This commit is contained in:
MihailRis
2024-12-18 04:13:33 +03:00
parent 5e55e20ec4
commit d745a34657
33 changed files with 209 additions and 205 deletions
+34 -33
View File
@@ -13,6 +13,7 @@
#include "content/Content.hpp"
#include "engine.hpp"
#include "frontend/LevelFrontend.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "items/Inventory.hpp"
#include "items/ItemDef.hpp"
#include "items/ItemStack.hpp"
@@ -58,40 +59,40 @@ 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()),
player(player),
assets(*engine->getAssets()),
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, *player->chunks, engine->getSettings()
MODEL_BATCH_CAPACITY, assets, *player.chunks, engine.getSettings()
)),
particles(std::make_unique<ParticlesRenderer>(
assets, level, *player->chunks, &engine->getSettings().graphics
assets, level, *player.chunks, &engine.getSettings().graphics
)),
texts(std::make_unique<TextsRenderer>(*batch3d, assets, *frustumCulling)),
guides(std::make_unique<GuidesRenderer>()),
chunks(std::make_unique<ChunksRenderer>(
&level,
*player->chunks,
*player.chunks,
assets,
*frustumCulling,
frontend.getContentGfxCache(),
engine->getSettings()
engine.getSettings()
)),
blockWraps(
std::make_unique<BlockWrapsRenderer>(assets, level, *player->chunks)
std::make_unique<BlockWrapsRenderer>(assets, level, *player.chunks)
) {
auto& settings = engine->getSettings();
auto& settings = engine.getSettings();
level.events->listen(
EVT_CHUNK_HIDDEN,
[this](LevelEventType, Chunk* chunk) { chunks->unload(chunk); }
);
auto assets = engine->getAssets();
auto assets = engine.getAssets();
skybox = std::make_unique<Skybox>(
settings.graphics.skyboxResolution.get(),
assets->require<Shader>("skybox_gen")
@@ -122,8 +123,8 @@ void WorldRenderer::setupWorldShader(
auto indices = level.content->getIndices();
// Light emission when an emissive item is chosen
{
auto inventory = player->getInventory();
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
auto inventory = player.getInventory();
ItemStack& stack = inventory->getSlot(player.getChosenSlot());
auto& item = indices->items.require(stack.getItemId());
float multiplier = 0.5f;
shader.uniform3f(
@@ -146,7 +147,7 @@ void WorldRenderer::renderLevel(
) {
texts->render(ctx, camera, settings, hudVisible, false);
bool culling = engine->getSettings().graphics.frustumCulling.get();
bool culling = engine.getSettings().graphics.frustumCulling.get();
float fogFactor =
15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
@@ -175,7 +176,7 @@ void WorldRenderer::renderLevel(
setupWorldShader(shader, camera, settings, fogFactor);
chunks->drawChunks(camera, shader);
blockWraps->draw(ctx, *player);
blockWraps->draw(ctx, player);
if (hudVisible) {
renderLines(camera, linesShader, ctx);
@@ -191,11 +192,11 @@ void WorldRenderer::renderLevel(
}
void WorldRenderer::renderBlockSelection() {
const auto& selection = player->selection;
const auto& selection = player.selection;
auto indices = level.content->getIndices();
blockid_t id = selection.vox.id;
auto& block = indices->blocks.require(id);
const glm::ivec3 pos = player->selection.position;
const glm::ivec3 pos = player.selection.position;
const glm::vec3 point = selection.hitPosition;
const glm::vec3 norm = selection.normal;
@@ -210,7 +211,7 @@ void WorldRenderer::renderBlockSelection() {
lineBatch->box(
center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 0.5f)
);
if (player->debug) {
if (player.debug) {
lineBatch->line(
point, point + norm * 0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f)
);
@@ -224,12 +225,12 @@ void WorldRenderer::renderLines(
) {
linesShader.use();
linesShader.uniformMatrix("u_projview", camera.getProjView());
if (player->selection.vox.id != BLOCK_VOID) {
if (player.selection.vox.id != BLOCK_VOID) {
renderBlockSelection();
}
if (player->debug && showEntitiesDebug) {
if (player.debug && showEntitiesDebug) {
auto ctx = pctx.sub(lineBatch.get());
bool culling = engine->getSettings().graphics.frustumCulling.get();
bool culling = engine.getSettings().graphics.frustumCulling.get();
level.entities->renderDebug(
*lineBatch, culling ? frustumCulling.get() : nullptr, ctx
);
@@ -243,8 +244,8 @@ void WorldRenderer::renderHands(
auto indices = level.content->getIndices();
// get current chosen item
const auto& inventory = player->getInventory();
int slot = player->getChosenSlot();
const auto& inventory = player.getInventory();
int slot = player.getChosenSlot();
const ItemStack& stack = inventory->getSlot(slot);
const auto& def = indices->items.require(stack.getItemId());
@@ -273,8 +274,8 @@ void WorldRenderer::renderHands(
glm::mat4(1.0f), -glm::pi<float>() * 0.5f, glm::vec3(0, 1, 0)
);
prevRotation = rotation;
auto offset = -(camera.position - player->getPosition());
float angle = glm::radians(player->cam.x - 90);
auto offset = -(camera.position - player.getPosition());
float angle = glm::radians(player.cam.x - 90);
float cos = glm::cos(angle);
float sin = glm::sin(angle);
@@ -292,7 +293,7 @@ void WorldRenderer::renderHands(
nullptr
);
Window::clearDepth();
setupWorldShader(entityShader, hudcam, engine->getSettings(), 0.0f);
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
skybox->bind();
modelBatch->render();
modelBatch->setLightsOffset(glm::vec3());
@@ -312,12 +313,12 @@ void WorldRenderer::draw(
const Viewport& vp = pctx.getViewport();
camera.aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
const auto& settings = engine->getSettings();
const auto& settings = engine.getSettings();
const auto& worldInfo = world->getInfo();
skybox->refresh(pctx, worldInfo.daytime, 1.0f + worldInfo.fog * 2.0f, 4);
const auto& assets = *engine->getAssets();
const auto& assets = *engine.getAssets();
auto& linesShader = assets.require<Shader>("lines");
/* World render scope with diegetic HUD included */ {
@@ -336,12 +337,12 @@ void WorldRenderer::draw(
renderLevel(ctx, camera, settings, delta, pause, hudVisible);
// Debug lines
if (hudVisible) {
if (player->debug) {
if (player.debug) {
guides->renderDebugLines(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
if (player->currentCamera == player->fpCamera) {
if (player.currentCamera == player.fpCamera) {
renderHands(camera, delta * !pause);
}
}
@@ -362,10 +363,10 @@ void WorldRenderer::draw(
}
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 = player->chunks->get(x, y, z);
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 = player.chunks->get(x, y, z);
if (block && block->id) {
const auto& def =
level.content->getIndices()->blocks.require(block->id);
@@ -384,7 +385,7 @@ 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 = player->chunks->getLight(x, y, z);
auto light = player.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),