add 'graphics.dense-render' setting

This commit is contained in:
MihailRis 2024-12-21 08:13:05 +03:00
parent 954724c837
commit dc8f5e7873
12 changed files with 111 additions and 47 deletions

View File

@ -41,4 +41,5 @@ function on_open()
create_setting("graphics.fog-curve", "Fog Curve", 0.1) create_setting("graphics.fog-curve", "Fog Curve", 0.1)
create_setting("graphics.gamma", "Gamma", 0.05, "", "graphics.gamma.tooltip") create_setting("graphics.gamma", "Gamma", 0.05, "", "graphics.gamma.tooltip")
create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip") create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")
end end

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@ -16,6 +16,7 @@ devtools.traceback=Traceback (most recent call first)
# Tooltips # Tooltips
graphics.gamma.tooltip=Lighting brightness curve graphics.gamma.tooltip=Lighting brightness curve
graphics.backlight.tooltip=Backlight to prevent total darkness graphics.backlight.tooltip=Backlight to prevent total darkness
graphics.dense-render.tooltip=Enables transparency in blocks like leaves
# settings # settings
settings.Controls Search Mode=Search by attached button name settings.Controls Search Mode=Search by attached button name

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@ -28,6 +28,7 @@ pack.remove-confirm=Удалить весь поставляемый паком/
# Подсказки # Подсказки
graphics.gamma.tooltip=Кривая яркости освещения graphics.gamma.tooltip=Кривая яркости освещения
graphics.backlight.tooltip=Подсветка, предотвращающая полную темноту graphics.backlight.tooltip=Подсветка, предотвращающая полную темноту
graphics.dense-render.tooltip=Включает прозрачность блоков, таких как листья.
# Меню # Меню
menu.Apply=Применить menu.Apply=Применить
@ -67,6 +68,7 @@ world.delete-confirm=Удалить мир безвозвратно?
# Настройки # Настройки
settings.Ambient=Фон settings.Ambient=Фон
settings.Backlight=Подсветка settings.Backlight=Подсветка
settings.Dense blocks render=Плотный рендер блоков
settings.Camera Shaking=Тряска Камеры settings.Camera Shaking=Тряска Камеры
settings.Camera Inertia=Инерция Камеры settings.Camera Inertia=Инерция Камеры
settings.Camera FOV Effects=Эффекты поля зрения settings.Camera FOV Effects=Эффекты поля зрения

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@ -68,6 +68,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
builder.section("graphics"); builder.section("graphics");
builder.add("fog-curve", &settings.graphics.fogCurve); builder.add("fog-curve", &settings.graphics.fogCurve);
builder.add("backlight", &settings.graphics.backlight); builder.add("backlight", &settings.graphics.backlight);
builder.add("dense-render", &settings.graphics.denseRender);
builder.add("gamma", &settings.graphics.gamma); builder.add("gamma", &settings.graphics.gamma);
builder.add("frustum-culling", &settings.graphics.frustumCulling); builder.add("frustum-culling", &settings.graphics.frustumCulling);
builder.add("skybox-resolution", &settings.graphics.skyboxResolution); builder.add("skybox-resolution", &settings.graphics.skyboxResolution);

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@ -6,53 +6,71 @@
#include "assets/Assets.hpp" #include "assets/Assets.hpp"
#include "content/Content.hpp" #include "content/Content.hpp"
#include "content/ContentPack.hpp" #include "content/ContentPack.hpp"
#include "core_defs.hpp"
#include "graphics/core/Atlas.hpp" #include "graphics/core/Atlas.hpp"
#include "maths/UVRegion.hpp" #include "maths/UVRegion.hpp"
#include "voxels/Block.hpp" #include "voxels/Block.hpp"
#include "core_defs.hpp"
#include "settings.hpp"
ContentGfxCache::ContentGfxCache(const Content* content, const Assets& assets)
: content(content) { ContentGfxCache::ContentGfxCache(
auto indices = content->getIndices(); const Content& content,
const Assets& assets,
const GraphicsSettings& settings
)
: content(content), assets(assets), settings(settings) {
refresh();
}
void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
for (uint side = 0; side < 6; side++) {
std::string tex = def.textureFaces[side];
if (def.culling == CullingMode::OPTIONAL &&
!settings.denseRender.get() && atlas.has(tex + "_opaque")) {
tex = tex + "_opaque";
}
if (atlas.has(tex)) {
sideregions[def.rt.id * 6 + side] = atlas.get(tex);
} else if (atlas.has(TEXTURE_NOTFOUND)) {
sideregions[def.rt.id * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
}
}
if (def.model == BlockModel::custom) {
auto model = assets.require<model::Model>(def.modelName);
// temporary dirty fix tbh
if (def.modelName.find(':') == std::string::npos) {
for (auto& mesh : model.meshes) {
size_t pos = mesh.texture.find(':');
if (pos == std::string::npos) {
continue;
}
if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
for (auto& vertex : mesh.vertices) {
vertex.uv = region->apply(vertex.uv);
}
}
}
}
models[def.rt.id] = std::move(model);
}
}
void ContentGfxCache::refresh() {
auto indices = content.getIndices();
sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6); sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6);
const auto& atlas = assets.require<Atlas>("blocks"); const auto& atlas = assets.require<Atlas>("blocks");
const auto& blocks = indices->blocks.getIterable(); const auto& blocks = indices->blocks.getIterable();
for (blockid_t i = 0; i < blocks.size(); i++) { for (blockid_t i = 0; i < blocks.size(); i++) {
auto def = blocks[i]; auto def = blocks[i];
for (uint side = 0; side < 6; side++) { refresh(*def, atlas);
const std::string& tex = def->textureFaces[side];
if (atlas.has(tex)) {
sideregions[i * 6 + side] = atlas.get(tex);
} else if (atlas.has(TEXTURE_NOTFOUND)) {
sideregions[i * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
}
}
if (def->model == BlockModel::custom) {
auto model = assets.require<model::Model>(def->modelName);
// temporary dirty fix tbh
if (def->modelName.find(':') == std::string::npos) {
for (auto& mesh : model.meshes) {
size_t pos = mesh.texture.find(':');
if (pos == std::string::npos) {
continue;
}
if (auto region = atlas.getIf(mesh.texture.substr(pos+1))) {
for (auto& vertex : mesh.vertices) {
vertex.uv = region->apply(vertex.uv);
}
}
}
}
models[def->rt.id] = std::move(model);
}
} }
} }
ContentGfxCache::~ContentGfxCache() = default; ContentGfxCache::~ContentGfxCache() = default;
const Content* ContentGfxCache::getContent() const { const Content* ContentGfxCache::getContent() const {
return content; return &content;
} }
const model::Model& ContentGfxCache::getModel(blockid_t id) const { const model::Model& ContentGfxCache::getModel(blockid_t id) const {

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@ -10,19 +10,29 @@
class Content; class Content;
class Assets; class Assets;
class Atlas;
struct Block;
struct UVRegion; struct UVRegion;
struct GraphicsSettings;
namespace model { namespace model {
struct Model; struct Model;
} }
class ContentGfxCache { class ContentGfxCache {
const Content* content; const Content& content;
const Assets& assets;
const GraphicsSettings& settings;
// array of block sides uv regions (6 per block) // array of block sides uv regions (6 per block)
std::unique_ptr<UVRegion[]> sideregions; std::unique_ptr<UVRegion[]> sideregions;
std::unordered_map<blockid_t, model::Model> models; std::unordered_map<blockid_t, model::Model> models;
public: public:
ContentGfxCache(const Content* content, const Assets& assets); ContentGfxCache(
const Content& content,
const Assets& assets,
const GraphicsSettings& settings
);
~ContentGfxCache(); ~ContentGfxCache();
inline const UVRegion& getRegion(blockid_t id, int side) const { inline const UVRegion& getRegion(blockid_t id, int side) const {
@ -32,4 +42,8 @@ public:
const model::Model& getModel(blockid_t id) const; const model::Model& getModel(blockid_t id) const;
const Content* getContent() const; const Content* getContent() const;
void refresh(const Block& block, const Atlas& atlas);
void refresh();
}; };

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@ -14,12 +14,17 @@
#include "world/Level.hpp" #include "world/Level.hpp"
LevelFrontend::LevelFrontend( LevelFrontend::LevelFrontend(
Player* currentPlayer, LevelController* controller, Assets& assets Player* currentPlayer,
) : level(*controller->getLevel()), LevelController* controller,
controller(controller), Assets& assets,
assets(assets), const EngineSettings& settings
contentCache(std::make_unique<ContentGfxCache>(level.content, assets)) )
{ : level(*controller->getLevel()),
controller(controller),
assets(assets),
contentCache(std::make_unique<ContentGfxCache>(
*level.content, assets, settings.graphics
)) {
assets.store( assets.store(
BlocksPreview::build( BlocksPreview::build(
*contentCache, assets, *level.content->getIndices() *contentCache, assets, *level.content->getIndices()
@ -98,6 +103,10 @@ const Assets& LevelFrontend::getAssets() const {
return assets; return assets;
} }
ContentGfxCache& LevelFrontend::getContentGfxCache() {
return *contentCache;
}
const ContentGfxCache& LevelFrontend::getContentGfxCache() const { const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
return *contentCache; return *contentCache;
} }

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@ -7,6 +7,7 @@ class Assets;
class Player; class Player;
class ContentGfxCache; class ContentGfxCache;
class LevelController; class LevelController;
struct EngineSettings;
class LevelFrontend { class LevelFrontend {
Level& level; Level& level;
@ -14,12 +15,18 @@ class LevelFrontend {
const Assets& assets; const Assets& assets;
std::unique_ptr<ContentGfxCache> contentCache; std::unique_ptr<ContentGfxCache> contentCache;
public: public:
LevelFrontend(Player* currentPlayer, LevelController* controller, Assets& assets); LevelFrontend(
Player* currentPlayer,
LevelController* controller,
Assets& assets,
const EngineSettings& settings
);
~LevelFrontend(); ~LevelFrontend();
Level& getLevel(); Level& getLevel();
const Level& getLevel() const; const Level& getLevel() const;
const Assets& getAssets() const; const Assets& getAssets() const;
const ContentGfxCache& getContentGfxCache() const; const ContentGfxCache& getContentGfxCache() const;
ContentGfxCache& getContentGfxCache();
LevelController* getController() const; LevelController* getController() const;
}; };

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@ -17,6 +17,7 @@
#include "graphics/render/Decorator.hpp" #include "graphics/render/Decorator.hpp"
#include "graphics/ui/elements/Menu.hpp" #include "graphics/ui/elements/Menu.hpp"
#include "graphics/ui/GUI.hpp" #include "graphics/ui/GUI.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "logic/LevelController.hpp" #include "logic/LevelController.hpp"
#include "logic/scripting/scripting_hud.hpp" #include "logic/scripting/scripting_hud.hpp"
#include "util/stringutil.hpp" #include "util/stringutil.hpp"
@ -42,7 +43,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
controller = std::make_unique<LevelController>(engine, std::move(levelPtr)); controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
frontend = std::make_unique<LevelFrontend>( frontend = std::make_unique<LevelFrontend>(
controller->getPlayer(), controller.get(), assets controller->getPlayer(), controller.get(), assets, settings
); );
worldRenderer = std::make_unique<WorldRenderer>( worldRenderer = std::make_unique<WorldRenderer>(
engine, *frontend, controller->getPlayer() engine, *frontend, controller->getPlayer()
@ -57,6 +58,11 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
controller->getLevel()->chunks->saveAndClear(); controller->getLevel()->chunks->saveAndClear();
worldRenderer->clear(); worldRenderer->clear();
})); }));
keepAlive(settings.graphics.denseRender.observe([=](bool) {
controller->getLevel()->chunks->saveAndClear();
worldRenderer->clear();
frontend->getContentGfxCache().refresh();
}));
keepAlive(settings.camera.fov.observe([=](double value) { keepAlive(settings.camera.fov.observe([=](double value) {
controller->getPlayer()->fpCamera->setFov(glm::radians(value)); controller->getPlayer()->fpCamera->setFov(glm::radians(value));
})); }));

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@ -8,9 +8,6 @@
#include "voxels/Chunks.hpp" #include "voxels/Chunks.hpp"
#include "lighting/Lightmap.hpp" #include "lighting/Lightmap.hpp"
#include "frontend/ContentGfxCache.hpp" #include "frontend/ContentGfxCache.hpp"
#include "settings.hpp"
#include <glm/glm.hpp>
const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f); const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);

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@ -13,6 +13,7 @@
#include "graphics/core/MeshData.hpp" #include "graphics/core/MeshData.hpp"
#include "maths/util.hpp" #include "maths/util.hpp"
#include "commons.hpp" #include "commons.hpp"
#include "settings.hpp"
class Content; class Content;
class Mesh; class Mesh;
@ -22,7 +23,6 @@ class Chunks;
class VoxelsVolume; class VoxelsVolume;
class Chunks; class Chunks;
class ContentGfxCache; class ContentGfxCache;
struct EngineSettings;
struct UVRegion; struct UVRegion;
class BlocksRenderer { class BlocksRenderer {
@ -129,8 +129,10 @@ class BlocksRenderer {
if (((block.drawGroup != def.drawGroup) && block.drawGroup) || !block.rt.solid) { if (((block.drawGroup != def.drawGroup) && block.drawGroup) || !block.rt.solid) {
return true; return true;
} }
if (def.culling == CullingMode::DISABLED || if ((def.culling == CullingMode::DISABLED ||
(def.culling == CullingMode::OPTIONAL && id == def.rt.id)) { (def.culling == CullingMode::OPTIONAL &&
settings.graphics.denseRender.get())) &&
id == def.rt.id) {
return true; return true;
} }
return !id; return !id;

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@ -63,16 +63,22 @@ struct GraphicsSettings {
NumberSetting gamma {1.0f, 0.4f, 1.0f}; NumberSetting gamma {1.0f, 0.4f, 1.0f};
/// @brief Enable blocks backlight to prevent complete darkness /// @brief Enable blocks backlight to prevent complete darkness
FlagSetting backlight {true}; FlagSetting backlight {true};
/// @brief Disable culling with 'optional' mode
FlagSetting denseRender {true};
/// @brief Enable chunks frustum culling /// @brief Enable chunks frustum culling
FlagSetting frustumCulling {true}; FlagSetting frustumCulling {true};
/// @brief Skybox texture face resolution
IntegerSetting skyboxResolution {64 + 32, 64, 128}; IntegerSetting skyboxResolution {64 + 32, 64, 128};
/// @brief Chunk renderer vertices buffer capacity
IntegerSetting chunkMaxVertices {200'000, 0, 4'000'000}; IntegerSetting chunkMaxVertices {200'000, 0, 4'000'000};
/// @brief Limit of chunk renderers count
IntegerSetting chunkMaxRenderers {6, -4, 32}; IntegerSetting chunkMaxRenderers {6, -4, 32};
}; };
struct DebugSettings { struct DebugSettings {
/// @brief Turns off chunks saving/loading /// @brief Turns off chunks saving/loading
FlagSetting generatorTestMode {false}; FlagSetting generatorTestMode {false};
/// @brief Write lights cache
FlagSetting doWriteLights {true}; FlagSetting doWriteLights {true};
}; };