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https://github.com/MihailRis/voxelcore.git
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619 lines
20 KiB
C++
619 lines
20 KiB
C++
#include "WorldRenderer.hpp"
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#include "animation/rigging.hpp"
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#include "BlockWrapsRenderer.hpp"
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#include "ChunksRenderer.hpp"
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#include "CloudsRenderer.hpp"
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#include "DebugLinesRenderer.hpp"
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#include "Emitter.hpp"
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#include "HandsRenderer.hpp"
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#include "ModelBatch.hpp"
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#include "NamedSkeletons.hpp"
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#include "ParticlesRenderer.hpp"
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#include "PrecipitationRenderer.hpp"
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#include "Skybox.hpp"
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#include "TextNote.hpp"
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#include "TextsRenderer.hpp"
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#include "assets/Assets.hpp"
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#include "assets/assets_util.hpp"
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#include "coders/GLSLExtension.hpp"
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#include "content/Content.hpp"
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#include "engine/Engine.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "frontend/LevelFrontend.hpp"
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#include "graphics/commons/Model.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "graphics/core/Batch3D.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/Font.hpp"
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#include "graphics/core/Framebuffer.hpp"
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#include "graphics/core/GBuffer.hpp"
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#include "graphics/core/LineBatch.hpp"
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#include "graphics/core/Mesh.hpp"
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#include "graphics/core/PostProcessing.hpp"
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#include "graphics/core/Shader.hpp"
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#include "graphics/core/Shadows.hpp"
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#include "graphics/core/Cubemap.hpp"
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#include "graphics/core/Texture.hpp"
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#include "items/Inventory.hpp"
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#include "items/ItemDef.hpp"
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#include "items/ItemStack.hpp"
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#include "logic/PlayerController.hpp"
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#include "maths/FrustumCulling.hpp"
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#include "maths/voxmaths.hpp"
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#include "objects/Entities.hpp"
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#include "objects/Player.hpp"
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#include "settings.hpp"
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#include "voxels/Block.hpp"
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#include "voxels/Chunk.hpp"
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#include "voxels/Chunks.hpp"
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#include "voxels/Pathfinding.hpp"
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#include "window/Window.hpp"
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#include "world/Level.hpp"
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#include "world/LevelEvents.hpp"
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#include "world/Weather.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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#include <glm/ext.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <memory>
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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& dirtySettings
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) {
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return setting.observe([&dirtySettings](auto const&) {
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dirtySettings = 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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: engine(engine),
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level(frontend.getLevel()),
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player(player),
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assets(*engine.getAssets()),
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weather(frontend.getWeather()),
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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batch3d(std::make_unique<Batch3D>(BATCH3D_CAPACITY)),
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modelBatch(std::make_unique<ModelBatch>(
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MODEL_BATCH_CAPACITY, assets, *player.chunks, engine.getSettings()
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)),
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chunksRenderer(std::make_unique<ChunksRenderer>(
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level,
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*player.chunks,
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assets,
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*frustumCulling,
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frontend.getContentGfxCache(),
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engine.getSettings()
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)),
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precipitation(std::make_unique<PrecipitationRenderer>(
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assets, level, *player.chunks, &engine.getSettings().graphics
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)),
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particles(std::make_unique<ParticlesRenderer>(
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assets, level, *player.chunks, engine.getSettings().graphics
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)),
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texts(std::make_unique<TextsRenderer>(
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level, *batch3d, assets, *frustumCulling
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)),
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blockWraps(std::make_unique<BlockWrapsRenderer>(
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assets, level.content, *player.chunks
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)) {
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auto& settings = engine.getSettings();
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level.events->listen(
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LevelEventType::CHUNK_HIDDEN,
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[this](LevelEventType, Chunk* chunk) { chunksRenderer->unload(chunk); }
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);
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skybox = std::make_unique<Skybox>(
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settings.graphics.skyboxResolution.get(), assets
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);
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const auto& content = level.content;
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skeletons = std::make_unique<NamedSkeletons>();
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const auto& skeletonConfig = assets.require<rigging::SkeletonConfig>(
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content.getDefaults()["hand-skeleton"].asString()
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);
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hands = std::make_unique<HandsRenderer>(
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assets,
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*modelBatch,
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skeletons->createSkeleton("hand", skeletonConfig.shared_from_this())
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);
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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.enableFog, dirtySettings));
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keepAlive(observe_setting(settings.graphics.advancedRender, dirtySettings));
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keepAlive(observe_setting(settings.graphics.shadowsQuality, dirtySettings));
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keepAlive(observe_setting(settings.graphics.ssao, dirtySettings));
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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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bool enableFog = graphics.enableFog.get();
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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 (enableFog) defines.emplace_back("ENABLE_FOG");
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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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shader.uniform1f("u_weatherFogCurve", weather.fogCurve());
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shader.uniform3f("u_minSkyLight", weather.minSkyLight());
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}
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static void setup_camera(Shader& shader, const Camera& camera) {
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shader.uniformMatrix("u_model", glm::mat4(1.0f));
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shader.uniformMatrix("u_proj", camera.getProjection());
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shader.uniformMatrix("u_view", camera.getView());
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shader.uniform3f("u_cameraPos", camera.position);
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}
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void WorldRenderer::setupWorldShader(
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Shader& shader,
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const Camera& camera,
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const EngineSettings& settings,
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float fogFactor
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) {
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shader.use();
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setup_camera(shader, camera);
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setup_weather(shader, weather);
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shadowMapping->setup(shader, weather);
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shader.uniform1f("u_timer", timer);
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shader.uniform1f("u_gamma", settings.graphics.gamma.get());
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shader.uniform1f("u_fogFactor", fogFactor);
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shader.uniform1f("u_fogCurve", settings.graphics.fogCurve.get());
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shader.uniform1i("u_debugLights", lightsDebug);
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shader.uniform1i("u_debugNormals", false);
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shader.uniform1f("u_dayTime", level.getWorld().getInfo().daytime);
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shader.uniform2f("u_lightDir", skybox->getLightDir());
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shader.uniform1i("u_skybox", advanced_pipeline::TARGET_SKYBOX);
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auto indices = level.content.getIndices();
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// Light emission when an emissive item is chosen
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{
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auto inventory = player.getInventory();
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ItemStack& stack = inventory->getSlot(player.getChosenSlot());
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auto& item = indices->items.require(stack.getItemId());
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float multiplier = 0.75f;
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shader.uniform3f(
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"u_torchlightColor",
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item.emission[0] / 15.0f * multiplier,
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item.emission[1] / 15.0f * multiplier,
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item.emission[2] / 15.0f * multiplier
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);
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shader.uniform1f("u_torchlightDistance", 8.0f);
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}
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}
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float WorldRenderer::calcFogFactor() const {
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const auto& settings = engine.getSettings();
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return 15.0f / static_cast<float>(settings.chunks.loadDistance.get() - 2);
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}
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void WorldRenderer::renderOpaque(
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const DrawContext& ctx,
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const Camera& camera,
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const EngineSettings& settings,
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bool hudVisible
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) {
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float fogFactor = calcFogFactor();
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auto& entityShader = assets.require<Shader>("entity");
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setupWorldShader(entityShader, camera, settings, fogFactor);
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bool culling = engine.getSettings().graphics.frustumCulling.get();
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if (culling) {
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frustumCulling->update(camera.getProjView());
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}
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entityShader.uniform1i("u_alphaClip", true);
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entityShader.uniform1i("u_dithering", 1);
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entityShader.uniform1f("u_opacity", 1.0f);
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level.entities->render(
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assets,
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*modelBatch,
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culling ? frustumCulling.get() : nullptr,
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player.currentCamera.get() == player.fpCamera.get() ? player.getEntity()
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: 0
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);
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modelBatch->render();
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particles->render(camera);
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auto& mainShader = assets.require<Shader>("main");
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auto& cloudsShader = assets.require<Shader>("clouds");
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setupWorldShader(mainShader, camera, settings, fogFactor);
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chunksRenderer->drawChunks(camera, mainShader);
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blockWraps->draw(ctx);
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if (level.environment.sky.clouds) {
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int cloudsQuality = settings.graphics.cloudsQuality.get();
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if (cloudsQuality > 0) {
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setupWorldShader(cloudsShader, camera, settings, fogFactor);
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cloudsRenderer->draw(
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cloudsShader, weather, timer, fogFactor, camera, cloudsQuality
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);
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}
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}
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if (hudVisible) {
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auto& linesShader = assets.require<Shader>("lines");
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renderInWorldLines(camera, linesShader, ctx);
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}
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}
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void WorldRenderer::renderBlockSelection() {
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const auto& selection = player.selection;
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auto indices = level.content.getIndices();
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blockid_t id = selection.vox.id;
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auto& block = indices->blocks.require(id);
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const glm::ivec3 pos = player.selection.position;
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const glm::vec3 point = selection.hitPosition;
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const glm::vec3 norm = selection.normal;
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const std::vector<AABB>& hitboxes =
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block.rotatable ? block.rt.hitboxes[selection.vox.state.rotation]
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: block.hitboxes;
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox : hitboxes) {
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const glm::vec3 center = glm::vec3(pos) + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(
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center, size + glm::vec3(0.01), glm::vec4(0.f, 0.f, 0.f, 1.0f)
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);
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if (debug) {
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lineBatch->line(
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point, point + norm * 0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f)
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);
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}
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}
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lineBatch->flush();
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}
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void WorldRenderer::renderInWorldLines(
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const Camera& camera, Shader& linesShader, const DrawContext& pctx
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) {
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linesShader.use();
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linesShader.uniformMatrix("u_projview", camera.getProjView());
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if (player.selection.vox.id != BLOCK_VOID) {
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renderBlockSelection();
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}
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if (debug && showEntitiesDebug) {
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auto ctx = pctx.sub(lineBatch.get());
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bool culling = engine.getSettings().graphics.frustumCulling.get();
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level.entities->renderDebug(
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*lineBatch, culling ? frustumCulling.get() : nullptr, ctx,
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player.currentCamera.get() == player.fpCamera.get() ? player.getEntity() : 0
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);
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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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chunksRenderer->update();
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weather.update(delta);
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precipitation->update(delta);
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particles->update(camera, delta);
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}
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void WorldRenderer::renderFrameClassic(
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const DrawContext& pctx,
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Camera& camera,
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bool hudVisible,
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PostProcessing& postProcessing
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) {
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const auto& settings = engine.getSettings();
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const auto& worldInfo = level.getWorld().getInfo();
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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
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ctx.setFramebuffer(postProcessing.getFramebuffer());
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skybox->draw(
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level.environment, ctx, camera, worldInfo.daytime, weather.clouds()
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);
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texts->render(ctx, camera, settings, hudVisible, false);
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if (debug && hudVisible) {
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renderDebugLines(ctx, camera);
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}
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DrawContext wctx = ctx.sub();
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wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
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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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const auto& settings = engine.getSettings();
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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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setupWorldShader(translucentShader, camera, settings, calcFogFactor());
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chunksRenderer->drawSortedMeshes(camera, translucentShader);
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}
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renderWeatherEffects(camera);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void WorldRenderer::renderFrameAdvanced(
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const DrawContext& pctx,
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Camera& camera,
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bool hudVisible,
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PostProcessing& postProcessing
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) {
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const auto& settings = engine.getSettings();
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const auto& worldInfo = level.getWorld().getInfo();
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float fogFactor = calcFogFactor();
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shadowMapping->refresh(camera, pctx, [this, &camera](Camera& shadowCamera) {
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auto& shader = assets.require<Shader>("shadows");
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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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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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DrawContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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ctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
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postProcessing.bindDepthBuffer();
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skybox->draw(
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level.environment, ctx, camera, worldInfo.daytime, weather.clouds()
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);
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texts->render(ctx, camera, settings, hudVisible, false);
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if (debug && hudVisible) {
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renderDebugLines(ctx, camera);
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}
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DrawContext wctx = ctx.sub();
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wctx.useTexture(advanced_pipeline::TARGET_SKYBOX, skybox->getCubemap());
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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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const auto& settings = engine.getSettings();
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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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setupWorldShader(translucentShader, camera, settings, fogFactor);
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chunksRenderer->drawSortedMeshes(camera, translucentShader);
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}
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renderWeatherEffects(camera);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void WorldRenderer::renderFrame(
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const DrawContext& pctx,
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Camera& camera,
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bool hudVisible,
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PostProcessing& postProcessing
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) {
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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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if (dirtySettings) {
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refreshSettings();
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dirtySettings = false;
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}
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const auto& worldInfo = level.getWorld().getInfo();
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float clouds = weather.clouds();
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float random = rand() / static_cast<float>(RAND_MAX);
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skybox->refresh(
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level.environment,
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pctx,
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worldInfo.daytime,
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1.0f + clouds,
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weather.skyTint(),
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weather.highlight * random,
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4
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);
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renderOpaquePass(pctx, camera, hudVisible, postProcessing);
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if (gbufferPipeline) {
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renderFrameAdvanced(pctx, camera, hudVisible, postProcessing);
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} else {
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renderFrameClassic(pctx, camera, hudVisible, postProcessing);
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}
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postProcessing.render(pctx, assets, timer, camera);
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if (player.currentCamera == player.fpCamera) {
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renderHandsPass(pctx, camera);
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}
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{
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auto bctx = pctx.sub();
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bctx.useTexture(advanced_pipeline::TARGET_COLOR, nullptr);
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renderBlockOverlay(pctx);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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|
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void WorldRenderer::renderOpaquePass(
|
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const DrawContext& pctx,
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Camera& camera,
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bool hudVisible,
|
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PostProcessing& postProcessing
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) {
|
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const auto& settings = engine.getSettings();
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DrawContext wctx = pctx.sub();
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|
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.uniform1i("u_dithering", 0);
|
|
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) {
|
|
int x = std::floor(player.currentCamera->position.x);
|
|
int y = std::floor(player.currentCamera->position.y);
|
|
int z = std::floor(player.currentCamera->position.z);
|
|
auto block = player.chunks->get(x, y, z);
|
|
|
|
if (block == nullptr || block->id == BLOCK_AIR || block->id == BLOCK_VOID) {
|
|
return;
|
|
}
|
|
const auto& def = level.content.getIndices()->blocks.require(block->id);
|
|
if (def.overlayTexture.empty()) {
|
|
return;
|
|
}
|
|
auto textureRegion =
|
|
util::get_texture_region(assets, def.overlayTexture, "blocks:notfound");
|
|
DrawContext ctx = wctx.sub();
|
|
ctx.setDepthTest(false);
|
|
ctx.setCullFace(false);
|
|
|
|
auto& shader = assets.require<Shader>("ui3d");
|
|
shader.use();
|
|
batch3d->begin();
|
|
shader.uniformMatrix("u_projview", glm::mat4(1.0f));
|
|
shader.uniformMatrix("u_apply", glm::mat4(1.0f));
|
|
auto light = player.chunks->getLight(x, y, z);
|
|
float s = Lightmap::extract(light, 3) / 15.0f;
|
|
glm::vec4 tint(
|
|
glm::min(1.0f, Lightmap::extract(light, 0) / 15.0f + s),
|
|
glm::min(1.0f, Lightmap::extract(light, 1) / 15.0f + s),
|
|
glm::min(1.0f, Lightmap::extract(light, 2) / 15.0f + s),
|
|
1.0f
|
|
);
|
|
batch3d->texture(textureRegion.texture);
|
|
batch3d->sprite(
|
|
glm::vec3(),
|
|
glm::vec3(0, 1, 0),
|
|
glm::vec3(1, 0, 0),
|
|
2,
|
|
2,
|
|
textureRegion.region,
|
|
tint
|
|
);
|
|
batch3d->flush();
|
|
}
|
|
|
|
void WorldRenderer::resetCache() {
|
|
chunksRenderer->clear();
|
|
}
|
|
|
|
void WorldRenderer::setDebug(bool flag) {
|
|
debug = flag;
|
|
}
|
|
|
|
void WorldRenderer::toggleLightsDebug() {
|
|
lightsDebug = !lightsDebug;
|
|
}
|
|
|
|
Weather& WorldRenderer::getWeather() {
|
|
return weather;
|
|
}
|