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Fixed previous push
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4 changed files with 251 additions and 4 deletions
159
src/world_render.cpp
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159
src/world_render.cpp
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#include "world_render.h"
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#include "graphics/VoxelRenderer.h"
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#include "window/Window.h"
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#include "window/Camera.h"
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#include "graphics/Mesh.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/LineBatch.h"
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#include "graphics/Batch3D.h"
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#include "voxels/Chunks.h"
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#include "voxels/Chunk.h"
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#include "world/World.h"
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#include "world/Level.h"
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#include "Assets.h"
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float _camera_cx;
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float _camera_cz;
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Mesh *crosshair;
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float vertices[] = {
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// x y
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-0.01f,-0.01f,
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0.01f, 0.01f,
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-0.01f, 0.01f,
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0.01f,-0.01f,
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};
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int attrs[] = {
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2, 0 //null terminator
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};
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WorldRenderer::WorldRenderer(Level* level) {
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this->level = level;
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crosshair = new Mesh(vertices, 4, attrs);
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lineBatch = new LineBatch(4096);
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batch3d = new Batch3D(1024);
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renderer = new VoxelRenderer();
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}
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WorldRenderer::~WorldRenderer() {
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delete crosshair;
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delete lineBatch;
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delete renderer;
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}
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Chunks* _chunks = nullptr;
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bool chunks_distance_compare(size_t i, size_t j) {
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Chunks* chunks = _chunks;
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Chunk* a = chunks->chunks[i];
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Chunk* b = chunks->chunks[j];
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return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz)
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>
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(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
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}
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void WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
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Chunk* chunk = level->chunks->chunks[index];
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Mesh* mesh = level->chunks->meshes[index];
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if (mesh == nullptr)
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return;
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// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
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if (occlusion){
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const float cameraX = camera->position.x;
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const float cameraZ = camera->position.z;
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const float camDirX = camera->dir.x;
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const float camDirZ = camera->dir.z;
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bool unoccluded = false;
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do {
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if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
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unoccluded = true; break;
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}
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} while (false);
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if (!unoccluded)
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return;
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}
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mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
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shader->uniformMatrix("u_model", model);
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mesh->draw(GL_TRIANGLES);
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}
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void WorldRenderer::draw(World* world, Camera* camera, Assets* assets, bool occlusion){
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Chunks* chunks = level->chunks;
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glClearColor(0.7f,0.81f,1.0f,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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Texture* texture = assets->getTexture("block");
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Shader* shader = assets->getShader("main");
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Shader* crosshairShader = assets->getShader("crosshair");
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Shader* linesShader = assets->getShader("lines");
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shader->use();
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", 1.6f);
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shader->uniform3f("u_skyLightColor", 2.2f,2.2f,2.2f);
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shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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texture->bind();
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std::vector<size_t> indices;
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for (size_t i = 0; i < chunks->volume; i++){
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Chunk* chunk = chunks->chunks[i];
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if (chunk == nullptr)
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continue;
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if (chunks->meshes[i] != nullptr)
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indices.push_back(i);
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}
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float px = camera->position.x / (float)CHUNK_W;
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float pz = camera->position.z / (float)CHUNK_D;
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_camera_cx = px;
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_camera_cz = pz;
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_chunks = chunks;
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std::sort(indices.begin(), indices.end(), chunks_distance_compare);
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for (size_t i = 0; i < indices.size(); i++){
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drawChunk(indices[i], camera, shader, occlusion);
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}
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shader->uniformMatrix("u_model", mat4(1.0f));
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batch3d->begin();
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// draw 3D stuff here
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batch3d->render();
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crosshairShader->use();
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crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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crosshair->draw(GL_LINES);
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
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glLineWidth(2.0f);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x+0.01f, camera->position.y-0.1f, camera->position.z, 1, 0, 0, 1);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f, camera->position.z+0.01f, 0, 0, 1, 1);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f+0.01f, camera->position.z, 0, 1, 0, 1);
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lineBatch->render();
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}
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