Show chunk borders debug option
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275e4af9fd
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@ -34,6 +34,7 @@
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#include "gui/GUI.h"
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#include "ContentGfxCache.h"
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#include "screens.h"
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#include "world_render.h"
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#include "../engine.h"
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#include "../core_defs.h"
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@ -50,11 +51,12 @@ inline Label* create_label(gui::wstringsupplier supplier) {
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return label;
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}
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HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache)
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HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache, WorldRenderer* renderer)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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cache(cache) {
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cache(cache),
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renderer(renderer) {
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auto menu = gui->getMenu();
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batch = new Batch2D(1024);
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uicamera = new Camera(vec3(), 1);
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@ -126,13 +128,31 @@ HudRenderer::HudRenderer(Engine* engine, Level* level, const ContentGfxCache* ca
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{
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TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.02f, 2);
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bar->supplier([=]() {
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return level->skyLightMutliplier;
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return renderer->skyLightMutliplier;
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});
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bar->consumer([=](double val) {
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level->skyLightMutliplier = val;
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renderer->skyLightMutliplier = val;
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});
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panel->add(bar);
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}
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{
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Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
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checkpanel->color(vec4(0.0f));
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checkpanel->orientation(Orientation::horizontal);
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CheckBox* checkbox = new CheckBox();
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checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
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checkbox->supplier([=]() {
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return renderer->isChunkBordersOn();
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});
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checkbox->consumer([=](bool checked) {
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renderer->setChunkBorders(checked);
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});
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checkpanel->add(checkbox);
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checkpanel->add(new Label(L"Show Chunk Borders"));
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panel->add(checkpanel);
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}
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panel->refresh();
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menu->reset();
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@ -14,6 +14,7 @@ class Player;
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class Level;
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class Engine;
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class ContentGfxCache;
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class WorldRenderer;
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namespace gui {
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class GUI;
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@ -37,8 +38,9 @@ class HudRenderer {
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std::shared_ptr<gui::UINode> debugPanel;
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gui::GUI* gui;
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const ContentGfxCache* const cache;
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WorldRenderer* renderer;
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public:
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HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
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HudRenderer(Engine* engine, Level* level, const ContentGfxCache* cache, WorldRenderer* renderer);
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~HudRenderer();
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void update();
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@ -93,7 +93,7 @@ LevelScreen::LevelScreen(Engine* engine, Level* level)
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level(level) {
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cache = new ContentGfxCache(level->content, engine->getAssets());
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worldRenderer = new WorldRenderer(engine, level, cache);
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hud = new HudRenderer(engine, level, cache);
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hud = new HudRenderer(engine, level, cache, worldRenderer);
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backlight = engine->getSettings().graphics.backlight;
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}
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@ -24,6 +24,7 @@
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#include "../assets/Assets.h"
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#include "../objects/player_control.h"
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#include "../maths/FrustumCulling.h"
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#include "../maths/voxmaths.h"
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#include "../settings.h"
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#include "../engine.h"
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#include "ContentGfxCache.h"
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@ -110,7 +111,6 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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int displayWidth = viewport.getWidth();
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int displayHeight = viewport.getHeight();
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float skyLightMutliplier = level->skyLightMutliplier;
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{
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GfxContext ctx = pctx.sub();
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ctx.depthTest(true);
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@ -174,6 +174,27 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool occlusion)
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float length = 40.f;
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linesShader->use();
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if (chunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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GfxContext ctx = pctx.sub();
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ctx.depthTest(true);
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vec3 coord = level->player->camera->position;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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for (int xx = 0; xx < CHUNK_W; xx++) {
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lineBatch->line(cx * CHUNK_W + xx, 0, cz * CHUNK_D,
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cx * CHUNK_W + xx, CHUNK_H, cz * CHUNK_D, 0,0,1,0.5f);
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lineBatch->line(cx * CHUNK_W + xx, 0, (cz+1) * CHUNK_D,
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cx * CHUNK_W + xx, CHUNK_H, (cz+1) * CHUNK_D, 0,0,1,0.5f);
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lineBatch->line(cx * CHUNK_W, 0, cz * CHUNK_D+xx,
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cx * CHUNK_W, CHUNK_H, cz * CHUNK_D+xx, 1,0,0,0.5f);
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lineBatch->line((cx+1) * CHUNK_W, 0, cz * CHUNK_D+xx,
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(cx+1) * CHUNK_W, CHUNK_H, cz * CHUNK_D+xx, 1,0,0,0.5f);
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}
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lineBatch->render();
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}
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// top-right: vec3 tsl = vec3(displayWidth - length - 4, -length - 4, 0.f);
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vec3 tsl = vec3(displayWidth/2, -((int)displayHeight)/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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@ -29,13 +29,20 @@ class WorldRenderer {
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Frustum* frustumCulling;
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LineBatch* lineBatch;
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ChunksRenderer* renderer;
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bool chunkBorders = false;
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool occlusion);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader, bool occlusion);
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public:
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float skyLightMutliplier = 1.0f; // will be replaced with day-night cycle
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WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera, bool occlusion);
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void drawDebug(const GfxContext& context, Camera* camera);
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inline bool isChunkBordersOn() {return chunkBorders;}
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inline void setChunkBorders(bool flag) {chunkBorders = flag;}
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};
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@ -31,8 +31,6 @@ public:
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LevelEvents* events;
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const EngineSettings& settings;
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float skyLightMutliplier = 1.0f; // will be replaced with day-night cycle
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Level(World* world,
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const Content* content,
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Player* player,
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