++;
}
}
}
static inline void write_sorting_mesh_entries(
float* buffer, const std::vector<SortingMeshEntry>& chunkEntries
) {
for (const auto& entry : chunkEntries) {
const auto& vertexData = entry.vertexData;
std::memcpy(
buffer,
vertexData.data(),
vertexData.size() * sizeof(float)
);
buffer += vertexData.size();
}
}
void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
const int sortInterval = TRANSLUCENT_BLOCKS_SORT_INTERVAL;
static int frameid = 0;
frameid++;
bool culling = settings.graphics.frustumCulling.get();
const auto& chunks = level.chunks->getChunks();
const auto& cameraPos = camera.position;
const auto& atlas = assets.require<Atlas>("blocks");
atlas.getTexture()->bind();
shader.uniformMatrix("u_model", glm::mat4(1.0f));
shader.uniform1i("u_alphaClip", false);
for (const auto& index : indices) {
const auto& chunk = chunks[index.index];
if (chunk == nullptr || !chunk->flags.lighted) {
continue;
}
const auto& found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end() || found->second.sortingMeshData.entries.empty()) {
continue;
}
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustum.isBoxVisible(min, max)) continue;
auto& chunkEntries = found->second.sortingMeshData.entries;
if (chunkEntries.size() == 1) {
auto& entry = chunkEntries.at(0);
if (found->second.sortedMesh == nullptr) {
found->second.sortedMesh = std::make_unique<Mesh>(
entry.vertexData.data(),
entry.vertexData.size() / CHUNK_VERTEX_SIZE,
CHUNK_VATTRS
);
}
found->second.sortedMesh->draw();
continue;
}
for (auto& entry : chunkEntries) {
entry.distance = static_cast<long long>(
glm::distance2(entry.position, cameraPos)
);
}
if (found->second.sortedMesh == nullptr ||
(frameid + chunk->x) % sortInterval == 0) {
std::sort(chunkEntries.begin(), chunkEntries.end());
size_t size = 0;
for (const auto& entry : chunkEntries) {
size += entry.vertexData.size();
}
static util::Buffer<float> buffer;
if (buffer.size() < size) {
buffer = util::Buffer<float>(size);
}
write_sorting_mesh_entries(buffer.data(), chunkEntries);
found->second.sortedMesh = std::make_unique<Mesh>(
buffer.data(), size / CHUNK_VERTEX_SIZE, CHUNK_VATTRS
);
}
found->second.sortedMesh->draw();
}
}
+45 -12
View File
@@ -4,47 +4,80 @@
#include <memory>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/hash.hpp>
#include "voxels/Block.hpp"
#include "voxels/ChunksStorage.hpp"
#include "util/ThreadPool.hpp"
#include "graphics/core/MeshData.hpp"
#include "commons.hpp"
class Mesh;
class Chunk;
class Level;
class Camera;
class Shader;
class Assets;
class Frustum;
class BlocksRenderer;
class ContentGfxCache;
struct EngineSettings;
struct ChunksSortEntry {
int index;
int d;
inline bool operator<(const ChunksSortEntry& o) const noexcept {
return d > o.d;
}
};
struct RendererResult {
glm::ivec2 key;
bool cancelled;
MeshData meshData;
ChunkMeshData meshData;
};
class ChunksRenderer {
Level* level;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
const Level& level;
const Assets& assets;
const Frustum& frustum;
const EngineSettings& settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
const Mesh* retrieveChunk(
size_t index, const Camera& camera, Shader& shader, bool culling
);
public:
ChunksRenderer(
Level* level,
const ContentGfxCache* cache,
const EngineSettings* settings
const Level* level,
const Assets& assets,
const Frustum& frustum,
const ContentGfxCache& cache,
const EngineSettings& settings
);
virtual ~ChunksRenderer();
std::shared_ptr<Mesh> render(const std::shared_ptr<Chunk>& chunk, bool important);
const Mesh* render(
const std::shared_ptr<Chunk>& chunk, bool important
);
void unload(const Chunk* chunk);
void clear();
std::shared_ptr<Mesh> getOrRender(const std::shared_ptr<Chunk>& chunk, bool important);
std::shared_ptr<Mesh> get(Chunk* chunk);
const Mesh* getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
);
void drawChunks(const Camera& camera, Shader& shader);
void drawSortedMeshes(const Camera& camera, Shader& shader);
void update();
static size_t visibleChunks;
};
+1 -1
View File
@@ -64,6 +64,7 @@ void Emitter::update(
return;
}
}
timer += delta;
const float maxDistance = preset.maxDistance;
if (glm::distance2(position, cameraPosition) > maxDistance * maxDistance) {
if (count > 0) {
@@ -77,7 +78,6 @@ void Emitter::update(
}
return;
}
timer += delta;
while (count && timer > spawnInterval) {
// spawn particle
Particle particle = prototype;
+109
View File
@@ -0,0 +1,109 @@
#include "GuidesRenderer.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "graphics/core/Shader.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/DrawContext.hpp"
#include "maths/voxmaths.hpp"
#include "window/Camera.hpp"
#include "constants.hpp"
void GuidesRenderer::drawBorders(
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
) {
int ww = ex - sx;
int dd = ez - sz;
/*corner*/ {
batch.line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
batch.line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
batch.line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
batch.line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
}
for (int i = 2; i < ww; i += 2) {
batch.line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
batch.line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
}
for (int i = 2; i < dd; i += 2) {
batch.line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
batch.line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
}
for (int i = sy; i < ey; i += 2) {
batch.line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
batch.line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
batch.line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
batch.line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
}
batch.flush();
}
void GuidesRenderer::drawCoordSystem(
LineBatch& batch, const DrawContext& pctx, float length
) {
auto ctx = pctx.sub();
ctx.setDepthTest(false);
batch.lineWidth(4.0f);
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
batch.flush();
ctx.setDepthTest(true);
batch.lineWidth(2.0f);
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
}
void GuidesRenderer::renderDebugLines(
const DrawContext& pctx,
const Camera& camera,
LineBatch& batch,
Shader& linesShader,
bool showChunkBorders
) {
DrawContext ctx = pctx.sub(&batch);
const auto& viewport = ctx.getViewport();
uint displayWidth = viewport.getWidth();
uint displayHeight = viewport.getHeight();
ctx.setDepthTest(true);
linesShader.use();
if (showChunkBorders) {
linesShader.uniformMatrix("u_projview", camera.getProjView());
glm::vec3 coord = camera.position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
drawBorders(
batch,
cx * CHUNK_W,
0,
cz * CHUNK_D,
(cx + 1) * CHUNK_W,
CHUNK_H,
(cz + 1) * CHUNK_D
);
}
float length = 40.f;
glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader.uniformMatrix(
"u_projview",
glm::ortho(
0.f,
static_cast<float>(displayWidth),
0.f,
static_cast<float>(displayHeight),
-length,
length
) * model *
glm::inverse(camera.rotation)
);
drawCoordSystem(batch, ctx, length);
}
+28
View File
@@ -0,0 +1,28 @@
#pragma once
class LineBatch;
class DrawContext;
class Camera;
class Shader;
class GuidesRenderer {
public:
void drawBorders(
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
);
void drawCoordSystem(
LineBatch& batch, const DrawContext& pctx, float length
);
/// @brief Render all debug lines (chunks borders, coord system guides)
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
void renderDebugLines(
const DrawContext& context,
const Camera& camera,
LineBatch& batch,
Shader& linesShader,
bool showChunkBorders
);
};
+1 -1
View File
@@ -6,7 +6,7 @@
#include "voxels/Chunks.hpp"
#include "voxels/Chunk.hpp"
static const vattr attrs[] = {
static const VertexAttribute attrs[] = {
{3}, {2}, {3}, {1}, {0}
};
+6 -6
View File
@@ -47,9 +47,9 @@ static glm::mat4 extract_rotation(glm::mat4 matrix) {
ModelBatch::ModelBatch(
size_t capacity,
Assets* assets,
Chunks* chunks,
const EngineSettings* settings
const Assets& assets,
const Chunks& chunks,
const EngineSettings& settings
)
: batch(std::make_unique<MainBatch>(capacity)),
assets(assets),
@@ -73,7 +73,7 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
if (mesh.lighting) {
glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
gpos += lightsOffset;
lights = MainBatch::sampleLight(gpos, *chunks, backlight);
lights = MainBatch::sampleLight(gpos, chunks, backlight);
}
for (size_t i = 0; i < vcount / 3; i++) {
batch->prepare(3);
@@ -107,7 +107,7 @@ void ModelBatch::render() {
return a.mesh->texture < b.mesh->texture;
}
);
bool backlight = settings->graphics.backlight.get();
bool backlight = settings.graphics.backlight.get();
for (auto& entry : entries) {
draw(
*entry.mesh,
@@ -136,6 +136,6 @@ void ModelBatch::setTexture(const std::string& name,
return setTexture(found->second, varTextures);
}
}
auto region = util::get_texture_region(*assets, name, "blocks:notfound");
auto region = util::get_texture_region(assets, name, "blocks:notfound");
batch->setTexture(region.texture, region.region);
}
+7 -6
View File
@@ -23,10 +23,10 @@ namespace model {
using texture_names_map = std::unordered_map<std::string, std::string>;
class ModelBatch {
Assets* assets;
Chunks* chunks;
const Assets& assets;
const Chunks& chunks;
const EngineSettings* settings;
const EngineSettings& settings;
glm::vec3 lightsOffset {};
static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
@@ -39,6 +39,7 @@ class ModelBatch {
glm::vec3 tint,
const texture_names_map* varTextures,
bool backlight);
void setTexture(const std::string& name,
const texture_names_map* varTextures);
@@ -53,9 +54,9 @@ class ModelBatch {
public:
ModelBatch(
size_t capacity,
Assets* assets,
Chunks* chunks,
const EngineSettings* settings
const Assets& assets,
const Chunks& chunks,
const EngineSettings& settings
);
~ModelBatch();
+12 -13
View File
@@ -60,43 +60,42 @@ model::Model ModelsGenerator::fromCustom(
auto& mesh = model.addMesh("blocks:" + modelTextures[i * 6]);
mesh.lighting = lighting;
const UVRegion boxtexfaces[6] = {
get_region_for(modelTextures[i * 6], assets),
get_region_for(modelTextures[i * 6 + 1], assets),
get_region_for(modelTextures[i * 6 + 2], assets),
get_region_for(modelTextures[i * 6 + 3], assets),
get_region_for(modelTextures[i * 6 + 5], assets),
get_region_for(modelTextures[i * 6 + 4], assets),
get_region_for(modelTextures[i * 6 + 5], assets)
get_region_for(modelTextures[i * 6 + 3], assets),
get_region_for(modelTextures[i * 6 + 2], assets),
get_region_for(modelTextures[i * 6 + 1], assets),
get_region_for(modelTextures[i * 6 + 0], assets)
};
mesh.addBox(
modelBoxes[i].center(), modelBoxes[i].size() * 0.5f, boxtexfaces
);
}
glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
glm::vec3 norm {0, 1, 0};
for (size_t i = 0; i < points.size() / 4; i++) {
auto texture = "blocks:" + modelTextures[modelBoxes.size() * 6 + i];
auto texture = modelTextures[modelBoxes.size() * 6 + i];
auto& mesh = model.addMesh(texture);
mesh.lighting = lighting;
auto reg = get_region_for(texture, assets);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v1), norm}
{points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 1] - poff, glm::vec2(reg.u2, reg.v1), norm}
{points[i * 4 + 1], glm::vec2(reg.u2, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 2] - poff, glm::vec2(reg.u2, reg.v2), norm}
{points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 3] - poff, glm::vec2(reg.u1, reg.v1), norm}
{points[i * 4 + 0], glm::vec2(reg.u1, reg.v1), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 4] - poff, glm::vec2(reg.u2, reg.v2), norm}
{points[i * 4 + 2], glm::vec2(reg.u2, reg.v2), norm}
);
mesh.vertices.push_back(
{points[i * 4 + 0] - poff, glm::vec2(reg.u1, reg.v2), norm}
{points[i * 4 + 3], glm::vec2(reg.u1, reg.v2), norm}
);
}
return model;
+1 -1
View File
@@ -18,7 +18,7 @@ size_t ParticlesRenderer::aliveEmitters = 0;
ParticlesRenderer::ParticlesRenderer(
const Assets& assets, const Level& level, const GraphicsSettings* settings
)
: batch(std::make_unique<MainBatch>(1024)),
: batch(std::make_unique<MainBatch>(4096)),
level(level),
assets(assets),
settings(settings) {}
+24 -17
View File
@@ -15,6 +15,7 @@
#include <iostream>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#ifndef M_PI
#define M_PI 3.141592
@@ -23,7 +24,7 @@
const int STARS_COUNT = 3000;
const int STARS_SEED = 632;
Skybox::Skybox(uint size, Shader* shader)
Skybox::Skybox(uint size, Shader& shader)
: size(size),
shader(shader),
batch3d(std::make_unique<Batch3D>(4096))
@@ -38,19 +39,19 @@ Skybox::Skybox(uint size, Shader* shader)
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
};
vattr attrs[] {{2}, {0}};
VertexAttribute attrs[] {{2}, {0}};
mesh = std::make_unique<Mesh>(vertices, 6, attrs);
sprites.push_back(skysprite {
"misc/moon",
M_PI*0.5f,
glm::pi<float>()*0.5f,
4.0f,
false
});
sprites.push_back(skysprite {
"misc/sun",
M_PI*1.5f,
glm::pi<float>()*1.5f,
4.0f,
true
});
@@ -115,13 +116,13 @@ void Skybox::draw(
p_shader->uniformMatrix("u_apply", glm::mat4(1.0f));
batch3d->begin();
float angle = daytime * float(M_PI) * 2.0f;
float angle = daytime * glm::pi<float>() * 2.0f;
float opacity = glm::pow(1.0f-fog, 7.0f);
for (auto& sprite : sprites) {
batch3d->texture(assets.get<Texture>(sprite.texture));
float sangle = daytime * float(M_PI)*2.0 + sprite.phase;
float sangle = daytime * glm::pi<float>()*2.0 + sprite.phase;
float distance = sprite.distance;
glm::vec3 pos(-std::cos(sangle)*distance, std::sin(sangle)*distance, 0);
@@ -152,15 +153,15 @@ void Skybox::refresh(const DrawContext& pctx, float t, float mie, uint quality)
ready = true;
glActiveTexture(GL_TEXTURE1);
cubemap->bind();
shader->use();
t *= M_PI*2.0f;
shader.use();
t *= glm::pi<float>()*2.0f;
lightDir = glm::normalize(glm::vec3(sin(t), -cos(t), 0.0f));
shader->uniform1i("u_quality", quality);
shader->uniform1f("u_mie", mie);
shader->uniform1f("u_fog", mie - 1.0f);
shader->uniform3f("u_lightDir", lightDir);
shader->uniform1f("u_dayTime", dayTime);
shader.uniform1i("u_quality", quality);
shader.uniform1f("u_mie", mie);
shader.uniform1f("u_fog", mie - 1.0f);
shader.uniform3f("u_lightDir", lightDir);
shader.uniform1f("u_dayTime", dayTime);
if (glm::abs(mie-prevMie) + glm::abs(t-prevT) >= 0.01) {
for (uint face = 0; face < 6; face++) {
@@ -206,10 +207,16 @@ void Skybox::refreshFace(uint face, Cubemap* cubemap) {
{0.0f, 0.0f, -1.0f},
{0.0f, 0.0f, 1.0f},
};
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, cubemap->getId(), 0);
shader->uniform3f("u_xaxis", xaxs[face]);
shader->uniform3f("u_yaxis", yaxs[face]);
shader->uniform3f("u_zaxis", zaxs[face]);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
cubemap->getId(),
0
);
shader.uniform3f("u_xaxis", xaxs[face]);
shader.uniform3f("u_yaxis", yaxs[face]);
shader.uniform3f("u_zaxis", zaxs[face]);
mesh->draw();
}
+2 -2
View File
@@ -27,7 +27,7 @@ struct skysprite {
class Skybox {
std::unique_ptr<Framebuffer> fbo;
uint size;
Shader* shader;
Shader& shader;
bool ready = false;
FastRandom random;
glm::vec3 lightDir;
@@ -46,7 +46,7 @@ class Skybox {
);
void refreshFace(uint face, Cubemap* cubemap);
public:
Skybox(uint size, Shader* shader);
Skybox(uint size, Shader& shader);
~Skybox();
void draw(
+47
View File
@@ -0,0 +1,47 @@
#include "TextNote.hpp"
TextNote::TextNote(std::wstring text, NotePreset preset, glm::vec3 position)
: text(std::move(text)),
preset(std::move(preset)),
position(std::move(position)) {
}
void TextNote::setText(std::wstring_view text) {
this->text = text;
}
const std::wstring& TextNote::getText() const {
return text;
}
const NotePreset& TextNote::getPreset() const {
return preset;
}
void TextNote::updatePreset(const dv::value& data) {
preset.deserialize(data);
}
void TextNote::setPosition(const glm::vec3& position) {
this->position = position;
}
const glm::vec3& TextNote::getPosition() const {
return position;
}
const glm::vec3& TextNote::getAxisX() const {
return xAxis;
}
const glm::vec3& TextNote::getAxisY() const {
return yAxis;
}
void TextNote::setAxisX(const glm::vec3& vec) {
xAxis = vec;
}
void TextNote::setAxisY(const glm::vec3& vec) {
yAxis = vec;
}
+32
View File
@@ -0,0 +1,32 @@
#pragma once
#include "presets/NotePreset.hpp"
/// @brief 3D text instance
class TextNote {
std::wstring text;
NotePreset preset;
glm::vec3 position;
glm::vec3 xAxis {1, 0, 0};
glm::vec3 yAxis {0, 1, 0};
public:
TextNote(std::wstring text, NotePreset preset, glm::vec3 position);
void setText(std::wstring_view text);
const std::wstring& getText() const;
const NotePreset& getPreset() const;
void updatePreset(const dv::value& data);
void setPosition(const glm::vec3& position);
const glm::vec3& getPosition() const;
const glm::vec3& getAxisX() const;
const glm::vec3& getAxisY() const;
void setAxisX(const glm::vec3& vec);
void setAxisY(const glm::vec3& vec);
};
+146
View File
@@ -0,0 +1,146 @@
#include "TextsRenderer.hpp"
#include "TextNote.hpp"
#include "maths/util.hpp"
#include "assets/Assets.hpp"
#include "window/Camera.hpp"
#include "window/Window.hpp"
#include "maths/FrustumCulling.hpp"
#include "graphics/core/Font.hpp"
#include "graphics/core/Batch3D.hpp"
#include "graphics/core/Shader.hpp"
#include "presets/NotePreset.hpp"
TextsRenderer::TextsRenderer(
Batch3D& batch, const Assets& assets, const Frustum& frustum
)
: batch(batch), assets(assets), frustum(frustum) {
}
void TextsRenderer::renderNote(
const TextNote& note,
const DrawContext& context,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,
bool frontLayer,
bool projected
) {
const auto& text = note.getText();
const auto& preset = note.getPreset();
auto pos = note.getPosition();
if (util::distance2(pos, camera.position) >
util::sqr(preset.renderDistance / camera.zoom)) {
return;
}
// Projected notes are displayed on the front layer only
if ((preset.displayMode == NoteDisplayMode::PROJECTED) != projected) {
return;
}
float opacity = 1.0f;
if (frontLayer && preset.displayMode != NoteDisplayMode::PROJECTED) {
if (preset.xrayOpacity <= 0.0001f) {
return;
}
opacity = preset.xrayOpacity;
}
const auto& font = assets.require<Font>("normal");
glm::vec3 xvec = note.getAxisX();
glm::vec3 yvec = note.getAxisY();
int width = font.calcWidth(text, text.length());
if (preset.displayMode == NoteDisplayMode::Y_FREE_BILLBOARD ||
preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
xvec = camera.position - pos;
xvec.y = 0;
std::swap(xvec.x, xvec.z);
xvec.z *= -1;
xvec = glm::normalize(xvec);
if (preset.displayMode == NoteDisplayMode::XY_FREE_BILLBOARD) {
yvec = camera.up;
}
}
if (preset.displayMode != NoteDisplayMode::PROJECTED) {
if (!frustum.isBoxVisible(pos - xvec * (width * 0.5f),
pos + xvec * (width * 0.5f))) {
return;
}
} else {
float scale = 1.0f;
if (glm::abs(preset.perspective) > 0.0001f) {
float scale2 = scale /
(glm::distance(camera.position, pos) *
util::sqr(camera.zoom) *
glm::sqrt(glm::tan(camera.getFov() * 0.5f)));
scale = scale2 * preset.perspective +
scale * (1.0f - preset.perspective);
}
auto projpos = camera.getProjView() * glm::vec4(pos, 1.0f);
pos = projpos;
if (pos.z < 0.0f) {
return;
}
pos /= pos.z;
pos.z = 0;
xvec = {2.0f/Window::width*scale, 0, 0};
yvec = {0, 2.0f/Window::height*scale, 0};
}
auto color = preset.color;
batch.setColor(glm::vec4(color.r, color.g, color.b, color.a * opacity));
font.draw(
batch,
text,
pos - xvec * (width * 0.5f) * preset.scale,
xvec * preset.scale,
yvec * preset.scale
);
}
void TextsRenderer::render(
const DrawContext& context,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,
bool frontLayer
) {
auto& shader = assets.require<Shader>("ui3d");
shader.use();
shader.uniformMatrix("u_projview", camera.getProjView());
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
batch.begin();
for (const auto& [_, note] : notes) {
renderNote(*note, context, camera, settings, hudVisible, frontLayer, false);
}
batch.flush();
if (frontLayer) {
shader.uniformMatrix(
"u_projview",
glm::mat4(1.0f)
);
for (const auto& [_, note] : notes) {
renderNote(*note, context, camera, settings, hudVisible, true, true);
}
batch.flush();
}
}
u64id_t TextsRenderer::add(std::unique_ptr<TextNote> note) {
u64id_t uid = nextNote++;
notes[uid] = std::move(note);
return uid;
}
TextNote* TextsRenderer::get(u64id_t id) const {
const auto& found = notes.find(id);
if (found == notes.end()) {
return nullptr;
}
return found->second.get();
}
void TextsRenderer::remove(u64id_t id) {
notes.erase(id);
}
+49
View File
@@ -0,0 +1,49 @@
#pragma once
#include <unordered_map>
#include <memory>
#include "typedefs.hpp"
class DrawContext;
class Camera;
class Assets;
class Batch3D;
class Frustum;
class TextNote;
struct EngineSettings;
class TextsRenderer {
Batch3D& batch;
const Assets& assets;
const Frustum& frustum;
std::unordered_map<u64id_t, std::unique_ptr<TextNote>> notes;
u64id_t nextNote = 1;
void renderNote(
const TextNote& note,
const DrawContext& context,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,
bool frontLayer,
bool projected
);
public:
TextsRenderer(Batch3D& batch, const Assets& assets, const Frustum& frustum);
void render(
const DrawContext& context,
const Camera& camera,
const EngineSettings& settings,
bool hudVisible,
bool frontLayer
);
u64id_t add(std::unique_ptr<TextNote> note);
TextNote* get(u64id_t id) const;
void remove(u64id_t id);
};
+91 -229
View File
@@ -40,160 +40,94 @@
#include "graphics/core/PostProcessing.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Font.hpp"
#include "ParticlesRenderer.hpp"
#include "TextsRenderer.hpp"
#include "ChunksRenderer.hpp"
#include "GuidesRenderer.hpp"
#include "ModelBatch.hpp"
#include "Skybox.hpp"
#include "Emitter.hpp"
#include "TextNote.hpp"
inline constexpr size_t BATCH3D_CAPACITY = 4096;
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false;
WorldRenderer::WorldRenderer(
Engine* engine, LevelFrontend* frontend, Player* player
Engine* engine, LevelFrontend& frontend, Player* player
)
: engine(engine),
level(frontend->getLevel()),
level(frontend.getLevel()),
player(player),
assets(*engine->getAssets()),
frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>()),
batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
modelBatch(std::make_unique<ModelBatch>(
20'000,
engine->getAssets(),
level->chunks.get(),
&engine->getSettings()
MODEL_BATCH_CAPACITY, assets, *level.chunks, engine->getSettings()
)),
particles(std::make_unique<ParticlesRenderer>(
*engine->getAssets(),
*frontend->getLevel(),
&engine->getSettings().graphics
assets, level, &engine->getSettings().graphics
)),
texts(std::make_unique<TextsRenderer>(*batch3d, assets, *frustumCulling)),
guides(std::make_unique<GuidesRenderer>()),
chunks(std::make_unique<ChunksRenderer>(
&level,
assets,
*frustumCulling,
frontend.getContentGfxCache(),
engine->getSettings()
)) {
renderer = std::make_unique<ChunksRenderer>(
level, frontend->getContentGfxCache(), &engine->getSettings()
);
batch3d = std::make_unique<Batch3D>(4096);
auto& settings = engine->getSettings();
level->events->listen(
level.events->listen(
EVT_CHUNK_HIDDEN,
[this](lvl_event_type, Chunk* chunk) { renderer->unload(chunk); }
[this](lvl_event_type, Chunk* chunk) { chunks->unload(chunk); }
);
auto assets = engine->getAssets();
skybox = std::make_unique<Skybox>(
settings.graphics.skyboxResolution.get(),
assets->get<Shader>("skybox_gen")
assets->require<Shader>("skybox_gen")
);
}
WorldRenderer::~WorldRenderer() = default;
bool WorldRenderer::drawChunk(
size_t index, const Camera& camera, Shader* shader, bool culling
) {
auto chunk = level->chunks->getChunks()[index];
if (!chunk->flags.lighted) {
return false;
}
float distance = glm::distance(
camera.position,
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
camera.position.y,
(chunk->z + 0.5f) * CHUNK_D
)
);
auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W * 1.5f);
if (mesh == nullptr) {
return false;
}
if (culling) {
glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
glm::vec3 max(
chunk->x * CHUNK_W + CHUNK_W,
chunk->top,
chunk->z * CHUNK_D + CHUNK_D
);
if (!frustumCulling->isBoxVisible(min, max)) return false;
}
glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader->uniformMatrix("u_model", model);
mesh->draw();
return true;
}
void WorldRenderer::drawChunks(
Chunks* chunks, const Camera& camera, Shader* shader
) {
auto assets = engine->getAssets();
auto atlas = assets->get<Atlas>("blocks");
atlas->getTexture()->bind();
renderer->update();
// [warning] this whole method is not thread-safe for chunks
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->getVolume(); i++) {
if (chunks->getChunks()[i] == nullptr) continue;
indices.emplace_back(i);
}
float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
const auto& chunksBuffer = chunks->getChunks();
const auto a = chunksBuffer[i].get();
const auto b = chunksBuffer[j].get();
auto adx = (a->x - px);
auto adz = (a->z - pz);
auto bdx = (b->x - px);
auto bdz = (b->z - pz);
return (adx * adx + adz * adz > bdx * bdx + bdz * bdz);
});
bool culling = engine->getSettings().graphics.frustumCulling.get();
if (culling) {
frustumCulling->update(camera.getProjView());
}
chunks->visible = 0;
for (size_t i = 0; i < indices.size(); i++) {
chunks->visible += drawChunk(indices[i], camera, shader, culling);
}
}
void WorldRenderer::setupWorldShader(
Shader* shader,
Shader& shader,
const Camera& camera,
const EngineSettings& settings,
float fogFactor
) {
shader->use();
shader->uniformMatrix("u_model", glm::mat4(1.0f));
shader->uniformMatrix("u_proj", camera.getProjection());
shader->uniformMatrix("u_view", camera.getView());
shader->uniform1f("u_timer", timer);
shader->uniform1f("u_gamma", settings.graphics.gamma.get());
shader->uniform1f("u_fogFactor", fogFactor);
shader->uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
shader->uniform1f("u_dayTime", level->getWorld()->getInfo().daytime);
shader->uniform2f("u_lightDir", skybox->getLightDir());
shader->uniform3f("u_cameraPos", camera.position);
shader->uniform1i("u_cubemap", 1);
shader.use();
shader.uniformMatrix("u_model", glm::mat4(1.0f));
shader.uniformMatrix("u_proj", camera.getProjection());
shader.uniformMatrix("u_view", camera.getView());
shader.uniform1f("u_timer", timer);
shader.uniform1f("u_gamma", settings.graphics.gamma.get());
shader.uniform1f("u_fogFactor", fogFactor);
shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime);
shader.uniform2f("u_lightDir", skybox->getLightDir());
shader.uniform3f("u_cameraPos", camera.position);
shader.uniform1i("u_cubemap", 1);
auto indices = level->content->getIndices();
auto indices = level.content->getIndices();
// Light emission when an emissive item is chosen
{
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
auto& item = indices->items.require(stack.getItemId());
float multiplier = 0.5f;
shader->uniform3f(
shader.uniform3f(
"u_torchlightColor",
item.emission[0] / 15.0f * multiplier,
item.emission[1] / 15.0f * multiplier,
item.emission[2] / 15.0f * multiplier
);
shader->uniform1f("u_torchlightDistance", 6.0f);
shader.uniform1f("u_torchlightDistance", 6.0f);
}
}
@@ -202,32 +136,45 @@ void WorldRenderer::renderLevel(
const Camera& camera,
const EngineSettings& settings,
float delta,
bool pause
bool pause,
bool hudVisible
) {
auto assets = engine->getAssets();
texts->render(ctx, camera, settings, hudVisible, false);
bool culling = engine->getSettings().graphics.frustumCulling.get();
float fogFactor =
15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
auto entityShader = assets->get<Shader>("entity");
auto& entityShader = assets.require<Shader>("entity");
setupWorldShader(entityShader, camera, settings, fogFactor);
skybox->bind();
level->entities->render(
if (culling) {
frustumCulling->update(camera.getProjView());
}
level.entities->render(
assets,
*modelBatch,
culling ? frustumCulling.get() : nullptr,
delta,
pause
);
particles->render(camera, delta * !pause);
modelBatch->render();
particles->render(camera, delta * !pause);
auto& shader = assets.require<Shader>("main");
auto& linesShader = assets.require<Shader>("lines");
auto shader = assets->get<Shader>("main");
setupWorldShader(shader, camera, settings, fogFactor);
drawChunks(level->chunks.get(), camera, shader);
chunks->drawChunks(camera, shader);
if (hudVisible) {
renderLines(camera, linesShader, ctx);
}
shader.use();
chunks->drawSortedMeshes(camera, shader);
if (!pause) {
scripting::on_frontend_render();
@@ -238,7 +185,7 @@ void WorldRenderer::renderLevel(
void WorldRenderer::renderBlockSelection() {
const auto& selection = player->selection;
auto indices = level->content->getIndices();
auto indices = level.content->getIndices();
blockid_t id = selection.vox.id;
auto& block = indices->blocks.require(id);
const glm::ivec3 pos = player->selection.position;
@@ -254,7 +201,7 @@ void WorldRenderer::renderBlockSelection() {
const glm::vec3 center = glm::vec3(pos) + hitbox.center();
const glm::vec3 size = hitbox.size();
lineBatch->box(
center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f)
center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 0.5f)
);
if (player->debug) {
lineBatch->line(
@@ -266,87 +213,27 @@ void WorldRenderer::renderBlockSelection() {
}
void WorldRenderer::renderLines(
const Camera& camera, Shader* linesShader, const DrawContext& pctx
const Camera& camera, Shader& linesShader, const DrawContext& pctx
) {
linesShader->use();
linesShader->uniformMatrix("u_projview", camera.getProjView());
linesShader.use();
linesShader.uniformMatrix("u_projview", camera.getProjView());
if (player->selection.vox.id != BLOCK_VOID) {
renderBlockSelection();
}
if (player->debug && showEntitiesDebug) {
auto ctx = pctx.sub(lineBatch.get());
bool culling = engine->getSettings().graphics.frustumCulling.get();
level->entities->renderDebug(
level.entities->renderDebug(
*lineBatch, culling ? frustumCulling.get() : nullptr, ctx
);
}
}
void WorldRenderer::renderDebugLines(
const DrawContext& pctx, const Camera& camera, Shader* linesShader
) {
DrawContext ctx = pctx.sub(lineBatch.get());
const auto& viewport = ctx.getViewport();
uint displayWidth = viewport.getWidth();
uint displayHeight = viewport.getHeight();
ctx.setDepthTest(true);
linesShader->use();
if (showChunkBorders) {
linesShader->uniformMatrix("u_projview", camera.getProjView());
glm::vec3 coord = player->fpCamera->position;
if (coord.x < 0) coord.x--;
if (coord.z < 0) coord.z--;
int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
drawBorders(
cx * CHUNK_W,
0,
cz * CHUNK_D,
(cx + 1) * CHUNK_W,
CHUNK_H,
(cz + 1) * CHUNK_D
);
}
float length = 40.f;
glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
linesShader->uniformMatrix(
"u_projview",
glm::ortho(
0.f,
static_cast<float>(displayWidth),
0.f,
static_cast<float>(displayHeight),
-length,
length
) * model *
glm::inverse(camera.rotation)
);
ctx.setDepthTest(false);
lineBatch->lineWidth(4.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
lineBatch->flush();
ctx.setDepthTest(true);
lineBatch->lineWidth(2.0f);
lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
}
void WorldRenderer::renderHands(
const Camera& camera, const Assets& assets, float delta
const Camera& camera, float delta
) {
auto entityShader = assets.get<Shader>("entity");
auto indices = level->content->getIndices();
auto& entityShader = assets.require<Shader>("entity");
auto indices = level.content->getIndices();
// get current chosen item
const auto& inventory = player->getInventory();
@@ -414,7 +301,7 @@ void WorldRenderer::draw(
PostProcessing* postProcessing
) {
timer += delta * !pause;
auto world = level->getWorld();
auto world = level.getWorld();
const Viewport& vp = pctx.getViewport();
camera.aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
@@ -424,10 +311,9 @@ void WorldRenderer::draw(
skybox->refresh(pctx, worldInfo.daytime, 1.0f + worldInfo.fog * 2.0f, 4);
const auto& assets = *engine->getAssets();
auto linesShader = assets.get<Shader>("lines");
auto& linesShader = assets.require<Shader>("lines");
// World render scope with diegetic HUD included
{
/* World render scope with diegetic HUD included */ {
DrawContext wctx = pctx.sub();
postProcessing->use(wctx);
@@ -435,25 +321,29 @@ void WorldRenderer::draw(
// Drawing background sky plane
skybox->draw(pctx, camera, assets, worldInfo.daytime, worldInfo.fog);
// Actually world render with depth buffer on
{
/* Actually world render with depth buffer on */ {
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
renderLevel(ctx, camera, settings, delta, pause);
renderLevel(ctx, camera, settings, delta, pause, hudVisible);
// Debug lines
if (hudVisible) {
renderLines(camera, linesShader, ctx);
if (player->debug) {
guides->renderDebugLines(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
if (player->currentCamera == player->fpCamera) {
renderHands(camera, assets, delta * !pause);
renderHands(camera, delta * !pause);
}
}
}
if (hudVisible && player->debug) {
renderDebugLines(wctx, camera, linesShader);
{
DrawContext ctx = wctx.sub();
texts->render(ctx, camera, settings, hudVisible, true);
}
renderBlockOverlay(wctx, assets);
renderBlockOverlay(wctx);
}
// Rendering fullscreen quad with
@@ -464,14 +354,14 @@ void WorldRenderer::draw(
postProcessing->render(pctx, screenShader);
}
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& assets) {
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
int x = std::floor(player->currentCamera->position.x);
int y = std::floor(player->currentCamera->position.y);
int z = std::floor(player->currentCamera->position.z);
auto block = level->chunks->get(x, y, z);
auto block = level.chunks->get(x, y, z);
if (block && block->id) {
const auto& def =
level->content->getIndices()->blocks.require(block->id);
level.content->getIndices()->blocks.require(block->id);
if (def.overlayTexture.empty()) {
return;
}
@@ -487,7 +377,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& as
batch3d->begin();
shader.uniformMatrix("u_projview", glm::mat4(1.0f));
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
auto light = level->chunks->getLight(x, y, z);
auto light = level.chunks->getLight(x, y, z);
float s = Lightmap::extract(light, 3) / 15.0f;
glm::vec4 tint(
glm::min(1.0f, Lightmap::extract(light, 0) / 15.0f + s),
@@ -509,34 +399,6 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& as
}
}
void WorldRenderer::drawBorders(
int sx, int sy, int sz, int ex, int ey, int ez
) {
int ww = ex - sx;
int dd = ez - sz;
/*corner*/ {
lineBatch->line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
lineBatch->line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
lineBatch->line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
lineBatch->line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
}
for (int i = 2; i < ww; i += 2) {
lineBatch->line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
lineBatch->line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
}
for (int i = 2; i < dd; i += 2) {
lineBatch->line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
lineBatch->line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
}
for (int i = sy; i < ey; i += 2) {
lineBatch->line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
lineBatch->line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
lineBatch->line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
lineBatch->line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
}
lineBatch->flush();
}
void WorldRenderer::clear() {
renderer->clear();
chunks->clear();
}
+15 -29
View File
@@ -17,76 +17,62 @@ class Batch3D;
class LineBatch;
class ChunksRenderer;
class ParticlesRenderer;
class GuidesRenderer;
class TextsRenderer;
class Shader;
class Frustum;
class Engine;
class Chunks;
class LevelFrontend;
class Skybox;
class PostProcessing;
class DrawContext;
class ModelBatch;
class Assets;
class Emitter;
struct EngineSettings;
namespace model {
struct Model;
}
class WorldRenderer {
Engine* engine;
Level* level;
const Level& level;
Player* player;
const Assets& assets;
std::unique_ptr<Frustum> frustumCulling;
std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<ChunksRenderer> renderer;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Batch3D> batch3d;
std::unique_ptr<ChunksRenderer> chunks;
std::unique_ptr<GuidesRenderer> guides;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<ModelBatch> modelBatch;
float timer = 0.0f;
bool drawChunk(size_t index, const Camera& camera, Shader* shader, bool culling);
void drawChunks(Chunks* chunks, const Camera& camera, Shader* shader);
/// @brief Render block selection lines
void renderBlockSelection();
void renderHands(const Camera& camera, const Assets& assets, float delta);
void renderHands(const Camera& camera, float delta);
/// @brief Render lines (selection and debug)
/// @param camera active camera
/// @param linesShader shader used
void renderLines(
const Camera& camera, Shader* linesShader, const DrawContext& pctx
const Camera& camera, Shader& linesShader, const DrawContext& pctx
);
/// @brief Render all debug lines (chunks borders, coord system guides)
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
void renderDebugLines(
const DrawContext& context,
const Camera& camera,
Shader* linesShader
);
void renderBlockOverlay(const DrawContext& context, const Assets& assets);
void renderBlockOverlay(const DrawContext& context);
void setupWorldShader(
Shader* shader,
Shader& shader,
const Camera& camera,
const EngineSettings& settings,
float fogFactor
);
public:
std::unique_ptr<TextsRenderer> texts;
std::unique_ptr<ParticlesRenderer> particles;
static bool showChunkBorders;
static bool showEntitiesDebug;
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
WorldRenderer(Engine* engine, LevelFrontend& frontend, Player* player);
~WorldRenderer();
void draw(
@@ -97,7 +83,6 @@ public:
float delta,
PostProcessing* postProcessing
);
void drawBorders(int sx, int sy, int sz, int ex, int ey, int ez);
/// @brief Render level without diegetic interface
/// @param context graphics context
@@ -108,7 +93,8 @@ public:
const Camera& camera,
const EngineSettings& settings,
float delta,
bool pause
bool pause,
bool hudVisible
);
void clear();
+40
View File
@@ -0,0 +1,40 @@
#pragma once
#include <vector>
#include <memory>
#include <glm/vec3.hpp>
#include "graphics/core/MeshData.hpp"
#include "util/Buffer.hpp"
/// @brief Chunk mesh vertex attributes
inline const VertexAttribute CHUNK_VATTRS[]{ {3}, {2}, {1}, {0} };
/// @brief Chunk mesh vertex size divided by sizeof(float)
inline constexpr int CHUNK_VERTEX_SIZE = 6;
class Mesh;
struct SortingMeshEntry {
glm::vec3 position;
util::Buffer<float> vertexData;
long long distance;
inline bool operator<(const SortingMeshEntry& o) const noexcept {
return distance > o.distance;
}
};
struct SortingMeshData {
std::vector<SortingMeshEntry> entries;
};
struct ChunkMeshData {
MeshData mesh;
SortingMeshData sortingMesh;
};
struct ChunkMesh {
std::unique_ptr<Mesh> mesh;
SortingMeshData sortingMeshData;
std::unique_ptr<Mesh> sortedMesh = nullptr;
};