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#pragma once

#include <map>
#include <vector>
#include <mutex>
#include <queue>
#include <memory>
#include <thread>

#include "RendererSection.hpp"
#include "RendererEntity.hpp"
#include "RendererSky.hpp"
#include "RendererSectionData.hpp"

class Frustum;
class GameState;
class Texture;
class Shader;
class EventListener;
class RenderState;

class RendererWorld {
	struct SectionParsing {
		SectionsData data;
		RendererSectionData renderer;
		bool parsing = false;
	};

    //General
    std::shared_ptr<GameState> gs;
    std::unique_ptr<EventListener> listener;
    size_t numOfWorkers;
    size_t currentWorker = 0;
    std::vector<std::thread> workers;
    void WorkerFunction(size_t WorkerId);
    bool isRunning = true;
	const static size_t parsingBufferSize = 64;
	SectionParsing parsing[parsingBufferSize];
	std::queue<Vector> parseQueue;
	bool parseQueueNeedRemoveUnnecessary = false;
	void ParseQueueUpdate();
	void ParseQeueueRemoveUnnecessary();
    //Blocks
    std::vector<Vector> renderList;
    std::map<Vector, RendererSection> sections;
    void UpdateAllSections(VectorF playerPos);
    //Entities
    std::vector<RendererEntity> entities;
    //Sky
    Texture *skyTexture;
    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;

	inline void UpdateGameState(std::shared_ptr<GameState> newPtr) {
		gs = newPtr;
	}
};