refactor
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@@ -1,9 +1,17 @@
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#include "ChunksRenderer.hpp"
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#include "BlocksRenderer.hpp"
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#include "debug/Logger.hpp"
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#include "assets/Assets.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Texture.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "world/Level.hpp"
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#include "window/Camera.hpp"
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#include "maths/FrustumCulling.hpp"
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#include "util/listutil.hpp"
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#include "settings.hpp"
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#include <iostream>
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@@ -12,6 +20,8 @@
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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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BlocksRenderer renderer;
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@@ -39,9 +49,14 @@ public:
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ChunksRenderer::ChunksRenderer(
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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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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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@@ -103,14 +118,84 @@ std::shared_ptr<Mesh> ChunksRenderer::getOrRender(const std::shared_ptr<Chunk>&
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return found->second;
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}
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std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found != meshes.end()) {
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return found->second;
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}
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return nullptr;
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}
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void ChunksRenderer::update() {
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threadPool.update();
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}
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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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if (chunk == nullptr || !chunk->flags.lighted) {
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return false;
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}
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float distance = glm::distance(
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camera.position,
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glm::vec3(
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(chunk->x + 0.5f) * CHUNK_W,
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camera.position.y,
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(chunk->z + 0.5f) * CHUNK_D
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)
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);
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auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
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if (mesh == nullptr) {
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return false;
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}
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if (culling) {
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glm::vec3 min(chunk->x * CHUNK_W, chunk->bottom, chunk->z * CHUNK_D);
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glm::vec3 max(
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chunk->x * CHUNK_W + CHUNK_W,
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chunk->top,
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chunk->z * CHUNK_D + CHUNK_D
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);
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if (!frustum.isBoxVisible(min, max)) return false;
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}
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glm::vec3 coord(chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f);
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glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
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shader.uniformMatrix("u_model", model);
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mesh->draw();
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return true;
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}
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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& atlas = assets.require<Atlas>("blocks");
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atlas.getTexture()->bind();
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update();
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// [warning] this whole method is not thread-safe for chunks
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int chunksWidth = chunks.getWidth();
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int chunksOffsetX = chunks.getOffsetX();
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int chunksOffsetY = chunks.getOffsetY();
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if (indices.size() != chunks.getVolume()) {
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indices.clear();
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for (int i = 0; i < chunks.getVolume(); i++) {
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indices.push_back(ChunksSortEntry {i, 0});
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}
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}
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float px = camera.position.x / static_cast<float>(CHUNK_W) - 0.5f;
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float pz = camera.position.z / static_cast<float>(CHUNK_D) - 0.5f;
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for (auto& index : indices) {
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float x = index.index % chunksWidth + chunksOffsetX - px;
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float z = index.index / chunksWidth + chunksOffsetY - pz;
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index.d = (x * x + z * z) * 1024;
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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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visibleChunks = 0;
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//if (GLEW_ARB_multi_draw_indirect && false) {
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// TODO: implement Multi Draw Indirect chunks draw
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//} else {
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for (size_t i = 0; i < indices.size(); i++) {
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visibleChunks += drawChunk(indices[i].index, camera, shader, culling);
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}
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//}
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}
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