2020-08-19 12:57:16 +01:00

167 lines
5.2 KiB
C++

// Copyright 2019-20 Genten Studios
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its contributors
// may be used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
/**
* @file ChunkRenderer.hpp
* @brief The ChunkRenderer.
*
* @copyright Copyright (c) 2019-20 Genten Studios
*/
#pragma once
#include <Client/Graphics/Camera.hpp>
#include <Client/Graphics/ShaderPipeline.hpp>
#include <Client/Voxels/BlockRegistry.hpp>
#include <Common/Voxels/Map.hpp>
#include <entt/entt.hpp>
#include <unordered_map>
#include <vector>
namespace phx::gfx
{
// forward declaration
class ShaderPipeline;
/**
* @brief A struct to store the data required to render chunks.
*
* Don't worry about this if you don't have OpenGL knowledge, this is
* mainly an internal data format anyway.
*/
struct ChunkRenderData
{
/// @brief The vertex array object.
unsigned int vao;
/// @brief The buffer object.
unsigned int buffer;
/// @brief The amount of vertices to render.
std::size_t vertexCount;
};
/**
* @brief Renders submitted chunks, and allows for dropping and updating of
* chunks.
*
* This chunk renderer must be constructed with the number of max view
* distance.
*
* Before this is initialized, try to make sure all blocks are loaded in
* through the Lua subsystem. This can ensure that we can build the
* texture array and have every texture already in there and not have to
* deal with a broken texture array where some textures are missing.
*
* @paragraph Usage
* @code
* ChunkRenderer* renderer = new ChunkRenderer(map, blockRegistry,
* entityRegistry, entity);
* renderer->prep();
* renderer->attachCamera();
*
* Chunk chunk = Chunk({0, 0, 0});
*
* renderer->add(chunk);
* //renderer->update(chunk);
* //renderer->remove(chunk);
*
* renderer->tick():
* @endcode
*/
class ChunkRenderer
{
public:
/// @brief Typedef to make it easier for use outside of this class.
using AssociativeTextureTable =
std::unordered_map<std::string, std::size_t>;
ChunkRenderer(voxels::Map* map, client::BlockRegistry* blockRegistry,
entt::registry* registry, entt::entity entity);
~ChunkRenderer();
void prep();
void attachCamera(FPSCamera* camera);
void add(voxels::Chunk* chunk);
void update(voxels::Chunk* chunk);
void remove(voxels::Chunk* chunk);
void clear();
// we don't need dt on here yet, but put it here for consistency.
void tick(float dt);
void renderSelectionBox();
/**
* @brief Gets the shader vertex layout that this renderer requires.
* @return The layout that the ShaderPipeline needs to guarantee.
*/
static std::vector<ShaderLayout> getRequiredShaderLayout();
/**
* @brief Gets the table telling everything where each texture is in the
* GPU-side array.
* @return An associative table storing which textures are on which
* layers within the texture array.
*/
const AssociativeTextureTable& getTextureTable() const;
private:
client::BlockRegistry* m_blockRegistry;
voxels::Map* m_map;
entt::registry* m_registry;
entt::entity m_entity;
FPSCamera* m_camera = nullptr;
// keep another copy of chunk pointers so we can know which chunks need
// to be remeshed that are being rendered rn.
std::vector<voxels::Chunk*> m_chunks;
std::unordered_map<math::vec3, ChunkRenderData, math::Vector3Hasher,
math::Vector3KeyComparator>
m_buffers;
unsigned int m_textureArray = 0;
AssociativeTextureTable m_textureTable;
const int m_vertexAttributeLocation = 0;
const int m_uvAttributeLocation = 1;
const int m_normalAttributeLocation = 2;
const int m_colorAttributeLocation = 3;
unsigned int m_selectionBoxVAO = 0;
unsigned int m_selectionBoxVBO = 0;
ShaderPipeline m_selectionBoxPipeline;
};
} // namespace phx::gfx