add 'graphics.dense-render' setting
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@ -41,4 +41,5 @@ function on_open()
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create_setting("graphics.fog-curve", "Fog Curve", 0.1)
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create_setting("graphics.gamma", "Gamma", 0.05, "", "graphics.gamma.tooltip")
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create_checkbox("graphics.backlight", "Backlight", "graphics.backlight.tooltip")
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create_checkbox("graphics.dense-render", "Dense blocks render", "graphics.dense-render.tooltip")
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end
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@ -16,6 +16,7 @@ devtools.traceback=Traceback (most recent call first)
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# Tooltips
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graphics.gamma.tooltip=Lighting brightness curve
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graphics.backlight.tooltip=Backlight to prevent total darkness
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graphics.dense-render.tooltip=Enables transparency in blocks like leaves
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# settings
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settings.Controls Search Mode=Search by attached button name
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@ -28,6 +28,7 @@ pack.remove-confirm=Удалить весь поставляемый паком/
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# Подсказки
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graphics.gamma.tooltip=Кривая яркости освещения
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graphics.backlight.tooltip=Подсветка, предотвращающая полную темноту
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graphics.dense-render.tooltip=Включает прозрачность блоков, таких как листья.
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# Меню
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menu.Apply=Применить
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@ -67,6 +68,7 @@ world.delete-confirm=Удалить мир безвозвратно?
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# Настройки
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settings.Ambient=Фон
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settings.Backlight=Подсветка
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settings.Dense blocks render=Плотный рендер блоков
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settings.Camera Shaking=Тряска Камеры
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settings.Camera Inertia=Инерция Камеры
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settings.Camera FOV Effects=Эффекты поля зрения
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@ -68,6 +68,7 @@ SettingsHandler::SettingsHandler(EngineSettings& settings) {
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builder.section("graphics");
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builder.add("fog-curve", &settings.graphics.fogCurve);
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builder.add("backlight", &settings.graphics.backlight);
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builder.add("dense-render", &settings.graphics.denseRender);
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builder.add("gamma", &settings.graphics.gamma);
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builder.add("frustum-culling", &settings.graphics.frustumCulling);
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builder.add("skybox-resolution", &settings.graphics.skyboxResolution);
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@ -6,32 +6,39 @@
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#include "assets/Assets.hpp"
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#include "content/Content.hpp"
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#include "content/ContentPack.hpp"
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#include "core_defs.hpp"
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#include "graphics/core/Atlas.hpp"
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#include "maths/UVRegion.hpp"
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#include "voxels/Block.hpp"
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#include "core_defs.hpp"
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#include "settings.hpp"
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ContentGfxCache::ContentGfxCache(const Content* content, const Assets& assets)
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: content(content) {
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auto indices = content->getIndices();
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sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6);
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const auto& atlas = assets.require<Atlas>("blocks");
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const auto& blocks = indices->blocks.getIterable();
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for (blockid_t i = 0; i < blocks.size(); i++) {
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auto def = blocks[i];
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ContentGfxCache::ContentGfxCache(
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const Content& content,
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const Assets& assets,
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const GraphicsSettings& settings
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)
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: content(content), assets(assets), settings(settings) {
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refresh();
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}
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void ContentGfxCache::refresh(const Block& def, const Atlas& atlas) {
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for (uint side = 0; side < 6; side++) {
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const std::string& tex = def->textureFaces[side];
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std::string tex = def.textureFaces[side];
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if (def.culling == CullingMode::OPTIONAL &&
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!settings.denseRender.get() && atlas.has(tex + "_opaque")) {
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tex = tex + "_opaque";
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}
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if (atlas.has(tex)) {
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sideregions[i * 6 + side] = atlas.get(tex);
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sideregions[def.rt.id * 6 + side] = atlas.get(tex);
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} else if (atlas.has(TEXTURE_NOTFOUND)) {
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sideregions[i * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
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sideregions[def.rt.id * 6 + side] = atlas.get(TEXTURE_NOTFOUND);
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}
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}
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if (def->model == BlockModel::custom) {
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auto model = assets.require<model::Model>(def->modelName);
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if (def.model == BlockModel::custom) {
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auto model = assets.require<model::Model>(def.modelName);
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// temporary dirty fix tbh
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if (def->modelName.find(':') == std::string::npos) {
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if (def.modelName.find(':') == std::string::npos) {
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for (auto& mesh : model.meshes) {
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size_t pos = mesh.texture.find(':');
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if (pos == std::string::npos) {
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@ -44,15 +51,26 @@ ContentGfxCache::ContentGfxCache(const Content* content, const Assets& assets)
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}
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}
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}
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models[def->rt.id] = std::move(model);
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models[def.rt.id] = std::move(model);
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}
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}
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void ContentGfxCache::refresh() {
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auto indices = content.getIndices();
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sideregions = std::make_unique<UVRegion[]>(indices->blocks.count() * 6);
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const auto& atlas = assets.require<Atlas>("blocks");
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const auto& blocks = indices->blocks.getIterable();
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for (blockid_t i = 0; i < blocks.size(); i++) {
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auto def = blocks[i];
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refresh(*def, atlas);
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}
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}
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ContentGfxCache::~ContentGfxCache() = default;
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const Content* ContentGfxCache::getContent() const {
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return content;
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return &content;
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}
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const model::Model& ContentGfxCache::getModel(blockid_t id) const {
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@ -10,19 +10,29 @@
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class Content;
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class Assets;
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class Atlas;
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struct Block;
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struct UVRegion;
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struct GraphicsSettings;
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namespace model {
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struct Model;
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}
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class ContentGfxCache {
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const Content* content;
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const Content& content;
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const Assets& assets;
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const GraphicsSettings& settings;
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// array of block sides uv regions (6 per block)
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std::unique_ptr<UVRegion[]> sideregions;
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std::unordered_map<blockid_t, model::Model> models;
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public:
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ContentGfxCache(const Content* content, const Assets& assets);
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ContentGfxCache(
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const Content& content,
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const Assets& assets,
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const GraphicsSettings& settings
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);
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~ContentGfxCache();
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inline const UVRegion& getRegion(blockid_t id, int side) const {
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@ -32,4 +42,8 @@ public:
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const model::Model& getModel(blockid_t id) const;
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const Content* getContent() const;
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void refresh(const Block& block, const Atlas& atlas);
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void refresh();
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};
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@ -14,12 +14,17 @@
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#include "world/Level.hpp"
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LevelFrontend::LevelFrontend(
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Player* currentPlayer, LevelController* controller, Assets& assets
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) : level(*controller->getLevel()),
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Player* currentPlayer,
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LevelController* controller,
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Assets& assets,
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const EngineSettings& settings
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)
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: level(*controller->getLevel()),
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controller(controller),
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assets(assets),
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contentCache(std::make_unique<ContentGfxCache>(level.content, assets))
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{
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contentCache(std::make_unique<ContentGfxCache>(
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*level.content, assets, settings.graphics
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)) {
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assets.store(
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BlocksPreview::build(
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*contentCache, assets, *level.content->getIndices()
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@ -98,6 +103,10 @@ const Assets& LevelFrontend::getAssets() const {
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return assets;
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}
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ContentGfxCache& LevelFrontend::getContentGfxCache() {
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return *contentCache;
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}
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const ContentGfxCache& LevelFrontend::getContentGfxCache() const {
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return *contentCache;
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}
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@ -7,6 +7,7 @@ class Assets;
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class Player;
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class ContentGfxCache;
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class LevelController;
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struct EngineSettings;
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class LevelFrontend {
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Level& level;
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@ -14,12 +15,18 @@ class LevelFrontend {
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const Assets& assets;
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std::unique_ptr<ContentGfxCache> contentCache;
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public:
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LevelFrontend(Player* currentPlayer, LevelController* controller, Assets& assets);
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LevelFrontend(
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Player* currentPlayer,
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LevelController* controller,
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Assets& assets,
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const EngineSettings& settings
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);
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~LevelFrontend();
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Level& getLevel();
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const Level& getLevel() const;
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const Assets& getAssets() const;
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const ContentGfxCache& getContentGfxCache() const;
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ContentGfxCache& getContentGfxCache();
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LevelController* getController() const;
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};
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@ -17,6 +17,7 @@
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#include "graphics/render/Decorator.hpp"
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#include "graphics/ui/elements/Menu.hpp"
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#include "graphics/ui/GUI.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "logic/LevelController.hpp"
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#include "logic/scripting/scripting_hud.hpp"
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#include "util/stringutil.hpp"
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@ -42,7 +43,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
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frontend = std::make_unique<LevelFrontend>(
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controller->getPlayer(), controller.get(), assets
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controller->getPlayer(), controller.get(), assets, settings
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);
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worldRenderer = std::make_unique<WorldRenderer>(
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engine, *frontend, controller->getPlayer()
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@ -57,6 +58,11 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
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controller->getLevel()->chunks->saveAndClear();
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worldRenderer->clear();
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}));
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keepAlive(settings.graphics.denseRender.observe([=](bool) {
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controller->getLevel()->chunks->saveAndClear();
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worldRenderer->clear();
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frontend->getContentGfxCache().refresh();
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}));
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keepAlive(settings.camera.fov.observe([=](double value) {
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controller->getPlayer()->fpCamera->setFov(glm::radians(value));
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}));
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@ -8,9 +8,6 @@
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#include "voxels/Chunks.hpp"
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#include "lighting/Lightmap.hpp"
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#include "frontend/ContentGfxCache.hpp"
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#include "settings.hpp"
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#include <glm/glm.hpp>
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const glm::vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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@ -13,6 +13,7 @@
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#include "graphics/core/MeshData.hpp"
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#include "maths/util.hpp"
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#include "commons.hpp"
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#include "settings.hpp"
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class Content;
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class Mesh;
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@ -22,7 +23,6 @@ class Chunks;
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class VoxelsVolume;
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class Chunks;
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class ContentGfxCache;
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struct EngineSettings;
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struct UVRegion;
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class BlocksRenderer {
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@ -129,8 +129,10 @@ class BlocksRenderer {
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if (((block.drawGroup != def.drawGroup) && block.drawGroup) || !block.rt.solid) {
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return true;
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}
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if (def.culling == CullingMode::DISABLED ||
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(def.culling == CullingMode::OPTIONAL && id == def.rt.id)) {
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if ((def.culling == CullingMode::DISABLED ||
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(def.culling == CullingMode::OPTIONAL &&
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settings.graphics.denseRender.get())) &&
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id == def.rt.id) {
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return true;
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}
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return !id;
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@ -63,16 +63,22 @@ struct GraphicsSettings {
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NumberSetting gamma {1.0f, 0.4f, 1.0f};
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/// @brief Enable blocks backlight to prevent complete darkness
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FlagSetting backlight {true};
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/// @brief Disable culling with 'optional' mode
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FlagSetting denseRender {true};
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/// @brief Enable chunks frustum culling
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FlagSetting frustumCulling {true};
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/// @brief Skybox texture face resolution
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IntegerSetting skyboxResolution {64 + 32, 64, 128};
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/// @brief Chunk renderer vertices buffer capacity
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IntegerSetting chunkMaxVertices {200'000, 0, 4'000'000};
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/// @brief Limit of chunk renderers count
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IntegerSetting chunkMaxRenderers {6, -4, 32};
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};
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struct DebugSettings {
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/// @brief Turns off chunks saving/loading
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FlagSetting generatorTestMode {false};
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/// @brief Write lights cache
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FlagSetting doWriteLights {true};
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};
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