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#include "RendererWorld.hpp"
void RendererWorld::LoadedSectionController() {
std::function<void(Vector)> updateAllSections = [this](Vector playerPos) {
Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
std::vector<Vector> suitableChunks;
for (auto& it : gs->world.GetSectionsList()) {
double distance = (Vector(it.GetX(),0,it.GetZ()) - playerChunk).GetMagnitude();
if (distance > MaxRenderingDistance)
continue;
suitableChunks.push_back(it);
}
std::vector<Vector> toRemove;
sectionsMutex.lock();
for (auto& it : sections) {
if (std::find(suitableChunks.begin(), suitableChunks.end(), it.first) == suitableChunks.end())
toRemove.push_back(it.first);
}
sectionsMutex.unlock();
for (auto& it : toRemove) {
EventAgregator::PushEvent(EventType::DeleteSectionRender, DeleteSectionRenderData{ it });
}
for (auto& it : suitableChunks) {
EventAgregator::PushEvent(EventType::ChunkChanged, ChunkChangedData{ it });
}
};
EventListener contentListener;
contentListener.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));
if ((playerChunk - Vector(vec.GetX(), 0, vec.GetZ())).GetMagnitude() > MaxRenderingDistance)
return;
sectionsMutex.lock();
auto& result = sections.find(vec);
if (result != sections.end()) {
sectionsMutex.unlock();
if (result->second.IsNeedResourcesPrepare())
result->second.PrepareResources();
sectionsMutex.lock();
}
else {
EventAgregator::PushEvent(EventType::CreateSectionRender, CreateSectionRenderData{ vec });
}
sectionsMutex.unlock();
});
contentListener.RegisterHandler(EventType::CreatedSectionRender, [this](EventData eventData) {
auto vec = std::get<CreatedSectionRenderData>(eventData).pos;
sectionsMutex.lock();
sections.find(vec)->second.PrepareResources();
sectionsMutex.unlock();
EventAgregator::PushEvent(EventType::InitalizeSectionRender, InitalizeSectionRenderData{ vec });
});
contentListener.RegisterHandler(EventType::PlayerPosChanged, [this,&updateAllSections](EventData eventData) {
auto pos = std::get<PlayerPosChangedData>(eventData).newPos;
updateAllSections(pos);
});
contentListener.RegisterHandler(EventType::UpdateSectionsRender, [this,&updateAllSections](EventData eventData) {
updateAllSections(Vector(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ));
});
LoopExecutionTimeController timer(std::chrono::milliseconds(32));
auto timeSincePreviousUpdate = std::chrono::steady_clock::now();
while (isRunning) {
while (contentListener.IsEventsQueueIsNotEmpty())
contentListener.HandleEvent();
if (std::chrono::steady_clock::now() - timeSincePreviousUpdate > std::chrono::seconds(15)) {
EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
timeSincePreviousUpdate = std::chrono::steady_clock::now();
}
timer.Update();
}
}
RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
MaxRenderingDistance = 2;
PrepareRender();
listener.RegisterHandler(EventType::InitalizeSectionRender, [this](EventData eventData) {
auto data = std::get<InitalizeSectionRenderData>(eventData);
sectionsMutex.lock();
sections.find(data.pos)->second.PrepareRender();
sections.find(data.pos)->second.SetEnabled(true);
sectionsMutex.unlock();
});
listener.RegisterHandler(EventType::CreateSectionRender, [this](EventData eventData) {
auto vec = std::get<CreateSectionRenderData>(eventData).pos;
sectionsMutex.lock();
sections.insert(std::make_pair(vec, RendererSection(&gs->world, vec)));
sectionsMutex.unlock();
EventAgregator::PushEvent(EventType::CreatedSectionRender, CreatedSectionRenderData{ vec });
});
listener.RegisterHandler(EventType::DeleteSectionRender, [this](EventData eventData) {
auto vec = std::get<DeleteSectionRenderData>(eventData).pos;
sectionsMutex.lock();
sections.erase(sections.find(vec));
sectionsMutex.unlock();
});
resourceLoader = std::thread(&RendererWorld::LoadedSectionController, this);
}
RendererWorld::~RendererWorld() {
isRunning = false;
resourceLoader.join();
delete shader;
}
void RendererWorld::Render(RenderState & renderState) {
renderState.SetActiveShader(shader->Program);
glCheckError();
GLint projectionLoc = glGetUniformLocation(shader->Program, "projection");
GLint viewLoc = glGetUniformLocation(shader->Program, "view");
GLint windowSizeLoc = glGetUniformLocation(shader->Program, "windowSize");
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& it : sections)
it.second.Render(renderState);
sectionsMutex.unlock();
listener.HandleEvent();
}
void RendererWorld::PrepareResources() {
LOG(ERROR) << "Incorrect call";
}
void RendererWorld::PrepareRender() {
shader = new Shader("./shaders/face.vs", "./shaders/face.fs");
shader->Use();
glUniform1i(glGetUniformLocation(shader->Program, "textureAtlas"), 0);
}
bool RendererWorld::IsNeedResourcesPrepare() {
LOG(ERROR) << "Incorrect call";
return false;
}
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