voxelcore/src/graphics/render/WorldRenderer.hpp
2025-12-21 01:29:35 +03:00

129 lines
3 KiB
C++

#pragma once
#include <vector>
#include <memory>
#include <algorithm>
#include <string>
#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 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<Frustum> frustumCulling;
std::unique_ptr<LineBatch> lineBatch;
std::unique_ptr<Batch3D> batch3d;
std::unique_ptr<ModelBatch> modelBatch;
std::unique_ptr<ChunksRenderer> chunksRenderer;
std::unique_ptr<HandsRenderer> hands;
std::unique_ptr<Skybox> skybox;
std::unique_ptr<Shadows> shadowMapping;
std::unique_ptr<DebugLinesRenderer> 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<ParticlesRenderer> particles;
std::unique_ptr<TextsRenderer> texts;
std::unique_ptr<BlockWrapsRenderer> blockWraps;
std::unique_ptr<PrecipitationRenderer> precipitation;
std::unique_ptr<NamedSkeletons> skeletons;
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();
};