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Univerxel/src/client/contouring/Abstract.hpp

72 lines
3.4 KiB
C++

#pragma once
#include "../../core/world/forward.h"
#include "../../core/geometry/Frustum.hpp"
#include "../../core/geometry/Ray.hpp"
#include "../../core/geometry/Faces.hpp"
#include "../../core/flags.hpp"
#include <glm/gtc/matrix_transform.hpp>
namespace render {
class Model;
class LodModel;
}
/// Mesh creation (from world to render)
namespace contouring {
/// Generating mesh from world data
class Abstract {
public:
Abstract() { }
virtual ~Abstract() { }
/// Each frame ping.
/// Mostly used for cleanup and to flush buffers data using main thread
virtual void update(const voxel_pos &pos, const world::client::area_map &areas) = 0;
/// Chunk data change
/// @param offset priority position offset
virtual void onUpdate(const area_<chunk_pos> &pos, const chunk_pos &offset, const world::ChunkContainer &data, geometry::Faces neighbors) = 0;
/// Chunk existante ping
/// @note notify for chunks entering view while moving
virtual void onNotify(const area_<chunk_pos> &pos, const chunk_pos &offset, const world::ChunkContainer &data) = 0;
/// Display ImGui config
virtual void onGui() = 0;
/// Register entity from model
virtual void onEntityLoad(size_t id, std::istream&) = 0;
/// Register entity from area
virtual void onEntityLoad(size_t id, const glm::ucvec3& size, const std::vector<std::shared_ptr<world::Chunk>>&) = 0;
/// Free entity model
virtual void onEntityUnload(size_t id) = 0;
/// Get options
virtual std::string getOptions() const = 0;
/// Get camera recommended far_dist range
virtual std::pair<float, float> getFarRange() const = 0;
/// Get pending elements
virtual size_t getQueueSize() = 0;
using area_info = std::tuple<area_pos, voxel_pos::value_type, float>;
using draw_call = const std::function<void(glm::mat4, render::LodModel *const, const area_info&, const voxel_pos&)> &;
/// Get buffers in frustum with model matrices
/// @note buffers invalidated after update
virtual void getModels(draw_call draw, const std::optional<geometry::Frustum>& frustum, const glm::llvec3& offset, int density, bool solid) = 0;
/// Get buffers hitting occlusion rays with model matrices
/// @note buffers invalidated after update
virtual void getModels(draw_call draw, const glm::ifvec3 &from, float far_dist, const std::vector<glm::vec3> &occlusion, const glm::llvec3 &offset, int density, bool solid) = 0;
/// Get buffer corresponding to entity idx
virtual render::Model* getEntityModel(size_t) = 0;
/// Get entity instance model if in frustum
static _FORCE_INLINE_ bool CullEntity(glm::mat4& out, const glm::vec3& size, const glm::vec3& scale, const glm::ifvec3& pos,
const std::optional<geometry::Frustum>& frustum, const glm::llvec3& offset, int density)
{
const glm::vec3 fPos = (glm::vec3(pos.raw_as_long() - offset * glm::llvec3(density)) + pos.offset) / glm::vec3(density);
if (!frustum.has_value() || frustum.value().contains(geometry::Box::fromMin(fPos, size))) {
out = glm::scale(glm::translate(glm::mat4(1), fPos * (float)density), scale);
return true;
}
return false;
};
};
}