WorldRenderer and HudRenderer classes

This commit is contained in:
MihailRis 2022-10-01 15:59:57 +03:00
parent 5955c74208
commit d3f29f8ace
8 changed files with 43 additions and 216 deletions

1
.gitignore vendored
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@ -11,3 +11,4 @@ world
.cproject
.project
.git
/Default/

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@ -6,16 +6,22 @@
CPP_SRCS += \
../src/Assets.cpp \
../src/player_control.cpp \
../src/hud_render.cpp \
../src/world_render.cpp \
../src/voxel_engine.cpp
OBJS += \
./src/Assets.o \
./src/player_control.o \
../src/hud_render.o \
../src/world_render.o \
./src/voxel_engine.o
CPP_DEPS += \
./src/Assets.d \
./src/player_control.d \
../src/hud_render.d \
../src/world_render.d \
./src/voxel_engine.d

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@ -83,7 +83,7 @@ void setup_definitions() {
block->skyLightPassing = true;
block->obstacle = false;
block->selectable = false;
block->type = 0;
block->model = 0;
Block::blocks[block->id] = block;
// DIRT 1
@ -150,7 +150,7 @@ void setup_definitions() {
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->type = 2;
block->model = 2;
Block::blocks[block->id] = block;
// FLOWER 13
@ -158,7 +158,7 @@ void setup_definitions() {
block->drawGroup = 5;
block->lightPassing = true;
block->obstacle = false;
block->type = 2;
block->model = 2;
Block::blocks[block->id] = block;
}
#endif // DECLARATIONS_H

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@ -300,7 +300,7 @@ inline void _renderXBlock(std::vector<float>& buffer, int x, int y, int z, const
float xs = (float)(char)rand / 512;
float zs = (float)(char)(rand >> 8) / 512;
if (block->type != 2){
if (block->model != 2){
return;
}

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@ -179,9 +179,9 @@ void update_interaction(Level* level, LineBatch* lineBatch){
vec3 iend;
voxel* vox = chunks->rayCast(camera->position, camera->front, 10.0f, end, norm, iend);
if (vox != nullptr){
if (Block::blocks[vox->id]->type == 1){
if (Block::blocks[vox->id]->model == 1){
lineBatch->box(iend.x+0.5f, iend.y+0.5f, iend.z+0.5f, 1.005f,1.005f,1.005f, 0,0,0,0.5f);
} else if (Block::blocks[vox->id]->type == 2){
} else if (Block::blocks[vox->id]->model == 2){
lineBatch->box(iend.x+0.4f, iend.y+0.3f, iend.z+0.4f, 0.805f,0.805f,0.805f, 0,0,0,0.5f);
}

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@ -51,6 +51,7 @@ using namespace glm;
#include "declarations.h"
#include "world_render.h"
#include "hud_render.h"
#include "player_control.h"
@ -77,7 +78,7 @@ void write_world(World* world, Level* level){
world->wfile->writePlayer(level->player);
}
void update_level(World* world, Level* level, vec3 position, float delta, long frame){
void update_level(World* world, Level* level, vec3 position, float delta, long frame, VoxelRenderer* renderer, LineBatch* lineBatch){
update_controls(level->physics, level->chunks, level->player, delta);
update_interaction(level, lineBatch);
@ -134,7 +135,8 @@ int main() {
Level* level = load_level(world, player);
std::cout << "-- preparing systems" << std::endl;
init_renderer();
HudRenderer hud;
WorldRenderer worldRenderer(level);
float lastTime = glfwGetTime();
float delta = 0.0f;
@ -159,9 +161,9 @@ int main() {
devdata = !devdata;
}
update_level(world, level, camera->position, delta, frame);
draw_world(world, level, camera, assets, occlusion);
draw_hud(world, level, assets, devdata, fps);
update_level(world, level, camera->position, delta, frame, worldRenderer.renderer, worldRenderer.lineBatch);
worldRenderer.draw(world, camera, assets, occlusion);
hud.draw(world, level, assets, devdata, fps);
Window::swapBuffers();
Events::pullEvents();
@ -172,7 +174,6 @@ int main() {
std::cout << "-- shutting down" << std::endl;
delete assets;
finalize_renderer();
Audio::finalize();
Events::finalize();
Window::terminate();

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@ -1,6 +1,9 @@
#ifndef VOXELS_BLOCK_H_
#define VOXELS_BLOCK_H_
#define BLOCK_MODEL_CUBE 1
#define BLOCK_MODEL_GRASS 2
class Block {
public:
static Block* blocks[256];
@ -15,7 +18,7 @@ public:
bool obstacle = true;
bool selectable = true;
bool breakable = true;
unsigned char type = 1;
unsigned char model = 1;
Block(unsigned int id, int texture);
};

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@ -13,214 +13,30 @@
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "window/Window.h"
#include "window/Camera.h"
#include "graphics/Mesh.h"
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/LineBatch.h"
#include "graphics/Batch3D.h"
#include "voxels/Chunks.h"
#include "voxels/Chunk.h"
class World;
class Level;
class Camera;
class Assets;
class LineBatch;
class Batch3D;
class VoxelRenderer;
class Shader;
float _camera_cx;
float _camera_cz;
Chunks* _chunks;
Mesh *crosshair;
class WorldRenderer {
Batch3D *batch3d;
Level* level;
float vertices[] = {
// x y
-0.01f,-0.01f,
0.01f, 0.01f,
void drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
public:
VoxelRenderer *renderer;
LineBatch *lineBatch;
-0.01f, 0.01f,
0.01f,-0.01f,
WorldRenderer(Level* level);
~WorldRenderer();
void draw(World* world, Camera* camera, Assets* assets, bool occlusion);
};
int attrs[] = {
2, 0 //null terminator
};
int uiscale = 1;
LineBatch *lineBatch;
Batch2D *batch;
Batch3D *batch3d;
Camera *uicamera;
VoxelRenderer *renderer;
void init_renderer(){
crosshair = new Mesh(vertices, 4, attrs);
lineBatch = new LineBatch(4096);
batch = new Batch2D(1024);
batch3d = new Batch3D(1024);
uicamera = new Camera(glm::vec3(), Window::height / uiscale);
uicamera->perspective = false;
uicamera->flipped = true;
renderer = new VoxelRenderer();
}
void finalize_renderer(){
delete crosshair;
delete lineBatch;
delete batch;
delete renderer;
}
void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
Chunk* chunk = _chunks->chunks[index];
Mesh* mesh = _chunks->meshes[index];
if (mesh == nullptr)
return;
// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
if (occlusion){
const float cameraX = camera->position.x;
const float cameraZ = camera->position.z;
const float camDirX = camera->dir.x;
const float camDirZ = camera->dir.z;
bool unoccluded = false;
do {
if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
} while (false);
if (!unoccluded)
return;
}
mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
shader->uniformMatrix("u_model", model);
mesh->draw(GL_TRIANGLES);
}
bool chunks_comparator(size_t i, size_t j) {
Chunk* a = _chunks->chunks[i];
Chunk* b = _chunks->chunks[j];
return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz)
>
(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
}
void draw_hud(World* world, Level* level, Assets* assets, bool devdata, int fps){
Chunks* chunks = level->chunks;
Player* player = level->player;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
// draw debug info
Font* font = assets->getFont("normal");
batch->begin();
if (devdata){
font->draw(batch, L"chunks: "+std::to_wstring(chunks->chunksCount), 16, 16, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.x), 10, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.y), 50, 30, STYLE_OUTLINE);
font->draw(batch, std::to_wstring((int)player->camera->position.z), 90, 30, STYLE_OUTLINE);
font->draw(batch, L"fps:", 16, 42, STYLE_OUTLINE);
font->draw(batch, std::to_wstring(fps), 40, 42, STYLE_OUTLINE);
}
batch->render();
// choosen block preview
Texture* blocks = assets->getTexture("block");
Texture* sprite = assets->getTexture("sprite");
batch->texture(sprite);
batch->sprite(16, 640, 64, 64, 16, 0, vec4(1.0f));
batch->texture(blocks);
Block* cblock = Block::blocks[player->choosenBlock];
if (cblock->type == 1){
batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
} else if (cblock->type == 2){
batch->sprite(24, 648, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
}
batch->render();
}
void draw_world(World* world, Level* level, Camera* camera, Assets* assets, bool occlusion){
Chunks* chunks = level->chunks;
glClearColor(0.7f,0.81f,1.0f,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
_chunks = chunks;
Texture* texture = assets->getTexture("block");
Shader* shader = assets->getShader("main");
Shader* crosshairShader = assets->getShader("crosshair");
Shader* linesShader = assets->getShader("lines");
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", 1.6f);
shader->uniform3f("u_skyLightColor", 2.2f,2.2f,2.2f);
shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
texture->bind();
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
if (chunks->meshes[i] != nullptr)
indices.push_back(i);
}
float px = camera->position.x / (float)CHUNK_W;
float pz = camera->position.z / (float)CHUNK_D;
_camera_cx = px;
_camera_cz = pz;
std::sort(indices.begin(), indices.end(), chunks_comparator);
for (size_t i = 0; i < indices.size(); i++){
draw_chunk(indices[i], camera, shader, occlusion);
}
shader->uniformMatrix("u_model", mat4(1.0f));
batch3d->begin();
// draw 3D stuff here
batch3d->render();
crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
crosshair->draw(GL_LINES);
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
glLineWidth(2.0f);
lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x+0.01f, camera->position.y-0.1f, camera->position.z, 1, 0, 0, 1);
lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f, camera->position.z+0.01f, 0, 0, 1, 1);
lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f+0.01f, camera->position.z, 0, 1, 0, 1);
lineBatch->render();
}
#endif // WORLD_RENDERER_CPP