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-rw-r--r--game/client/world/chunk_renderer.cc200
1 files changed, 200 insertions, 0 deletions
diff --git a/game/client/world/chunk_renderer.cc b/game/client/world/chunk_renderer.cc
new file mode 100644
index 0000000..0962010
--- /dev/null
+++ b/game/client/world/chunk_renderer.cc
@@ -0,0 +1,200 @@
+#include "client/pch.hh"
+
+#include "client/world/chunk_renderer.hh"
+
+#include "core/config/boolean.hh"
+#include "core/config/number.hh"
+#include "core/io/config_map.hh"
+
+#include "shared/world/chunk.hh"
+#include "shared/world/dimension.hh"
+
+#include "shared/coord.hh"
+
+#include "client/entity/camera.hh"
+#include "client/gui/settings.hh"
+#include "client/world/chunk_mesher.hh"
+#include "client/world/chunk_quad.hh"
+#include "client/world/outline.hh"
+#include "client/world/skybox.hh"
+#include "client/world/voxel_anims.hh"
+#include "client/world/voxel_atlas.hh"
+
+#include "client/game.hh"
+#include "client/globals.hh"
+#include "client/program.hh"
+#include "client/toggles.hh"
+
+// ONLY TOUCH THESE IF THE RESPECTIVE SHADER
+// VARIANT MACRO DECLARATIONS LAYOUT CHANGED AS WELL
+constexpr static unsigned int WORLD_CURVATURE = 0U;
+constexpr static unsigned int WORLD_FOG = 1U;
+
+static config::Boolean depth_sort_chunks(true);
+
+static GL_Program quad_program;
+static std::size_t u_quad_vproj_matrix;
+static std::size_t u_quad_world_position;
+static std::size_t u_quad_timings;
+static std::size_t u_quad_fog_color;
+static std::size_t u_quad_view_distance;
+static std::size_t u_quad_textures;
+static GLuint quad_vaobj;
+static GLuint quad_vbo;
+
+void world::chunk_renderer::init(void)
+{
+ globals::client_config.add_value("chunk_renderer.depth_sort_chunks", depth_sort_chunks);
+
+ settings::add_checkbox(5, depth_sort_chunks, settings_location::VIDEO, "chunk_renderer.depth_sort_chunks", false);
+
+ if(!quad_program.setup("shaders/chunk_quad.vert", "shaders/chunk_quad.frag")) {
+ spdlog::critical("chunk_renderer: quad_program: setup failed");
+ std::terminate();
+ }
+
+ u_quad_vproj_matrix = quad_program.add_uniform("u_ViewProjMatrix");
+ u_quad_world_position = quad_program.add_uniform("u_WorldPosition");
+ u_quad_timings = quad_program.add_uniform("u_Timings");
+ u_quad_fog_color = quad_program.add_uniform("u_FogColor");
+ u_quad_view_distance = quad_program.add_uniform("u_ViewDistance");
+ u_quad_textures = quad_program.add_uniform("u_Textures");
+
+ const glm::fvec3 vertices[4] = {
+ glm::fvec3(1.0f, 0.0f, 1.0f),
+ glm::fvec3(1.0f, 0.0f, 0.0f),
+ glm::fvec3(0.0f, 0.0f, 1.0f),
+ glm::fvec3(0.0f, 0.0f, 0.0f),
+ };
+
+ glGenVertexArrays(1, &quad_vaobj);
+ glBindVertexArray(quad_vaobj);
+
+ glGenBuffers(1, &quad_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, quad_vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(0);
+ glVertexAttribDivisor(0, 0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(glm::fvec3), nullptr);
+}
+
+void world::chunk_renderer::shutdown(void)
+{
+ glDeleteBuffers(1, &quad_vbo);
+ glDeleteVertexArrays(1, &quad_vaobj);
+ quad_program.destroy();
+}
+
+void world::chunk_renderer::render(void)
+{
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glLineWidth(1.0f);
+
+ if(toggles::get(TOGGLE_WIREFRAME)) {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ } else {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+
+ quad_program.set_variant_vert(WORLD_CURVATURE, client_game::world_curvature.get_value());
+ quad_program.set_variant_vert(WORLD_FOG, client_game::fog_mode.get_value());
+ quad_program.set_variant_frag(WORLD_FOG, client_game::fog_mode.get_value());
+
+ if(!quad_program.update()) {
+ spdlog::critical("chunk_renderer: quad_program: update failed");
+ quad_program.destroy();
+ std::terminate();
+ }
+
+ GLuint timings[3];
+ timings[0] = globals::window_frametime;
+ timings[1] = globals::window_frametime_avg;
+ timings[2] = world::voxel_anims::frame;
+
+ const auto group = globals::dimension->chunks.group<ChunkComponent>(entt::get<world::ChunkMesh>);
+
+ if(depth_sort_chunks.get_value()) {
+ // FIXME: speed! sorting every frame doesn't look
+ // like a good idea. Can we store the group elsewhere and
+ // still have all the up-to-date chunk things inside?
+ group.sort([](entt::entity ea, entt::entity eb) {
+ const auto dir_a = globals::dimension->chunks.get<ChunkComponent>(ea).cpos - entity::camera::position_chunk;
+ const auto dir_b = globals::dimension->chunks.get<ChunkComponent>(eb).cpos - entity::camera::position_chunk;
+
+ const auto da = dir_a[0] * dir_a[0] + dir_a[1] * dir_a[1] + dir_a[2] * dir_a[2];
+ const auto db = dir_b[0] * dir_b[0] + dir_b[1] * dir_b[1] + dir_b[2] * dir_b[2];
+
+ return da > db;
+ });
+ }
+
+ for(std::size_t plane_id = 0; plane_id < world::voxel_atlas::plane_count(); ++plane_id) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D_ARRAY, world::voxel_atlas::plane_texture(plane_id));
+
+ glBindVertexArray(quad_vaobj);
+
+ glUseProgram(quad_program.handle);
+ glUniformMatrix4fv(quad_program.uniforms[u_quad_vproj_matrix].location, 1, false, glm::value_ptr(entity::camera::matrix));
+ glUniform3uiv(quad_program.uniforms[u_quad_timings].location, 1, timings);
+ glUniform4fv(quad_program.uniforms[u_quad_fog_color].location, 1, glm::value_ptr(world::skybox::fog_color));
+ glUniform1f(quad_program.uniforms[u_quad_view_distance].location, entity::camera::view_distance.get_value() * CHUNK_SIZE);
+ glUniform1i(quad_program.uniforms[u_quad_textures].location, 0); // GL_TEXTURE0
+
+ glDisable(GL_BLEND);
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CCW);
+
+ for(const auto [entity, chunk, mesh] : group.each()) {
+ if(plane_id < mesh.quad_nb.size() && mesh.quad_nb[plane_id].handle && mesh.quad_nb[plane_id].size) {
+ const auto wpos = coord::to_fvec3(chunk.cpos - entity::camera::position_chunk);
+ glUniform3fv(quad_program.uniforms[u_quad_world_position].location, 1, glm::value_ptr(wpos));
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.quad_nb[plane_id].handle);
+
+ glEnableVertexAttribArray(1);
+ glVertexAttribDivisor(1, 1);
+ glVertexAttribIPointer(1, 2, GL_UNSIGNED_INT, sizeof(ChunkQuad), nullptr);
+
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, mesh.quad_nb[plane_id].size);
+
+ globals::num_drawcalls += 1;
+ globals::num_triangles += 2 * mesh.quad_nb[plane_id].size;
+ }
+ }
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ for(const auto [entity, chunk, mesh] : group.each()) {
+ if(plane_id < mesh.quad_b.size() && mesh.quad_b[plane_id].handle && mesh.quad_b[plane_id].size) {
+ const auto wpos = coord::to_fvec3(chunk.cpos - entity::camera::position_chunk);
+ glUniform3fv(quad_program.uniforms[u_quad_world_position].location, 1, glm::value_ptr(wpos));
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh.quad_b[plane_id].handle);
+
+ glEnableVertexAttribArray(1);
+ glVertexAttribDivisor(1, 1);
+ glVertexAttribIPointer(1, 2, GL_UNSIGNED_INT, sizeof(ChunkQuad), nullptr);
+
+ glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, mesh.quad_b[plane_id].size);
+
+ globals::num_drawcalls += 1;
+ globals::num_triangles += 2 * mesh.quad_b[plane_id].size;
+ }
+ }
+ }
+
+ if(toggles::get(TOGGLE_CHUNK_AABB)) {
+ world::outline::prepare();
+
+ for(const auto [entity, chunk, mesh] : group.each()) {
+ const auto size = glm::fvec3(CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE);
+ world::outline::cube(chunk.cpos, glm::fvec3(0.0f, 0.0f, 0.0f), size, 1.0f, glm::fvec4(1.0f, 1.0f, 0.0f, 1.0f));
+ }
+ }
+}