#include "RendererWorld.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <optick.h>
#include "DebugInfo.hpp"
#include "Frustum.hpp"
#include "Event.hpp"
#include "AssetManager.hpp"
#include "GameState.hpp"
#include "Section.hpp"
#include "RendererSectionData.hpp"
#include "Game.hpp"
void RendererWorld::WorkerFunction(size_t workerId) {
OPTICK_THREAD("Worker");
EventListener tasksListener;
tasksListener.RegisterHandler("ParseSection", [&](const Event &eventData) {
OPTICK_EVENT("EV_ParseSection");
auto data = eventData.get<std::tuple<size_t, size_t, bool>>();
if (std::get<0>(data) != workerId)
return;
size_t id = std::get<1>(data);
bool forced = std::get<2>(data);
parsing[id].renderer = ParseSection(parsing[id].data);
parsing[id].renderer.forced = forced;
PUSH_EVENT("SectionParsed", id);
});
LoopExecutionTimeController timer(std::chrono::milliseconds(50));
while (isRunning) {
while (!tasksListener.Empty() && isRunning)
tasksListener.HandleEvent();
timer.Update();
}
}
void RendererWorld::ParseQueueUpdate() {
OPTICK_EVENT();
while (!parseQueue.empty()) {
size_t id = 0;
for (; id < RendererWorld::parsingBufferSize && parsing[id].parsing; ++id) {}
if (id >= RendererWorld::parsingBufferSize)
break;
Vector vec = parseQueue.front();
parseQueue.pop();
bool forced = false;
if (vec.y > 4000) {
forced = true;
vec.y -= 4500;
}
parsing[id].data.section = GetGameState()->GetWorld().GetSection(vec);
parsing[id].data.north = GetGameState()->GetWorld().GetSection(vec + Vector(0, 0, 1));
parsing[id].data.south = GetGameState()->GetWorld().GetSection(vec + Vector(0, 0, -1));
parsing[id].data.west = GetGameState()->GetWorld().GetSection(vec + Vector(1, 0, 0));
parsing[id].data.east = GetGameState()->GetWorld().GetSection(vec + Vector(-1, 0, 0));
parsing[id].data.bottom = GetGameState()->GetWorld().GetSection(vec + Vector(0, -1, 0));
parsing[id].data.top = GetGameState()->GetWorld().GetSection(vec + Vector(0, 1, 0));
parsing[id].parsing = true;
PUSH_EVENT("ParseSection", std::make_tuple(currentWorker++, id, forced));
if (currentWorker >= numOfWorkers)
currentWorker = 0;
}
}
void RendererWorld::ParseQeueueRemoveUnnecessary() {
OPTICK_EVENT();
size_t size = parseQueue.size();
static std::vector<Vector> elements;
elements.clear();
elements.reserve(size);
for (size_t i = 0; i < size; i++) {
Vector vec = parseQueue.front();
parseQueue.pop();
if (vec.y > 4000) {
parseQueue.push(vec);
continue;
}
if (std::find(elements.begin(), elements.end(), vec) != elements.end())
continue;
const Section& section = GetGameState()->GetWorld().GetSection(vec);
bool skip = false;
for (int i = 0; i < RendererWorld::parsingBufferSize; i++) {
if (parsing[i].data.section.GetHash() == section.GetHash()) {
skip = true;
break;
}
}
if (skip)
continue;
auto it = sections.find(vec);
if (it != sections.end() && section.GetHash() == it->second.GetHash()) {
continue;
}
parseQueue.push(vec);
elements.push_back(vec);
}
parseQueueNeedRemoveUnnecessary = false;
}
void RendererWorld::UpdateAllSections(VectorF playerPos) {
OPTICK_EVENT();
Vector playerChunk(std::floor(GetGameState()->GetPlayer()->pos.x / 16), 0, std::floor(GetGameState()->GetPlayer()->pos.z / 16));
std::vector<Vector> suitableChunks;
auto chunks = GetGameState()->GetWorld().GetSectionsList();
for (auto& it : chunks) {
double distance = (Vector(it.x, 0, it.z) - playerChunk).GetLength();
if (distance > MaxRenderingDistance)
continue;
suitableChunks.push_back(it);
}
std::vector<Vector> toRemove;
for (auto& it : sections) {
if (std::find(suitableChunks.begin(), suitableChunks.end(), it.first) == suitableChunks.end())
toRemove.push_back(it.first);
}
for (auto& it : toRemove) {
PUSH_EVENT("DeleteSectionRender", it);
}
playerChunk.y = std::floor(GetGameState()->GetPlayer()->pos.y / 16.0);
std::sort(suitableChunks.begin(), suitableChunks.end(), [playerChunk](Vector lhs, Vector rhs) {
double leftLengthToPlayer = (playerChunk - lhs).GetLength();
double rightLengthToPlayer = (playerChunk - rhs).GetLength();
return leftLengthToPlayer < rightLengthToPlayer;
});
for (auto& it : suitableChunks) {
PUSH_EVENT("ChunkChanged", it);
}
}
RendererWorld::RendererWorld(std::shared_ptr<Gal::Framebuffer> target) {
OPTICK_EVENT();
MaxRenderingDistance = 2;
numOfWorkers = _max(1, (signed int) std::thread::hardware_concurrency() - 2);
listener = std::make_unique<EventListener>();
globalTimeStart = std::chrono::high_resolution_clock::now();
PrepareRender(target);
listener->RegisterHandler("DeleteSectionRender", [this](const Event& eventData) {
OPTICK_EVENT("EV_DeleteSectionRender");
auto vec = eventData.get<Vector>();
auto it = sections.find(vec);
if (it == sections.end())
return;
sections.erase(it);
});
listener->RegisterHandler("SectionParsed",[this](const Event &eventData) {
OPTICK_EVENT("EV_SectionParsed");
auto id = eventData.get<size_t>();
parsing[id].parsing = false;
auto it = sections.find(parsing[id].renderer.sectionPos);
if (it != sections.end()) {
if (parsing[id].renderer.hash == it->second.GetHash() && !parsing[id].renderer.forced) {
LOG(WARNING) << "Generated not necessary RendererSectionData: " << parsing[id].renderer.sectionPos;
parsing[id] = RendererWorld::SectionParsing();
return;
}
it->second.UpdateData(parsing[id].renderer);
} else
sections.emplace(std::make_pair(parsing[id].renderer.sectionPos, RendererSection(parsing[id].renderer, sectionsPipeline, sectionsBufferBinding)));
parsing[id] = RendererWorld::SectionParsing();
});
listener->RegisterHandler("EntityChanged", [this](const Event& eventData) {
OPTICK_EVENT("EV_EntityChanged");
auto data = eventData.get<unsigned int>();
for (unsigned int entityId : GetGameState()->GetWorld().GetEntitiesList()) {
if (entityId == data) {
entities.push_back(RendererEntity(entityId));
}
}
});
listener->RegisterHandler("ChunkChanged", [this](const Event& eventData) {
OPTICK_EVENT("EV_ChunkChanged");
auto vec = eventData.get<Vector>();
if (vec == Vector())
return;
Vector playerChunk(std::floor(GetGameState()->GetPlayer()->pos.x / 16), 0, std::floor(GetGameState()->GetPlayer()->pos.z / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
return;
}
parseQueue.push(vec);
parseQueueNeedRemoveUnnecessary = true;
});
listener->RegisterHandler("ChunkChangedForce", [this](const Event& eventData) {
OPTICK_EVENT("EV_ChunkChangedForce");
auto vec = eventData.get<Vector>();
if (vec == Vector())
return;
Vector playerChunk(std::floor(GetGameState()->GetPlayer()->pos.x / 16), 0, std::floor(GetGameState()->GetPlayer()->pos.z / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
return;
}
vec.y += 4500;
parseQueue.push(vec);
parseQueueNeedRemoveUnnecessary = true;
});
listener->RegisterHandler("UpdateSectionsRender", [this](const Event&) {
UpdateAllSections(GetGameState()->GetPlayer()->pos);
});
listener->RegisterHandler("PlayerPosChanged", [this](const Event& eventData) {
auto pos = eventData.get<VectorF>();
UpdateAllSections(pos);
});
listener->RegisterHandler("ChunkDeleted", [this](const Event& eventData) {
auto pos = eventData.get<Vector>();
auto it = sections.find(pos);
if (it != sections.end())
sections.erase(it);
});
listener->RegisterHandler("SetMinLightLevel", [this](const Event& eventData) {
auto value = eventData.get<float>();
sectionsPipeline->SetShaderParameter("MinLightLevel", value);
});
for (int i = 0; i < numOfWorkers; i++)
workers.push_back(std::thread(&RendererWorld::WorkerFunction, this, i));
PUSH_EVENT("UpdateSectionsRender", 0);
}
RendererWorld::~RendererWorld() {
size_t faces = 0;
for (auto& it : sections) {
faces += it.second.numOfFaces;
}
LOG(INFO) << "Total faces to render: " << faces;
isRunning = false;
for (int i = 0; i < numOfWorkers; i++)
workers[i].join();
DebugInfo::renderSections = 0;
DebugInfo::readyRenderer = 0;
}
void RendererWorld::Render(float screenRatio) {
OPTICK_EVENT();
//Common
glm::mat4 projection = glm::perspective(
glm::radians(70.0f), screenRatio,
0.1f, 10000000.0f
);
glm::mat4 view = GetGameState()->GetViewMatrix();
glm::mat4 projView = projection * view;
//Render Entities
constexpr size_t entitiesVerticesCount = 240;
entitiesPipeline->Activate();
entitiesPipeline->SetShaderParameter("projView", projView);
entitiesPipelineInstance->Activate();
for (auto& it : entities) {
it.Render(entitiesPipeline, &GetGameState()->GetWorld());
entitiesPipelineInstance->Render(0, entitiesVerticesCount);
}
//Render selected block
Vector selectedBlock = GetGameState()->GetSelectionStatus().selectedBlock;
if (selectedBlock != Vector()) {
{
glm::mat4 model = glm::mat4(1.0);
model = glm::translate(model, selectedBlock.glm());
model = glm::translate(model,glm::vec3(0.5f,0.5f,0.5f));
model = glm::scale(model,glm::vec3(1.01f,1.01f,1.01f));
entitiesPipeline->SetShaderParameter("model", model);
entitiesPipeline->SetShaderParameter("color", glm::vec3(0, 0, 0));
entitiesPipelineInstance->Render(0, entitiesVerticesCount);
}
}
//Render raycast hit
const bool renderHit = false;
if (renderHit) {
VectorF hit = GetGameState()->GetSelectionStatus().raycastHit;
{
glm::mat4 model;
model = glm::translate(model, hit.glm());
model = glm::scale(model, glm::vec3(0.3f, 0.3f, 0.3f));
//entityShader->SetUniform("model", model);
entitiesPipeline->SetShaderParameter("model", model);
if (selectedBlock == Vector())
entitiesPipeline->SetShaderParameter("color", glm::vec3(0.7f, 0.0f, 0.0f));
else
entitiesPipeline->SetShaderParameter("color", glm::vec3(0.0f, 0.0f, 0.7f));
entitiesPipelineInstance->Render(0, entitiesVerticesCount);
}
}
//Render sky
glm::mat4 model = glm::mat4(1.0);
model = glm::translate(model, GetGameState()->GetPlayer()->pos.glm());
const float scale = 1000000.0f;
model = glm::scale(model, glm::vec3(scale, scale, scale));
float shift = GetGameState()->GetTimeStatus().interpolatedTimeOfDay / 24000.0f;
if (shift < 0)
shift *= -1.0f;
model = glm::rotate(model, glm::radians(90.0f), glm::vec3(0, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(360.0f * shift), glm::vec3(-1.0f, 0.0f, 0.0f));
const int sunriseMin = 22000;
const int sunriseMax = 23500;
const int moonriseMin = 12000;
const int moonriseMax = 13500;
const float sunriseLength = sunriseMax - sunriseMin;
const float moonriseLength = moonriseMax - moonriseMin;
float mixLevel = 0;
float dayTime = GetGameState()->GetTimeStatus().interpolatedTimeOfDay;
if (dayTime < 0)
dayTime *= -1;
while (dayTime > 24000)
dayTime -= 24000;
if (dayTime > 0 && dayTime < moonriseMin || dayTime > sunriseMax) //day
mixLevel = 1.0;
if (dayTime > moonriseMax && dayTime < sunriseMin) //night
mixLevel = 0.0;
if (dayTime >= sunriseMin && dayTime <= sunriseMax) //sunrise
mixLevel = (dayTime - sunriseMin) / sunriseLength;
if (dayTime >= moonriseMin && dayTime <= moonriseMax) { //moonrise
float timePassed = (dayTime - moonriseMin);
mixLevel = 1.0 - (timePassed / moonriseLength);
}
skyPipeline->Activate();
skyPipeline->SetShaderParameter("projView", projView);
skyPipeline->SetShaderParameter("model", model);
skyPipeline->SetShaderParameter("DayTime", mixLevel);
skyPipelineInstance->Activate();
skyPipelineInstance->Render(0, 36);
//Render sections
auto rawGlobalTime = (std::chrono::high_resolution_clock::now() - globalTimeStart);
float globalTime = rawGlobalTime.count() / 1000000000.0f;
sectionsPipeline->Activate();
sectionsPipeline->SetShaderParameter("DayTime", mixLevel);
sectionsPipeline->SetShaderParameter("projView", projView);
Frustum frustum(projView);
size_t culledSections = sections.size();
unsigned int renderedFaces = 0;
for (auto& section : sections) {
glm::vec3 point{
section.second.GetPosition().x * 16 + 8,
section.second.GetPosition().y * 16 + 8,
section.second.GetPosition().z * 16 + 8
};
bool isVisible = frustum.TestSphere(point, 16.0f);
if (!isVisible) {
culledSections--;
continue;
}
section.second.Render();
renderedFaces += section.second.numOfFaces;
}
DebugInfo::culledSections = culledSections;
DebugInfo::renderFaces = renderedFaces;
}
void RendererWorld::PrepareRender(std::shared_ptr<Gal::Framebuffer> target) {
std::string sectionVertexSource, sectionPixelSource;
{
auto vertAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/vert/face");
sectionVertexSource = std::string((char*)vertAsset->data.data(), (char*)vertAsset->data.data() + vertAsset->data.size());
auto pixelAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/frag/face");
sectionPixelSource = std::string((char*)pixelAsset->data.data(), (char*)pixelAsset->data.data() + pixelAsset->data.size());
}
std::string entitiesVertexSource, entitiesPixelSource;
{
auto vertAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/vert/entity");
entitiesVertexSource = std::string((char*)vertAsset->data.data(), (char*)vertAsset->data.data() + vertAsset->data.size());
auto pixelAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/frag/entity");
entitiesPixelSource = std::string((char*)pixelAsset->data.data(), (char*)pixelAsset->data.data() + pixelAsset->data.size());
}
std::string skyVertexSource, skyPixelSource;
{
auto vertAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/vert/sky");
skyVertexSource = std::string((char*)vertAsset->data.data(), (char*)vertAsset->data.data() + vertAsset->data.size());
auto pixelAsset = AssetManager::GetAssetByAssetName("/altcraft/shaders/frag/sky");
skyPixelSource = std::string((char*)pixelAsset->data.data(), (char*)pixelAsset->data.data() + pixelAsset->data.size());
}
auto gal = Gal::GetImplementation();
{
auto sectionsPLC = gal->CreatePipelineConfig();
sectionsPLC->SetTarget(target);
sectionsPLC->AddShaderParameter("projView", Gal::Type::Mat4);
sectionsPLC->AddShaderParameter("DayTime", Gal::Type::Float);
sectionsPLC->AddShaderParameter("GlobalTime", Gal::Type::Float);
sectionsPLC->AddShaderParameter("MinLightLevel", Gal::Type::Float);
sectionsPLC->AddStaticTexture("textureAtlas", AssetManager::GetTextureAtlas());
sectionsPLC->SetVertexShader(gal->LoadVertexShader(sectionVertexSource));
sectionsPLC->SetPixelShader(gal->LoadPixelShader(sectionPixelSource));
sectionsPLC->SetPrimitive(Gal::Primitive::TriangleFan);
sectionsBufferBinding = sectionsPLC->BindVertexBuffer({
{"position", Gal::Type::Vec3, 4, 1},
{"uv", Gal::Type::Vec2, 4, 1},
{"uvLayer", Gal::Type::Float, 1, 1},
{"animation", Gal::Type::Float, 1, 1},
{"color", Gal::Type::Vec3, 1, 1},
{"light", Gal::Type::Vec2, 1, 1},
{"", Gal::Type::Uint8, 20, 1}
});
sectionsPipeline = gal->BuildPipeline(sectionsPLC);
sectionsPipeline->SetShaderParameter("MinLightLevel", 0.2f);
}
{
auto entitiesPLC = gal->CreatePipelineConfig();
entitiesPLC->SetTarget(target);
entitiesPLC->AddShaderParameter("projView", Gal::Type::Mat4);
entitiesPLC->AddShaderParameter("model", Gal::Type::Mat4);
entitiesPLC->AddShaderParameter("color", Gal::Type::Vec3);
entitiesPLC->SetVertexShader(gal->LoadVertexShader(entitiesVertexSource));
entitiesPLC->SetPixelShader(gal->LoadPixelShader(entitiesPixelSource));
entitiesPLC->SetPrimitive(Gal::Primitive::Triangle);
auto entitiesPosBB = entitiesPLC->BindVertexBuffer({
{"position", Gal::Type::Vec3},
});
auto entitiesIndicesBB = entitiesPLC->BindIndexBuffer();
entitiesPipeline = gal->BuildPipeline(entitiesPLC);
constexpr float lw = 0.485f; // line width
constexpr float vertices[] = {
0.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, lw, 0.5f,
0.5f, lw, -0.5f,
0.5f, lw, 0.5f,
-0.5f, lw, -0.5f,
0.5f, -lw, -0.5f,
0.5f, -lw, 0.5f,
-0.5f, -lw, -0.5f,
-0.5f, -lw, 0.5f,
-0.5f, -0.5f, lw,
0.5f, 0.5f, lw,
0.5f, lw, lw,
0.5f, -lw, lw,
-0.5f, 0.5f, lw,
0.5f, -0.5f, lw,
-0.5f, lw, lw,
-0.5f, -lw, lw,
-0.5f, 0.5f, -lw,
0.5f, -0.5f, -lw,
-0.5f, lw, -lw,
-0.5f, -lw, -lw,
-0.5f, -0.5f, -lw,
0.5f, 0.5f, -lw,
0.5f, lw, -lw,
0.5f, -lw, -lw,
-lw, lw, 0.5f,
-lw, -lw, 0.5f,
-lw, lw, -0.5f,
-lw, -0.5f, lw,
-lw, -0.5f, -lw,
-lw, -lw, -0.5f,
-lw, 0.5f, lw,
-lw, 0.5f, -lw,
lw, lw, -0.5f,
lw, -lw, -0.5f,
lw, lw, 0.5f,
lw, 0.5f, lw,
lw, 0.5f, -lw,
lw, -lw, 0.5f,
lw, -0.5f, lw,
lw, -0.5f, -lw,
};
constexpr int indices[] = {
47, 26, 22,
7, 33, 43,
18, 11, 19,
12, 28, 27,
31, 13, 10,
43, 14, 11,
25, 12, 27,
20, 4, 22,
1, 41, 35,
3, 18, 44,
9, 24, 16,
28, 6, 29,
45, 30, 1,
11, 20, 19,
35, 15, 12,
39, 25, 21,
2, 6, 38,
45, 18, 30,
37, 29, 6,
8, 4, 46,
10, 42, 41,
8, 17, 36,
9, 34, 33,
37, 17, 29,
47, 48, 26,
11, 3, 43,
3, 7, 43,
7, 9, 33,
1, 30, 10,
30, 18, 31,
10, 30, 31,
18, 3, 11,
19, 31, 18,
12, 15, 28,
31, 32, 13,
43, 46, 14,
7, 21, 9,
21, 25, 23,
9, 21, 23,
25, 5, 12,
27, 23, 25,
13, 32, 2,
32, 20, 26,
2, 32, 26,
20, 14, 4,
22, 26, 20,
12, 5, 35,
5, 1, 35,
1, 10, 41,
44, 39, 3,
39, 21, 7,
3, 39, 7,
9, 23, 24,
16, 24, 8,
24, 28, 17,
8, 24, 17,
28, 15, 6,
29, 17, 28,
1, 5, 40,
5, 25, 40,
40, 45, 1,
11, 14, 20,
35, 38, 15,
39, 40, 25,
15, 38, 6,
38, 42, 2,
42, 13, 2,
45, 44, 18,
6, 2, 48,
2, 26, 48,
48, 37, 6,
14, 46, 4,
46, 34, 8,
34, 16, 8,
10, 13, 42,
36, 47, 8,
47, 22, 4,
8, 47, 4,
9, 16, 34,
37, 36, 17,
};
entitiesPosBuffer = gal->CreateBuffer();
entitiesPosBuffer->SetData({ reinterpret_cast<const std::byte*>(vertices), reinterpret_cast<const std::byte*>(vertices) + sizeof(vertices) });
entitiesIndexBuffer = gal->CreateBuffer();
entitiesIndexBuffer->SetData({ reinterpret_cast<const std::byte*>(indices), reinterpret_cast<const std::byte*>(indices) + sizeof(indices) });
entitiesPipelineInstance = entitiesPipeline->CreateInstance({
{entitiesPosBB, entitiesPosBuffer},
{entitiesIndicesBB, entitiesIndexBuffer}
});
}
{
auto skyPPC = gal->CreatePipelineConfig();
skyPPC->SetTarget(target);
skyPPC->AddShaderParameter("sunTexture", Gal::Type::Vec4);
skyPPC->AddShaderParameter("sunTextureLayer", Gal::Type::Float);
skyPPC->AddShaderParameter("moonTexture", Gal::Type::Vec4);
skyPPC->AddShaderParameter("moonTextureLayer", Gal::Type::Float);
skyPPC->AddShaderParameter("DayTime", Gal::Type::Float);
skyPPC->AddShaderParameter("projView", Gal::Type::Mat4);
skyPPC->AddShaderParameter("model", Gal::Type::Mat4);
skyPPC->AddStaticTexture("textureAtlas", AssetManager::GetTextureAtlas());
skyPPC->SetVertexShader(gal->LoadVertexShader(skyVertexSource));
skyPPC->SetPixelShader(gal->LoadPixelShader(skyPixelSource));
auto skyPosUvBB = skyPPC->BindVertexBuffer({
{"position", Gal::Type::Vec3},
{"", Gal::Type::Vec2},
});
constexpr float vertices[] = {
//Z+ Positions UVs
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
//Z-
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
//X+
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
//X-
0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
//Y+
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
//Y-
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
};
TextureCoord sunTexture = AssetManager::GetTexture("/minecraft/textures/environment/sun");
TextureCoord moonTexture = AssetManager::GetTexture("/minecraft/textures/environment/moon_phases");
moonTexture.w /= 4.0f; // First phase will be fine for now
moonTexture.h /= 2.0f;
skyPipeline = gal->BuildPipeline(skyPPC);
skyPipeline->Activate();
skyPipeline->SetShaderParameter("sunTexture", glm::vec4(sunTexture.x, sunTexture.y, sunTexture.w, sunTexture.h));
skyPipeline->SetShaderParameter("sunTextureLayer", static_cast<float>(sunTexture.layer));
skyPipeline->SetShaderParameter("moonTexture", glm::vec4(moonTexture.x, moonTexture.y, moonTexture.w, moonTexture.h));
skyPipeline->SetShaderParameter("moonTextureLayer", static_cast<float>(moonTexture.layer));
skyBuffer = gal->CreateBuffer();
skyBuffer->SetData({ reinterpret_cast<const std::byte*>(vertices), reinterpret_cast<const std::byte*>(vertices) + sizeof(vertices) });
skyPipelineInstance = skyPipeline->CreateInstance({
{skyPosUvBB, skyBuffer}
});
}
}
void RendererWorld::Update(double timeToUpdate) {
OPTICK_EVENT();
static auto timeSincePreviousUpdate = std::chrono::steady_clock::now();
if (parseQueueNeedRemoveUnnecessary)
ParseQeueueRemoveUnnecessary();
ParseQueueUpdate();
listener->HandleAllEvents();
if (std::chrono::steady_clock::now() - timeSincePreviousUpdate > std::chrono::seconds(5)) {
PUSH_EVENT("UpdateSectionsRender", 0);
timeSincePreviousUpdate = std::chrono::steady_clock::now();
}
DebugInfo::readyRenderer = parseQueue.size();
DebugInfo::renderSections = sections.size();
}