#include "RendererWorld.hpp"
void RendererWorld::LoadedSectionController() {
el::Helpers::setThreadName("RenderParser");
std::function<void(Vector)> updateAllSections = [this](Vector 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 });
}
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 });
}
};
EventListener contentListener;
contentListener.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));
if ((Vector(vec.x, 0, vec.z) - playerChunk).GetLength() > MaxRenderingDistance)
return;
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 {
sectionsMutex.unlock();
RendererSectionData data(&gs->world, vec);
renderDataMutex.lock();
renderData.push(data);
renderDataMutex.unlock();
EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
sectionsMutex.lock();
}
sectionsMutex.unlock();
});
contentListener.RegisterHandler(EventType::PlayerPosChanged, [this,&updateAllSections](EventData eventData) {
auto pos = std::get<PlayerPosChangedData>(eventData).newPos;
updateAllSections(Vector(pos.x,pos.y,pos.z));
});
contentListener.RegisterHandler(EventType::UpdateSectionsRender, [this,&updateAllSections](EventData eventData) {
updateAllSections(Vector(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ));
});
LoopExecutionTimeController timer(std::chrono::milliseconds(32));
auto timeSincePreviousUpdate = std::chrono::steady_clock::now();
while (isRunning) {
while (contentListener.IsEventsQueueIsNotEmpty())
contentListener.HandleEvent();
if (std::chrono::steady_clock::now() - timeSincePreviousUpdate > std::chrono::seconds(15)) {
EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
timeSincePreviousUpdate = std::chrono::steady_clock::now();
}
timer.Update();
}
}
/*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 {
sectionsMutex.unlock();
RendererSectionData data(&gs->world, vec);
renderDataMutex.lock();
renderData.push(data);
renderDataMutex.unlock();
EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
sectionsMutex.lock();
}
sectionsMutex.unlock();
LOG(INFO) << "Task " << vec << " done in " << workerId;
});
LoopExecutionTimeController timer(std::chrono::milliseconds(50));
while (isRunning) {
while (tasksListener.IsEventsQueueIsNotEmpty())
tasksListener.HandleEvent();
timer.Update();
}
}*/
void RendererWorld::RenderBlocks(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& it : sections) {
it.second.Render(renderState);
}
sectionsMutex.unlock();
}
void RendererWorld::RenderEntities(RenderState& renderState)
{
renderState.SetActiveShader(entityShader->Program);
glCheckError();
}
RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
MaxRenderingDistance = 15;
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();
while (!renderData.empty()) {
auto &data = renderData.front();
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();
}
renderDataMutex.unlock();
/*sectionsMutex.lock();
renderList.clear();
for (auto& it : sections) {
renderList.push_back(it.first);
}
sectionsMutex.unlock();
std::sort(renderList.begin(), renderList.end(), [&](Vector lhs, Vector rhs) {
VectorF playerPos(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ);
VectorF left = VectorF(lhs.x, lhs.y, lhs.z) * 16 - playerPos;
VectorF right = VectorF(rhs.x, rhs.y, rhs.z) * 16 - playerPos;
return left.GetLength() > right.GetLength();
});*/
});
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 (distanceToChunk > MaxRenderingDistance) {
//LOG(WARNING) << (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
//LOG(WARNING) << distanceToChunk;
return;
}
EventAgregator::PushEvent(EventType::RendererWorkerTask, RendererWorkerTaskData{ currentWorker++,vec });
if (currentWorker > numOfWorkers)
currentWorker = 0;
LOG(INFO) << "New task " << vec << " for " << currentWorker;
});
for (int i = 0; i < numOfWorkers; i++)
workers[i] = std::thread(&RendererWorld::WorkerFunction, this, i);*/
resourceLoader = std::thread(&RendererWorld::LoadedSectionController, this);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
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();*/
resourceLoader.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();
/*for (auto& pos : renderList) {
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(pos.x * 16 + it.x, pos.y * 16 + it.y, pos.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(pos.x * 16, pos.y * 16, pos.z * 16)).GetLength();
if (isBreak && lengthToSection > 30.0f) {
continue;
}
sections.find(pos)->second.Render(renderState);
}*/
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() {
while (listener.IsEventsQueueIsNotEmpty())
listener.HandleEvent();
}