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-rw-r--r--src/RendererWorld.cpp155
1 files changed, 80 insertions, 75 deletions
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 62fb243..0661b9a 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -50,7 +50,7 @@ void RendererWorld::WorkerFunction(size_t workerId) {
void RendererWorld::UpdateAllSections(VectorF playerPos)
{
- Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
+ Vector playerChunk(std::floor(gs->player->pos.x / 16), 0, std::floor(gs->player->pos.z / 16));
std::vector<Vector> suitableChunks;
auto chunks = gs->world.GetSectionsList();
@@ -74,7 +74,7 @@ void RendererWorld::UpdateAllSections(VectorF playerPos)
EventAgregator::PushEvent(EventType::DeleteSectionRender, DeleteSectionRenderData{ it });
}
- playerChunk.y = std::floor(gs->g_PlayerY / 16.0);
+ playerChunk.y = std::floor(gs->player->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();
@@ -146,7 +146,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
listener.RegisterHandler(EventType::ChunkChanged, [this](EventData eventData) {
auto vec = std::get<ChunkChangedData>(eventData).chunkPosition;
- Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
+ Vector playerChunk(std::floor(gs->player->pos.x / 16), 0, std::floor(gs->player->pos.z / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
@@ -169,7 +169,7 @@ RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
});
listener.RegisterHandler(EventType::UpdateSectionsRender, [this](EventData eventData) {
- UpdateAllSections(VectorF(gs->g_PlayerX,gs->g_PlayerY,gs->g_PlayerZ));
+ UpdateAllSections(gs->player->pos);
});
listener.RegisterHandler(EventType::PlayerPosChanged, [this](EventData eventData) {
@@ -211,84 +211,21 @@ RendererWorld::~RendererWorld() {
}
void RendererWorld::Render(RenderState & renderState) {
- renderState.TimeOfDay = gs->TimeOfDay;
- renderState.SetActiveShader(blockShader->Program);
- glCheckError();
-
- GLint projectionLoc = glGetUniformLocation(blockShader->Program, "projection");
- GLint viewLoc = glGetUniformLocation(blockShader->Program, "view");
- GLint windowSizeLoc = glGetUniformLocation(blockShader->Program, "windowSize");
+ //Common
+ GLint projectionLoc, viewLoc, modelLoc, pvLoc, windowSizeLoc, colorLoc;
glm::mat4 projection = glm::perspective(45.0f, (float)renderState.WindowWidth / (float)renderState.WindowHeight, 0.1f, 10000000.0f);
glm::mat4 view = gs->GetViewMatrix();
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
- glCheckError();
-
- sectionsMutex.lock();
- for (auto& section : sections) {
- sectionsMutex.unlock();
- std::vector<Vector> sectionCorners = {
- Vector(0, 0, 0),
- Vector(0, 0, 16),
- Vector(0, 16, 0),
- Vector(0, 16, 16),
- Vector(16, 0, 0),
- Vector(16, 0, 16),
- Vector(16, 16, 0),
- Vector(16, 16, 16),
- };
- bool isBreak = true;
- glm::mat4 vp = projection * view;
- for (auto &it : sectionCorners) {
- glm::vec3 point(section.second.GetPosition().x * 16 + it.x,
- section.second.GetPosition().y * 16 + it.y,
- section.second.GetPosition().z * 16 + it.z);
- glm::vec4 p = vp * glm::vec4(point, 1);
- glm::vec3 res = glm::vec3(p) / p.w;
- if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) {
- isBreak = false;
- break;
- }
- }
- double lengthToSection = (VectorF(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ) - VectorF(section.first.x*16,section.first.y*16,section.first.z*16)).GetLength();
-
- if (isBreak && lengthToSection > 30.0f) {
- sectionsMutex.lock();
- continue;
- }
- section.second.Render(renderState);
- sectionsMutex.lock();
- }
- sectionsMutex.unlock();
- glCheckError();
-
- glLineWidth(3.0);
- renderState.SetActiveShader(entityShader->Program);
- glCheckError();
- projectionLoc = glGetUniformLocation(entityShader->Program, "projection");
- viewLoc = glGetUniformLocation(entityShader->Program, "view");
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glCheckError();
- GLint modelLoc = glGetUniformLocation(entityShader->Program, "model");
- GLint colorLoc = glGetUniformLocation(entityShader->Program, "color");
- for (auto& it : entities) {
- it.modelLoc = modelLoc;
- it.colorLoc = colorLoc;
- it.Render(renderState);
- }
- glLineWidth(1.0);
-
-
+ glm::mat4 projView = projection * view;
+ //Render sky
+ renderState.TimeOfDay = gs->TimeOfDay;
renderState.SetActiveShader(skyShader->Program);
projectionLoc = glGetUniformLocation(skyShader->Program, "projection");
viewLoc = glGetUniformLocation(skyShader->Program, "view");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glm::mat4 model = glm::mat4();
- model = glm::translate(model, gs->Position());
+ model = glm::translate(model, gs->player->pos.glm());
const float scale = 1000000.0f;
model = glm::scale(model, glm::vec3(scale, scale, scale));
float shift = gs->TimeOfDay / 24000.0f;
@@ -308,7 +245,7 @@ void RendererWorld::Render(RenderState & renderState) {
const float sunriseLength = sunriseMax - sunriseMin;
const float moonriseLength = moonriseMax - moonriseMin;
- float mixLevel=0;
+ float mixLevel = 0;
int dayTime = gs->TimeOfDay;
if (dayTime < 0)
dayTime *= -1;
@@ -325,10 +262,78 @@ void RendererWorld::Render(RenderState & renderState) {
mixLevel = 1.0 - (timePassed / moonriseLength);
}
- glUniform1f(glGetUniformLocation(skyShader->Program,"DayTime"), mixLevel);
+ glUniform1f(glGetUniformLocation(skyShader->Program, "DayTime"), mixLevel);
rendererSky.Render(renderState);
glCheckError();
+
+ //Render Entities
+ glLineWidth(3.0);
+ renderState.SetActiveShader(entityShader->Program);
+ glCheckError();
+ projectionLoc = glGetUniformLocation(entityShader->Program, "projection");
+ viewLoc = glGetUniformLocation(entityShader->Program, "view");
+ glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
+ glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
+ glCheckError();
+ modelLoc = glGetUniformLocation(entityShader->Program, "model");
+ colorLoc = glGetUniformLocation(entityShader->Program, "color");
+ for (auto& it : entities) {
+ it.modelLoc = modelLoc;
+ it.colorLoc = colorLoc;
+ it.Render(renderState);
+ }
+ glLineWidth(1.0);
+ glCheckError();
+
+ //Render sections
+ renderState.SetActiveShader(blockShader->Program);
+ projectionLoc = glGetUniformLocation(blockShader->Program, "projection");
+ viewLoc = glGetUniformLocation(blockShader->Program, "view");
+ windowSizeLoc = glGetUniformLocation(blockShader->Program, "windowSize");
+ pvLoc = glGetUniformLocation(blockShader->Program, "projView");
+
+ glUniformMatrix4fv(pvLoc, 1, GL_FALSE, glm::value_ptr(projView));
+ glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
+ glCheckError();
+
+ sectionsMutex.lock();
+ for (auto& section : sections) {
+ sectionsMutex.unlock();
+ std::vector<Vector> sectionCorners = {
+ Vector(0, 0, 0),
+ Vector(0, 0, 16),
+ Vector(0, 16, 0),
+ Vector(0, 16, 16),
+ Vector(16, 0, 0),
+ Vector(16, 0, 16),
+ Vector(16, 16, 0),
+ Vector(16, 16, 16),
+ };
+ bool isBreak = true;
+ glm::mat4 vp = projection * view;
+ for (auto &it : sectionCorners) {
+ glm::vec3 point(section.second.GetPosition().x * 16 + it.x,
+ section.second.GetPosition().y * 16 + it.y,
+ section.second.GetPosition().z * 16 + it.z);
+ glm::vec4 p = vp * glm::vec4(point, 1);
+ glm::vec3 res = glm::vec3(p) / p.w;
+ if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) {
+ isBreak = false;
+ break;
+ }
+ }
+ double lengthToSection = (gs->player->pos - VectorF(section.first.x*16,section.first.y*16,section.first.z*16)).GetLength();
+
+ if (isBreak && lengthToSection > 30.0f) {
+ sectionsMutex.lock();
+ continue;
+ }
+ section.second.Render(renderState);
+ sectionsMutex.lock();
+ }
+ sectionsMutex.unlock();
+ glCheckError();
}
void RendererWorld::PrepareRender() {