diff options
Diffstat (limited to 'game/client/world/chunk_renderer.cc')
| -rw-r--r-- | game/client/world/chunk_renderer.cc | 408 |
1 files changed, 204 insertions, 204 deletions
diff --git a/game/client/world/chunk_renderer.cc b/game/client/world/chunk_renderer.cc index 23ce4ec..1b195d7 100644 --- a/game/client/world/chunk_renderer.cc +++ b/game/client/world/chunk_renderer.cc @@ -1,204 +1,204 @@ -#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)); - } - } -} +#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));
+ }
+ }
+}
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