This commit is contained in:
MihailRis
2024-11-14 09:30:41 +03:00
parent f0b6521c76
commit c4170c07c5
21 changed files with 255 additions and 232 deletions
+24 -23
View File
@@ -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),