SQCSimulator2023/SQCSim2021/renderer.cpp

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#include "renderer.h"
#include <iostream>
#include <cstring>
#include <thread>
#include <queue>
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Renderer::Renderer() {
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m_meshes.Reset(nullptr);
}
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Renderer::~Renderer() {
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}
void Renderer::RemoveChunk(int nbReduit)
{
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
{
Mesh* chk = nullptr;
if (x < nbReduit)
chk = m_meshes.Remove(x, y);
if (y < nbReduit)
chk = m_meshes.Remove(x, y);
if (y > WORLD_SIZE_Y - nbReduit)
chk = m_meshes.Remove(x, y);
if (x > WORLD_SIZE_X - nbReduit)
chk = m_meshes.Remove(x, y);
// TODO: MakeDirty() les voisins pour qu'ils se redessinent.
if (!chk)
continue;
delete chk;
}
}
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void Renderer::RenderWorld(World* origin, int& rendercount, const Vector3f& player_pos, const Vector3f& player_dir, Transformation world, Shader& shader, TextureAtlas& atlas) const {
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rendercount = 0;
Vector3f angle;
Vector3f cursor;
Vector3f direct = player_dir;
Vector3f pos = player_pos - direct;
direct.y = 0;
direct.Normalize();
pos.y = 1;
static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal <20> <20>tre rendus.
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//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
// Configuration du radar.
float sinus, cosinus;
int echantillons;
if (dist > VIEW_DISTANCE * .1f) {
sinus = .00872653549f; // sin(1/2 degr<67>)
cosinus = .99996192306; // cos(1/2 degr<67>)
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echantillons = 180;
}
//else {//if (dist > VIEW_DISTANCE * .3f) {
// sinus = .01151891831f; // sin(2/3 degr<67>)
// cosinus = .99993365506; // cos(2/3 degr<67>)
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// echantillons = 120;
//}
//else if (dist > VIEW_DISTANCE * .2f) {
// sinus = .01745240643; // sin(1 degr<67>)
// cosinus = .99984769515; // cos(1 degr<67>)
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// echantillons = 90;
//}
//else if (dist > VIEW_DISTANCE * .1f) {
// sinus = .0261769483;
// cosinus = .99965732497;
// echantillons = 60;
//}
else {
sinus = .0348994967;
cosinus = .99939082701;
echantillons = 45;
}
angle.x = direct.z + direct.x;
angle.z = direct.z - direct.x;
angle.y = 0;
angle.Normalize();
for (int radar = 0; radar < echantillons; ++radar) {
float x = angle.x;
angle.x = angle.x * cosinus - angle.z * sinus;
angle.z = angle.z * cosinus + x * sinus;
angle.Normalize();
cursor = pos - direct * CHUNK_SIZE_X * 4 + angle * dist;
if (cursor.y >= 128.f || cursor.y >= 0.f) cursor.y = CHUNK_SIZE_Y / 4.f;
if (origin->ChunkAt(cursor)) {
bool valide = true;
unsigned int chx, chy;
origin->ChunkAt(cursor)->GetPosition(chx, chy);
for (int index = 0; index < rendercount; ++index) // Permet de v<>rifier seulement contre celles ajout<75>es dans la frame, et ne pas avoir <20> refaire l'array <20> chaque frame.
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if (renderManifest[index].x == chx && renderManifest[index].z == chy)
valide = false;
if (valide) renderManifest[rendercount++] = Vector3<unsigned int>(chx,
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) < 0.f ? 0 :
(VIEW_DISTANCE - (pos - cursor).Length() * 3.f + 256.f) * 1000,
chy);
}
}
}
shader.Use();
atlas.Bind();
glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
unsigned int sx, sy, cx, cy;
origin->GetScope(sx, sy);
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for (int index = 0; index < rendercount; ++index) {
int chx = (renderManifest[index].x - sx) * CHUNK_SIZE_X, chy = (renderManifest[index].z - sy) * CHUNK_SIZE_Z;
world.ApplyTranslation(chx, 0, chy);
glLoadMatrixf(world.GetMatrix().GetInternalValues());
float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f);
glBlendColor(blcolor, blcolor, blcolor, 1.f);
origin->ChunkAt(chx, 1, chy)->GetPosition(cx, cy);
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if (m_meshes.Get(cx - sx, cy - sy))
m_meshes.Get(cx - sx, cy - sy)->Render();
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world.ApplyTranslation(-chx, 0, -chy);
}
shader.Disable();
glStencilFunc(GL_GREATER, 1, 0xFF);
}
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void Renderer::UpdateMesh(World* origin, const Vector3f& player, BlockInfo* blockinfo[BTYPE_LAST]) {
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int cx = player.x;
int cy = player.z;
static int frameUpdate = 2;
int side = 0;
int threads = 0;
std::future<Mesh*> updateThList[THREADS_UPDATE_CHUNKS];
unsigned int mx = 0, my = 0, sx, sy;
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origin->GetScope(sx, sy);
if (frameUpdate > 0) --frameUpdate;
if (!frameUpdate)
while (side * CHUNK_SIZE_X <= VIEW_DISTANCE * 2) {
int tx = -side, ty = -side;
for (; tx <= side; ++tx) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; ty <= side; ++ty) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; tx >= -side; --tx) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
for (; ty >= -side; --ty) {
if (frameUpdate)
break;
unsigned int chx = cx + tx * CHUNK_SIZE_X, chy = cy + ty * CHUNK_SIZE_Z;
if (origin->ChunkAt(chx, 1, chy) &&
origin->ChunkAt(chx, 1, chy)->IsDirty()) {
origin->ChunkAt(chx, 1, chy)->GetPosition(mx, my);
if (m_meshes.Get(mx - sx, my - sy))
updateThList[threads++] =
std::async(std::launch::async,
[](Mesh* mesh, BlockInfo* blockinfo[BTYPE_LAST], World* world) {
mesh->Update(blockinfo, world); return mesh; }, m_meshes.Get(mx - sx, my - sy), blockinfo, origin);
else updateThList[threads++] = std::async(std::launch::async,
[](Chunk* chunk) { return new Mesh(chunk); }, origin->ChunkAt(chx, 1, chy));
if (threads == THREADS_UPDATE_CHUNKS) frameUpdate = FRAMES_UPDATE_CHUNKS;
}
}
if (frameUpdate)
break;
++side;
}
if (threads > 0) {
for (int i = 0; i < threads; ++i) {
updateThList[i].wait();
Mesh* mesh = updateThList[i].get();
if (mesh->IsNew()) {
unsigned int x, y;
mesh->GetPosition(x, y, origin);
m_meshes.Set(x, y, mesh);
}
mesh->FlushMeshToVBO();
}
}
}
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void Renderer::RenderBooster(TextureAtlas& textureAtlas, Shader& shader, Transformation tran, Player player, Booster* booster) {
float width = 1.f;
float height = 1.f;
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Vector3f DiffCam = booster->GetPosition() - player.GetPosition();
Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
Vector3f CrossA = DiffCam.Cross(UpCam);
Vector3f CrossB = DiffCam.Cross(CrossA);
CrossA.Normalize();
CrossB.Normalize();
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Vector3f playerPosition = booster->GetPosition() + Vector3f(0.f, -.75f, 0.f);
Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
int index;
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BOOST_TYPE type = booster->GetType();
switch (type)
{
case BTYPE_HEAL:
index = 5;
break;
case BTYPE_DAMAGE:
index = 6;
break;
case BTYPE_SPEED:
index = 7;
break;
case BTYPE_INVINCIBLE:
index = 8;
break;
default:
index = 1;
break;
}
float u, v, w, h;
shader.Use();
textureAtlas.Bind();
textureAtlas.TextureIndexToCoord(index, u, v, w, h);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glLoadMatrixf(tran.GetMatrix().GetInternalValues());
glBegin(GL_QUADS);
glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
glEnd();
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glDisable(GL_BLEND);
shader.Disable();
}
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void Renderer::RenderPlayer(Player* player, Transformation tran) const {
}
void Renderer::RenderPlayer(RemotePlayer* rplayer, const Vector3f& player_pos, const Vector3f& player_dir) const {
}