#pragma once #include #include #include #include #include "typedefs.hpp" #include "presets/WeatherPreset.hpp" #include "world/Weather.hpp" #include "window/Camera.hpp" class Level; class Player; class Camera; class Batch3D; class LineBatch; class ChunksRenderer; class ParticlesRenderer; class BlockWrapsRenderer; class PrecipitationRenderer; class HandsRenderer; class NamedSkeletons; class LinesRenderer; class TextsRenderer; class Shader; class Frustum; class Engine; class LevelFrontend; class Skybox; class PostProcessing; class DrawContext; class ModelBatch; class Assets; class Shadows; class GBuffer; class DebugLinesRenderer; struct EngineSettings; struct CompileTimeShaderSettings { bool advancedRender = false; bool shadows = false; bool ssao = false; }; class WorldRenderer { Engine& engine; const Level& level; Player& player; const Assets& assets; std::unique_ptr frustumCulling; std::unique_ptr lineBatch; std::unique_ptr batch3d; std::unique_ptr modelBatch; std::unique_ptr chunksRenderer; std::unique_ptr hands; std::unique_ptr skybox; std::unique_ptr shadowMapping; std::unique_ptr debugLines; Weather weather {}; float timer = 0.0f; bool debug = false; bool lightsDebug = false; bool gbufferPipeline = false; CompileTimeShaderSettings prevCTShaderSettings {}; /// @brief Render block selection lines void renderBlockSelection(); /// @brief Render lines (selection and debug) /// @param camera active camera /// @param linesShader shader used void renderLines( const Camera& camera, Shader& linesShader, const DrawContext& pctx ); void renderBlockOverlay(const DrawContext& context); void setupWorldShader( Shader& shader, const Camera& camera, const EngineSettings& settings, float fogFactor ); /// @brief Render opaque pass /// @param context graphics context /// @param camera active camera /// @param settings engine settings void renderOpaque( const DrawContext& context, const Camera& camera, const EngineSettings& settings, float delta, bool pause, bool hudVisible ); public: std::unique_ptr particles; std::unique_ptr texts; std::unique_ptr blockWraps; std::unique_ptr precipitation; std::unique_ptr skeletons; std::unique_ptr lines; static bool showChunkBorders; static bool showEntitiesDebug; WorldRenderer(Engine& engine, LevelFrontend& frontend, Player& player); ~WorldRenderer(); void renderFrame( const DrawContext& context, Camera& camera, bool hudVisible, bool pause, float delta, PostProcessing& postProcessing ); void clear(); void setDebug(bool flag); void toggleLightsDebug(); Weather& getWeather(); };