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https://github.com/MihailRis/voxelcore.git
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simplify settings-based shaders recompilation
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parent
3fc1097217
commit
af71d5b674
3 changed files with 58 additions and 57 deletions
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@ -52,6 +52,7 @@
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#include "world/Level.hpp"
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#include "world/LevelEvents.hpp"
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#include "world/World.hpp"
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#include "debug/Logger.hpp"
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#include <assert.h>
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#include <algorithm>
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@ -62,9 +63,20 @@
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inline constexpr size_t BATCH3D_CAPACITY = 4096;
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inline constexpr size_t MODEL_BATCH_CAPACITY = 20'000;
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static debug::Logger logger("world-renderer");
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bool WorldRenderer::showChunkBorders = false;
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bool WorldRenderer::showEntitiesDebug = false;
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template <typename T>
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static ObserverHandler observe_setting(
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ObservableSetting<T>& setting, bool& dirtyShaders
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) {
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return setting.observe([&dirtyShaders](auto const&) {
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dirtyShaders = true;
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});
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}
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WorldRenderer::WorldRenderer(
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Engine& engine, LevelFrontend& frontend, Player& player
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)
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@ -120,10 +132,41 @@ WorldRenderer::WorldRenderer(
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shadowMapping = std::make_unique<Shadows>(level);
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debugLines = std::make_unique<DebugLinesRenderer>(level);
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cloudsRenderer = std::make_unique<CloudsRenderer>();
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keepAlive(observe_setting(settings.graphics.advancedRender, dirtyShaders));
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keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtyShaders));
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keepAlive(observe_setting(settings.graphics.ssao, dirtyShaders));
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}
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WorldRenderer::~WorldRenderer() = default;
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void WorldRenderer::refreshSettings() {
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Shader* affectedShaders[] {
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&assets.require<Shader>("main"),
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&assets.require<Shader>("entity"),
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&assets.require<Shader>("clouds"),
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&assets.require<Shader>("translucent"),
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&assets.require<PostEffect>("deferred_lighting").getShader(),
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nullptr
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};
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const auto& graphics = engine.getSettings().graphics;
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gbufferPipeline = graphics.advancedRender.get();
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int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
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shadowMapping->setQuality(shadowsQuality);
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std::vector<std::string> defines;
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if (shadowsQuality != 0) defines.emplace_back("ENABLE_SHADOWS");
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if (graphics.ssao.get()) defines.emplace_back("ENABLE_SSAO");
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if (gbufferPipeline) defines.emplace_back("ADVANCED_RENDER");
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logger.info() << "recompiling shaders due to settings change";
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for (size_t i = 0; affectedShaders[i]; i++) {
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affectedShaders[i]->recompile(defines);
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}
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}
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static void setup_weather(Shader& shader, const Weather& weather) {
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shader.uniform1f("u_weatherFogOpacity", weather.fogOpacity());
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shader.uniform1f("u_weatherFogDencity", weather.fogDencity());
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@ -282,33 +325,6 @@ void WorldRenderer::renderLines(
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}
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}
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void WorldRenderer::refreshSettings(Shader** shaders) {
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const auto& graphics = engine.getSettings().graphics;
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gbufferPipeline = graphics.advancedRender.get();
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int shadowsQuality = graphics.shadowsQuality.get() * gbufferPipeline;
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shadowMapping->setQuality(shadowsQuality);
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CompileTimeShaderSettings currentSettings {
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gbufferPipeline,
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shadowsQuality != 0,
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graphics.ssao.get() && gbufferPipeline};
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if (prevCTShaderSettings.advancedRender != currentSettings.advancedRender ||
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prevCTShaderSettings.shadows != currentSettings.shadows ||
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prevCTShaderSettings.ssao != currentSettings.ssao) {
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std::vector<std::string> defines;
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if (currentSettings.shadows) defines.emplace_back("ENABLE_SHADOWS");
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if (currentSettings.ssao) defines.emplace_back("ENABLE_SSAO");
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if (currentSettings.advancedRender)
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defines.emplace_back("ADVANCED_RENDER");
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for (size_t i = 0; shaders[i]; i++) {
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shaders[i]->recompile(defines);
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}
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prevCTShaderSettings = currentSettings;
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}
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}
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void WorldRenderer::update(const Camera& camera, float delta) {
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timer += delta;
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weather.update(delta);
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@ -327,28 +343,12 @@ void WorldRenderer::renderFrame(
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const auto& vp = pctx.getViewport();
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camera.setAspectRatio(vp.x / static_cast<float>(vp.y));
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auto& mainShader = assets.require<Shader>("main");
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auto& entityShader = assets.require<Shader>("entity");
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auto& cloudsShader = assets.require<Shader>("clouds");
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auto& translucentShader = assets.require<Shader>("translucent");
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auto& deferredShader =
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assets.require<PostEffect>("deferred_lighting").getShader();
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const auto& settings = engine.getSettings();
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Shader* affectedShaders[] {
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&mainShader,
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&entityShader,
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&cloudsShader,
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&translucentShader,
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&deferredShader,
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nullptr};
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refreshSettings(affectedShaders);
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if (dirtyShaders) {
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refreshSettings();
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dirtyShaders = false;
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}
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const auto& worldInfo = world->getInfo();
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float clouds = weather.clouds();
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clouds = glm::max(worldInfo.fog, clouds);
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float mie = 1.0f + glm::max(worldInfo.fog, clouds * 0.5f) * 2.0f;
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@ -371,6 +371,7 @@ void WorldRenderer::renderFrame(
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setupWorldShader(shader, shadowCamera, engine.getSettings(), 0.0f);
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chunksRenderer->drawShadowsPass(shadowCamera, shader, camera);
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});
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const auto& settings = engine.getSettings();
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{
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DrawContext wctx = pctx.sub();
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postProcessing.use(wctx, gbufferPipeline);
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@ -388,10 +389,13 @@ void WorldRenderer::renderFrame(
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}
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float fogFactor = calcFogFactor();
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if (gbufferPipeline) {
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auto& deferredShader =
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assets.require<PostEffect>("deferred_lighting").getShader();
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deferredShader.use();
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setupWorldShader(deferredShader, camera, settings, fogFactor);
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postProcessing.renderDeferredShading(pctx, assets, timer, camera);
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}
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auto& entityShader = assets.require<Shader>("entity");
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{
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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@ -423,6 +427,7 @@ void WorldRenderer::renderFrame(
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wctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
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// Translucent blocks
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{
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auto& translucentShader = assets.require<Shader>("translucent");
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auto sctx = wctx.sub();
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sctx.setCullFace(true);
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translucentShader.use();
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