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#pragma once
#include "RendererSection.hpp"
#include "RendererEntity.hpp"
#include "RendererSky.hpp"
#include "GameState.hpp"
#include "Shader.hpp"
#include <glm/gtc/type_ptr.hpp>
class Frustum;
class RendererWorld {
//General
std::shared_ptr<GameState> gs;
EventListener listener;
size_t numOfWorkers;
size_t currentWorker = 0;
std::vector<std::thread> workers;
void WorkerFunction(size_t WorkerId);
bool isRunning = true;
std::mutex isParsingMutex;
std::map<Vector, bool> isParsing;
//Blocks
std::mutex renderDataMutex;
std::queue<RendererSectionData> renderData;
std::vector<Vector> renderList;
std::mutex sectionsMutex;
std::map<Vector, RendererSection> sections;
Shader *blockShader;
void UpdateAllSections(VectorF playerPos);
std::unique_ptr<Frustum> frustum;
//Entities
Shader *entityShader;
std::vector<RendererEntity> entities;
//Sky
Texture *skyTexture;
Shader *skyShader;
RendererSky rendererSky;
public:
RendererWorld(std::shared_ptr<GameState> ptr);
~RendererWorld();
void Render(RenderState& renderState);
void PrepareRender();
double MaxRenderingDistance;
void Update(double timeToUpdate);
GameState *GameStatePtr();
int culledSections = 0;
};
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