refactor WorldRenderer
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@@ -45,6 +45,7 @@
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#include "ParticlesRenderer.hpp"
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#include "TextsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "GuidesRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "Skybox.hpp"
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#include "Emitter.hpp"
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@@ -72,7 +73,8 @@ WorldRenderer::WorldRenderer(
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*frontend->getLevel(),
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&engine->getSettings().graphics
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)),
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texts(std::make_unique<TextsRenderer>(frustumCulling.get())) {
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texts(std::make_unique<TextsRenderer>(frustumCulling.get())),
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guides(std::make_unique<GuidesRenderer>()) {
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renderer = std::make_unique<ChunksRenderer>(
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level, frontend->getContentGfxCache(), &engine->getSettings()
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);
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@@ -96,10 +98,7 @@ bool WorldRenderer::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) {
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return false;
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}
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if (!chunk->flags.lighted) {
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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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@@ -297,66 +296,6 @@ void WorldRenderer::renderLines(
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}
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}
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void WorldRenderer::renderDebugLines(
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const DrawContext& pctx, const Camera& camera, Shader& linesShader
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) {
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DrawContext ctx = pctx.sub(lineBatch.get());
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const auto& viewport = ctx.getViewport();
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uint displayWidth = viewport.getWidth();
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uint displayHeight = viewport.getHeight();
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ctx.setDepthTest(true);
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linesShader.use();
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if (showChunkBorders) {
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linesShader.uniformMatrix("u_projview", camera.getProjView());
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glm::vec3 coord = player->fpCamera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
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int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
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drawBorders(
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cx * CHUNK_W,
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0,
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cz * CHUNK_D,
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(cx + 1) * CHUNK_W,
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CHUNK_H,
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(cz + 1) * CHUNK_D
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);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth / 2, displayHeight / 2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader.uniformMatrix(
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"u_projview",
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glm::ortho(
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0.f,
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static_cast<float>(displayWidth),
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0.f,
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static_cast<float>(displayHeight),
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-length,
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length
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) * model *
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glm::inverse(camera.rotation)
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);
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ctx.setDepthTest(false);
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lineBatch->lineWidth(4.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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lineBatch->flush();
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ctx.setDepthTest(true);
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lineBatch->lineWidth(2.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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}
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void WorldRenderer::renderHands(
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const Camera& camera, const Assets& assets, float delta
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) {
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@@ -441,8 +380,7 @@ void WorldRenderer::draw(
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const auto& assets = *engine->getAssets();
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auto& linesShader = assets.require<Shader>("lines");
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// World render scope with diegetic HUD included
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{
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/* World render scope with diegetic HUD included */ {
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DrawContext wctx = pctx.sub();
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postProcessing->use(wctx);
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@@ -451,8 +389,8 @@ void WorldRenderer::draw(
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// Drawing background sky plane
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skybox->draw(pctx, camera, assets, worldInfo.daytime, worldInfo.fog);
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// Actually world render with depth buffer on
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{
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/* Actually world render with depth buffer on */ {
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DrawContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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@@ -463,7 +401,9 @@ void WorldRenderer::draw(
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// Debug lines
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if (hudVisible) {
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if (player->debug) {
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renderDebugLines(ctx, camera, linesShader);
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guides->renderDebugLines(
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ctx, camera, *lineBatch, linesShader, showChunkBorders
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);
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}
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renderLines(camera, linesShader, ctx);
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if (player->currentCamera == player->fpCamera) {
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@@ -527,34 +467,6 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx, const Assets& as
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}
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}
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void WorldRenderer::drawBorders(
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int sx, int sy, int sz, int ex, int ey, int ez
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) {
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int ww = ex - sx;
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int dd = ez - sz;
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/*corner*/ {
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lineBatch->line(sx, sy, sz, sx, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(sx, sy, ez, sx, ey, ez, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, sz, ex, ey, sz, 0.8f, 0, 0.8f, 1);
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lineBatch->line(ex, sy, ez, ex, ey, ez, 0.8f, 0, 0.8f, 1);
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}
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for (int i = 2; i < ww; i += 2) {
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lineBatch->line(sx + i, sy, sz, sx + i, ey, sz, 0, 0, 0.8f, 1);
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lineBatch->line(sx + i, sy, ez, sx + i, ey, ez, 0, 0, 0.8f, 1);
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}
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for (int i = 2; i < dd; i += 2) {
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lineBatch->line(sx, sy, sz + i, sx, ey, sz + i, 0.8f, 0, 0, 1);
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lineBatch->line(ex, sy, sz + i, ex, ey, sz + i, 0.8f, 0, 0, 1);
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}
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for (int i = sy; i < ey; i += 2) {
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lineBatch->line(sx, i, sz, sx, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(sx, i, ez, ex, i, ez, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, ez, ex, i, sz, 0, 0.8f, 0, 1);
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lineBatch->line(ex, i, sz, sx, i, sz, 0, 0.8f, 0, 1);
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}
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lineBatch->flush();
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}
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void WorldRenderer::clear() {
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renderer->clear();
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}
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