Merge pull request #747 from alexei-zebra/fix-draw-chunk-border

fix: chunk border wigth change when render block selection
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MihailRis 2025-12-21 16:02:07 +03:00 • committed by GitHub
commit 3df25431e4
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4 changed files with 30 additions and 38 deletions

View file

@ -1,53 +1,53 @@
#include "DebugLinesRenderer.hpp"
#include "graphics/core/Shader.hpp"
#include "window/Camera.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/render/LinesRenderer.hpp"
#include "world/Level.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/Shader.hpp"
#include "maths/voxmaths.hpp"
#include "voxels/Chunk.hpp"
#include "voxels/Pathfinding.hpp"
#include "maths/voxmaths.hpp"
#include "window/Camera.hpp"
#include "world/Level.hpp"
bool DebugLinesRenderer::showPaths = false;
static void draw_route(
LinesRenderer& lines, const voxels::Agent& agent
) {
static void draw_route(LineBatch& batch, const voxels::Agent& agent) {
const auto& route = agent.route;
if (!route.found)
return;
if (!route.found) return;
batch.lineWidth(1.0f);
for (int i = 1; i < route.nodes.size(); i++) {
const auto& a = route.nodes.at(i - 1);
const auto& b = route.nodes.at(i);
const auto& a = glm::vec3(route.nodes.at(i - 1).pos);
const auto& b = glm::vec3(route.nodes.at(i).pos);
glm::vec3 a_base = a + glm::vec3(0.5);
glm::vec3 b_base = b + glm::vec3(0.5);
glm::vec3 b_up = b + glm::vec3(0.5f, 1.0f, 0.5f);
if (i == 1) {
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
glm::vec3 a_up = a + glm::vec3(0.5f, 1.0f, 0.5f);
batch.line(
a_base.x, a_base.y, a_base.z, a_up.x, a_up.y, a_up.z, 1, 1, 1, 1
);
}
lines.pushLine(
glm::vec3(a.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec4(1, 0, 1, 1)
batch.line(
a_base.x, a_base.y, a_base.z, b_base.x, b_base.y, b_base.z,
1, 0, 1, 1
);
lines.pushLine(
glm::vec3(b.pos) + glm::vec3(0.5f),
glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
glm::vec4(1, 1, 1, 1)
batch.line(
b_base.x, b_base.y, b_base.z, b_up.x, b_up.y, b_up.z, 1, 1, 1, 1
);
}
batch.flush();
}
void DebugLinesRenderer::drawBorders(
LineBatch& batch, int sx, int sy, int sz, int ex, int ey, int ez
) {
batch.lineWidth(1.0f);
int ww = ex - sx;
int dd = ez - sz;
/*corner*/ {
@ -89,13 +89,12 @@ void DebugLinesRenderer::drawCoordSystem(
batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
batch.flush();
}
void DebugLinesRenderer::render(
DrawContext& pctx,
const Camera& camera,
LinesRenderer& renderer,
LineBatch& linesBatch,
Shader& linesShader,
bool showChunkBorders
@ -103,7 +102,7 @@ void DebugLinesRenderer::render(
// In-world lines
if (showPaths) {
for (const auto& [_, agent] : level.pathfinding->getAgents()) {
draw_route(renderer, agent);
draw_route(linesBatch, agent);
}
}
DrawContext ctx = pctx.sub(&linesBatch);

View file

@ -3,7 +3,6 @@
class DrawContext;
class Camera;
class LineBatch;
class LinesRenderer;
class Shader;
class Level;
@ -23,7 +22,6 @@ public:
void render(
DrawContext& ctx,
const Camera& camera,
LinesRenderer& renderer,
LineBatch& linesBatch,
Shader& linesShader,
bool showChunkBorders

View file

@ -52,7 +52,6 @@
#include "NamedSkeletons.hpp"
#include "TextsRenderer.hpp"
#include "ChunksRenderer.hpp"
#include "LinesRenderer.hpp"
#include "DebugLinesRenderer.hpp"
#include "ModelBatch.hpp"
#include "Skybox.hpp"
@ -117,7 +116,6 @@ WorldRenderer::WorldRenderer(
hands = std::make_unique<HandsRenderer>(
*assets, *modelBatch, skeletons->createSkeleton("hand", &skeletonConfig)
);
lines = std::make_unique<LinesRenderer>();
shadowMapping = std::make_unique<Shadows>(level);
debugLines = std::make_unique<DebugLinesRenderer>(level);
}
@ -386,11 +384,10 @@ void WorldRenderer::renderFrame(
linesShader.use();
if (debug && hudVisible) {
debugLines->render(
ctx, camera, *lines, *lineBatch, linesShader, showChunkBorders
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
linesShader.uniformMatrix("u_projview", projView);
lines->draw(*lineBatch);
lineBatch->flush();
// Translucent blocks

View file

@ -22,7 +22,6 @@ class BlockWrapsRenderer;
class PrecipitationRenderer;
class HandsRenderer;
class NamedSkeletons;
class LinesRenderer;
class TextsRenderer;
class Shader;
class Frustum;
@ -104,7 +103,6 @@ public:
std::unique_ptr<BlockWrapsRenderer> blockWraps;
std::unique_ptr<PrecipitationRenderer> precipitation;
std::unique_ptr<NamedSkeletons> skeletons;
std::unique_ptr<LinesRenderer> lines;
static bool showChunkBorders;
static bool showEntitiesDebug;