refactor
This commit is contained in:
@@ -18,18 +18,18 @@
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#include <glm/ext.hpp>
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std::unique_ptr<ImageData> BlocksPreview::draw(
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const ContentGfxCache* cache,
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Shader* shader,
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Framebuffer* fbo,
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Batch3D* batch,
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const ContentGfxCache& cache,
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Shader& shader,
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const Framebuffer& fbo,
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Batch3D& batch,
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const Block& def,
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int size
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){
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Window::clear();
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blockid_t id = def.rt.id;
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const UVRegion texfaces[6]{cache->getRegion(id, 0), cache->getRegion(id, 1),
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cache->getRegion(id, 2), cache->getRegion(id, 3),
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cache->getRegion(id, 4), cache->getRegion(id, 5)};
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const UVRegion texfaces[6]{cache.getRegion(id, 0), cache.getRegion(id, 1),
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cache.getRegion(id, 2), cache.getRegion(id, 3),
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cache.getRegion(id, 4), cache.getRegion(id, 5)};
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glm::vec3 offset(0.1f, 0.5f, 0.1f);
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switch (def.model) {
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@@ -37,10 +37,10 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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// something went wrong...
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break;
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case BlockModel::block:
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch->blockCube(glm::vec3(size * 0.63f), texfaces,
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glm::vec4(1.0f), !def.rt.emissive);
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batch->flush();
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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batch.blockCube(glm::vec3(size * 0.63f), texfaces,
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glm::vec4(1.0f), !def.rt.emissive);
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batch.flush();
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break;
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case BlockModel::aabb:
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{
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@@ -49,39 +49,39 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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hitbox = glm::max(hitbox, box.size());
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}
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offset = glm::vec3(1, 1, 0.0f);
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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glm::vec3 scaledSize = glm::vec3(size * 0.63f);
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batch->cube(
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batch.cube(
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-hitbox * scaledSize * 0.5f * glm::vec3(1,1,-1),
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hitbox * scaledSize,
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texfaces, glm::vec4(1.0f),
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!def.rt.emissive
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);
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}
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batch->flush();
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batch.flush();
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break;
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case BlockModel::custom:{
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glm::vec3 pmul = glm::vec3(size * 0.63f);
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glm::vec3 hitbox = glm::vec3(1.0f);
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glm::vec3 poff = glm::vec3(0.0f, 0.0f, 1.0f);
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offset.y += (1.0f - hitbox).y * 0.5f;
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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const auto& model = cache->getModel(def.rt.id);
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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const auto& model = cache.getModel(def.rt.id);
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for (const auto& mesh : model.meshes) {
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for (const auto& vertex : mesh.vertices) {
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float d = glm::dot(glm::normalize(vertex.normal), glm::vec3(0.2, 0.8, 0.4));
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d = 0.8f + d * 0.2f;
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batch->vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
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batch.vertex((vertex.coord - poff)*pmul, vertex.uv, glm::vec4(d, d, d, 1.0f));
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}
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batch->flush();
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batch.flush();
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}
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break;
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}
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case BlockModel::xsprite: {
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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shader.uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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glm::vec3 right = glm::normalize(glm::vec3(1.f, 0.f, -1.f));
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batch->sprite(
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batch.sprite(
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right*float(size)*0.43f+glm::vec3(0, size*0.4f, 0),
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glm::vec3(0.f, 1.f, 0.f),
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right,
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@@ -89,24 +89,23 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
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texfaces[0],
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glm::vec4(1.0f)
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);
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batch->flush();
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batch.flush();
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break;
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}
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}
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return fbo->getTexture()->readData();
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return fbo.getTexture()->readData();
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}
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std::unique_ptr<Atlas> BlocksPreview::build(
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const ContentGfxCache* cache,
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Assets* assets,
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const Content* content
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const ContentGfxCache& cache,
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const Assets& assets,
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const ContentIndices& indices
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) {
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auto indices = content->getIndices();
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size_t count = indices->blocks.count();
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size_t count = indices.blocks.count();
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size_t iconSize = ITEM_ICON_SIZE;
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auto shader = assets->get<Shader>("ui3d");
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auto atlas = assets->get<Atlas>("blocks");
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auto& shader = assets.require<Shader>("ui3d");
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const auto& atlas = assets.require<Atlas>("blocks");
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Viewport viewport(iconSize, iconSize);
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DrawContext pctx(nullptr, viewport, nullptr);
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@@ -118,8 +117,8 @@ std::unique_ptr<Atlas> BlocksPreview::build(
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Batch3D batch(1024);
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batch.begin();
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shader->use();
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shader->uniformMatrix("u_projview",
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shader.use();
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shader.uniformMatrix("u_projview",
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glm::ortho(0.0f, float(iconSize), 0.0f, float(iconSize),
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-100.0f, 100.0f) *
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glm::lookAt(glm::vec3(0.57735f),
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@@ -132,9 +131,9 @@ std::unique_ptr<Atlas> BlocksPreview::build(
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fbo.bind();
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for (size_t i = 0; i < count; i++) {
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auto& def = indices->blocks.require(i);
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atlas->getTexture()->bind();
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builder.add(def.name, draw(cache, shader, &fbo, &batch, def, iconSize));
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auto& def = indices.blocks.require(i);
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atlas.getTexture()->bind();
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builder.add(def.name, draw(cache, shader, fbo, batch, def, iconSize));
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}
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fbo.unbind();
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@@ -11,23 +11,23 @@ class Atlas;
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class Framebuffer;
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class Batch3D;
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class Block;
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class Content;
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class ContentIndices;
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class Shader;
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class ContentGfxCache;
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class BlocksPreview {
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static std::unique_ptr<ImageData> draw(
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const ContentGfxCache* cache,
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Shader* shader,
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Framebuffer* framebuffer,
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Batch3D* batch,
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const ContentGfxCache& cache,
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Shader& shader,
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const Framebuffer& framebuffer,
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Batch3D& batch,
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const Block& block,
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int size
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);
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public:
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static std::unique_ptr<Atlas> build(
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const ContentGfxCache* cache,
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Assets* assets,
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const Content* content
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const ContentGfxCache& cache,
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const Assets& assets,
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const ContentIndices& indices
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);
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};
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@@ -17,9 +17,9 @@ const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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BlocksRenderer::BlocksRenderer(
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size_t capacity,
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const Content* content,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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const Content& content,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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) : content(content),
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vertexBuffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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indexBuffer(std::make_unique<int[]>(capacity)),
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@@ -34,7 +34,7 @@ BlocksRenderer::BlocksRenderer(
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CHUNK_W + voxelBufferPadding*2,
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CHUNK_H,
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CHUNK_D + voxelBufferPadding*2);
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blockDefsCache = content->getIndices()->blocks.getDefs();
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blockDefsCache = content.getIndices()->blocks.getDefs();
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}
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BlocksRenderer::~BlocksRenderer() {
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@@ -286,7 +286,7 @@ void BlocksRenderer::blockCustomModel(
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Z = orient.axisZ;
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}
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const auto& model = cache->getModel(block->rt.id);
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const auto& model = cache.getModel(block->rt.id);
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for (const auto& mesh : model.meshes) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * mesh.vertices.size() > capacity) {
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overflow = true;
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@@ -448,7 +448,7 @@ void BlocksRenderer::render(const voxel* voxels) {
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}
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beginEnds[def.drawGroup][1] = i;
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}
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for (const auto drawGroup : *content->drawGroups) {
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for (const auto drawGroup : *content.drawGroups) {
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int begin = beginEnds[drawGroup][0];
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if (begin == 0) {
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continue;
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@@ -463,12 +463,12 @@ void BlocksRenderer::render(const voxel* voxels) {
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continue;
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}
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const UVRegion texfaces[6] {
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cache->getRegion(id, 0),
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cache->getRegion(id, 1),
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cache->getRegion(id, 2),
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cache->getRegion(id, 3),
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cache->getRegion(id, 4),
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cache->getRegion(id, 5)
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cache.getRegion(id, 0),
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cache.getRegion(id, 1),
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cache.getRegion(id, 2),
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cache.getRegion(id, 3),
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cache.getRegion(id, 4),
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cache.getRegion(id, 5)
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};
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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@@ -508,7 +508,7 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
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voxelsBuffer->setPosition(
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chunk->x * CHUNK_W - voxelBufferPadding, 0,
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chunk->z * CHUNK_D - voxelBufferPadding);
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chunks->getVoxels(voxelsBuffer.get(), settings->graphics.backlight.get());
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chunks->getVoxels(voxelsBuffer.get(), settings.graphics.backlight.get());
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overflow = false;
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vertexOffset = 0;
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indexOffset = indexSize = 0;
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@@ -27,7 +27,7 @@ struct UVRegion;
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class BlocksRenderer {
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static const glm::vec3 SUN_VECTOR;
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static const uint VERTEX_SIZE;
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const Content* const content;
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const Content& content;
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std::unique_ptr<float[]> vertexBuffer;
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std::unique_ptr<int[]> indexBuffer;
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size_t vertexOffset;
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@@ -40,8 +40,8 @@ class BlocksRenderer {
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std::unique_ptr<VoxelsVolume> voxelsBuffer;
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const Block* const* blockDefsCache;
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const ContentGfxCache* const cache;
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const EngineSettings* settings;
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const ContentGfxCache& cache;
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const EngineSettings& settings;
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util::PseudoRandom randomizer;
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@@ -137,7 +137,12 @@ class BlocksRenderer {
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glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
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void render(const voxel* voxels);
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public:
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BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings* settings);
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BlocksRenderer(
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size_t capacity,
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const Content& content,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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);
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virtual ~BlocksRenderer();
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void build(const Chunk* chunk, const Chunks* chunks);
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@@ -23,20 +23,20 @@ static debug::Logger logger("chunks-render");
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size_t ChunksRenderer::visibleChunks = 0;
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class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
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Level* level;
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const Level& level;
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BlocksRenderer renderer;
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public:
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RendererWorker(
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Level* level,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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const Level& level,
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const ContentGfxCache& cache,
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const EngineSettings& settings
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) : level(level),
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renderer(settings->graphics.chunkMaxVertices.get(),
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level->content, cache, settings)
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renderer(settings.graphics.chunkMaxVertices.get(),
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*level.content, cache, settings)
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{}
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RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
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renderer.build(chunk.get(), level->chunks.get());
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renderer.build(chunk.get(), level.chunks.get());
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if (renderer.isCancelled()) {
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return RendererResult {
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glm::ivec2(chunk->x, chunk->z), true, MeshData()};
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@@ -48,29 +48,29 @@ public:
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};
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ChunksRenderer::ChunksRenderer(
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Level* level,
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const Level* level,
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const Assets& assets,
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const Frustum& frustum,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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) : level(level),
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const ContentGfxCache& cache,
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const EngineSettings& settings
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) : level(*level),
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assets(assets),
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frustum(frustum),
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settings(settings),
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threadPool(
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"chunks-render-pool",
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[=](){return std::make_shared<RendererWorker>(level, cache, settings);},
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[=](RendererResult& result){
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[&](){return std::make_shared<RendererWorker>(*level, cache, settings);},
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[&](RendererResult& result){
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if (!result.cancelled) {
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meshes[result.key] = std::make_shared<Mesh>(result.meshData);
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}
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inwork.erase(result.key);
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}, settings->graphics.chunkMaxRenderers.get())
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}, settings.graphics.chunkMaxRenderers.get())
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{
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threadPool.setStopOnFail(false);
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renderer = std::make_unique<BlocksRenderer>(
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settings->graphics.chunkMaxVertices.get(),
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level->content, cache, settings
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settings.graphics.chunkMaxVertices.get(),
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*level->content, cache, settings
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);
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logger.info() << "created " << threadPool.getWorkersCount() << " workers";
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}
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@@ -81,7 +81,7 @@ ChunksRenderer::~ChunksRenderer() {
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std::shared_ptr<Mesh> ChunksRenderer::render(const std::shared_ptr<Chunk>& chunk, bool important) {
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chunk->flags.modified = false;
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if (important) {
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auto mesh = renderer->render(chunk.get(), level->chunks.get());
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auto mesh = renderer->render(chunk.get(), level.chunks.get());
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meshes[glm::ivec2(chunk->x, chunk->z)] = mesh;
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return mesh;
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}
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@@ -125,7 +125,7 @@ void ChunksRenderer::update() {
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bool ChunksRenderer::drawChunk(
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size_t index, const Camera& camera, Shader& shader, bool culling
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) {
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auto chunk = level->chunks->getChunks()[index];
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auto chunk = level.chunks->getChunks()[index];
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if (chunk == nullptr || !chunk->flags.lighted) {
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return false;
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}
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@@ -161,7 +161,7 @@ bool ChunksRenderer::drawChunk(
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void ChunksRenderer::drawChunks(
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const Camera& camera, Shader& shader
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) {
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const auto& chunks = *level->chunks;
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const auto& chunks = *level.chunks;
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const auto& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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@@ -188,7 +188,7 @@ void ChunksRenderer::drawChunks(
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}
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util::insertion_sort(indices.begin(), indices.end());
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bool culling = settings->graphics.frustumCulling.get();
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bool culling = settings.graphics.frustumCulling.get();
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visibleChunks = 0;
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//if (GLEW_ARB_multi_draw_indirect && false) {
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@@ -39,15 +39,15 @@ struct RendererResult {
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};
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class ChunksRenderer {
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Level* level;
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const Level& level;
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const Assets& assets;
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const Frustum& frustum;
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const EngineSettings* settings;
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const EngineSettings& settings;
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std::unique_ptr<BlocksRenderer> renderer;
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std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
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std::unordered_map<glm::ivec2, bool> inwork;
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std::vector<ChunksSortEntry> indices;
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util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
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bool drawChunk(
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@@ -55,11 +55,11 @@ class ChunksRenderer {
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);
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public:
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ChunksRenderer(
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Level* level,
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const Level* level,
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const Assets& assets,
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const Frustum& frustum,
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const ContentGfxCache* cache,
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const EngineSettings* settings
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const ContentGfxCache& cache,
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const EngineSettings& settings
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);
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virtual ~ChunksRenderer();
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@@ -15,6 +15,7 @@
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#include <iostream>
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#include <GL/glew.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#ifndef M_PI
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#define M_PI 3.141592
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@@ -23,7 +24,7 @@
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const int STARS_COUNT = 3000;
|
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const int STARS_SEED = 632;
|
||||
|
||||
Skybox::Skybox(uint size, Shader* shader)
|
||||
Skybox::Skybox(uint size, Shader& shader)
|
||||
: size(size),
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||||
shader(shader),
|
||||
batch3d(std::make_unique<Batch3D>(4096))
|
||||
@@ -43,14 +44,14 @@ Skybox::Skybox(uint size, Shader* shader)
|
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|
||||
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();
|
||||
}
|
||||
|
||||
|
||||
@@ -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(
|
||||
|
||||
@@ -57,38 +57,39 @@ 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>(
|
||||
MODEL_BATCH_CAPACITY, assets, *level->chunks, engine->getSettings()
|
||||
MODEL_BATCH_CAPACITY, assets, *level.chunks, engine->getSettings()
|
||||
)),
|
||||
particles(std::make_unique<ParticlesRenderer>(
|
||||
assets, *level, &engine->getSettings().graphics
|
||||
)),
|
||||
texts(std::make_unique<TextsRenderer>(
|
||||
*batch3d, assets, *frustumCulling
|
||||
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()
|
||||
))
|
||||
{
|
||||
&level,
|
||||
assets,
|
||||
*frustumCulling,
|
||||
frontend.getContentGfxCache(),
|
||||
engine->getSettings()
|
||||
)) {
|
||||
auto& settings = engine->getSettings();
|
||||
level->events->listen(
|
||||
level.events->listen(
|
||||
EVT_CHUNK_HIDDEN,
|
||||
[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")
|
||||
);
|
||||
}
|
||||
|
||||
@@ -108,12 +109,12 @@ void WorldRenderer::setupWorldShader(
|
||||
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.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();
|
||||
@@ -152,15 +153,15 @@ void WorldRenderer::renderLevel(
|
||||
frustumCulling->update(camera.getProjView());
|
||||
}
|
||||
|
||||
level->entities->render(
|
||||
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");
|
||||
setupWorldShader(shader, camera, settings, fogFactor);
|
||||
@@ -176,7 +177,7 @@ 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;
|
||||
@@ -214,7 +215,7 @@ void WorldRenderer::renderLines(
|
||||
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
|
||||
);
|
||||
}
|
||||
@@ -224,7 +225,7 @@ void WorldRenderer::renderHands(
|
||||
const Camera& camera, float delta
|
||||
) {
|
||||
auto& entityShader = assets.require<Shader>("entity");
|
||||
auto indices = level->content->getIndices();
|
||||
auto indices = level.content->getIndices();
|
||||
|
||||
// get current chosen item
|
||||
const auto& inventory = player->getInventory();
|
||||
@@ -292,7 +293,7 @@ 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());
|
||||
|
||||
@@ -346,10 +347,10 @@ 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;
|
||||
}
|
||||
@@ -365,7 +366,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
|
||||
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),
|
||||
|
||||
@@ -28,16 +28,11 @@ 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;
|
||||
@@ -77,7 +72,7 @@ public:
|
||||
static bool showChunkBorders;
|
||||
static bool showEntitiesDebug;
|
||||
|
||||
WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player);
|
||||
WorldRenderer(Engine* engine, LevelFrontend& frontend, Player* player);
|
||||
~WorldRenderer();
|
||||
|
||||
void draw(
|
||||
|
||||
Reference in New Issue
Block a user