#include "RendererWorld.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "DebugInfo.hpp"
#include "Frustum.hpp"
#include "Event.hpp"
#include "AssetManager.hpp"
#include "Renderer.hpp"
#include "Shader.hpp"
#include "GameState.hpp"
#include "Section.hpp"
#include "RendererSectionData.hpp"
void RendererWorld::WorkerFunction(size_t workerId) {
EventListener tasksListener;
tasksListener.RegisterHandler("ParseSection", [&](const Event &eventData) {
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.NotEmpty() && isRunning)
tasksListener.HandleEvent();
timer.Update();
}
}
void RendererWorld::ParseQueueUpdate() {
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 = gs->world.GetSection(vec);
parsing[id].data.north = gs->world.GetSection(vec + Vector(0, 0, 1));
parsing[id].data.south = gs->world.GetSection(vec + Vector(0, 0, -1));
parsing[id].data.west = gs->world.GetSection(vec + Vector(1, 0, 0));
parsing[id].data.east = gs->world.GetSection(vec + Vector(-1, 0, 0));
parsing[id].data.bottom = gs->world.GetSection(vec + Vector(0, -1, 0));
parsing[id].data.top = gs->world.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() {
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 = gs->world.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) {
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();
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(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();
return leftLengthToPlayer < rightLengthToPlayer;
});
for (auto& it : suitableChunks) {
PUSH_EVENT("ChunkChanged", it);
}
}
RendererWorld::RendererWorld(GameState* ptr) {
gs = ptr;
frustum = std::make_unique<Frustum>();
MaxRenderingDistance = 2;
numOfWorkers = _max(1, (signed int) std::thread::hardware_concurrency() - 2);
listener = std::make_unique<EventListener>();
PrepareRender();
listener->RegisterHandler("DeleteSectionRender", [this](const Event& eventData) {
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) {
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)));
parsing[id] = RendererWorld::SectionParsing();
});
listener->RegisterHandler("EntityChanged", [this](const Event& eventData) {
auto data = eventData.get<unsigned int>();
for (unsigned int entityId : gs->world.GetEntitiesList()) {
if (entityId == data) {
entities.push_back(RendererEntity(&gs->world, entityId));
}
}
});
listener->RegisterHandler("ChunkChanged", [this](const Event& eventData) {
auto vec = eventData.get<Vector>();
if (vec == Vector())
return;
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) {
return;
}
parseQueue.push(vec);
parseQueueNeedRemoveUnnecessary = true;
});
listener->RegisterHandler("ChunkChangedForce", [this](const Event& eventData) {
auto vec = eventData.get<Vector>();
if (vec == Vector())
return;
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) {
return;
}
vec.y += 4500;
parseQueue.push(vec);
parseQueueNeedRemoveUnnecessary = true;
});
listener->RegisterHandler("UpdateSectionsRender", [this](const Event&) {
UpdateAllSections(gs->player->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);
});
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();
delete blockShader;
delete entityShader;
delete skyShader;
DebugInfo::renderSections = 0;
DebugInfo::readyRenderer = 0;
}
void RendererWorld::Render(RenderState & renderState) {
//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();
glm::mat4 projView = projection * view;
//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 selected block
Vector selectedBlock = gs->selectedBlock;
if (selectedBlock != Vector()) {
glLineWidth(2.0f);
{
glm::mat4 model;
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));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glUniform3f(colorLoc, 0.0, 0.0, 0.0);
glCheckError();
glDrawArrays(GL_LINE_STRIP, 0, 36);
}
glLineWidth(1.0f);
glCheckError();
}
//Render raycast hit
bool renderHit = false;
if (renderHit) {
VectorF hit = gs->raycastHit;
glLineWidth(2.0f);
{
glm::mat4 model;
model = glm::translate(model, hit.glm());
model = glm::scale(model,glm::vec3(0.3f,0.3f,0.3f));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
if (selectedBlock == Vector())
glUniform3f(colorLoc,0.7,0.0,0.0);
else
glUniform3f(colorLoc, 0.0, 0.0, 0.7);
glCheckError();
glDrawArrays(GL_LINE_STRIP, 0, 36);
}
glLineWidth(1.0f);
glCheckError();
}
//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->player->pos.glm());
const float scale = 1000000.0f;
model = glm::scale(model, glm::vec3(scale, scale, scale));
float shift = gs->TimeOfDay / 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));
modelLoc = glGetUniformLocation(skyShader->Program, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glCheckError();
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;
int dayTime = gs->TimeOfDay;
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);
}
glUniform1f(glGetUniformLocation(skyShader->Program, "DayTime"), mixLevel);
rendererSky.Render(renderState);
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");
glUniform1f(glGetUniformLocation(blockShader->Program, "DayTime"), mixLevel);
glUniformMatrix4fv(pvLoc, 1, GL_FALSE, glm::value_ptr(projView));
glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
glCheckError();
frustum->UpdateFrustum(projView);
size_t culledSections = sections.size();
for (auto& section : sections) {
const static 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 isVisible = false;
for (const auto &it : sectionCorners) {
VectorF point(section.second.GetPosition().x * 16 + it.x,
section.second.GetPosition().y * 16 + it.y,
section.second.GetPosition().z * 16 + it.z);
if (frustum->TestPoint(point)) {
isVisible = true;
break;
}
}
double lengthToSection = (gs->player->pos -
VectorF(section.first.x*16,
section.first.y*16,
section.first.z*16)
).GetLength();
if (!isVisible && lengthToSection > 30.0f) {
culledSections--;
continue;
}
section.second.Render(renderState);
}
this->culledSections = culledSections;
glCheckError();
}
void RendererWorld::PrepareRender() {
blockShader = new Shader("./shaders/face.vs", "./shaders/face.fs");
blockShader->Use();
glUniform1i(glGetUniformLocation(blockShader->Program, "textureAtlas"), 0);
entityShader = new Shader("./shaders/entity.vs", "./shaders/entity.fs");
skyShader = new Shader("./shaders/sky.vs", "./shaders/sky.fs");
skyShader->Use();
glUniform1i(glGetUniformLocation(skyShader->Program, "textureAtlas"), 0);
TextureCoordinates sunTexture = AssetManager::Instance().GetTextureByAssetName("minecraft/textures/environment/sun");
glUniform4f(glGetUniformLocation(skyShader->Program, "sunTexture"), sunTexture.x, sunTexture.y, sunTexture.w, sunTexture.h);
TextureCoordinates moonTexture = AssetManager::Instance().GetTextureByAssetName("minecraft/textures/environment/moon_phases");
moonTexture.w /= 4.0f; //First phase will be fine for now
moonTexture.h /= 2.0f;
glUniform4f(glGetUniformLocation(skyShader->Program, "moonTexture"), moonTexture.x, moonTexture.y, moonTexture.w, moonTexture.h);
}
void RendererWorld::Update(double timeToUpdate) {
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();
}
GameState* RendererWorld::GameStatePtr() {
return gs;
}