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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;
}
};
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