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path: root/src/RendererWorld.cpp
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#include "RendererWorld.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->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 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->g_PlayerY / 16.0);
    std::sort(suitableChunks.begin(), suitableChunks.end(), [playerChunk](Vector lhs, Vector rhs) {
        return (playerChunk - lhs).GetLength() < (playerChunk - rhs).GetLength();
    });

    for (auto& it : suitableChunks) {
        EventAgregator::PushEvent(EventType::ChunkChanged, ChunkChangedData{ it });
    }
}

RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
    MaxRenderingDistance = 2;
    numOfWorkers = 4;

    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()) {
            LOG(ERROR) << "Deleting wrong sectionRenderer";
            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, 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->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 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) {
            //LOG(WARNING) << "Changed parsing block";
            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(VectorF(gs->g_PlayerX,gs->g_PlayerY,gs->g_PlayerZ));
    });

    listener.RegisterHandler(EventType::PlayerPosChanged, [this](EventData eventData) {
        auto pos = std::get<PlayerPosChangedData>(eventData).newPos;
        UpdateAllSections(pos);
    });

    for (int i = 0; i < numOfWorkers; i++)
        workers.push_back(std::thread(&RendererWorld::WorkerFunction, this, i));
}

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;
}

void RendererWorld::Render(RenderState & renderState) {
    renderState.SetActiveShader(blockShader->Program);
    glCheckError();

    GLint projectionLoc = glGetUniformLocation(blockShader->Program, "projection");
    GLint viewLoc = glGetUniformLocation(blockShader->Program, "view");
    GLint windowSizeLoc = glGetUniformLocation(blockShader->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& 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 isBreak = true;
        glm::mat4 vp = projection * view;
        for (auto &it : sectionCorners) {
            glm::vec3 point(section.second.GetPosition().x * 16 + it.x,
                            section.second.GetPosition().y * 16 + it.y,
                            section.second.GetPosition().z * 16 + it.z);
            glm::vec4 p = vp * glm::vec4(point, 1);
            glm::vec3 res = glm::vec3(p) / p.w;
            if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) {
                isBreak = false;
                break;
            }
        }
        double lengthToSection = (VectorF(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ) - VectorF(section.first.x*16,section.first.y*16,section.first.z*16)).GetLength();
        
        if (isBreak && lengthToSection > 30.0f) {
            sectionsMutex.lock();
            continue;
        }
        section.second.Render(renderState);
        sectionsMutex.lock();
    }
    sectionsMutex.unlock();
    glCheckError();

    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();
    GLint modelLoc = glGetUniformLocation(entityShader->Program, "model");
    GLint colorLoc = glGetUniformLocation(entityShader->Program, "color");
    for (auto& it : entities) {
        it.modelLoc = modelLoc;
        it.colorLoc = colorLoc;
        it.Render(renderState);
    }

}

void RendererWorld::PrepareResources() {
    LOG(ERROR) << "Incorrect call";
}

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");
}

bool RendererWorld::IsNeedResourcesPrepare() {
    LOG(ERROR) << "Incorrect call";
    return false;
}

void RendererWorld::Update(double timeToUpdate) {
    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();
    }
}