mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-08 12:31:51 +00:00
update: rewrite draw_route from LineRenderer to LineBatch
remove LineRenderer from DebugLinesRenderer
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parent
963e7d78f5
commit
4d324f3090
2 changed files with 28 additions and 32 deletions
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@ -1,48 +1,47 @@
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#include "DebugLinesRenderer.hpp"
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#include "DebugLinesRenderer.hpp"
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#include "graphics/core/Shader.hpp"
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#include "window/Camera.hpp"
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#include "graphics/core/LineBatch.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/render/LinesRenderer.hpp"
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#include "graphics/core/LineBatch.hpp"
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#include "world/Level.hpp"
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#include "graphics/core/Shader.hpp"
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#include "maths/voxmaths.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "maths/voxmaths.hpp"
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#include "window/Camera.hpp"
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#include "world/Level.hpp"
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bool DebugLinesRenderer::showPaths = false;
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bool DebugLinesRenderer::showPaths = false;
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static void draw_route(
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static void draw_route(LineBatch& batch, const voxels::Agent& agent) {
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LinesRenderer& lines, const voxels::Agent& agent
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) {
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const auto& route = agent.route;
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const auto& route = agent.route;
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if (!route.found)
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if (!route.found) return;
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return;
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batch.lineWidth(1.0f);
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for (int i = 1; i < route.nodes.size(); i++) {
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for (int i = 1; i < route.nodes.size(); i++) {
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const auto& a = route.nodes.at(i - 1);
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const auto& a = glm::vec3(route.nodes.at(i - 1).pos);
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const auto& b = route.nodes.at(i);
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const auto& b = glm::vec3(route.nodes.at(i).pos);
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glm::vec3 a_base = a + glm::vec3(0.5);
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glm::vec3 b_base = b + glm::vec3(0.5);
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glm::vec3 b_up = b + glm::vec3(0.5f, 1.0f, 0.5f);
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if (i == 1) {
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if (i == 1) {
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lines.pushLine(
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glm::vec3 a_up = a + glm::vec3(0.5f, 1.0f, 0.5f);
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glm::vec3(a.pos) + glm::vec3(0.5f),
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glm::vec3(a.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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batch.line(
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glm::vec4(1, 1, 1, 1)
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a_base.x, a_base.y, a_base.z, a_up.x, a_up.y, a_up.z, 1, 1, 1, 1
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);
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);
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}
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}
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batch.line(
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lines.pushLine(
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a_base.x, a_base.y, a_base.z, b_base.x, b_base.y, b_base.z,
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glm::vec3(a.pos) + glm::vec3(0.5f),
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1, 0, 1, 1
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec4(1, 0, 1, 1)
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);
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);
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batch.line(
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lines.pushLine(
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b_base.x, b_base.y, b_base.z, b_up.x, b_up.y, b_up.z, 1, 1, 1, 1
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glm::vec3(b.pos) + glm::vec3(0.5f),
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glm::vec3(b.pos) + glm::vec3(0.5f, 1.0f, 0.5f),
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glm::vec4(1, 1, 1, 1)
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);
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);
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}
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}
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batch.flush();
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}
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}
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void DebugLinesRenderer::drawBorders(
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void DebugLinesRenderer::drawBorders(
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@ -90,13 +89,12 @@ void DebugLinesRenderer::drawCoordSystem(
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batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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batch.line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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batch.flush();
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}
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}
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void DebugLinesRenderer::render(
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void DebugLinesRenderer::render(
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DrawContext& pctx,
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DrawContext& pctx,
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const Camera& camera,
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const Camera& camera,
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LinesRenderer& renderer,
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LineBatch& linesBatch,
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LineBatch& linesBatch,
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Shader& linesShader,
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Shader& linesShader,
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bool showChunkBorders
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bool showChunkBorders
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@ -104,7 +102,7 @@ void DebugLinesRenderer::render(
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// In-world lines
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// In-world lines
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if (showPaths) {
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if (showPaths) {
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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for (const auto& [_, agent] : level.pathfinding->getAgents()) {
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draw_route(renderer, agent);
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draw_route(linesBatch, agent);
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}
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}
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}
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}
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DrawContext ctx = pctx.sub(&linesBatch);
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DrawContext ctx = pctx.sub(&linesBatch);
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@ -3,7 +3,6 @@
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class DrawContext;
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class DrawContext;
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class Camera;
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class Camera;
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class LineBatch;
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class LineBatch;
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class LinesRenderer;
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class Shader;
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class Shader;
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class Level;
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class Level;
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@ -23,7 +22,6 @@ public:
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void render(
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void render(
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DrawContext& ctx,
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DrawContext& ctx,
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const Camera& camera,
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const Camera& camera,
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LinesRenderer& renderer,
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LineBatch& linesBatch,
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LineBatch& linesBatch,
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Shader& linesShader,
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Shader& linesShader,
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bool showChunkBorders
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bool showChunkBorders
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