[ClientWorld] No longer handles chunk renderering.
All of it is handled by ChunkRenderer now.
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@ -24,6 +24,8 @@
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*
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* =====================================================================================
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*/
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#include <glm/gtx/norm.hpp>
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#include <gk/gl/GLCheck.hpp>
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#include <gk/gl/Shader.hpp>
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#include <gk/gl/Texture.hpp>
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@ -31,7 +33,94 @@
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#include "ChunkRenderer.hpp"
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#include "ClientChunk.hpp"
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void ChunkRenderer::draw(gk::RenderTarget &target, gk::RenderStates states, const std::vector<std::pair<ClientChunk*, gk::Transform>> &chunks) {
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void ChunkRenderer::draw(gk::RenderTarget &target, gk::RenderStates states, const ChunkMap &chunks, gk::Camera &camera, const Sky *currentSky) const {
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// Changing the values sent to the GPU to double precision is suicidal,
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// performance wise, if possible at all. Therefore we want to keep the
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// GL rendering numbers in single precision format. But that introduces
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// an issue at larger coordinates, because the precision of floats
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// quickly degrades as the numbers grow, with a random wobbling being
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// very noticeable at e.g. coordinates >= 65536 or so, and the waving
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// leaves effect being very jerky in comparison with the effect near the
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// origin.
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//
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// To gain rendering precision, we subtract the camera position from the
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// coordinates of the models to be rendered, to make them all small in
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// relation to the camera, prior to converting them to floats. Then the
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// camera itself is moved to (0, 0, 0) for rendering purposes. Now the
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// vertex coordinates passed to the renderer are all small, and single
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// precision floats suffice for the drawing.
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gk::Vector3d cameraPos(camera.getDPosition());
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camera.setDPosition(0, 0, 0); // Temporarily move the camera to the origin
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// Prepare a list of chunks to draw
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std::vector<std::pair<ClientChunk*, gk::Transform>> chunksToDraw;
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for(auto &it : chunks) {
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it.second->setHasBeenDrawn(false);
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gk::Transform tf = glm::translate(glm::mat4(1.0f),
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glm::vec3(it.second->x() * CHUNK_WIDTH - cameraPos.x,
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it.second->y() * CHUNK_DEPTH - cameraPos.y,
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it.second->z() * CHUNK_HEIGHT - cameraPos.z));
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// Is the chunk close enough?
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glm::vec4 center = target.getView()->getViewTransform().getMatrix()
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* tf.getMatrix()
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* glm::vec4(CHUNK_WIDTH / 2, CHUNK_DEPTH / 2, CHUNK_HEIGHT / 2, 1);
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// Nope, too far, don't render it
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if(glm::length(center) > (Config::renderDistance + 1.f) * CHUNK_WIDTH) {
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if(floor(glm::length(center)) > (Config::renderDistance + 2.f) * CHUNK_WIDTH) {
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it.second->setTooFar(true);
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if (!it.second->isInitialized())
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m_onChunkDeletionRequested(gk::Vector3i{it.second->x(), it.second->y(), it.second->z()});
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}
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continue;
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}
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it.second->setTooFar(false);
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if (!it.second->isInitialized()) continue;
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// Is this chunk's centre on the screen?
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float d = glm::length2(center);
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center.x /= center.w;
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center.y /= center.w;
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// If it is behind the camera, don't bother drawing it.
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// Our screen coordinates are +X right, +Y up, and for a right-handed
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// coordinate system, depth must be negative Z, so anything with a
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// positive Z is behind the camera.
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if (center.z > CHUNK_MAXSIZE) {
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continue;
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}
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// If it is outside the screen, don't bother drawing it
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if (fabsf(center.x) > 1 + fabsf(CHUNK_HEIGHT * 2 / center.w)
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|| fabsf(center.y) > 1 + fabsf(CHUNK_HEIGHT * 2 / center.w)) {
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// FIXME: Disable this test; one that considers all eight corners of the chunk is needed instead.
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//continue;
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}
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// If this chunk is not initialized, skip it and request meshing
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if(!it.second->isReadyForMeshing()) {
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m_onMeshingRequested(d, gk::Vector3i{it.second->x(), it.second->y(), it.second->z()});
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continue;
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}
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chunksToDraw.emplace_back(it.second.get(), tf);
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}
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drawChunks(target, states, chunksToDraw, currentSky);
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// Restore the camera to its original position
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camera.setDPosition(cameraPos);
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}
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void ChunkRenderer::drawChunks(gk::RenderTarget &target, gk::RenderStates states, const std::vector<std::pair<ClientChunk*, gk::Transform>> &chunks, const Sky *currentSky) const {
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if(Config::isWireframeModeEnabled) glCheck(glPolygonMode(GL_FRONT_AND_BACK, GL_LINE));
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glCheck(glEnable(GL_DEPTH_TEST));
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@ -39,6 +128,11 @@ void ChunkRenderer::draw(gk::RenderTarget &target, gk::RenderStates states, cons
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states.texture = &m_textureAtlas.texture();
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target.beginSceneDraw(states);
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states.shader->setUniform("u_renderDistance", Config::renderDistance * CHUNK_WIDTH);
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if (currentSky)
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states.shader->setUniform("u_fogColor", currentSky->fogColor());
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for (u8 layer = 0 ; layer < ChunkMeshLayer::Count ; ++layer) {
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// Disable mipmaps for specific layers
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glCheck(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL,
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@ -27,21 +27,37 @@
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#ifndef CHUNKRENDERER_HPP_
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#define CHUNKRENDERER_HPP_
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#include <gk/gl/Transform.hpp>
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#include <functional>
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#include <gk/gl/Camera.hpp>
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#include <gk/gl/RenderTarget.hpp>
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#include "Sky.hpp"
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#include "TextureAtlas.hpp"
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class ClientChunk;
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class ChunkRenderer {
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using OnChunkDeletionRequestedCallback = std::function<void(const gk::Vector3i &)>;
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using OnMeshingRequestedCallback = std::function<void(float, const gk::Vector3i &)>;
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using ChunkMap = std::unordered_map<gk::Vector3i, std::unique_ptr<ClientChunk>>;
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public:
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ChunkRenderer(const TextureAtlas &textureAtlas) : m_textureAtlas(textureAtlas) {}
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void draw(gk::RenderTarget &target, gk::RenderStates states, const std::vector<std::pair<ClientChunk*, gk::Transform>> &chunks);
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void draw(gk::RenderTarget &target, gk::RenderStates states, const ChunkMap &chunks, gk::Camera &camera, const Sky *currentSky) const;
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void setOnChunkDeletionRequestedCallback(const OnChunkDeletionRequestedCallback &callback) { m_onChunkDeletionRequested = callback; }
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void setOnMeshingRequestedCallback(const OnMeshingRequestedCallback &callback) { m_onMeshingRequested = callback; }
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public:
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void drawChunks(gk::RenderTarget &target, gk::RenderStates states, const std::vector<std::pair<ClientChunk*, gk::Transform>> &chunks, const Sky *currentSky) const;
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const TextureAtlas &m_textureAtlas;
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OnChunkDeletionRequestedCallback m_onChunkDeletionRequested;
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OnMeshingRequestedCallback m_onMeshingRequested;
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};
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#endif // CHUNKRENDERER_HPP_
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@ -24,11 +24,6 @@
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*
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* =====================================================================================
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*/
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/norm.hpp>
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#include <gk/gl/GLCheck.hpp>
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#include <gk/gl/Shader.hpp>
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#include <gk/resource/ResourceHandler.hpp>
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#include "ClientCommandHandler.hpp"
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@ -45,6 +40,13 @@ ClientWorld::ClientWorld()
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: m_textureAtlas(gk::ResourceHandler::getInstance().get<TextureAtlas>("atlas-blocks")),
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m_chunkRenderer(m_textureAtlas)
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{
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m_chunkRenderer.setOnChunkDeletionRequestedCallback([this](const gk::Vector3i &chunkPos) {
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m_chunksToRemove.emplace(chunkPos);
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});
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m_chunkRenderer.setOnMeshingRequestedCallback([this](float distance, const gk::Vector3i &chunkPos) {
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m_chunksToMesh.emplace(distance, chunkPos);
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});
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}
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void ClientWorld::update(bool allowWorldReload) {
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@ -266,97 +268,7 @@ void ClientWorld::draw(gk::RenderTarget &target, gk::RenderStates states) const
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states.vertexAttributes = VertexAttribute::All;
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gk::Shader::bind(states.shader);
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states.shader->setUniform("u_renderDistance", Config::renderDistance * CHUNK_WIDTH);
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if (m_sky)
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states.shader->setUniform("u_fogColor", m_sky->fogColor());
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gk::Shader::bind(nullptr);
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// Changing the values sent to the GPU to double precision is suicidal,
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// performance wise, if possible at all. Therefore we want to keep the
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// GL rendering numbers in single precision format. But that introduces
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// an issue at larger coordinates, because the precision of floats
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// quickly degrades as the numbers grow, with a random wobbling being
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// very noticeable at e.g. coordinates >= 65536 or so, and the waving
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// leaves effect being very jerky in comparison with the effect near the
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// origin.
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//
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// To gain rendering precision, we subtract the camera position from the
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// coordinates of the models to be rendered, to make them all small in
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// relation to the camera, prior to converting them to floats. Then the
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// camera itself is moved to (0, 0, 0) for rendering purposes. Now the
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// vertex coordinates passed to the renderer are all small, and single
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// precision floats suffice for the drawing.
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gk::Vector3d cameraPos(m_camera->getDPosition());
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m_camera->setDPosition(0, 0, 0); // Temporarily move the camera to the origin
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std::vector<std::pair<ClientChunk*, gk::Transform>> chunks;
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for(auto &it : m_chunks) {
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it.second->setHasBeenDrawn(false);
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gk::Transform tf = glm::translate(glm::mat4(1.0f),
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glm::vec3(it.second->x() * CHUNK_WIDTH - cameraPos.x,
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it.second->y() * CHUNK_DEPTH - cameraPos.y,
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it.second->z() * CHUNK_HEIGHT - cameraPos.z));
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// Is the chunk close enough?
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glm::vec4 center = target.getView()->getViewTransform().getMatrix()
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* tf.getMatrix()
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* glm::vec4(CHUNK_WIDTH / 2, CHUNK_DEPTH / 2, CHUNK_HEIGHT / 2, 1);
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// Nope, too far, don't render it
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if(glm::length(center) > (Config::renderDistance + 1.f) * CHUNK_WIDTH) {
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if(floor(glm::length(center)) > (Config::renderDistance + 2.f) * CHUNK_WIDTH) {
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it.second->setTooFar(true);
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if (!it.second->isInitialized())
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m_chunksToRemove.emplace(gk::Vector3i{it.second->x(), it.second->y(), it.second->z()});
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}
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continue;
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}
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it.second->setTooFar(false);
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if (!it.second->isInitialized()) continue;
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// Is this chunk's centre on the screen?
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float d = glm::length2(center);
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center.x /= center.w;
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center.y /= center.w;
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// If it is behind the camera, don't bother drawing it.
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// Our screen coordinates are +X right, +Y up, and for a right-handed
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// coordinate system, depth must be negative Z, so anything with a
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// positive Z is behind the camera.
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if (center.z > CHUNK_MAXSIZE) {
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continue;
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}
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// If it is outside the screen, don't bother drawing it
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if (fabsf(center.x) > 1 + fabsf(CHUNK_HEIGHT * 2 / center.w)
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|| fabsf(center.y) > 1 + fabsf(CHUNK_HEIGHT * 2 / center.w)) {
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// FIXME: Disable this test; one that considers all eight corners of the chunk is needed instead.
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//continue;
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}
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// If this chunk is not initialized, skip it and request meshing
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if(!it.second->isReadyForMeshing()) {
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m_chunksToMesh.emplace(d, gk::Vector3i{it.second->x(), it.second->y(), it.second->z()});
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continue;
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}
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chunks.emplace_back(it.second.get(), tf);
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}
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m_chunkRenderer.draw(target, states, chunks);
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m_camera->setDPosition(cameraPos); // Restore the camera to its original position
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m_chunkRenderer.draw(target, states, m_chunks, *m_camera, m_sky);
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states.transform = gk::Transform::Identity;
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target.draw(m_scene, states);
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@ -104,7 +104,7 @@ class ClientWorld : public World, public gk::Drawable {
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ChunkMeshBuilder m_chunkMeshBuilder{*this};
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mutable ChunkRenderer m_chunkRenderer;
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ChunkRenderer m_chunkRenderer;
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};
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#endif // CLIENTWORLD_HPP_
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