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#include "RendererWorld.hpp"
#include "DebugInfo.hpp"
#include "Frustum.hpp"
void RendererWorld::WorkerFunction(size_t workerId) {
EventListener tasksListener;
tasksListener.RegisterHandler(EventType::RendererWorkerTask, [&](EventData eventData) {
auto data = std::get<RendererWorkerTaskData>(eventData);
if (data.WorkerId != workerId)
return;
Vector vec = data.Task;
sectionsMutex.lock();
auto result = sections.find(vec);
if (result != sections.end()) {
if (result->second.GetHash() != gs->world.GetSection(result->first).GetHash()) {
sectionsMutex.unlock();
RendererSectionData data(&gs->world, vec);
renderDataMutex.lock();
renderData.push(data);
renderDataMutex.unlock();
EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
sectionsMutex.lock();
}
else {
isParsingMutex.lock();
isParsing[vec] = false;
isParsingMutex.unlock();
}
}
else {
sectionsMutex.unlock();
RendererSectionData data(&gs->world, vec);
renderDataMutex.lock();
renderData.push(data);
renderDataMutex.unlock();
EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
sectionsMutex.lock();
}
sectionsMutex.unlock();
});
LoopExecutionTimeController timer(std::chrono::milliseconds(50));
while (isRunning) {
while (tasksListener.IsEventsQueueIsNotEmpty() && isRunning)
tasksListener.HandleEvent();
timer.Update();
}
}
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;
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 });
}
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) {
EventAgregator::PushEvent(EventType::ChunkChanged, ChunkChangedData{ it });
}
}
RendererWorld::RendererWorld(GameState* ptr):gs(ptr) {
frustum = std::make_unique<Frustum>();
MaxRenderingDistance = 2;
numOfWorkers = 2;
PrepareRender();
listener.RegisterHandler(EventType::DeleteSectionRender, [this](EventData eventData) {
auto vec = std::get<DeleteSectionRenderData>(eventData).pos;
sectionsMutex.lock();
auto it = sections.find(vec);
if (it == sections.end()) {
sectionsMutex.unlock();
return;
}
sections.erase(it);
sectionsMutex.unlock();
});
listener.RegisterHandler(EventType::NewRenderDataAvailable,[this](EventData eventData) {
renderDataMutex.lock();
int i = 0;
while (!renderData.empty() && i++ < 20) {
auto &data = renderData.front();
isParsingMutex.lock();
if (isParsing[data.sectionPos] != true)
LOG(WARNING) << "Generated not parsed data";
isParsing[data.sectionPos] = false;
isParsingMutex.unlock();
sectionsMutex.lock();
if (sections.find(data.sectionPos) != sections.end()) {
if (sections.find(data.sectionPos)->second.GetHash() == data.hash) {
LOG(INFO) << "Generated not necesarry RendererData";
sectionsMutex.unlock();
renderData.pop();
continue;
}
sections.erase(sections.find(data.sectionPos));
}
RendererSection renderer(data);
sections.insert(std::make_pair(data.sectionPos, std::move(renderer)));
sectionsMutex.unlock();
renderData.pop();
}
if (renderData.empty())
std::queue<RendererSectionData>().swap(renderData);
renderDataMutex.unlock();
});
listener.RegisterHandler(EventType::EntityChanged, [this](EventData eventData) {
auto data = std::get<EntityChangedData>(eventData);
for (unsigned int entityId : gs->world.GetEntitiesList()) {
if (entityId == data.EntityId) {
entities.push_back(RendererEntity(&gs->world, entityId));
}
}
});
listener.RegisterHandler(EventType::ChunkChanged, [this](EventData eventData) {
auto vec = std::get<ChunkChangedData>(eventData).chunkPosition;
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;
}
isParsingMutex.lock();
if (isParsing.find(vec) == isParsing.end())
isParsing[vec] = false;
if (isParsing[vec] == true) {
isParsingMutex.unlock();
return;
}
isParsing[vec] = true;
isParsingMutex.unlock();
EventAgregator::PushEvent(EventType::RendererWorkerTask, RendererWorkerTaskData{ currentWorker++,vec });
if (currentWorker >= numOfWorkers)
currentWorker = 0;
});
listener.RegisterHandler(EventType::UpdateSectionsRender, [this](EventData eventData) {
UpdateAllSections(gs->player->pos);
});
listener.RegisterHandler(EventType::PlayerPosChanged, [this](EventData eventData) {
auto pos = std::get<PlayerPosChangedData>(eventData).newPos;
UpdateAllSections(pos);
});
listener.RegisterHandler(EventType::ChunkDeleted, [this](EventData eventData) {
auto pos = std::get<ChunkDeletedData>(eventData).pos;
sectionsMutex.lock();
auto it = sections.find(pos);
if (it != sections.end())
sections.erase(it);
sectionsMutex.unlock();
});
for (int i = 0; i < numOfWorkers; i++)
workers.push_back(std::thread(&RendererWorld::WorkerFunction, this, i));
EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
}
RendererWorld::~RendererWorld() {
size_t faces = 0;
sectionsMutex.lock();
for (auto& it : sections) {
faces += it.second.numOfFaces;
}
sectionsMutex.unlock();
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 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();
frustum->UpdateFrustum(projView);
sectionsMutex.lock();
size_t culledSections = sections.size();
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 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) {
sectionsMutex.lock();
culledSections--;
continue;
}
section.second.Render(renderState);
sectionsMutex.lock();
}
this->culledSections = culledSections;
sectionsMutex.unlock();
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();
}
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 skyTexture = AssetManager::Instance().GetTextureByAssetName("minecraft/textures/entity/end_portal");
glUniform4f(glGetUniformLocation(skyShader->Program, "skyTexture"),skyTexture.x,skyTexture.y,skyTexture.w,skyTexture.h);
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();
int i = 0;
while (listener.IsEventsQueueIsNotEmpty() && i++ < 50)
listener.HandleEvent();
if (std::chrono::steady_clock::now() - timeSincePreviousUpdate > std::chrono::seconds(5)) {
EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
timeSincePreviousUpdate = std::chrono::steady_clock::now();
}
DebugInfo::readyRenderer = this->renderData.size();
DebugInfo::renderSections = this->sections.size();
}
GameState* RendererWorld::GameStatePtr() {
return gs;
}
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