Merge branch 'main' into animation

This commit is contained in:
MihailRis 2026-08-14 19:46:37 +03:00
commit 49e7f2c631
89 changed files with 1050 additions and 687 deletions

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@ -69,6 +69,7 @@ Rotation profile (set of available block rotations and behaviour of placing bloc
- "pipe" - wood logs, pipes, pillars - "pipe" - wood logs, pipes, pillars
- "pane" - panels, doors, signs - "pane" - panels, doors, signs
- "stairs" - "pane" + flipped variants - "stairs" - "pane" + flipped variants
- "ladder" - like a "pipe", but on horizontal surfaces it is installed like "pane"
### *particles* ### *particles*

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@ -139,7 +139,7 @@ gui.confirm(
## Documents and templates ## Documents and templates
```lua ```lua
-- Loads a UI document with its script, returns the name of the document if successfully loaded. -- Loads a UI document with its script. Returns document environment table
gui.load_document( gui.load_document(
-- Path to the xml file of the page. Example: `core:layouts/pages/main.xml` -- Path to the xml file of the page. Example: `core:layouts/pages/main.xml`
path: str, path: str,
@ -147,7 +147,7 @@ gui.load_document(
name: str name: str
-- Table of parameters passed to the on_open event -- Table of parameters passed to the on_open event
args: table args: table
) -> str ) -> table
-- Loads and processes layout template from file -- Loads and processes layout template from file
gui.template( gui.template(

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@ -57,6 +57,10 @@ hud.get_block_inventory() -> int
-- Gives the ID of the second open inventory (block, virtual inventory...) or 0. -- Gives the ID of the second open inventory (block, virtual inventory...) or 0.
hud.get_second_inventory() -> int hud.get_second_inventory() -> int
-- Get the inventory ID of exchange item (grabbed item in inventory) or 0.
-- It has only one slot - 0
hud.get_exchange_inventory() -> int
-- Gives the ID of the player that the UI is bound to. -- Gives the ID of the player that the UI is bound to.
hud.get_player() -> int hud.get_player() -> int

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@ -24,7 +24,7 @@ Called on block broken by player
function on_replaced(x, y, z, playerid) function on_replaced(x, y, z, playerid)
``` ```
Called on block replaced with other by player Called before a player replaces a block
```lua ```lua
function on_interact(x, y, z, playerid) -> bool function on_interact(x, y, z, playerid) -> bool

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@ -212,10 +212,27 @@ local map = Heightmap(width, height)
Operations apply to all height values. Operations apply to all height values.
```lua ```lua
-- Convert to absolute values
map:abs() map:abs()
```
Casts height values ​​to absolute. -- Round down
map:floor()
-- Round up
map:ceil()
-- Round to the nearest integer
map:round()
-- Sine of height values ​​(in radians)
map:sin()
-- Cosine of height values ​​(in radians)
map:cos()
-- Tangent of height values ​​(in radians)
map:tan()
```
### Binary Operations ### Binary Operations

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@ -39,6 +39,8 @@ Examples:
- `position-func` - position supplier for an element (two numbers), called on every parent container size update or on element adding on a container. May be called before *on_hud_open* - `position-func` - position supplier for an element (two numbers), called on every parent container size update or on element adding on a container. May be called before *on_hud_open*
- `size-func` - element size provider (two numbers), called when the size of the container in which the element is located changes, or when an element is added to the container. Can be called before on_hud_open is called. - `size-func` - element size provider (two numbers), called when the size of the container in which the element is located changes, or when an element is added to the container. Can be called before on_hud_open is called.
- `onclick` - lua function called when an element is clicked. - `onclick` - lua function called when an element is clicked.
- `onrightclick` - lua function called when the right mouse button is pressed on an element.
- `onmiddleclick` - lua function called when the middle mouse button is pressed on an element.
- `ondoubleclick` - lua function called when you double click on an element. - `ondoubleclick` - lua function called when you double click on an element.
- `onfocus` - lua function called when focusing on an element. - `onfocus` - lua function called when focusing on an element.
- `ondefocus` - lua function called when the element loses focus. - `ondefocus` - lua function called when the element loses focus.
@ -192,6 +194,9 @@ Example of list description:
- `width` - minimum content width. Default: 100. - `width` - minimum content width. Default: 100.
- `selected` - initially selected value. Default: "". - `selected` - initially selected value. Default: "".
- `onselect` - function to which the user-selected value is passed - `onselect` - function to which the user-selected value is passed
- `mode` - behaviour / display mode:
- `select` - default mode.
- `button` - button mode: the text is not replaced with the selected option; the element rendered as a regular button.
## *bindbox* ## *bindbox*

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@ -70,6 +70,7 @@
- "pipe" - профиль "труба". Примеры блоков: бревно, труба, лампочка - "pipe" - профиль "труба". Примеры блоков: бревно, труба, лампочка
- "pane" - профиль "панель". Примеры блоков: панель, дверь, табличка - "pane" - профиль "панель". Примеры блоков: панель, дверь, табличка
- "stairs" - профиль "ступеньки" ("pane" + перевернутые варианты) - "stairs" - профиль "ступеньки" ("pane" + перевернутые варианты)
- "ladder" - профиль "лестница" (как "pipe", но на горизонтальных поверхностях как "pane")
### Испускаемые частицы - *particles* ### Испускаемые частицы - *particles*

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@ -140,12 +140,12 @@ gui.confirm(
## Документы и шаблоны ## Документы и шаблоны
```lua ```lua
-- Загружает UI документ и его скрипт. Возвращает имя документа. -- Загружает UI документ и его скрипт. Возвращает пространство имён документа
gui.load_document( gui.load_document(
path: string, -- путь к xml файлу, например: core:layouts/pages/main.xml path: string, -- путь к xml файлу, например: core:layouts/pages/main.xml
name: string, -- id документа, например: core:pages/main name: string, -- id документа, например: core:pages/main
args: table -- параметры для события on_open args: table -- параметры для события on_open
) -> string ) -> table
-- Обрабатывает xml шаблон макета из файла -- Обрабатывает xml шаблон макета из файла
gui.template( gui.template(

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@ -58,6 +58,11 @@ hud.get_block_inventory() -> int
-- Дает ID второго открытого инвентаря (блок, виртуальный инвентарь...) или 0. -- Дает ID второго открытого инвентаря (блок, виртуальный инвентарь...) или 0.
hud.get_second_inventory() -> int hud.get_second_inventory() -> int
-- Получить ID инвентаря, в котором находится предмет во время
-- его перемещения в инвентаре, или 0 если его не существует.
-- Имеет единственный слот - 0
hud.get_exchange_inventory() -> int
-- Дает ID игрока, к которому привязан пользовательский интерфейс. -- Дает ID игрока, к которому привязан пользовательский интерфейс.
hud.get_player() -> int hud.get_player() -> int

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@ -34,7 +34,7 @@ function on_broken(x, y, z, playerid)
function on_replaced(x, y, z, playerid) function on_replaced(x, y, z, playerid)
``` ```
Вызывается после замены блока игроком Вызывается перед заменой блока игроком
```lua ```lua
function on_interact(x, y, z, playerid) -> bool function on_interact(x, y, z, playerid) -> bool

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@ -215,12 +215,28 @@ local map = Heightmap(ширина, высота)
Операции применяются ко всем значениям высоты. Операции применяются ко всем значениям высоты.
```lua ```lua
-- Приведение значений высот к абсолютным
map:abs() map:abs()
-- Округление к меньшему целому
map:floor()
-- Округление к большему целому
map:ceil()
-- Округление к ближайшему целому
map:round()
-- Синус от значений высот (в радианах)
map:sin()
-- Косинус от значений высот (в радианах)
map:cos()
-- Тангенс от значений высот (в радианах)
map:tan()
``` ```
Приводит значения высот к абсолютным.
### Бинарные операции ### Бинарные операции
Операции с применением второй карты или скаляра. Операции с применением второй карты или скаляра.

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@ -43,6 +43,8 @@
- `position-func` - поставщик позиции элемента (два числа), вызываемый при изменении размера контейнера, в котором находится элемент, либо при добавлении элемента в контейнер. Может быть вызван до вызова on_hud_open. - `position-func` - поставщик позиции элемента (два числа), вызываемый при изменении размера контейнера, в котором находится элемент, либо при добавлении элемента в контейнер. Может быть вызван до вызова on_hud_open.
- `size-func` - поставщик размера элемента (два числа), вызываемый при изменении размера контейнера, в котором находится элемент, либо при добавлении элемента в контейнер. Может быть вызван до вызова on_hud_open. - `size-func` - поставщик размера элемента (два числа), вызываемый при изменении размера контейнера, в котором находится элемент, либо при добавлении элемента в контейнер. Может быть вызван до вызова on_hud_open.
- `onclick` - lua функция вызываемая при нажатии на элемент. - `onclick` - lua функция вызываемая при нажатии на элемент.
- `onrightclick` - lua функция вызываемая при нажатии правой кнопки мыши на элемент.
- `onmiddleclick` - lua функция вызываемая при нажатии средней кнопки мыши на элемент.
- `ondoubleclick` - lua функция вызываемая при двойном нажатии на элемент. - `ondoubleclick` - lua функция вызываемая при двойном нажатии на элемент.
- `onfocus` - lua функция вызываемая при фокусировке на элемент. - `onfocus` - lua функция вызываемая при фокусировке на элемент.
- `ondefocus` - lua функция вызываемая при потере фокуса элеметом. - `ondefocus` - lua функция вызываемая при потере фокуса элеметом.
@ -193,6 +195,9 @@
- `width` - минимальная ширина содержимого. По-умолчанию: 100. - `width` - минимальная ширина содержимого. По-умолчанию: 100.
- `selected` - изначально выбранное значение. По-умолчанию: "". - `selected` - изначально выбранное значение. По-умолчанию: "".
- `onselect` - функция, в которую передаётся выбранное пользователем значение - `onselect` - функция, в которую передаётся выбранное пользователем значение
- `mode` - режим работы:
- `select` - режим по-умолчанию.
- `button` - режим кнопки: текст не заменяется на выбранную опцию, а элемент выглядит как обычная кнопка.
## Привязка ввода - *bindbox* ## Привязка ввода - *bindbox*

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@ -86,12 +86,27 @@ function generate_heightmap(x, y, w, h, s, inputs)
local rivermap = Heightmap(w, h) local rivermap = Heightmap(w, h)
rivermap.noiseSeed = SEED rivermap.noiseSeed = SEED
rivermap:noise({x+21, y+12}, 0.1*s, 4) rivermap:noise({ x + 21, y + 12 }, 0.1 * s, 4)
rivermap:abs() rivermap:pow(4)
rivermap:mul(2.0) rivermap:mul(3500)
rivermap:pow(0.15) rivermap:add(1)
rivermap:max(0.5) rivermap:pow(-1)
map:mul(rivermap) rivermap:mul(-1)
rivermap:add(1)
local rivermap_bottom = Heightmap(w, h)
rivermap_bottom:add(0.23)
rivermap_bottom:noise({ x, y }, 2 * s, 4, 0.005)
map:sub(rivermap_bottom)
local map_multiplied = Heightmap(w, h)
map_multiplied:add(map)
map_multiplied:mul(rivermap)
map:min(map_multiplied)
map:add(rivermap_bottom)
local desertmap = Heightmap(w, h) local desertmap = Heightmap(w, h)
desertmap.noiseSeed = SEED desertmap.noiseSeed = SEED

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@ -1,5 +1,44 @@
local util = {} local util = {}
local DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0}
---@param mode integer 0 - whole stack, 1 - single item, 2 - dupe whole stack
function util.drop_from_slot(invid, slot, mode)
if invid == 0 then
return
end
local pid = hud.get_player()
if mode == 2 and not player.is_infinite_items(pid) then
return
end
local itemid, itemcount = inventory.get(invid, slot)
if itemid == 0 then
return
end
local drop_itemcount = 1
if mode == 0 then
drop_itemcount = itemcount
end
if mode == 2 then
drop_itemcount = item.stack_size(itemid)
else
inventory.set(invid, slot, itemid, itemcount - drop_itemcount)
end
local data = inventory.get_all_data(invid, slot)
local pvel = { player.get_vel(pid) }
local ppos = vec3.add({ player.get_pos(pid) }, { 0, 0.7, 0 })
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
local drop = util.drop(ppos, itemid, drop_itemcount, data, 1.5)
if not drop then
return
end
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
drop.rigidbody:set_vel(velocity)
end
function util.drop(ppos, itemid, count, data, pickup_delay) function util.drop(ppos, itemid, count, data, pickup_delay)
if itemid == 0 or not itemid then if itemid == 0 or not itemid then
return nil return nil

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@ -1,30 +1,21 @@
local base_util = require "util" local base_util = require "util"
local DROP_FORCE = 8
local DROP_INIT_VEL = {0, 3, 0}
function on_hud_open() function on_hud_open()
input.add_callback("player.drop", function () events.on("core:drop_outside_inventory", function(mode)
local invid = hud.get_exchange_inventory()
base_util.drop_from_slot(invid, 0, mode)
end)
input.add_callback("player.drop", function()
if hud.is_paused() or hud.is_inventory_open() then if hud.is_paused() or hud.is_inventory_open() then
return return
end end
local pid = hud.get_player() local pid = hud.get_player()
local invid, slot = player.get_inventory(pid) local invid, slot = player.get_inventory(pid)
local itemid, itemcount = inventory.get(invid, slot) local mode = 1
if itemid == 0 then if input.is_pressed("key:left-ctrl") or input.is_pressed("key:right-ctrl") then
return mode = 0
end end
local data = inventory.get_all_data(invid, slot) base_util.drop_from_slot(invid, slot, mode)
inventory.set(invid, slot, itemid, itemcount-1)
local pvel = {player.get_vel(pid)}
local ppos = vec3.add({player.get_pos(pid)}, {0, 0.7, 0})
local throw_force = vec3.mul(player.get_dir(pid), DROP_FORCE)
local drop = base_util.drop(ppos, itemid, 1, data, 1.5)
if not drop then
return
end
local velocity = vec3.add(throw_force, vec3.add(pvel, DROP_INIT_VEL))
drop.rigidbody:set_vel(velocity)
end) end)
rules.create("do-loot-non-player", true)
end end

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@ -16,6 +16,4 @@ function on_block_broken(id, x, y, z, playerid)
spawn_spread=vec3.mul(size, 0.4) spawn_spread=vec3.mul(size, 0.4)
}) })
end end
rules.create("do-loot-non-player", true)
end end

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@ -1,6 +1,6 @@
<container id='pack_%{id}' onclick='%{callback}' size='0,80' color='#00000040' hover-color='#00000080' position-func="%{position_func}" z-index="%{index}"> <container id='pack_%{id}' onclick='%{callback}' size='0,80' color='#00000040' hover-color='#00000080' position-func="%{position_func}" z-index="%{index}">
<label color='#FFFFFF80' size='300,25' align='right' gravity='top-right'> <label color='#FFFFFF80' size='340,25' align='right' gravity='top-right'>
[%{id_verbose}] [%{id_verbose} %{version}]
</label> </label>
<label pos='78,6'>%{title}</label> <label pos='78,6'>%{title}</label>
<label if='%{creator}' color='#CCFFE5B2' size='300,20' align='right' <label if='%{creator}' color='#CCFFE5B2' size='300,20' align='right'

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@ -192,13 +192,15 @@ function gui.ask(text, on_yes, on_no, yes_text, no_text)
<container id='%s' color='#00000080' size-func='-1,-1' z-index='10'> <container id='%s' color='#00000080' size-func='-1,-1' z-index='10'>
<panel color='#507090E0' size='600' padding='16' <panel color='#507090E0' size='600' padding='16'
gravity='center-center' interval='4'> gravity='center-center' interval='4'>
<label margin='4'>%s</label> <label margin='4' markup='md'>%s</label>
<button onclick='DATA.on_yes()'>@%s</button> <button onclick='DATA.on_yes()'>@%s</button>
<button onclick='DATA.on_no()'>@%s</button> <button onclick='DATA.on_no()'>@%s</button>
</panel> </panel>
</container> </container>
]], id, string.escape_xml(text)), {on_yes=yes_callback, on_no=no_callback}, ]], id,
string.escape_xml(yes_text), string.escape_xml(no_text)) string.escape_xml(text),
string.escape_xml(yes_text),
string.escape_xml(no_text)), {on_yes=yes_callback, on_no=no_callback})
input.add_callback("key:escape", no_callback, gui.root[id]) input.add_callback("key:escape", no_callback, gui.root[id])
end end

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@ -1,6 +1,9 @@
#include <shadows> #include <shadows>
#include <fog> #include <fog>
#define CLOUDS_FOG_FACTOR_MUL 0.3f
#define CLOUDS_FOG_CURVE_MUL 0.4f
vec4 effect() { vec4 effect() {
vec4 pos = texture(u_position, v_uv); vec4 pos = texture(u_position, v_uv);
float light = 1.0; float light = 1.0;
@ -32,6 +35,10 @@ vec4 effect() {
light = pow(light, u_gamma); light = pow(light, u_gamma);
vec3 fogColor = texture(u_skybox, dir).rgb; vec3 fogColor = texture(u_skybox, dir).rgb;
float fog = calc_fog(length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0); float fog = calc_fog(
length(u_view * vec4((modelpos.xyz - u_cameraPos) * FOG_POS_SCALE, 0.0)) / 256.0,
mix(1.0, CLOUDS_FOG_FACTOR_MUL, emission),
mix(1.0, CLOUDS_FOG_CURVE_MUL, emission)
);
return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0); return vec4(mix(texture(u_screen, v_uv).rgb * mix(1.0, light, 1.0), fogColor, fog), 1.0);
} }

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@ -15,11 +15,33 @@ uniform float u_fogCurve;
uniform bool u_alphaClip; uniform bool u_alphaClip;
uniform vec3 u_sunDir; uniform vec3 u_sunDir;
const float BAYER_MATRIX[64] = float[](
0.0, 32.0, 8.0, 40.0, 2.0, 34.0, 10.0, 42.0,
48.0, 16.0, 56.0, 24.0, 50.0, 18.0, 58.0, 26.0,
12.0, 44.0, 4.0, 36.0, 14.0, 46.0, 6.0, 38.0,
60.0, 28.0, 52.0, 20.0, 62.0, 30.0, 54.0, 22.0,
3.0, 35.0, 11.0, 43.0, 1.0, 33.0, 9.0, 41.0,
51.0, 19.0, 59.0, 27.0, 49.0, 17.0, 57.0, 25.0,
15.0, 47.0, 7.0, 39.0, 13.0, 45.0, 5.0, 37.0,
63.0, 31.0, 55.0, 23.0, 61.0, 29.0, 53.0, 21.0
);
float calc_bayer(vec2 pos){
ivec2 p = ivec2(mod(pos, 8.0));
return BAYER_MATRIX[p.y * 8 + p.x] / 64.0;
}
void main() { void main() {
vec4 texColor = texture(u_texture0, a_texCoord); vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = a_color.a * texColor.a; float alpha = a_color.a * texColor.a;
// anyway it's any alpha-test alternative required // anyway it's any alpha-test alternative required
if (alpha < (u_alphaClip ? 0.5f : 0.15f)) { if (u_alphaClip) {
float bayer = calc_bayer(gl_FragCoord.xy);
if (alpha - bayer < 0.01f) {
discard;
}
alpha = 1.0;
} else if (alpha < 0.05f) {
discard; discard;
} }
f_color = a_color * texColor; f_color = a_color * texColor;

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@ -7,13 +7,17 @@ uniform float u_weatherFogOpacity;
uniform float u_weatherFogDencity; uniform float u_weatherFogDencity;
uniform float u_weatherFogCurve; uniform float u_weatherFogCurve;
float calc_fog(float depth) { float calc_fog(float depth, float fogFactor, float fogCurve) {
return min( return min(
1.0, 1.0,
max(pow(depth * u_fogFactor, u_fogCurve), max(pow(depth * u_fogFactor * fogFactor, u_fogCurve * fogCurve),
min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
u_weatherFogOpacity)) u_weatherFogOpacity))
); );
} }
float calc_fog(float depth) {
return calc_fog(depth, 1.0, 1.0);
}
#endif // FOG_GLSL_ #endif // FOG_GLSL_

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@ -151,6 +151,8 @@ template<> void ContentUnitLoader<Block>::loadUnit(
def.rotations = BlockRotProfile::PANE; def.rotations = BlockRotProfile::PANE;
} else if (profile == BlockRotProfile::STAIRS_NAME) { } else if (profile == BlockRotProfile::STAIRS_NAME) {
def.rotations = BlockRotProfile::STAIRS; def.rotations = BlockRotProfile::STAIRS;
} else if (profile == BlockRotProfile::LADDER_NAME) {
def.rotations = BlockRotProfile::LADDER;
} else if (profile != "none") { } else if (profile != "none") {
logger.error() << "unknown rotation profile " << profile; logger.error() << "unknown rotation profile " << profile;
def.rotatable = false; def.rotatable = false;

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@ -48,7 +48,7 @@ void ServerMainloop::run() {
delta = time.getDelta(); delta = time.getDelta();
} }
if (controller) { if (controller) {
controller->getLevel()->getWorld()->updateTimers(delta); controller->getLevel()->getWorld().updateTimers(delta);
controller->update(glm::min(delta, 0.2), false); controller->update(glm::min(delta, 0.2), false);
} }
engine.applicationTick(); engine.applicationTick();

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@ -147,3 +147,7 @@ const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
LevelController& LevelFrontend::getController() const { LevelController& LevelFrontend::getController() const {
return controller; return controller;
} }
Weather& LevelFrontend::getWeather() {
return weather;
}

View file

@ -1,5 +1,7 @@
#pragma once #pragma once
#include "world/Weather.hpp"
#include <memory> #include <memory>
class Assets; class Assets;
@ -15,6 +17,7 @@ class LevelFrontend {
LevelController& controller; LevelController& controller;
Assets& assets; Assets& assets;
std::unique_ptr<ContentGfxCache> contentCache; std::unique_ptr<ContentGfxCache> contentCache;
Weather weather {};
public: public:
LevelFrontend( LevelFrontend(
Engine& engine, Engine& engine,
@ -28,4 +31,5 @@ public:
const ContentGfxCache& getContentGfxCache() const; const ContentGfxCache& getContentGfxCache() const;
ContentGfxCache& getContentGfxCache(); ContentGfxCache& getContentGfxCache();
LevelController& getController() const; LevelController& getController() const;
Weather& getWeather();
}; };

View file

@ -254,7 +254,7 @@ std::shared_ptr<UINode> create_debug_panel(
} }
})); }));
panel->add(create_label(gui, [&]() { panel->add(create_label(gui, [&]() {
return L"seed: " + std::to_wstring(level.getWorld()->getSeed()); return L"seed: " + std::to_wstring(level.getWorld().getSeed());
})); }));
for (int ax = 0; ax < 3; ax++) { for (int ax = 0; ax < 3; ax++) {
@ -294,7 +294,7 @@ std::shared_ptr<UINode> create_debug_panel(
sub->add(box, glm::vec2(20, 0)); sub->add(box, glm::vec2(20, 0));
panel->add(sub); panel->add(sub);
} }
auto& worldInfo = level.getWorld()->getInfo(); auto& worldInfo = level.getWorld().getInfo();
panel->add(create_label(gui, [&]() { panel->add(create_label(gui, [&]() {
int hour, minute, second; int hour, minute, second;
timeutil::from_value(worldInfo.daytime, hour, minute, second); timeutil::from_value(worldInfo.daytime, hour, minute, second);
@ -310,12 +310,6 @@ std::shared_ptr<UINode> create_debug_panel(
bar->setConsumer([&](double val) { worldInfo.daytime = val; }); bar->setConsumer([&](double val) { worldInfo.daytime = val; });
panel->add(bar); panel->add(bar);
} }
if (allowDebugCheats) {
auto bar = std::make_shared<TrackBar>(gui, 0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->setSupplier([&]() { return worldInfo.fog; });
bar->setConsumer([&](double val) { worldInfo.fog = val; });
panel->add(bar);
}
{ {
auto checkbox = std::make_shared<FullCheckBox>( auto checkbox = std::make_shared<FullCheckBox>(
gui, L"Show Chunk Borders", glm::vec2(400, 24) gui, L"Show Chunk Borders", glm::vec2(400, 24)

View file

@ -175,6 +175,15 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
"<container size='4000' color='#00000080' z-index='-1' visible='false'/>" "<container size='4000' color='#00000080' z-index='-1' visible='false'/>"
); );
inventoryDropArea = guiutil::create(
gui,
R"(<container size='4000' color='#00000000' z-index='-1' visible='false'
onclick='events.emit(\"core:drop_outside_inventory\", 0)'
onrightclick='events.emit(\"core:drop_outside_inventory\", 1)'
onmiddleclick='events.emit(\"core:drop_outside_inventory\", 2)'
/>)"
);
uicamera = std::make_unique<Camera>(glm::vec3(), 1); uicamera = std::make_unique<Camera>(glm::vec3(), 1);
uicamera->perspective = false; uicamera->perspective = false;
uicamera->flipped = true; uicamera->flipped = true;
@ -188,6 +197,7 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
gui.add(debugPanel); gui.add(debugPanel);
gui.add(darkOverlay); gui.add(darkOverlay);
gui.add(inventoryDropArea);
gui.add(hotbarView); gui.add(hotbarView);
gui.add(contentAccessPanel); gui.add(contentAccessPanel);
@ -213,6 +223,7 @@ Hud::~Hud() {
} }
gui.remove(hotbarView); gui.remove(hotbarView);
gui.remove(darkOverlay); gui.remove(darkOverlay);
gui.remove(inventoryDropArea);
gui.remove(contentAccessPanel); gui.remove(contentAccessPanel);
gui.remove(debugPanel); gui.remove(debugPanel);
} }
@ -358,6 +369,7 @@ void Hud::update(bool visible) {
contentAccess->setMinSize(glm::vec2(1, windowSize.y)); contentAccess->setMinSize(glm::vec2(1, windowSize.y));
hotbarView->setVisible(visible && !(secondUI && !inventoryView)); hotbarView->setVisible(visible && !(secondUI && !inventoryView));
darkOverlay->setVisible(isMenuOpen); darkOverlay->setVisible(isMenuOpen);
inventoryDropArea->setVisible(inventoryOpen);
menu.setVisible(isMenuOpen); menu.setVisible(isMenuOpen);
if (visible) { if (visible) {
@ -739,6 +751,10 @@ std::shared_ptr<Inventory> Hud::getSecondInventory() {
return nullptr; return nullptr;
} }
std::shared_ptr<Inventory> Hud::getExchangeInventory() {
return exchangeSlotInv;
}
bool Hud::isContentAccess() const { bool Hud::isContentAccess() const {
return showContentPanel; return showContentPanel;
} }

View file

@ -93,6 +93,8 @@ class Hud : public util::ObjectsKeeper {
std::shared_ptr<gui::UINode> debugPanel; std::shared_ptr<gui::UINode> debugPanel;
/// @brief Overlay used in pause mode /// @brief Overlay used in pause mode
std::shared_ptr<gui::UINode> darkOverlay; std::shared_ptr<gui::UINode> darkOverlay;
/// @brief Overlay used in inventory
std::shared_ptr<gui::UINode> inventoryDropArea;
/// @brief Inventories interaction agent (grabbed item) /// @brief Inventories interaction agent (grabbed item)
std::shared_ptr<gui::SlotView> exchangeSlot; std::shared_ptr<gui::SlotView> exchangeSlot;
/// @brief Exchange slot inventory (1 slot only) /// @brief Exchange slot inventory (1 slot only)
@ -207,6 +209,8 @@ public:
std::shared_ptr<Inventory> getSecondInventory(); std::shared_ptr<Inventory> getSecondInventory();
std::shared_ptr<Inventory> getExchangeInventory();
bool isContentAccess() const; bool isContentAccess() const;
void setContentAccess(bool flag); void setContentAccess(bool flag);

View file

@ -43,7 +43,7 @@ LevelScreen::LevelScreen(
Engine& engine, std::unique_ptr<Level> levelPtr, int64_t localPlayer Engine& engine, std::unique_ptr<Level> levelPtr, int64_t localPlayer
) )
: Screen(engine), : Screen(engine),
world(*levelPtr->getWorld()), world(levelPtr->getWorld()),
postProcessing(std::make_unique<PostProcessing>( postProcessing(std::make_unique<PostProcessing>(
levelPtr->content.getIndices(ResourceType::POST_EFFECT_SLOT).size() levelPtr->content.getIndices(ResourceType::POST_EFFECT_SLOT).size()
)), )),
@ -81,7 +81,7 @@ LevelScreen::LevelScreen(
auto resetChunks = [=](bool) { auto resetChunks = [=](bool) {
player->chunks->saveAndClear(); player->chunks->saveAndClear();
renderer->clear(); renderer->resetCache();
}; };
keepAlive(settings.graphics.backlight.observe(resetChunks)); keepAlive(settings.graphics.backlight.observe(resetChunks));
keepAlive(settings.graphics.softLighting.observe(resetChunks)); keepAlive(settings.graphics.softLighting.observe(resetChunks));
@ -94,11 +94,11 @@ LevelScreen::LevelScreen(
})); }));
keepAlive(input.addCallback(BIND_CHUNKS_RELOAD, [=]() { keepAlive(input.addCallback(BIND_CHUNKS_RELOAD, [=]() {
player->chunks->saveAndClear(); player->chunks->saveAndClear();
renderer->clear(); renderer->resetCache();
return false; return false;
})); }));
controller->preQuitCallbacks.listen([this]() { controller->preQuitCallbacks.listen([this]() {
if (!controller->getLevel()->getWorld()->isNameless()) { if (!controller->getLevel()->getWorld().isNameless()) {
saveWorldPreview(); saveWorldPreview();
} }
}); });
@ -109,7 +109,7 @@ LevelScreen::LevelScreen(
} }
LevelScreen::~LevelScreen() { LevelScreen::~LevelScreen() {
if (!controller->getLevel()->getWorld()->isNameless()) { if (!controller->getLevel()->getWorld().isNameless()) {
saveDecorations(); saveDecorations();
} }
scripting::on_frontend_close(); scripting::on_frontend_close();
@ -153,7 +153,7 @@ void LevelScreen::loadDecorations() {
} }
auto data = io::read_object(CLIENT_FILE); auto data = io::read_object(CLIENT_FILE);
if (data.has("weather")) { if (data.has("weather")) {
renderer->getWeather().deserialize(data["weather"]); frontend->getWeather().deserialize(data["weather"]);
} }
} }
@ -161,7 +161,7 @@ void LevelScreen::saveDecorations() {
io::create_directory("world:client"); io::create_directory("world:client");
auto data = dv::object(); auto data = dv::object();
data["weather"] = renderer->getWeather().serialize(); data["weather"] = frontend->getWeather().serialize();
io::write_json(CLIENT_FILE, data, true); io::write_json(CLIENT_FILE, data, true);
} }
@ -257,7 +257,7 @@ void LevelScreen::update(float delta) {
hud->update(hudVisible); hud->update(hudVisible);
const Weather& weather = renderer->getWeather(); const Weather& weather = frontend->getWeather();
const Player& player = playerController->getPlayer(); const Player& player = playerController->getPlayer();
const Camera& camera = *player.currentCamera; const Camera& camera = *player.currentCamera;
decorator->update(paused ? 0.0f : delta, camera, weather); decorator->update(paused ? 0.0f : delta, camera, weather);

View file

@ -372,7 +372,7 @@ void Batch2D::sprite(
void Batch2D::flush() { void Batch2D::flush() {
if (index == 0) if (index == 0)
return; return;
mesh->reload(buffer.get(), index); mesh->reload(buffer.get(), index, true);
mesh->draw(gl::to_glenum(primitive)); mesh->draw(gl::to_glenum(primitive));
index = 0; index = 0;
} }

View file

@ -292,13 +292,13 @@ void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
} }
void Batch3D::flush() { void Batch3D::flush() {
mesh->reload(buffer.get(), index); mesh->reload(buffer.get(), index, true);
mesh->draw(); mesh->draw();
index = 0; index = 0;
} }
void Batch3D::flushPoints() { void Batch3D::flushPoints() {
mesh->reload(buffer.get(), index); mesh->reload(buffer.get(), index, true);
mesh->draw(GL_POINTS); mesh->draw(GL_POINTS);
index = 0; index = 0;
} }

View file

@ -57,7 +57,7 @@ void LineBatch::box(float x, float y, float z, float w, float h, float d,
void LineBatch::flush(){ void LineBatch::flush(){
if (index == 0) if (index == 0)
return; return;
mesh->reload(buffer.get(), index); mesh->reload(buffer.get(), index, true);
mesh->draw(GL_LINES); mesh->draw(GL_LINES);
index = 0; index = 0;
} }

View file

@ -47,12 +47,15 @@ public:
void reload( void reload(
const VertexStructure* vertexBuffer, const VertexStructure* vertexBuffer,
size_t vertexCount, size_t vertexCount,
const std::vector<IndexBufferData>& indices const std::vector<IndexBufferData>& indices,
bool streaming
); );
void reload(const VertexStructure* vertexBuffer, size_t vertexCount) { void reload(
const VertexStructure* vertexBuffer, size_t vertexCount, bool streaming
) {
static const std::vector<IndexBufferData> indices {}; static const std::vector<IndexBufferData> indices {};
reload(vertexBuffer, vertexCount, indices); reload(vertexBuffer, vertexCount, indices, streaming);
} }
/// @brief Draw mesh with specified primitives type /// @brief Draw mesh with specified primitives type
@ -61,6 +64,8 @@ public:
/// @brief Draw mesh as triangles /// @brief Draw mesh as triangles
void draw() const; void draw() const;
private:
}; };
#include "graphics/core/Mesh.inl" #include "graphics/core/Mesh.inl"

View file

@ -46,9 +46,9 @@ Mesh<VertexStructure>::Mesh(
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo); glGenBuffers(1, &vbo);
reload(vertexBuffer, vertices, std::move(indices));
glBindVertexArray(vao); glBindVertexArray(vao);
reload(vertexBuffer, vertices, std::move(indices), false);
// attributes // attributes
int offset = 0; int offset = 0;
for (int i = 0; attrs[i].count; i++) { for (int i = 0; attrs[i].count; i++) {
@ -82,20 +82,22 @@ template <typename VertexStructure>
void Mesh<VertexStructure>::reload( void Mesh<VertexStructure>::reload(
const VertexStructure* vertexBuffer, const VertexStructure* vertexBuffer,
size_t vertexCount, size_t vertexCount,
const std::vector<IndexBufferData>& indices const std::vector<IndexBufferData>& indices,
bool streaming
) { ) {
this->vertexCount = vertexCount; this->vertexCount = vertexCount;
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (vertexBuffer != nullptr && vertexCount != 0) { if (vertexBuffer != nullptr && vertexCount != 0) {
glBufferData( glBufferData(
GL_ARRAY_BUFFER, GL_ARRAY_BUFFER,
vertexCount * sizeof(VertexStructure), vertexCount * sizeof(VertexStructure),
vertexBuffer, vertexBuffer,
GL_STREAM_DRAW streaming ? GL_STREAM_DRAW : GL_STATIC_DRAW
); );
} else { } else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW); glBufferData(
GL_ARRAY_BUFFER, 0, {}, streaming ? GL_STREAM_DRAW : GL_STATIC_DRAW
);
} }
for (int i = 0; i < ibos.size(); i++) { for (int i = 0; i < ibos.size(); i++) {
@ -116,7 +118,6 @@ void Mesh<VertexStructure>::reload(
GL_STATIC_DRAW GL_STATIC_DRAW
); );
} }
glBindVertexArray(0);
} }
template <typename VertexStructure> template <typename VertexStructure>

View file

@ -186,7 +186,8 @@ void Shader::recompile(const std::vector<std::string>& defines) {
glDeleteProgram(id); glDeleteProgram(id);
id = newProgram; id = newProgram;
uniformLocations.clear(); uniformLocations.clear();
logger.info() << "shader " << id << " has been recompiled"; logger.debug() << "shader program (" << vertexSource.file << ", "
<< fragmentSource.file << ") has been recompiled";
} }
std::unique_ptr<Shader> Shader::create( std::unique_ptr<Shader> Shader::create(

View file

@ -99,8 +99,8 @@ void Shadows::setup(Shader& shader, const Weather& weather) {
if (!shadows) { if (!shadows) {
return; return;
} }
const auto& worldInfo = level.getWorld()->getInfo(); const auto& worldInfo = level.getWorld().getInfo();
float cloudsIntensity = glm::max(worldInfo.fog, weather.clouds()); float cloudsIntensity = weather.clouds();
float shadowsOpacity = 1.0f - cloudsIntensity; float shadowsOpacity = 1.0f - cloudsIntensity;
shadowsOpacity *= glm::sqrt(glm::abs( shadowsOpacity *= glm::sqrt(glm::abs(
glm::mod((worldInfo.daytime + 0.5f) * 2.0f, 1.0f) * 2.0f - 1.0f glm::mod((worldInfo.daytime + 0.5f) * 2.0f, 1.0f) * 2.0f - 1.0f
@ -158,8 +158,8 @@ void Shadows::generateShadowsMap(
float scale, float scale,
const std::function<void(Camera&)>& renderShadowPass const std::function<void(Camera&)>& renderShadowPass
) { ) {
auto world = level.getWorld(); const auto& world = level.getWorld();
const auto& worldInfo = world->getInfo(); const auto& worldInfo = world.getInfo();
int resolution = shadowMap.getResolution(); int resolution = shadowMap.getResolution();
float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale; float shadowMapScale = 0.32f / (1 << glm::max(0, quality)) * scale;

View file

@ -10,15 +10,14 @@
#include "frontend/ContentGfxCache.hpp" #include "frontend/ContentGfxCache.hpp"
const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704); const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265, 0.833149, -0.163704);
const float DIRECTIONAL_LIGHT_FACTOR = 0.3f; constexpr float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
BlocksRenderer::BlocksRenderer( BlocksRenderer::BlocksRenderer(
size_t capacity, size_t capacity,
const Content& content, const Block* const* blockDefs,
const ContentGfxCache& cache, const ContentGfxCache& cache,
const EngineSettings& settings const EngineSettings& settings
) : content(content), ) : vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
vertexBuffer(std::make_unique<ChunkVertex[]>(capacity)),
indexBuffer(std::make_unique<uint32_t[]>(capacity)), indexBuffer(std::make_unique<uint32_t[]>(capacity)),
denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)), denseIndexBuffer(std::make_unique<uint32_t[]>(capacity)),
vertexCount(0), vertexCount(0),
@ -28,7 +27,7 @@ BlocksRenderer::BlocksRenderer(
cache(cache), cache(cache),
settings(settings) settings(settings)
{ {
blockDefsCache = content.getIndices()->blocks.getDefs(); blockDefsCache = blockDefs;
} }
BlocksRenderer::~BlocksRenderer() = default; BlocksRenderer::~BlocksRenderer() = default;
@ -482,83 +481,78 @@ glm::vec4 BlocksRenderer::pickSoftLight(
} }
void BlocksRenderer::render( void BlocksRenderer::render(
const voxel* voxels, const int beginEnds[256][2] const voxel* voxels, int totalBegin, int totalEnd
) { ) {
bool denseRender = this->denseRender; bool denseRender = this->denseRender;
bool densePass = this->densePass; bool densePass = this->densePass;
bool enableAO = settings.graphics.softLighting.get(); bool enableAO = settings.graphics.softLighting.get();
for (const auto drawGroup : *content.drawGroups) {
int begin = beginEnds[drawGroup][0]; for (int i = totalBegin; i < totalEnd; i++) {
if (begin == 0) { const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
const auto& variant = def.getVariant(variantId);
if (id == 0 || state.segment) {
continue; continue;
} }
int end = beginEnds[drawGroup][1]; if (denseRender != (variant.culling == CullingMode::OPTIONAL)) {
for (int i = begin-1; i <= end; i++) { continue;
const voxel& vox = voxels[i]; }
blockid_t id = vox.id; if (def.translucent) {
blockstate state = vox.state; continue;
const auto& def = *blockDefsCache[id]; }
uint8_t variantId = def.getVariantIndex(state.userbits); const UVRegion texfaces[6] {
const auto& variant = def.getVariant(variantId); cache.getRegion(id, variantId, 0, densePass),
if (id == 0 || variant.drawGroup != drawGroup || state.segment) { cache.getRegion(id, variantId, 1, densePass),
continue; cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
if (!denseRender)
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
} }
if (denseRender != (variant.culling == CullingMode::OPTIONAL)) { case BlockModelType::AABB: {
continue; if (!denseRender)
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion && enableAO);
break;
} }
if (def.translucent) { case BlockModelType::CUSTOM: {
continue; blockCustomModel(
} {x, y, z},
const UVRegion texfaces[6] { def,
cache.getRegion(id, variantId, 0, densePass), vox.state,
cache.getRegion(id, variantId, 1, densePass), !def.shadeless,
cache.getRegion(id, variantId, 2, densePass), def.ambientOcclusion && enableAO
cache.getRegion(id, variantId, 3, densePass), );
cache.getRegion(id, variantId, 4, densePass), break;
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
if (!denseRender)
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
if (!denseRender)
blockAABB({x, y, z}, texfaces, &def, vox.state.rotation,
!def.shadeless, def.ambientOcclusion && enableAO);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (overflow) {
return;
} }
default:
break;
}
if (overflow) {
return;
} }
} }
} }
SortingMeshData BlocksRenderer::renderTranslucent( SortingMeshData BlocksRenderer::renderTranslucent(
const voxel* voxels, int beginEnds[256][2] const voxel* voxels, int totalBegin, int totalEnd
) { ) {
SortingMeshData sortingMesh {{}}; SortingMeshData sortingMesh {{}};
@ -568,106 +562,98 @@ SortingMeshData BlocksRenderer::renderTranslucent(
bool densePass = this->densePass; bool densePass = this->densePass;
bool enableAO = settings.graphics.softLighting.get(); bool enableAO = settings.graphics.softLighting.get();
for (const auto drawGroup : *content.drawGroups) { for (int i = totalBegin; i < totalEnd; i++) {
int begin = beginEnds[drawGroup][0]; const voxel& vox = voxels[i];
if (begin == 0) { blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
if (id == 0 || state.segment) {
continue; continue;
} }
int end = beginEnds[drawGroup][1]; if (!def.translucent) {
for (int i = begin-1; i <= end; i++) { continue;
const voxel& vox = voxels[i];
blockid_t id = vox.id;
blockstate state = vox.state;
const auto& def = *blockDefsCache[id];
uint8_t variantId = def.getVariantIndex(state.userbits);
const auto& variant = def.getVariant(variantId);
if (id == 0 || variant.drawGroup != drawGroup || state.segment) {
continue;
}
if (!def.translucent) {
continue;
}
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
blockAABB(
{x, y, z},
texfaces,
&def,
vox.state.rotation,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (vertexCount == 0) {
continue;
}
SortingMeshEntry entry {
glm::vec3(
x + chunk->x * CHUNK_W + 0.5f,
y + 0.5f,
z + chunk->z * CHUNK_D + 0.5f
),
util::Buffer<ChunkVertex>(indexCount), 0};
totalSize += entry.vertexData.size();
for (int j = 0; j < indexCount; j++) {
std::memcpy(
entry.vertexData.data() + j,
vertexBuffer.get() + indexBuffer[j],
sizeof(ChunkVertex)
);
ChunkVertex& vertex = entry.vertexData[j];
if (!aabbInit) {
aabbInit = true;
aabb.a = aabb.b = vertex.position;
} else {
aabb.addPoint(vertex.position);
}
vertex.position.x += chunk->x * CHUNK_W + 0.5f;
vertex.position.y += 0.5f;
vertex.position.z += chunk->z * CHUNK_D + 0.5f;
}
sortingMesh.entries.push_back(std::move(entry));
vertexCount = 0;
vertexOffset = indexCount = 0;
} }
const UVRegion texfaces[6] {
cache.getRegion(id, variantId, 0, densePass),
cache.getRegion(id, variantId, 1, densePass),
cache.getRegion(id, variantId, 2, densePass),
cache.getRegion(id, variantId, 3, densePass),
cache.getRegion(id, variantId, 4, densePass),
cache.getRegion(id, variantId, 5, densePass)
};
int x = i % CHUNK_W;
int y = i / (CHUNK_D * CHUNK_W);
int z = (i / CHUNK_D) % CHUNK_W;
switch (def.getModel(state.userbits).type) {
case BlockModelType::BLOCK:
blockCube({x, y, z}, texfaces, def, vox.state, !def.shadeless,
def.ambientOcclusion && enableAO);
break;
case BlockModelType::XSPRITE: {
blockXSprite(x, y, z, glm::vec3(1.0f),
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
break;
}
case BlockModelType::AABB: {
blockAABB(
{x, y, z},
texfaces,
&def,
vox.state.rotation,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
case BlockModelType::CUSTOM: {
blockCustomModel(
{x, y, z},
def,
vox.state,
!def.shadeless,
def.ambientOcclusion && enableAO
);
break;
}
default:
break;
}
if (vertexCount == 0) {
continue;
}
SortingMeshEntry entry {
glm::vec3(
x + chunk->x * CHUNK_W + 0.5f,
y + 0.5f,
z + chunk->z * CHUNK_D + 0.5f
),
util::Buffer<ChunkVertex>(indexCount), 0};
totalSize += entry.vertexData.size();
for (int j = 0; j < indexCount; j++) {
std::memcpy(
entry.vertexData.data() + j,
vertexBuffer.get() + indexBuffer[j],
sizeof(ChunkVertex)
);
ChunkVertex& vertex = entry.vertexData[j];
if (!aabbInit) {
aabbInit = true;
aabb.a = aabb.b = vertex.position;
} else {
aabb.addPoint(vertex.position);
}
vertex.position.x += chunk->x * CHUNK_W + 0.5f;
vertex.position.y += 0.5f;
vertex.position.z += chunk->z * CHUNK_D + 0.5f;
}
sortingMesh.entries.push_back(std::move(entry));
vertexCount = 0;
vertexOffset = indexCount = 0;
} }
// additional powerful optimization // additional powerful optimization
@ -709,19 +695,16 @@ void BlocksRenderer::build(
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D); int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D); int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
bool hasTranslucent = false; bool hasTranslucent = false;
int beginEnds[256][2] {};
for (int i = totalBegin; i < totalEnd; i++) { for (int i = totalBegin; i < totalEnd; i++) {
const voxel& vox = voxels[i]; const voxel& vox = voxels[i];
blockid_t id = vox.id; blockid_t id = vox.id;
const auto& def = *blockDefsCache[id]; const auto& def = *blockDefsCache[id];
const auto& variant = def.getVariantByBits(vox.state.userbits); if (def.translucent) {
hasTranslucent = def.translucent || hasTranslucent; hasTranslucent = true;
break;
if (beginEnds[variant.drawGroup][0] == 0) {
beginEnds[variant.drawGroup][0] = i + 1;
} }
beginEnds[variant.drawGroup][1] = i;
} }
cancelled = false; cancelled = false;
@ -733,7 +716,7 @@ void BlocksRenderer::build(
densePass = false; densePass = false;
if (hasTranslucent) { if (hasTranslucent) {
sortingMesh = renderTranslucent(voxels, beginEnds); sortingMesh = renderTranslucent(voxels, totalBegin, totalEnd);
} else { } else {
sortingMesh = {}; sortingMesh = {};
} }
@ -746,13 +729,13 @@ void BlocksRenderer::build(
denseRender = false; denseRender = false;
densePass = false; densePass = false;
render(voxels, beginEnds); render(voxels, totalBegin, totalEnd);
size_t endIndex = indexCount; size_t endIndex = indexCount;
denseRender = true; denseRender = true;
densePass = settings.graphics.denseRender.get(); densePass = settings.graphics.denseRender.get();
render(voxels, beginEnds); render(voxels, totalBegin, totalEnd);
denseIndexCount = indexCount; denseIndexCount = indexCount;
for (size_t i = 0; i < denseIndexCount; i++) { for (size_t i = 0; i < denseIndexCount; i++) {
@ -761,7 +744,7 @@ void BlocksRenderer::build(
indexCount = endIndex; indexCount = endIndex;
densePass = false; densePass = false;
render(voxels, beginEnds); render(voxels, totalBegin, totalEnd);
} }
ChunkMeshData BlocksRenderer::createMesh() { ChunkMeshData BlocksRenderer::createMesh() {

View file

@ -25,7 +25,7 @@ class BlocksRenderer final {
public: public:
BlocksRenderer( BlocksRenderer(
size_t capacity, size_t capacity,
const Content& content, const Block* const* blockDefs,
const ContentGfxCache& cache, const ContentGfxCache& cache,
const EngineSettings& settings const EngineSettings& settings
); );
@ -44,7 +44,6 @@ public:
} }
private: private:
static const glm::vec3 SUN_VECTOR; static const glm::vec3 SUN_VECTOR;
const Content& content;
std::unique_ptr<ChunkVertex[]> vertexBuffer; std::unique_ptr<ChunkVertex[]> vertexBuffer;
std::unique_ptr<uint32_t[]> indexBuffer; std::unique_ptr<uint32_t[]> indexBuffer;
std::unique_ptr<uint32_t[]> denseIndexBuffer; std::unique_ptr<uint32_t[]> denseIndexBuffer;
@ -145,13 +144,16 @@ private:
); );
// Does block allow to see other blocks sides (is it transparent) // Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const { bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const {
const auto& vox = voxelsBuffer->pickBlock( const auto& vox = voxelsBuffer->pickBlock(
chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z chunk->x * CHUNK_W + pos.x, pos.y, chunk->z * CHUNK_D + pos.z
); );
if (vox.id == BLOCK_VOID) { if (vox.id == BLOCK_VOID) {
return false; return false;
} }
if (def.rt.id == vox.id && def.rt.solid && variant.culling == CullingMode::DEFAULT) {
return false;
}
const auto& block = *blockDefsCache[vox.id]; const auto& block = *blockDefsCache[vox.id];
const auto& blockVariant = block.getVariantByBits(vox.state.userbits); const auto& blockVariant = block.getVariantByBits(vox.state.userbits);
uint8_t otherDrawGroup = blockVariant.drawGroup; uint8_t otherDrawGroup = blockVariant.drawGroup;
@ -178,6 +180,6 @@ private:
float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
) const; ) const;
void render(const voxel* voxels, const int beginEnds[256][2]); void render(const voxel* voxels, int totalBegin, int totalEnd);
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]); SortingMeshData renderTranslucent(const voxel* voxels, int totalBegin, int totalEnd);
}; };

View file

@ -11,9 +11,12 @@
#include "world/Level.hpp" #include "world/Level.hpp"
#include "window/Camera.hpp" #include "window/Camera.hpp"
#include "maths/FrustumCulling.hpp" #include "maths/FrustumCulling.hpp"
#include "maths/util.hpp"
#include "util/listutil.hpp" #include "util/listutil.hpp"
#include "util/ObjectsPool.hpp" #include "util/ObjectsPool.hpp"
#include "util/timeutil.hpp"
#include "settings.hpp" #include "settings.hpp"
#include "content/Content.hpp"
static debug::Logger logger("chunks-render"); static debug::Logger logger("chunks-render");
@ -33,7 +36,7 @@ public:
settings.graphics.denseRender.get() settings.graphics.denseRender.get()
? settings.graphics.chunkMaxVerticesDense.get() ? settings.graphics.chunkMaxVerticesDense.get()
: settings.graphics.chunkMaxVertices.get(), : settings.graphics.chunkMaxVertices.get(),
level.content, level.content.getIndices()->blocks.getDefs(),
cache, cache,
settings settings
) { ) {
@ -92,7 +95,7 @@ ChunksRenderer::ChunksRenderer(
threadPool.setStopOnFail(false); threadPool.setStopOnFail(false);
renderer = std::make_unique<BlocksRenderer>( renderer = std::make_unique<BlocksRenderer>(
settings.graphics.chunkMaxVertices.get(), settings.graphics.chunkMaxVertices.get(),
level.content, cache, settings level.content.getIndices()->blocks.getDefs(), cache, settings
); );
logger.info() << "created " << threadPool.getWorkersCount() << " workers"; logger.info() << "created " << threadPool.getWorkersCount() << " workers";
logger.info() << "memory consumption is " logger.info() << "memory consumption is "
@ -122,30 +125,30 @@ std::shared_ptr<VoxelsRenderVolume> ChunksRenderer::prepareVoxelsVolume(
return voxelsBuffer; return voxelsBuffer;
} }
const ChunkMesh* ChunksRenderer::render( void ChunksRenderer::renderBlocking(const std::shared_ptr<Chunk>& chunk) {
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority glm::ivec2 key(chunk->x, chunk->z);
ChunkMesh mesh {};
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
mesh = renderer->render(chunk.get(), *voxelsBuffer);
meshes[key] = std::move(mesh);
chunk->flags.modified = false;
}
void ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool lowPriority
) { ) {
glm::ivec2 key(chunk->x, chunk->z); glm::ivec2 key(chunk->x, chunk->z);
if (important) {
ChunkMesh mesh {};
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
mesh = renderer->render(chunk.get(), *voxelsBuffer);
meshes[key] = std::move(mesh);
chunk->flags.modified = false;
return &meshes[key];
}
if (inwork.find(key) != inwork.end() || if (inwork.find(key) != inwork.end() ||
((inwork.size() >= threadPool.getWorkersCount() || ((inwork.size() >= threadPool.getWorkersCount() ||
enqueuedInFrame >= MAX_CHUNKS_ENQUEUED_IN_FRAME) && enqueuedInFrame >= MAX_CHUNKS_ENQUEUED_IN_FRAME) &&
lowPriority)) { lowPriority)) {
return nullptr; return;
} }
chunk->flags.modified = false; chunk->flags.modified = false;
enqueuedInFrame++; enqueuedInFrame++;
auto voxelsBuffer = prepareVoxelsVolume(*chunk); auto voxelsBuffer = prepareVoxelsVolume(*chunk);
threadPool.enqueueJob({chunk, std::move(voxelsBuffer)}); threadPool.enqueueJob({chunk, std::move(voxelsBuffer)});
inwork[key] = true; inwork[key] = true;
return nullptr;
} }
void ChunksRenderer::unload(const Chunk* chunk) { void ChunksRenderer::unload(const Chunk* chunk) {
@ -161,76 +164,69 @@ void ChunksRenderer::clear() {
threadPool.clearQueue(); threadPool.clearQueue();
} }
const ChunkMesh* ChunksRenderer::getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
return render(chunk, important, lowPriority);
}
if (chunk->flags.modified && chunk->flags.lighted) {
render(chunk, important, lowPriority);
}
return &found->second;
}
void ChunksRenderer::update() { void ChunksRenderer::update() {
threadPool.pullResults(); threadPool.pullResults();
enqueuedInFrame = 0; enqueuedInFrame = 0;
}
const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk( int width = chunks.getWidth();
size_t index, const Camera& camera, bool culling int halfWidth = width / 2;
) { int halfHeight = chunks.getHeight() / 2;
auto chunk = chunks.getChunks()[index]; int centerX = chunks.getOffsetX() + halfWidth;
if (chunk == nullptr) { int centerY = chunks.getOffsetY() + halfHeight;
return nullptr;
} meshBuildQueue.clear();
if (!chunk->flags.lighted) { auto& chunksArray = chunks.getChunks();
const auto& found = meshes.find({chunk->x, chunk->z}); for (int index = 0; index < chunks.getVolume(); index++) {
if (found == meshes.end()) { const auto& chunk = chunks.getChunks()[index];
return nullptr; if (chunk == nullptr || !chunk->flags.lighted) {
} else { continue;
return found->second.mesh.get(); }
int x = chunk->x;
int z = chunk->z;
if (chunk->flags.modified || meshes.find({x, z}) == meshes.end()) {
meshBuildQueue.emplace_back(x - centerX, z - centerY);
} }
} }
float distance = glm::distance( std::sort(
camera.position, meshBuildQueue.begin(),
glm::vec3( meshBuildQueue.end(),
(chunk->x + 0.5f) * CHUNK_W, [](const glm::ivec2& a, const glm::ivec2& b) {
camera.position.y, return util::length2(a) < util::length2(b);
(chunk->z + 0.5f) * CHUNK_D }
)
); );
auto mesh = getOrRender(
chunk,
distance < CHUNK_W * 1.5f,
distance > CHUNK_W * settings.chunks.loadDistance.get() * 0.5
);
if (mesh == nullptr) {
return nullptr;
}
if (chunk->flags.dirtyHeights) {
chunk->updateHeights();
}
if (culling) {
const auto& meshAABB = mesh->meshAABB;
auto aabbMin = meshAABB.min();
auto aabbMax = meshAABB.max();
glm::vec3 min(
chunk->x * CHUNK_W + std::min(0.0f, aabbMin.x),
chunk->bottom,
chunk->z * CHUNK_D + std::min(0.0f, aabbMin.z)
);
glm::vec3 max(
chunk->x * CHUNK_W + aabbMax.x,
chunk->top,
chunk->z * CHUNK_D + aabbMax.z
);
if (!frustum.isBoxVisible(min, max)) return nullptr; int loadDistance = settings.chunks.loadDistance.get();
const int topN = 10;
int top = std::min<int>(meshBuildQueue.size(), topN);
for (int i = 0; i < top; i++) {
glm::ivec2 offset = meshBuildQueue[i];
size_t index =
(offset.y + halfHeight) * width + offset.x + halfWidth;
auto& chunk = chunksArray[index];
assert(chunk != nullptr);
float distance = glm::distance(
glm::vec3 (centerX, 0.0f, centerY),
glm::vec3(
(chunk->x + 0.5f) * CHUNK_W,
0,
(chunk->z + 0.5f) * CHUNK_D
)
);
bool important = distance < CHUNK_W * 1.5f;
bool lowPriority = distance > CHUNK_W * loadDistance * 0.5;
if (chunk->flags.dirtyHeights) {
chunk->updateHeights();
}
if (important) {
renderBlocking(chunk);
} else {
render(chunk, lowPriority);
}
} }
return mesh->mesh.get();
} }
void ChunksRenderer::drawShadowsPass( void ChunksRenderer::drawShadowsPass(
@ -317,16 +313,43 @@ void ChunksRenderer::drawChunks(
// TODO: minimize draw calls number // TODO: minimize draw calls number
for (int i = indices.size()-1; i >= 0; i--) { for (int i = indices.size()-1; i >= 0; i--) {
auto& chunk = chunks.getChunks()[indices[i].index]; auto& chunk = chunks.getChunks()[indices[i].index];
auto mesh = retrieveChunk(indices[i].index, camera, culling); if (chunk == nullptr) {
if (mesh == nullptr) {
continue; continue;
} }
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
continue;
}
auto& mesh = found->second;
if (mesh.mesh == nullptr) {
continue;
}
if (culling) {
const auto& meshAABB = mesh.meshAABB;
auto aabbMin = meshAABB.min();
auto aabbMax = meshAABB.max();
glm::vec3 min(
chunk->x * CHUNK_W + std::min(0.0f, aabbMin.x),
chunk->bottom,
chunk->z * CHUNK_D + std::min(0.0f, aabbMin.z)
);
glm::vec3 max(
chunk->x * CHUNK_W + aabbMax.x,
chunk->top,
chunk->z * CHUNK_D + aabbMax.z
);
if (!frustum.isBoxVisible(min, max)) {
continue;
}
}
glm::vec3 coord( glm::vec3 coord(
chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f chunk->x * CHUNK_W + 0.5f, 0.5f, chunk->z * CHUNK_D + 0.5f
); );
glm::mat4 model = glm::translate(glm::mat4(1.0f), coord); glm::mat4 model = glm::translate(glm::mat4(1.0f), coord);
shader.uniformMatrix("u_model", model); shader.uniformMatrix("u_model", model);
mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1), mesh.mesh->draw(GL_TRIANGLES, glm::distance2(camera.position * glm::vec3(1, 0, 1),
(coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < denseDistance2); (coord + glm::vec3(CHUNK_W * 0.5f, 0.0f, CHUNK_D * 0.5f))) < denseDistance2);
visibleChunks++; visibleChunks++;
} }

View file

@ -1,16 +1,17 @@
#pragma once #pragma once
#define GLM_ENABLE_EXPERIMENTAL
#include "util/ThreadPool.hpp"
#include "commons.hpp"
#include <memory> #include <memory>
#include <vector> #include <vector>
#include <unordered_map> #include <unordered_map>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/hash.hpp> #include <glm/gtx/hash.hpp>
#include "util/ThreadPool.hpp"
#include "commons.hpp"
template<typename VertexStructure> class Mesh; template<typename VertexStructure> class Mesh;
class Chunk; class Chunk;
class Level; class Level;
@ -44,22 +45,6 @@ struct RendererJob {
}; };
class ChunksRenderer { class ChunksRenderer {
const Chunks& chunks;
const Assets& assets;
const Frustum& frustum;
const EngineSettings& settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<RendererJob, RendererResult> threadPool;
const Mesh<ChunkVertex>* retrieveChunk(
size_t index, const Camera& camera, bool culling
);
std::shared_ptr<VoxelsRenderVolume> prepareVoxelsVolume(const Chunk& chunk);
size_t enqueuedInFrame = 0;
public: public:
ChunksRenderer( ChunksRenderer(
const Level& level, const Level& level,
@ -69,18 +54,11 @@ public:
const ContentGfxCache& cache, const ContentGfxCache& cache,
const EngineSettings& settings const EngineSettings& settings
); );
virtual ~ChunksRenderer(); ~ChunksRenderer();
const ChunkMesh* render(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
);
void unload(const Chunk* chunk); void unload(const Chunk* chunk);
void clear(); void clear();
const ChunkMesh* getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
);
void drawShadowsPass( void drawShadowsPass(
const Camera& camera, Shader& shader, const Camera& playerCamera const Camera& camera, Shader& shader, const Camera& playerCamera
); );
@ -92,4 +70,25 @@ public:
void update(); void update();
static size_t visibleChunks; static size_t visibleChunks;
private:
const Chunks& chunks;
const Assets& assets;
const Frustum& frustum;
const EngineSettings& settings;
std::unique_ptr<BlocksRenderer> renderer;
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<RendererJob, RendererResult> threadPool;
std::vector<glm::ivec2> meshBuildQueue;
size_t enqueuedInFrame = 0;
std::shared_ptr<VoxelsRenderVolume> prepareVoxelsVolume(const Chunk& chunk);
void render(const std::shared_ptr<Chunk>& chunk, bool lowPriority);
void renderBlocking(const std::shared_ptr<Chunk>& chunk);
}; };

View file

@ -329,7 +329,7 @@ void CloudsRenderer::draw(
shader.uniform4f("u_tint", glm::vec4(weather.cloudsTint(), 1.0f)); shader.uniform4f("u_tint", glm::vec4(weather.cloudsTint(), 1.0f));
shader.uniform1f("u_fogFactor", fogFactor * 0.03f); shader.uniform1f("u_fogFactor", fogFactor * 0.03f);
shader.uniform1f("u_fogCurve", 0.7f - 0.3f); shader.uniform1f("u_fogCurve", 0.4f);
for (int i = 0; i < std::min<int>(quality, layers.size()); i++) { for (int i = 0; i < std::min<int>(quality, layers.size()); i++) {
draw(layers[i], frustum, shader, camera, timer, i); draw(layers[i], frustum, shader, camera, timer, i);

View file

@ -93,7 +93,7 @@ void DebugLinesRenderer::drawCoordSystem(
} }
void DebugLinesRenderer::render( void DebugLinesRenderer::render(
DrawContext& pctx, const DrawContext& pctx,
const Camera& camera, const Camera& camera,
LineBatch& linesBatch, LineBatch& linesBatch,
Shader& linesShader, Shader& linesShader,

View file

@ -20,7 +20,7 @@ public:
/// @param linesShader Shader used for rendering lines /// @param linesShader Shader used for rendering lines
/// @param showChunkBorders Whether to show chunk borders /// @param showChunkBorders Whether to show chunk borders
void render( void render(
DrawContext& ctx, const DrawContext& ctx,
const Camera& camera, const Camera& camera,
LineBatch& linesBatch, LineBatch& linesBatch,
Shader& linesShader, Shader& linesShader,

View file

@ -25,6 +25,7 @@
#include "voxels/blocks_agent.hpp" #include "voxels/blocks_agent.hpp"
#include "window/Camera.hpp" #include "window/Camera.hpp"
#include "world/Level.hpp" #include "world/Level.hpp"
#include "world/Weather.hpp"
#include "WorldRenderer.hpp" #include "WorldRenderer.hpp"
namespace fs = std::filesystem; namespace fs = std::filesystem;

View file

@ -46,7 +46,7 @@ void MainBatch::flush() {
texture = blank.get(); texture = blank.get();
} }
texture->bind(); texture->bind();
mesh->reload(buffer.get(), index); mesh->reload(buffer.get(), index, true);
mesh->draw(); mesh->draw();
index = 0; index = 0;
} }

View file

@ -51,7 +51,9 @@
#include "window/Window.hpp" #include "window/Window.hpp"
#include "world/Level.hpp" #include "world/Level.hpp"
#include "world/LevelEvents.hpp" #include "world/LevelEvents.hpp"
#include "world/Weather.hpp"
#include "world/World.hpp" #include "world/World.hpp"
#include "debug/Logger.hpp"
#include <assert.h> #include <assert.h>
#include <algorithm> #include <algorithm>
@ -62,9 +64,20 @@
inline constexpr size_t BATCH3D_CAPACITY = 4096; inline constexpr size_t BATCH3D_CAPACITY = 4096;
inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000; inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
static debug::Logger logger("world-renderer");
bool WorldRenderer::showChunkBorders = false; bool WorldRenderer::showChunkBorders = false;
bool WorldRenderer::showEntitiesDebug = false; bool WorldRenderer::showEntitiesDebug = false;
template <typename T>
static ObserverHandler observe_setting(
ObservableSetting<T>& setting, bool& dirtySettings
) {
return setting.observe([&dirtySettings](auto const&) {
dirtySettings = true;
});
}
WorldRenderer::WorldRenderer( WorldRenderer::WorldRenderer(
Engine& engine, LevelFrontend& frontend, Player& player Engine& engine, LevelFrontend& frontend, Player& player
) )
@ -72,6 +85,7 @@ WorldRenderer::WorldRenderer(
level(frontend.getLevel()), level(frontend.getLevel()),
player(player), player(player),
assets(*engine.getAssets()), assets(*engine.getAssets()),
weather(frontend.getWeather()),
frustumCulling(std::make_unique<Frustum>()), frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>()), lineBatch(std::make_unique<LineBatch>()),
batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)), batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
@ -120,10 +134,41 @@ WorldRenderer::WorldRenderer(
shadowMapping = std::make_unique<Shadows>(level); shadowMapping = std::make_unique<Shadows>(level);
debugLines = std::make_unique<DebugLinesRenderer>(level); debugLines = std::make_unique<DebugLinesRenderer>(level);
cloudsRenderer = std::make_unique<CloudsRenderer>(); cloudsRenderer = std::make_unique<CloudsRenderer>();
keepAlive(observe_setting(settings.graphics.advancedRender, dirtySettings));
keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtySettings));
keepAlive(observe_setting(settings.graphics.ssao, dirtySettings));
} }
WorldRenderer::~WorldRenderer() = default; WorldRenderer::~WorldRenderer() = default;
void WorldRenderer::refreshSettings() {
Shader* affectedShaders[] {
&assets.require<Shader>("main"),
&assets.require<Shader>("entity"),
&assets.require<Shader>("clouds"),
&assets.require<Shader>("translucent"),
&assets.require<PostEffect>("deferred_lighting").getShader(),
nullptr
};
const auto& graphics = engine.getSettings().graphics;
gbufferPipeline = graphics.advancedRender.get();
int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
shadowMapping->setQuality(shadowsQuality);
std::vector<std::string> defines;
if (shadowsQuality != 0) defines.emplace_back("ENABLE_SHADOWS");
if (graphics.ssao.get()) defines.emplace_back("ENABLE_SSAO");
if (gbufferPipeline) defines.emplace_back("ADVANCED_RENDER");
logger.info() << "recompiling shaders due to settings change";
for (size_t i = 0; affectedShaders[i]; i++) {
affectedShaders[i]->recompile(defines);
}
}
static void setup_weather(Shader& shader, const Weather& weather) { static void setup_weather(Shader& shader, const Weather& weather) {
shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity()); shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
shader.uniform1f("u_weatherFogDencity", weather.fogDencity()); shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
@ -156,7 +201,7 @@ void WorldRenderer::setupWorldShader(
shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get()); shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
shader.uniform1i("u_debugLights", lightsDebug); shader.uniform1i("u_debugLights", lightsDebug);
shader.uniform1i("u_debugNormals", false); shader.uniform1i("u_debugNormals", false);
shader.uniform1f("u_dayTime", level.getWorld()->getInfo().daytime); shader.uniform1f("u_dayTime", level.getWorld().getInfo().daytime);
shader.uniform2f("u_lightDir", skybox->getLightDir()); shader.uniform2f("u_lightDir", skybox->getLightDir());
shader.uniform1i("u_skybox", advanced_pipeline::TARGET_SKYBOX); shader.uniform1i("u_skybox", advanced_pipeline::TARGET_SKYBOX);
@ -188,8 +233,6 @@ void WorldRenderer::renderOpaque(
const EngineSettings& settings, const EngineSettings& settings,
bool hudVisible bool hudVisible
) { ) {
texts->render(ctx, camera, settings, hudVisible, false);
float fogFactor = calcFogFactor(); float fogFactor = calcFogFactor();
auto& entityShader = assets.require<Shader>("entity"); auto& entityShader = assets.require<Shader>("entity");
@ -212,12 +255,12 @@ void WorldRenderer::renderOpaque(
modelBatch->render(); modelBatch->render();
particles->render(camera); particles->render(camera);
auto& shader = assets.require<Shader>("main"); auto& mainShader = assets.require<Shader>("main");
auto& cloudsShader = assets.require<Shader>("clouds"); auto& cloudsShader = assets.require<Shader>("clouds");
setupWorldShader(shader, camera, settings, fogFactor); setupWorldShader(mainShader, camera, settings, fogFactor);
chunksRenderer->drawChunks(camera, shader); chunksRenderer->drawChunks(camera, mainShader);
blockWraps->draw(ctx); blockWraps->draw(ctx);
if (level.environment.sky.clouds) { if (level.environment.sky.clouds) {
@ -232,7 +275,7 @@ void WorldRenderer::renderOpaque(
if (hudVisible) { if (hudVisible) {
auto& linesShader = assets.require<Shader>("lines"); auto& linesShader = assets.require<Shader>("lines");
renderLines(camera, linesShader, ctx); renderInWorldLines(camera, linesShader, ctx);
} }
} }
@ -265,7 +308,7 @@ void WorldRenderer::renderBlockSelection() {
lineBatch->flush(); lineBatch->flush();
} }
void WorldRenderer::renderLines( void WorldRenderer::renderInWorldLines(
const Camera& camera, Shader& linesShader, const DrawContext& pctx const Camera& camera, Shader& linesShader, const DrawContext& pctx
) { ) {
linesShader.use(); linesShader.use();
@ -282,193 +325,144 @@ void WorldRenderer::renderLines(
} }
} }
void WorldRenderer::refreshSettings(Shader** shaders) {
const auto& graphics = engine.getSettings().graphics;
gbufferPipeline = graphics.advancedRender.get();
int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
shadowMapping->setQuality(shadowsQuality);
CompileTimeShaderSettings currentSettings {
gbufferPipeline,
shadowsQuality != 0,
graphics.ssao.get() && gbufferPipeline};
if (prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
prevCTShaderSettings.shadows != currentSettings.shadows ||
prevCTShaderSettings.ssao != currentSettings.ssao) {
std::vector<std::string> defines;
if (currentSettings.shadows) defines.emplace_back("ENABLE_SHADOWS");
if (currentSettings.ssao) defines.emplace_back("ENABLE_SSAO");
if (currentSettings.advancedRender)
defines.emplace_back("ADVANCED_RENDER");
for (size_t i = 0; shaders[i]; i++) {
shaders[i]->recompile(defines);
}
prevCTShaderSettings = currentSettings;
}
}
void WorldRenderer::update(const Camera& camera, float delta) { void WorldRenderer::update(const Camera& camera, float delta) {
timer += delta; timer += delta;
chunksRenderer->update();
weather.update(delta); weather.update(delta);
precipitation->update(delta); precipitation->update(delta);
particles->update(camera, delta); particles->update(camera, delta);
} }
void WorldRenderer::renderFrameClassic(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
const auto& settings = engine.getSettings();
const auto& worldInfo = level.getWorld().getInfo();
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
ctx.setFramebuffer(postProcessing.getFramebuffer());
skybox->draw(
level.environment, ctx, camera, worldInfo.daytime, weather.clouds()
);
texts->render(ctx, camera, settings, hudVisible, false);
if (debug && hudVisible) {
renderDebugLines(ctx, camera);
}
DrawContext wctx = ctx.sub();
wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
// Translucent blocks
{
const auto& settings = engine.getSettings();
auto& translucentShader = assets.require<Shader>("translucent");
auto sctx = wctx.sub();
sctx.setCullFace(true);
translucentShader.use();
setupWorldShader(translucentShader, camera, settings, calcFogFactor());
chunksRenderer->drawSortedMeshes(camera, translucentShader);
}
renderWeatherEffects(camera);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void WorldRenderer::renderFrameAdvanced(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
const auto& settings = engine.getSettings();
const auto& worldInfo = level.getWorld().getInfo();
float fogFactor = calcFogFactor();
shadowMapping->refresh(camera, pctx, [this, &camera](Camera& shadowCamera) {
auto& shader = assets.require<Shader>("shadows");
setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
});
auto& deferredShader =
assets.require<PostEffect>("deferred_lighting").getShader();
deferredShader.use();
setupWorldShader(deferredShader, camera, settings, fogFactor);
postProcessing.renderDeferredShading(pctx, assets, timer, camera);
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
postProcessing.bindDepthBuffer();
skybox->draw(
level.environment, ctx, camera, worldInfo.daytime, weather.clouds()
);
texts->render(ctx, camera, settings, hudVisible, false);
if (debug && hudVisible) {
renderDebugLines(ctx, camera);
}
DrawContext wctx = ctx.sub();
wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
// Translucent blocks
{
const auto& settings = engine.getSettings();
auto& translucentShader = assets.require<Shader>("translucent");
auto sctx = wctx.sub();
sctx.setCullFace(true);
translucentShader.use();
setupWorldShader(translucentShader, camera, settings, fogFactor);
chunksRenderer->drawSortedMeshes(camera, translucentShader);
}
renderWeatherEffects(camera);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void WorldRenderer::renderFrame( void WorldRenderer::renderFrame(
const DrawContext& pctx, const DrawContext& pctx,
Camera& camera, Camera& camera,
bool hudVisible, bool hudVisible,
PostProcessing& postProcessing PostProcessing& postProcessing
) { ) {
auto projView = camera.getProjView();
auto world = level.getWorld();
const auto& vp = pctx.getViewport(); const auto& vp = pctx.getViewport();
camera.setAspectRatio(vp.x / static_cast<float>(vp.y)); camera.setAspectRatio(vp.x / static_cast<float>(vp.y));
if (dirtySettings) {
refreshSettings();
dirtySettings = false;
}
auto& mainShader = assets.require<Shader>("main"); const auto& worldInfo = level.getWorld().getInfo();
auto& entityShader = assets.require<Shader>("entity");
auto& cloudsShader = assets.require<Shader>("clouds");
auto& translucentShader = assets.require<Shader>("translucent");
auto& deferredShader =
assets.require<PostEffect>("deferred_lighting").getShader();
const auto& settings = engine.getSettings();
Shader* affectedShaders[] {
&mainShader,
&entityShader,
&cloudsShader,
&translucentShader,
&deferredShader,
nullptr};
refreshSettings(affectedShaders);
const auto& worldInfo = world->getInfo();
float clouds = weather.clouds(); float clouds = weather.clouds();
clouds = glm::max(worldInfo.fog, clouds);
float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;
float random = rand() / static_cast<float>(RAND_MAX); float random = rand() / static_cast<float>(RAND_MAX);
skybox->refresh( skybox->refresh(
level.environment, level.environment,
pctx, pctx,
worldInfo.daytime, worldInfo.daytime,
mie, 1.0f + clouds,
weather.skyTint(), weather.skyTint(),
weather.highlight * random, weather.highlight * random,
4 4
); );
renderOpaquePass(pctx, camera, hudVisible, postProcessing);
chunksRenderer->update();
shadowMapping->refresh(camera, pctx, [this, &camera](Camera& shadowCamera) {
auto& shader = assets.require<Shader>("shadows");
setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
});
{
DrawContext wctx = pctx.sub();
postProcessing.use(wctx, gbufferPipeline);
display::clearDepth();
/* Main opaque pass (GBuffer pass) */ {
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
renderOpaque(ctx, camera, settings, hudVisible);
}
texts->render(pctx, camera, settings, hudVisible, true);
}
float fogFactor = calcFogFactor();
if (gbufferPipeline) { if (gbufferPipeline) {
deferredShader.use(); renderFrameAdvanced(pctx, camera, hudVisible, postProcessing);
setupWorldShader(deferredShader, camera, settings, fogFactor); } else {
postProcessing.renderDeferredShading(pctx, assets, timer, camera); renderFrameClassic(pctx, camera, hudVisible, postProcessing);
}
{
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
if (gbufferPipeline) {
postProcessing.bindDepthBuffer();
} else {
ctx.setFramebuffer(postProcessing.getFramebuffer());
}
// Background sky plane
skybox->draw(
level.environment, ctx, camera, worldInfo.daytime, clouds
);
auto& linesShader = assets.require<Shader>("lines");
linesShader.use();
if (debug && hudVisible) {
debugLines->render(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
}
linesShader.uniformMatrix("u_projview", projView);
lineBatch->flush();
DrawContext wctx = ctx.sub();
wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
// Translucent blocks
{
auto sctx = wctx.sub();
sctx.setCullFace(true);
translucentShader.use();
setupWorldShader(translucentShader, camera, settings, fogFactor);
chunksRenderer->drawSortedMeshes(camera, translucentShader);
}
// Weather effects
entityShader.use();
setupWorldShader(entityShader, camera, settings, fogFactor);
std::array<const WeatherPreset*, 2> weatherInstances {
&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f(
"u_opacity", weather->fall.opaque ? t * t : t
);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, *weather);
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
postProcessing.render(pctx, assets, timer, camera); postProcessing.render(pctx, assets, timer, camera);
if (player.currentCamera == player.fpCamera) { if (player.currentCamera == player.fpCamera) {
DrawContext ctx = pctx.sub(); renderHandsPass(pctx, camera);
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
display::clearDepth();
// prepare modified HUD camera
Camera hudcam = camera;
hudcam.far = 10.0f;
hudcam.setFov(0.9f);
hudcam.position = {};
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
hands->render(camera);
} }
{ {
auto bctx = pctx.sub(); auto bctx = pctx.sub();
@ -478,6 +472,85 @@ void WorldRenderer::renderFrame(
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
void WorldRenderer::renderOpaquePass(
const DrawContext& pctx,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
) {
const auto& settings = engine.getSettings();
DrawContext wctx = pctx.sub();
postProcessing.use(wctx, gbufferPipeline);
display::clearDepth();
/* Main opaque pass (GBuffer pass) */ {
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
renderOpaque(ctx, camera, settings, hudVisible);
ctx.setDepthMask(false);
texts->render(wctx, camera, settings, hudVisible, true);
}
}
void WorldRenderer::renderWeatherEffects(Camera& camera) {
const auto& settings = engine.getSettings();
auto& entityShader = assets.require<Shader>("entity");
entityShader.use();
setupWorldShader(entityShader, camera, settings, calcFogFactor());
std::array<const WeatherPreset*, 2> weatherInstances {
&weather.a, &weather.b};
for (const auto& weather : weatherInstances) {
float maxIntensity = weather->fall.maxIntensity;
float zero = weather->fall.minOpacity;
float one = weather->fall.maxOpacity;
float t = (weather->intensity * (one - zero)) * maxIntensity + zero;
entityShader.uniform1i("u_alphaClip", weather->fall.opaque);
entityShader.uniform1f(
"u_opacity", weather->fall.opaque ? t * t : t
);
if (weather->intensity > 1.e-3f && !weather->fall.texture.empty()) {
precipitation->render(camera, *weather);
}
}
}
void WorldRenderer::renderDebugLines(const DrawContext& ctx, Camera& camera) {
auto& linesShader = assets.require<Shader>("lines");
linesShader.use();
debugLines->render(
ctx, camera, *lineBatch, linesShader, showChunkBorders
);
linesShader.uniformMatrix("u_projview", camera.getProjView());
lineBatch->flush();
}
void WorldRenderer::renderHandsPass(const DrawContext& pctx, Camera& camera) {
auto& entityShader = assets.require<Shader>("entity");
DrawContext ctx = pctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
ctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
display::clearDepth();
// prepare modified HUD camera
Camera hudcam = camera;
hudcam.far = 10.0f;
hudcam.setFov(0.9f);
hudcam.position = {};
setupWorldShader(entityShader, hudcam, engine.getSettings(), 0.0f);
hands->render(camera);
}
void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) { void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
int x = std::floor(player.currentCamera->position.x); int x = std::floor(player.currentCamera->position.x);
int y = std::floor(player.currentCamera->position.y); int y = std::floor(player.currentCamera->position.y);
@ -523,7 +596,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
batch3d->flush(); batch3d->flush();
} }
void WorldRenderer::clear() { void WorldRenderer::resetCache() {
chunksRenderer->clear(); chunksRenderer->clear();
} }

View file

@ -4,12 +4,11 @@
#include "typedefs.hpp" #include "typedefs.hpp"
#include "presets/WeatherPreset.hpp" #include "presets/WeatherPreset.hpp"
#include "world/Weather.hpp"
#include "window/Camera.hpp" #include "window/Camera.hpp"
#include "util/ObjectsKeeper.hpp"
#include <vector> #include <vector>
#include <memory> #include <memory>
#include <algorithm>
#include <string> #include <string>
class Assets; class Assets;
@ -36,18 +35,38 @@ class Skybox;
class TextsRenderer; class TextsRenderer;
class CloudsRenderer; class CloudsRenderer;
struct EngineSettings; struct EngineSettings;
struct Weather;
struct CompileTimeShaderSettings { class WorldRenderer final : public util::ObjectsKeeper {
bool advancedRender = false; public:
bool shadows = false; static bool showChunkBorders;
bool ssao = false; static bool showEntitiesDebug;
};
class WorldRenderer { WorldRenderer(Engine& engine, LevelFrontend& frontend, Player& player);
~WorldRenderer();
void update(const Camera& camera, float delta);
void renderFrame(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void resetCache();
void setDebug(bool flag);
void toggleLightsDebug();
Weather& getWeather();
private:
Engine& engine; Engine& engine;
const Level& level; const Level& level;
Player& player; Player& player;
const Assets& assets; const Assets& assets;
Weather& weather;
std::unique_ptr<Frustum> frustumCulling; std::unique_ptr<Frustum> frustumCulling;
std::unique_ptr<LineBatch> lineBatch; std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<Batch3D> batch3d; std::unique_ptr<Batch3D> batch3d;
@ -59,14 +78,12 @@ class WorldRenderer {
std::unique_ptr<DebugLinesRenderer> debugLines; std::unique_ptr<DebugLinesRenderer> debugLines;
std::unique_ptr<PrecipitationRenderer> precipitation; std::unique_ptr<PrecipitationRenderer> precipitation;
std::unique_ptr<CloudsRenderer> cloudsRenderer; std::unique_ptr<CloudsRenderer> cloudsRenderer;
Weather weather {};
float timer = 0.0f; float timer = 0.0f;
bool debug = false; bool debug = false;
bool lightsDebug = false; bool lightsDebug = false;
bool gbufferPipeline = false; bool gbufferPipeline = false;
bool dirtySettings = true;
CompileTimeShaderSettings prevCTShaderSettings {};
/// @brief Render block selection lines /// @brief Render block selection lines
void renderBlockSelection(); void renderBlockSelection();
@ -74,7 +91,7 @@ class WorldRenderer {
/// @brief Render lines (selection and debug) /// @brief Render lines (selection and debug)
/// @param camera active camera /// @param camera active camera
/// @param linesShader shader used /// @param linesShader shader used
void renderLines( void renderInWorldLines(
const Camera& camera, Shader& linesShader, const DrawContext& pctx const Camera& camera, Shader& linesShader, const DrawContext& pctx
); );
@ -98,7 +115,34 @@ class WorldRenderer {
bool hudVisible bool hudVisible
); );
void refreshSettings(Shader** shaders); void renderOpaquePass(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void renderWeatherEffects(Camera& camera);
void renderHandsPass(const DrawContext& pctx, Camera& camera);
void renderDebugLines(const DrawContext& context, Camera& camera);
void renderFrameClassic(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void renderFrameAdvanced(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void refreshSettings();
float calcFogFactor() const; float calcFogFactor() const;
public: public:
@ -106,27 +150,4 @@ public:
std::unique_ptr<TextsRenderer> texts; std::unique_ptr<TextsRenderer> texts;
std::unique_ptr<BlockWrapsRenderer> blockWraps; std::unique_ptr<BlockWrapsRenderer> blockWraps;
std::unique_ptr<NamedSkeletons> skeletons; std::unique_ptr<NamedSkeletons> skeletons;
static bool showChunkBorders;
static bool showEntitiesDebug;
WorldRenderer(Engine& engine, LevelFrontend& frontend, Player& player);
~WorldRenderer();
void update(const Camera& camera, float delta);
void renderFrame(
const DrawContext& context,
Camera& camera,
bool hudVisible,
PostProcessing& postProcessing
);
void clear();
void setDebug(bool flag);
void toggleLightsDebug();
Weather& getWeather();
}; };

View file

@ -14,7 +14,6 @@
#include "frontend/UiDocument.hpp" #include "frontend/UiDocument.hpp"
#include "frontend/locale.hpp" #include "frontend/locale.hpp"
#include "graphics/core/Batch2D.hpp" #include "graphics/core/Batch2D.hpp"
#include "graphics/core/LineBatch.hpp"
#include "graphics/core/Shader.hpp" #include "graphics/core/Shader.hpp"
#include "graphics/core/Font.hpp" #include "graphics/core/Font.hpp"
#include "graphics/core/DrawContext.hpp" #include "graphics/core/DrawContext.hpp"
@ -260,7 +259,7 @@ void GUI::act(float delta, const glm::uvec2& vp) {
hover = nullptr; hover = nullptr;
} }
} }
if (focus) { if (focus && focusedOnStart == focus.get()) {
actFocused(); actFocused();
} }
if (focus && !focus->isFocused()) { if (focus && !focus->isFocused()) {
@ -274,6 +273,7 @@ void GUI::postAct() {
postRunnables.pop(); postRunnables.pop();
callback(); callback();
} }
focusedOnStart = focus.get();
} }
void GUI::draw(const DrawContext& pctx, Assets& assets) { void GUI::draw(const DrawContext& pctx, Assets& assets) {

View file

@ -72,6 +72,7 @@ namespace gui {
std::shared_ptr<UINode> hover; std::shared_ptr<UINode> hover;
std::shared_ptr<UINode> pressed; std::shared_ptr<UINode> pressed;
std::shared_ptr<UINode> focus; std::shared_ptr<UINode> focus;
const UINode* focusedOnStart = nullptr;
std::shared_ptr<UINode> tooltip; std::shared_ptr<UINode> tooltip;
std::shared_ptr<UiDocument> rootDocument; std::shared_ptr<UiDocument> rootDocument;
std::unique_ptr<FontStylesScheme> syntaxColorScheme; std::unique_ptr<FontStylesScheme> syntaxColorScheme;

View file

@ -14,6 +14,7 @@ void InlineFrame::setSrc(const std::string& src) {
this->src = src; this->src = src;
if (document) { if (document) {
scripting::on_ui_close(*document, nullptr); scripting::on_ui_close(*document, nullptr);
clear();
document = nullptr; document = nullptr;
root = nullptr; root = nullptr;
} }

View file

@ -12,11 +12,8 @@
#include "graphics/core/Batch2D.hpp" #include "graphics/core/Batch2D.hpp"
#include "graphics/core/DrawContext.hpp" #include "graphics/core/DrawContext.hpp"
#include "graphics/core/Font.hpp" #include "graphics/core/Font.hpp"
#include "graphics/core/Shader.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/render/BlocksPreview.hpp" #include "graphics/render/BlocksPreview.hpp"
#include "graphics/ui/GUI.hpp" #include "graphics/ui/GUI.hpp"
#include "items/Inventories.hpp"
#include "items/Inventory.hpp" #include "items/Inventory.hpp"
#include "items/ItemDef.hpp" #include "items/ItemDef.hpp"
#include "logic/scripting/scripting.hpp" #include "logic/scripting/scripting.hpp"

View file

@ -13,6 +13,7 @@
#include "window/Window.hpp" #include "window/Window.hpp"
#include "../GUI.hpp" #include "../GUI.hpp"
// TODO: remove
// TODO: remove // TODO: remove
#include <GL/glew.h> #include <GL/glew.h>
@ -24,8 +25,7 @@ ModelViewer::ModelViewer(
: Container(gui, size), : Container(gui, size),
modelName(modelName), modelName(modelName),
camera(), camera(),
batch(std::make_unique<Batch3D>(1024)), batch(std::make_unique<Batch3D>(1024)) {
fbo(std::make_unique<Framebuffer>(size.x, size.y)) {
camera.perspective = true; camera.perspective = true;
camera.position = glm::vec3(2, 2, 2); camera.position = glm::vec3(2, 2, 2);
} }
@ -116,6 +116,12 @@ void ModelViewer::draw(const DrawContext& pctx, const Assets& assets) {
} }
auto& prevShader = Shader::getUsed(); auto& prevShader = Shader::getUsed();
if (!fbo) {
if (size.x <= 0 || size.y <= 0) {
return;
}
fbo = std::make_unique<Framebuffer>(size.x, size.y);
}
fbo->resize(size.x, size.y); fbo->resize(size.x, size.y);
{ {
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
@ -154,6 +160,13 @@ void ModelViewer::draw(const DrawContext& pctx, const Assets& assets) {
Container::draw(pctx, assets); Container::draw(pctx, assets);
} }
void ModelViewer::setVisible(bool flag) {
if (!flag && fbo) {
fbo.reset();
}
Container::setVisible(flag);
}
void ModelViewer::setCenter(const glm::vec3& center) { void ModelViewer::setCenter(const glm::vec3& center) {
this->center = center; this->center = center;
} }

View file

@ -23,7 +23,6 @@ namespace gui {
bool grabbing = false; bool grabbing = false;
public: public:
ModelViewer(GUI& gui, const glm::vec2& size, const std::string& modelName); ModelViewer(GUI& gui, const glm::vec2& size, const std::string& modelName);
~ModelViewer(); ~ModelViewer();
void setModel(const std::string& modelName); void setModel(const std::string& modelName);
@ -34,6 +33,7 @@ namespace gui {
void act(float delta) override; void act(float delta) override;
void draw(const DrawContext& pctx, const Assets& assets) override; void draw(const DrawContext& pctx, const Assets& assets) override;
void setVisible(bool flag) override;
void setRotation(const glm::vec3& euler); void setRotation(const glm::vec3& euler);
void setCenter(const glm::vec3& center); void setCenter(const glm::vec3& center);

View file

@ -13,14 +13,21 @@ SelectBox::SelectBox(
GUI& gui, GUI& gui,
std::vector<Option>&& options, std::vector<Option>&& options,
Option selected, Option selected,
Mode mode,
int contentWidth, int contentWidth,
const glm::vec4& padding const glm::vec4& padding
) )
: Button(gui, selected.text, padding, nullptr, glm::vec2(contentWidth, -1)), : Button(gui, selected.text, padding, nullptr, glm::vec2(-1, -1)),
options(std::move(options)) { options(std::move(options)), mode(mode) {
listenAction(UIAction::CLICK, [this, contentWidth](GUI& gui) {
listenAction(UIAction::CLICK, [this](GUI& gui) { auto panel = std::make_shared<Panel>(
auto panel = std::make_shared<Panel>(gui, getSize()); gui,
getMode() == Mode::BUTTON ? glm::vec2 {contentWidth, contentWidth}
: getSize(),
glm::vec4 {2.0f},
0.0f
);
panel->setColor({});
panel->setPadding(glm::vec4(0, size.y, 0, 0)); panel->setPadding(glm::vec4(0, size.y, 0, 0));
panel->setPos(calcPos() + glm::vec2(0, 0)); panel->setPos(calcPos() + glm::vec2(0, 0));
for (const auto& option : this->options) { for (const auto& option : this->options) {
@ -51,7 +58,9 @@ void SelectBox::listenChange(OnStringChange&& callback) {
void SelectBox::setSelected(const Option& selected) { void SelectBox::setSelected(const Option& selected) {
this->selected = selected; this->selected = selected;
this->label->setText(selected.text); if (mode == Mode::SELECT) {
this->label->setText(selected.text);
}
} }
const SelectBox::Option& SelectBox::getSelected() const { const SelectBox::Option& SelectBox::getSelected() const {
@ -66,6 +75,14 @@ void SelectBox::setOptions(std::vector<Option>&& options) {
this->options = std::move(options); this->options = std::move(options);
} }
SelectBox::Mode SelectBox::getMode() const {
return mode;
}
void SelectBox::setMode(SelectBox::Mode mode) {
this->mode = mode;
}
void SelectBox::drawBackground(const DrawContext& pctx, const Assets&) { void SelectBox::drawBackground(const DrawContext& pctx, const Assets&) {
glm::vec2 pos = calcPos(); glm::vec2 pos = calcPos();
auto batch = pctx.getBatch2D(); auto batch = pctx.getBatch2D();
@ -74,6 +91,10 @@ void SelectBox::drawBackground(const DrawContext& pctx, const Assets&) {
batch->rect(pos.x, pos.y, size.x, size.y); batch->rect(pos.x, pos.y, size.x, size.y);
batch->setColor({1.0f, 1.0f, 1.0f, 0.333f}); batch->setColor({1.0f, 1.0f, 1.0f, 0.333f});
if (mode != Mode::SELECT) {
return;
}
int paddingRight = padding.w; int paddingRight = padding.w;
int widthHalf = 8; int widthHalf = 8;
int heightHalf = 4; int heightHalf = 4;

View file

@ -11,15 +11,21 @@ namespace gui {
std::string value; std::string value;
std::wstring text; std::wstring text;
}; };
enum class Mode {
SELECT,
BUTTON,
};
private: private:
std::vector<Option> options; std::vector<Option> options;
Option selected {}; Option selected {};
StringCallbacksSet changeCallbacks; StringCallbacksSet changeCallbacks;
Mode mode;
public: public:
SelectBox( SelectBox(
GUI& gui, GUI& gui,
std::vector<Option>&& elements, std::vector<Option>&& elements,
Option selected, Option selected,
Mode mode,
int contentWidth, int contentWidth,
const glm::vec4& padding const glm::vec4& padding
); );
@ -34,8 +40,13 @@ namespace gui {
void setOptions(std::vector<Option>&& options); void setOptions(std::vector<Option>&& options);
Mode getMode() const;
void setMode(Mode mode);
void drawBackground(const DrawContext& pctx, const Assets&) override; void drawBackground(const DrawContext& pctx, const Assets&) override;
std::shared_ptr<Label> getLabel() const; std::shared_ptr<Label> getLabel() const;
}; };
} }

View file

@ -79,6 +79,8 @@ void UINode::click(int, int) {
void UINode::clicked(Mousecode button) { void UINode::clicked(Mousecode button) {
if (button == Mousecode::BUTTON_2) { if (button == Mousecode::BUTTON_2) {
actions.notify(UIAction::RIGHT_CLICK, gui); actions.notify(UIAction::RIGHT_CLICK, gui);
} else if (button == Mousecode::BUTTON_3) {
actions.notify(UIAction::MIDDLE_CLICK, gui);
} }
} }

View file

@ -58,6 +58,7 @@ namespace gui {
FOCUS, FOCUS,
DEFOCUS, DEFOCUS,
RIGHT_CLICK, RIGHT_CLICK,
MIDDLE_CLICK,
MOUSE_OVER, MOUSE_OVER,
MOUSE_OUT, MOUSE_OUT,
MOUSE_ENTER, MOUSE_ENTER,

View file

@ -181,6 +181,7 @@ static void read_uinode(
register_action(node, reader, element, "onclick", UIAction::CLICK); register_action(node, reader, element, "onclick", UIAction::CLICK);
register_action(node, reader, element, "onrightclick", UIAction::RIGHT_CLICK); register_action(node, reader, element, "onrightclick", UIAction::RIGHT_CLICK);
register_action(node, reader, element, "onmiddleclick", UIAction::MIDDLE_CLICK);
register_action(node, reader, element, "onfocus", UIAction::FOCUS); register_action(node, reader, element, "onfocus", UIAction::FOCUS);
register_action(node, reader, element, "ondefocus", UIAction::DEFOCUS); register_action(node, reader, element, "ondefocus", UIAction::DEFOCUS);
register_action(node, reader, element, "ondoubleclick", UIAction::DOUBLE_CLICK); register_action(node, reader, element, "ondoubleclick", UIAction::DOUBLE_CLICK);
@ -458,8 +459,7 @@ static std::shared_ptr<UINode> read_select(
} }
auto value = elem->attr("value").getText(); auto value = elem->attr("value").getText();
auto text = parse_inner_text(*elem, reader.getContext()); auto text = parse_inner_text(*elem, reader.getContext());
options.push_back(SelectBox::Option {std::move(value), std::move(text)} options.push_back(SelectBox::Option {std::move(value), std::move(text)});
);
} }
if (element.has("selected")) { if (element.has("selected")) {
@ -481,10 +481,19 @@ static std::shared_ptr<UINode> read_select(
selected.text = innerText; selected.text = innerText;
} }
SelectBox::Mode mode = SelectBox::Mode::SELECT;
if (element.has("mode")) {
auto modeName = element.attr("mode").getText();
if (modeName == "button") {
mode = SelectBox::Mode::BUTTON;
}
}
auto selectBox = std::make_shared<SelectBox>( auto selectBox = std::make_shared<SelectBox>(
gui, gui,
std::move(options), std::move(options),
std::move(selected), std::move(selected),
mode,
contentWidth, contentWidth,
std::move(padding) std::move(padding)
); );

View file

@ -2,7 +2,7 @@
#include <string> #include <string>
#include <memory> #include <memory>
#include <iostream> #include <iosfwd>
#include <filesystem> #include <filesystem>
#include "../path.hpp" #include "../path.hpp"

View file

@ -12,7 +12,7 @@ Inventories::Inventories(Level& level) : level(level) {
Inventories::~Inventories() = default; Inventories::~Inventories() = default;
std::shared_ptr<Inventory> Inventories::create(size_t size) { std::shared_ptr<Inventory> Inventories::create(size_t size) {
int64_t id = level.getWorld()->getNextInventoryId(); int64_t id = level.getWorld().getNextInventoryId();
auto inv = std::make_shared<Inventory>(id, size); auto inv = std::make_shared<Inventory>(id, size);
store(inv); store(inv);
return inv; return inv;
@ -52,7 +52,7 @@ std::shared_ptr<Inventory> Inventories::clone(int64_t id) {
auto original = get(id); auto original = get(id);
if (original == nullptr) return nullptr; if (original == nullptr) return nullptr;
auto clone = std::make_shared<Inventory>(*original); auto clone = std::make_shared<Inventory>(*original);
clone->setId(level.getWorld()->getNextInventoryId()); clone->setId(level.getWorld().getNextInventoryId());
store(clone); store(clone);
return clone; return clone;
} }

View file

@ -27,7 +27,7 @@ ChunksController::ChunksController(Level& level)
generator(std::make_unique<WorldGenerator>( generator(std::make_unique<WorldGenerator>(
level.content.generators.require(level.environment.generator), level.content.generators.require(level.environment.generator),
level.content, level.content,
level.getWorld()->getSeed() level.getWorld().getSeed()
)) {} )) {}
ChunksController::~ChunksController() = default; ChunksController::~ChunksController() = default;

View file

@ -314,8 +314,8 @@ void EngineController::setLocalPlayer(int64_t player) {
localPlayer = player; localPlayer = player;
} }
void EngineController::reopenWorld(World* world) { void EngineController::reopenWorld(World& world) {
std::string name = world->wfile->getFolder().name(); std::string name = world.wfile->getFolder().name();
engine.onWorldClosed(); engine.onWorldClosed();
openWorld(name, true); openWorld(name, true);
} }
@ -384,16 +384,16 @@ void EngineController::reconfigPacks(
} }
} else { } else {
auto level = controller->getLevel(); auto level = controller->getLevel();
auto world = level->getWorld(); auto& world = level->getWorld();
controller->processBeforeQuit(); controller->processBeforeQuit();
controller->saveWorld(); controller->saveWorld();
auto names = PacksManager::getNames(world->getPacks()); auto names = PacksManager::getNames(world.getPacks());
auto& manager = contentControl.scan(); auto& manager = contentControl.scan();
reconfig_packs_inside(manager, names, packsToAdd, packsToRemove); reconfig_packs_inside(manager, names, packsToAdd, packsToRemove);
const auto& settings = engine.getSettings(); const auto& settings = engine.getSettings();
auto& wfile = *world->wfile; auto& wfile = *world.wfile;
if (!settings.debug.generatorTestMode.get()) { if (!settings.debug.generatorTestMode.get()) {
wfile.removeIndices(packsToRemove); wfile.removeIndices(packsToRemove);
} }

View file

@ -41,5 +41,5 @@ public:
void setLocalPlayer(int64_t player); void setLocalPlayer(int64_t player);
void reopenWorld(World* world); void reopenWorld(World& world);
}; };

View file

@ -140,16 +140,16 @@ void LevelController::processBeforeQuit() {
} }
void LevelController::saveWorld() { void LevelController::saveWorld() {
auto world = level->getWorld(); auto& world = level->getWorld();
if (world->isNameless()) { if (world.isNameless()) {
logger.info() << "nameless world will not be saved"; logger.info() << "nameless world will not be saved";
return; return;
} }
logger.info() << "writing world '" << world->getName() << "'"; logger.info() << "writing world '" << world.getName() << "'";
world->wfile->createDirectories(); world.wfile->createDirectories();
scripting::on_world_save(); scripting::on_world_save();
level->onSave(); level->onSave();
level->getWorld()->write(*level); level->getWorld().write(*level);
} }
void LevelController::onWorldQuit() { void LevelController::onWorldQuit() {

View file

@ -340,6 +340,19 @@ static int determine_rotation(
if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH | verticalBit; if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH | verticalBit;
if (camDir.z < 0.0f) return BLOCK_DIR_NORTH | verticalBit; if (camDir.z < 0.0f) return BLOCK_DIR_NORTH | verticalBit;
} }
} else if (name == "ladder") {
if (norm.x < 0.0f) return BLOCK_DIR_EAST;
if (norm.x > 0.0f) return BLOCK_DIR_WEST;
if (norm.z > 0.0f) return BLOCK_DIR_NORTH;
if (norm.z < 0.0f) return BLOCK_DIR_SOUTH;
if (abs(camDir.x) > abs(camDir.z)) {
if (camDir.x > 0.0f) return BLOCK_DIR_EAST;
if (camDir.x < 0.0f) return BLOCK_DIR_WEST;
}
if (abs(camDir.x) < abs(camDir.z)) {
if (camDir.z > 0.0f) return BLOCK_DIR_SOUTH;
if (camDir.z < 0.0f) return BLOCK_DIR_NORTH;
}
} }
} }
return 0; return 0;

View file

@ -42,7 +42,7 @@ static int l_get_model(lua::State* L) {
auto& rigConfig = *skeleton->config; auto& rigConfig = *skeleton->config;
auto index = index_range_check(*skeleton, lua::tointeger(L, 2)); auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
const auto& modelOverride = skeleton->modelOverrides[index]; const auto& modelOverride = skeleton->modelOverrides[index];
if (!modelOverride.model.expired()) { if (modelOverride.model.expired()) {
return lua::pushstring(L, modelOverride.name); return lua::pushstring(L, modelOverride.name);
} }
return lua::pushstring(L, rigConfig.getBones()[index]->model.name); return lua::pushstring(L, rigConfig.getBones()[index]->model.name);

View file

@ -1127,6 +1127,7 @@ static int l_gui_load_document(lua::State* L) {
} }
auto env = scripting::create_doc_environment(parentEnv, alias); auto env = scripting::create_doc_environment(parentEnv, alias);
auto envId = *env;
// namespace extension // namespace extension
if (lua::istable(L, 4)) { if (lua::istable(L, 4)) {
if (lua::get_from(L, "table", "extend")) { if (lua::get_from(L, "table", "extend")) {
@ -1148,7 +1149,7 @@ static int l_gui_load_document(lua::State* L) {
engine->requireAssets().store(std::move(documentPtr), alias); engine->requireAssets().store(std::move(documentPtr), alias);
scripting::on_ui_open(*document, {args}); scripting::on_ui_open(*document, {args});
return 0; return lua::pushenv(L, envId);
} }
static int l_set_syntax_styles(lua::State* L) { static int l_set_syntax_styles(lua::State* L) {

View file

@ -149,6 +149,15 @@ static int l_get_second_inventory(lua::State* L) {
} }
} }
static int l_get_exchange_inventory(lua::State* L) {
auto inventory = hud->getExchangeInventory();
if (inventory == nullptr) {
return lua::pushinteger(L, 0);
} else {
return lua::pushinteger(L, inventory->getId());
}
}
static int l_get_player(lua::State* L) { static int l_get_player(lua::State* L) {
auto player = hud->getPlayer(); auto player = hud->getPlayer();
return lua::pushinteger(L, player->getId()); return lua::pushinteger(L, player->getId());
@ -216,6 +225,7 @@ const luaL_Reg hudlib[] = {
{"show_overlay", wrap_hud<l_show_overlay>}, {"show_overlay", wrap_hud<l_show_overlay>},
{"get_block_inventory", wrap_hud<l_get_block_inventory>}, {"get_block_inventory", wrap_hud<l_get_block_inventory>},
{"get_second_inventory", wrap_hud<l_get_second_inventory>}, {"get_second_inventory", wrap_hud<l_get_second_inventory>},
{"get_exchange_inventory", wrap_hud<l_get_exchange_inventory>},
{"close", wrap_hud<l_close>}, {"close", wrap_hud<l_close>},
{"pause", wrap_hud<l_pause>}, {"pause", wrap_hud<l_pause>},
{"resume", wrap_hud<l_resume>}, {"resume", wrap_hud<l_resume>},

View file

@ -2,6 +2,7 @@
#include "world/Level.hpp" #include "world/Level.hpp"
#include "world/World.hpp" #include "world/World.hpp"
#include "world/Weather.hpp"
using namespace scripting; using namespace scripting;
@ -9,6 +10,11 @@ static Weather& require_weather() {
if (level == nullptr) { if (level == nullptr) {
throw std::runtime_error("world is not open"); throw std::runtime_error("world is not open");
} }
if (renderer == nullptr) {
throw std::runtime_error(
"world frontend is not initialized yet (wait for on_hud_open event)"
);
}
return renderer->getWeather(); return renderer->getWeather();
} }

View file

@ -33,7 +33,7 @@ static Level& require_level() {
} }
static WorldInfo& require_world_info() { static WorldInfo& require_world_info() {
return require_level().getWorld()->getInfo(); return require_level().getWorld().getInfo();
} }
static int l_is_open(lua::State* L) { static int l_is_open(lua::State* L) {
@ -139,7 +139,7 @@ static int l_get_chunk_data(lua::State* L) {
auto voxelData = std::make_unique<ubyte[]>(CHUNK_DATA_LEN); auto voxelData = std::make_unique<ubyte[]>(CHUNK_DATA_LEN);
std::vector<ubyte> chunkData; std::vector<ubyte> chunkData;
if (chunk == nullptr) { if (chunk == nullptr) {
auto& regions = level->getWorld()->wfile->getRegions(); auto& regions = level->getWorld().wfile->getRegions();
if (!regions.getVoxels(x, z, voxelData.get())) { if (!regions.getVoxels(x, z, voxelData.get())) {
return 0; return 0;
} }
@ -218,7 +218,7 @@ static int l_save_chunk_data(lua::State* L) {
reinterpret_cast<const ubyte*>(buffer.data()), reinterpret_cast<const ubyte*>(buffer.data()),
reinterpret_cast<const ubyte*>(buffer.data()) + buffer.size() reinterpret_cast<const ubyte*>(buffer.data()) + buffer.size()
), ),
level->getWorld()->wfile->getRegions() level->getWorld().wfile->getRegions()
); );
return 0; return 0;
} }

View file

@ -264,6 +264,12 @@ static std::unordered_map<std::string, lua_CFunction> methods {
{"min", lua::wrap<l_binop_func<util::min>>}, {"min", lua::wrap<l_binop_func<util::min>>},
{"max", lua::wrap<l_binop_func<util::max>>}, {"max", lua::wrap<l_binop_func<util::max>>},
{"abs", lua::wrap<l_unaryop_func<util::abs>>}, {"abs", lua::wrap<l_unaryop_func<util::abs>>},
{"floor", lua::wrap<l_unaryop_func<util::floor>>},
{"round", lua::wrap<l_unaryop_func<util::round>>},
{"ceil", lua::wrap<l_unaryop_func<util::ceil>>},
{"sin", lua::wrap<l_unaryop_func<util::sin>>},
{"cos", lua::wrap<l_unaryop_func<util::cos>>},
{"tan", lua::wrap<l_unaryop_func<util::tan>>},
{"resize", lua::wrap<l_resize>}, {"resize", lua::wrap<l_resize>},
{"crop", lua::wrap<l_crop>}, {"crop", lua::wrap<l_crop>},
{"at", lua::wrap<l_at>}, {"at", lua::wrap<l_at>},

View file

@ -310,7 +310,7 @@ void scripting::on_world_load(LevelController* controller) {
for (auto& pack : content_control->getAllContentPacks()) { for (auto& pack : content_control->getAllContentPacks()) {
lua::emit_event(L, pack.id + ":.worldopen", [](auto L) { lua::emit_event(L, pack.id + ":.worldopen", [](auto L) {
return lua::pushboolean( return lua::pushboolean(
L, !scripting::level->getWorld()->getInfo().isLoaded L, !scripting::level->getWorld().getInfo().isLoaded
); );
}); });
} }

View file

@ -109,12 +109,16 @@ namespace util {
/// @return integer square of vector length /// @return integer square of vector length
/// @note glm::length2 does not support integer vectors /// @note glm::length2 does not support integer vectors
inline int length2(const glm::ivec3& a) { inline long long int length2(const glm::ivec2& a) {
return a.x * a.x + a.y * a.y;
}
inline long long int length2(const glm::ivec3& a) {
return a.x * a.x + a.y * a.y + a.z * a.z; return a.x * a.x + a.y * a.y + a.z * a.z;
} }
/// @return integer square of vector length /// @return integer square of vector length
inline int length2(int x, int y, int z) { inline long long int length2(int x, int y, int z) {
return x * x + y * y + z * z; return x * x + y * y + z * z;
} }

View file

@ -492,10 +492,11 @@ void Entities::render(
} }
bool Entities::hasBlockingInside(AABB aabb) { bool Entities::hasBlockingInside(AABB aabb) {
constexpr float eps = 0.05f;
auto view = registry->view<EntityId, Rigidbody>(); auto view = registry->view<EntityId, Rigidbody>();
for (auto [entity, eid, body] : view.each()) { for (auto [entity, eid, body] : view.each()) {
AABB bodyAABB(body.hitbox.getAABB()); AABB bodyAABB(body.hitbox.getAABB());
bodyAABB.scale({1, 0.95f, 1}); bodyAABB.scale(glm::vec3(1.0f - eps));
if (eid.def.blocking && aabb.intersects(bodyAABB)) { if (eid.def.blocking && aabb.intersects(bodyAABB)) {
return true; return true;
} }

View file

@ -67,7 +67,7 @@ Player* Players::getNearest(const glm::vec3& position) const {
} }
Player* Players::create(int64_t id) { Player* Players::create(int64_t id) {
int64_t& nextPlayerID = level.getWorld()->getInfo().nextPlayerId; int64_t& nextPlayerID = level.getWorld().getInfo().nextPlayerId;
if (id == NONE) { if (id == NONE) {
id = nextPlayerID++; id = nextPlayerID++;
} else { } else {
@ -146,7 +146,7 @@ void Players::deserialize(const dv::value& src) {
auto& inventory = player->getInventory(); auto& inventory = player->getInventory();
// invalid inventory id pre 0.25 // invalid inventory id pre 0.25
if (inventory->getId() == 0) { if (inventory->getId() == 0) {
inventory->setId(level.getWorld()->getNextInventoryId()); inventory->setId(level.getWorld().getNextInventoryId());
} }
level.inventories->store(inventory); level.inventories->store(inventory);
} }

View file

@ -1,6 +1,5 @@
#include "Clock.hpp" #include "Clock.hpp"
#include <cmath>
#include <algorithm> #include <algorithm>
using namespace util; using namespace util;
@ -20,10 +19,8 @@ int Clock::update(float delta) {
tickTimer -= parts * delay / tickParts; tickTimer -= parts * delay / tickParts;
tickTimer = std::min<float>(tickTimer, delay); tickTimer = std::min<float>(tickTimer, delay);
} }
currentTickPart += parts; lastPartsStart = currentTickPart;
if (currentTickPart >= tickParts) { currentTickPart = (currentTickPart + parts) % tickParts;
currentTickPart %= tickParts;
}
return parts; return parts;
} }
@ -40,5 +37,5 @@ int Clock::getTickId() const {
} }
int Clock::convertPart(int index) const { int Clock::convertPart(int index) const {
return (tickParts - currentTickPart) % tickParts + index; return (lastPartsStart + index) % tickParts;
} }

View file

@ -8,6 +8,7 @@ namespace util {
float tickTimer = 0.0f; float tickTimer = 0.0f;
int tickId = 0; int tickId = 0;
int currentTickPart = 0; int currentTickPart = 0;
int lastPartsStart = 0;
public: public:
Clock(int tickRate, int tickParts); Clock(int tickRate, int tickParts);

View file

@ -5,7 +5,6 @@
#include <optional> #include <optional>
#include <condition_variable> #include <condition_variable>
#include <functional> #include <functional>
#include <iostream>
#include <queue> #include <queue>
#include <thread> #include <thread>
#include <utility> #include <utility>

View file

@ -3,31 +3,26 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
namespace util { namespace util {
template<class T> template<class T, T (*F)(T, T)>
struct pow { struct binary_op {
constexpr T operator()(T a, T b) const { constexpr T operator()(T a, T b) const { return F(a, b); }
return glm::pow(a, b);
}
}; };
template<class T> template<class T> using pow = binary_op<T, glm::pow>;
struct min { template<class T> using min = binary_op<T, glm::min>;
constexpr T operator()(T a, T b) const { template<class T> using max = binary_op<T, glm::max>;
return glm::min(a, b);
}
template<class T, T (*F)(T)>
struct unary_op {
constexpr T operator()(T a) const { return F(a); }
}; };
template<class T> template<typename T> using abs = unary_op<T, glm::abs>;
struct max { template<typename T> using floor = unary_op<T, glm::floor>;
constexpr T operator()(T a, T b) const { template<typename T> using round = unary_op<T, glm::round>;
return glm::max(a, b); template<typename T> using ceil = unary_op<T, glm::ceil>;
} template<typename T> using sin = unary_op<T, glm::sin>;
}; template<typename T> using cos = unary_op<T, glm::cos>;
template<typename T> using tan = unary_op<T, glm::tan>;
template<class T>
struct abs {
constexpr T operator()(T a) const {
return glm::abs(a);
}
};
} }

View file

@ -109,6 +109,17 @@ const BlockRotProfile BlockRotProfile::STAIRS {
8 8
}; };
const BlockRotProfile BlockRotProfile::LADDER {
"ladder",
{
{{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}, // North
{{0, 0, -1}, {0, 1, 0}, {1, 0, 0}}, // East
{{-1, 0, 0}, {0, 1, 0}, {0, 0, -1}}, // South
{{0, 0, 1}, {0, 1, 0}, {-1, 0, 0}}, // West
},
4
};
Block::Block(const std::string& name) Block::Block(const std::string& name)
: name(name), caption(util::id_to_caption(name)) { : name(name), caption(util::id_to_caption(name)) {
for (int i = 0; i < defaults.textureFaces.size(); i++) { for (int i = 0; i < defaults.textureFaces.size(); i++) {

View file

@ -90,9 +90,13 @@ struct BlockRotProfile {
/// @brief Stairs, stairs and stairs /// @brief Stairs, stairs and stairs
static const BlockRotProfile STAIRS; static const BlockRotProfile STAIRS;
/// @brief Ladders, wall signs, paintings
static const BlockRotProfile LADDER;
static inline std::string PIPE_NAME = "pipe"; static inline std::string PIPE_NAME = "pipe";
static inline std::string PANE_NAME = "pane"; static inline std::string PANE_NAME = "pane";
static inline std::string STAIRS_NAME = "stairs"; static inline std::string STAIRS_NAME = "stairs";
static inline std::string LADDER_NAME = "ladder";
}; };
enum class BlockModelType { enum class BlockModelType {

View file

@ -29,16 +29,16 @@ public:
voxel voxels[CHUNK_VOL] {}; voxel voxels[CHUNK_VOL] {};
std::shared_ptr<Lightmap> lightmap; std::shared_ptr<Lightmap> lightmap;
struct { struct {
bool modified : 1; bool modified : 1; // is chunk mesh should be updated
bool ready : 1; bool ready : 1; // is chunk ready for modifications (loaded / generated)
bool loaded : 1; bool loaded : 1; // was chunk loaded from region
bool lighted : 1; bool lighted : 1; // is lights built (chunk ready to be visualized)
bool unsaved : 1; bool unsaved : 1; // does chunk contain unsaved changes
bool loadedLights : 1; bool loadedLights : 1; // was lights loaded from cache
bool entities : 1; bool entities : 1; // does chunk contain entities list changes
bool blocksData : 1; bool blocksData : 1; // does chunk contain block fields changes
bool dirtyHeights : 1; bool dirtyHeights : 1; // is chunk bottom, top should be recalculated
bool inventoriesRemoved : 1; bool inventoriesRemoved : 1; // was block inventories removed since the last save
} flags {}; } flags {};
uint64_t lastRandomTickId = -1; uint64_t lastRandomTickId = -1;

View file

@ -107,7 +107,7 @@ std::shared_ptr<Chunk> GlobalChunks::create(int x, int z, bool lighting) {
chunks_pool.create(x, z, lighting ? lightmaps_pool.create() : nullptr); chunks_pool.create(x, z, lighting ? lightmaps_pool.create() : nullptr);
chunksMap[keyfrom(x, z)] = chunk; chunksMap[keyfrom(x, z)] = chunk;
World& world = *level.getWorld(); World& world = level.getWorld();
auto& regions = world.wfile.get()->getRegions(); auto& regions = world.wfile.get()->getRegions();
if (regions.getVoxels(chunk->x, chunk->z, voxelDataBuffer.get())) { if (regions.getVoxels(chunk->x, chunk->z, voxelDataBuffer.get())) {
@ -197,7 +197,7 @@ void GlobalChunks::save(Chunk* chunk) {
if (!entities.empty()) { if (!entities.empty()) {
chunk->flags.entities = true; chunk->flags.entities = true;
} }
level.getWorld()->wfile->getRegions().put( level.getWorld().wfile->getRegions().put(
chunk, chunk,
chunk->flags.entities ? json::to_binary(root, true) chunk->flags.entities ? json::to_binary(root, true)
: std::vector<ubyte>() : std::vector<ubyte>()

View file

@ -66,7 +66,7 @@ public:
return lights.get(); return lights.get();
} }
inline blockid_t pickBlockId(int bx, int by, int bz) const { blockid_t pickBlockId(int bx, int by, int bz) const {
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h || if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
bz >= z + d) { bz >= z + d) {
return BLOCK_VOID; return BLOCK_VOID;
@ -75,7 +75,7 @@ public:
} }
inline voxel pickBlock(int bx, int by, int bz) const { voxel pickBlock(int bx, int by, int bz) const {
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h || if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
bz >= z + d) { bz >= z + d) {
return {BLOCK_VOID, {}}; return {BLOCK_VOID, {}};
@ -83,7 +83,7 @@ public:
return voxels[vox_index(bx - x, by - y, bz - z, w, d)]; return voxels[vox_index(bx - x, by - y, bz - z, w, d)];
} }
inline light_t pickLight(int bx, int by, int bz) const { light_t pickLight(int bx, int by, int bz) const {
if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h || if (bx < x || by < y || bz < z || bx >= x + w || by >= y + h ||
bz >= z + d) { bz >= z + d) {
return 0; return 0;
@ -103,10 +103,10 @@ private:
template <int w, int h, int d> template <int w, int h, int d>
class StaticVoxelsVolume { class StaticVoxelsVolume {
public: public:
static inline constexpr size_t size = w * h * d; static constexpr size_t size = w * h * d;
static inline constexpr int width = w; static constexpr int width = w;
static inline constexpr int height = h; static constexpr int height = h;
static inline constexpr int depth = d; static constexpr int depth = d;
StaticVoxelsVolume() StaticVoxelsVolume()
: StaticVoxelsVolume(0, 0, 0) {} : StaticVoxelsVolume(0, 0, 0) {}
@ -142,7 +142,7 @@ public:
return lights; return lights;
} }
inline blockid_t pickBlockId(uint bx, uint by, uint bz) const { blockid_t pickBlockId(uint bx, uint by, uint bz) const {
bx -= x; bx -= x;
by -= y; by -= y;
bz -= z; bz -= z;
@ -153,7 +153,7 @@ public:
} }
inline const voxel& pickBlock(uint bx, uint by, uint bz) const { const voxel& pickBlock(uint bx, uint by, uint bz) const {
bx -= x; bx -= x;
by -= y; by -= y;
bz -= z; bz -= z;
@ -164,7 +164,7 @@ public:
return voxels[vox_index(bx, by, bz, w, d)]; return voxels[vox_index(bx, by, bz, w, d)];
} }
inline light_t pickLight(uint bx, uint by, uint bz) const { light_t pickLight(uint bx, uint by, uint bz) const {
bx -= x; bx -= x;
by -= y; by -= y;
bz -= z; bz -= z;

View file

@ -71,12 +71,12 @@ Level::Level(
Level::~Level() = default; Level::~Level() = default;
World* Level::getWorld() { World& Level::getWorld() {
return world.get(); return *world;
} }
const World* Level::getWorld() const { const World& Level::getWorld() const {
return world.get(); return *world;
} }
void Level::onSave() { void Level::onSave() {

View file

@ -46,9 +46,9 @@ public:
); );
~Level(); ~Level();
World* getWorld(); World& getWorld();
const World* getWorld() const; const World& getWorld() const;
void onSave(); void onSave();

View file

@ -147,7 +147,7 @@ std::unique_ptr<Level> World::load(
if (!playerRoot["players"].empty()) { if (!playerRoot["players"].empty()) {
if (!playerRoot["players"][0].has("id")) { if (!playerRoot["players"][0].has("id")) {
level->getWorld()->getInfo().nextPlayerId++; level->getWorld().getInfo().nextPlayerId++;
} }
} }
} }
@ -216,9 +216,6 @@ void WorldInfo::deserialize(const dv::value& root) {
daytimeSpeed = timeobj["day-time-speed"].asNumber(); daytimeSpeed = timeobj["day-time-speed"].asNumber();
totalTime = timeobj["total-time"].asNumber(); totalTime = timeobj["total-time"].asNumber();
} }
if (root.has("weather")) {
fog = root["weather"]["fog"].asNumber();
}
nextInventoryId = root["next-inventory-id"].asInteger(2); nextInventoryId = root["next-inventory-id"].asInteger(2);
nextEntityId = root["next-entity-id"].asInteger(1); nextEntityId = root["next-entity-id"].asInteger(1);
root.at("next-player-id").get(nextPlayerId); root.at("next-player-id").get(nextPlayerId);
@ -244,9 +241,6 @@ dv::value WorldInfo::serialize() const {
timeobj["day-time-speed"] = daytimeSpeed; timeobj["day-time-speed"] = daytimeSpeed;
timeobj["total-time"] = totalTime; timeobj["total-time"] = totalTime;
root["weather"] = dv::object();
root["weather"]["fog"] = fog;
root["next-inventory-id"] = nextInventoryId; root["next-inventory-id"] = nextInventoryId;
root["next-entity-id"] = nextEntityId; root["next-entity-id"] = nextEntityId;
root["next-player-id"] = nextPlayerId; root["next-player-id"] = nextPlayerId;

View file

@ -39,9 +39,6 @@ struct WorldInfo : public Serializable {
/// @brief total time passed in the world (not depending on daytimeSpeed) /// @brief total time passed in the world (not depending on daytimeSpeed)
double totalTime = 0.0; double totalTime = 0.0;
/// @brief will be replaced with weather in future
float fog = 0.0f;
entityid_t nextEntityId = 0; entityid_t nextEntityId = 0;
int major = 0, minor = -1; int major = 0, minor = -1;
@ -70,6 +67,8 @@ public:
const std::vector<ContentPack>& packs const std::vector<ContentPack>& packs
); );
World(const World&) = delete;
~World(); ~World();
/// @brief Update world day-time and total time /// @brief Update world day-time and total time

View file

@ -219,7 +219,8 @@ std::unique_ptr<VoxelFragment> VoxelFragment::rotated(const Content& content) co
| ((voxel.state.segment & 0b100) >> 2); | ((voxel.state.segment & 0b100) >> 2);
auto& def = content.blocks.require(blockNames[voxel.id]); auto& def = content.blocks.require(blockNames[voxel.id]);
if (def.rotations.name == BlockRotProfile::PANE_NAME || if (def.rotations.name == BlockRotProfile::PANE_NAME ||
def.rotations.name == BlockRotProfile::PIPE_NAME) { def.rotations.name == BlockRotProfile::PIPE_NAME ||
def.rotations.name == BlockRotProfile::LADDER_NAME) {
if (voxel.state.rotation < 4) { if (voxel.state.rotation < 4) {
voxel.state.rotation = (voxel.state.rotation + 3) & 0b11; voxel.state.rotation = (voxel.state.rotation + 3) & 0b11;
} }