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#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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