day-night loop, dynamic skybox, clock on debug panel
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@@ -28,6 +28,7 @@
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#include "../settings.h"
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#include "../engine.h"
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#include "ContentGfxCache.h"
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#include "graphics/Skybox.h"
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using glm::vec3;
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using std::string;
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@@ -35,15 +36,19 @@ 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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lineBatch = new LineBatch(4096);
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renderer = new ChunksRenderer(level, cache, engine->getSettings());
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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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}
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WorldRenderer::~WorldRenderer() {
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delete skybox;
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delete lineBatch;
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delete renderer;
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delete frustumCulling;
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@@ -100,6 +105,10 @@ void WorldRenderer::drawChunks(Chunks* chunks,
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion){
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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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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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Assets* assets = engine->getAssets();
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@@ -110,32 +119,32 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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const Viewport& viewport = pctx.getViewport();
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int displayWidth = viewport.getWidth();
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int displayHeight = viewport.getHeight();
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Window::clearDepth();
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Window::viewport(0, 0, displayWidth, displayHeight);
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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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backShader->uniform1f("u_zoom", camera->zoom);
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backShader->uniform1f("u_ar", (float)Window::width/(float)Window::height);
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skybox->draw(backShader);
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{
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GfxContext ctx = pctx.sub();
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ctx.depthTest(true);
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ctx.cullFace(true);
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EngineSettings& settings = engine->getSettings();
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vec3 skyColor(0.7f, 0.81f, 1.0f);
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skyColor *= skyLightMutliplier;
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Window::setBgColor(skyColor);
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Window::clear();
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Window::viewport(0, 0, displayWidth, displayHeight);
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float fogFactor = 18.0f / (float)settings.chunks.loadDistance;
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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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shader->uniform3f("u_skyLightColor", vec3(1.1f) * skyLightMutliplier);
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shader->uniform3f("u_fogColor", skyColor);
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shader->uniform1f("u_fogFactor", fogFactor);
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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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Block* cblock = contentIds->getBlockDef(level->player->choosenBlock);
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assert(cblock != nullptr);
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@@ -168,6 +177,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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}
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lineBatch->render();
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}
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skybox->unbind();
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}
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if (level->player->debug) {
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@@ -175,7 +185,7 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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ctx.depthTest(true);
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linesShader->use();
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if (engine->getSettings().debug.showChunkBorders){
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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vec3 coord = level->player->camera->position;
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if (coord.x < 0) coord.x--;
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