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#pragma once
#include "RendererSection.hpp"
#include "RendererEntity.hpp"
#include "GameState.hpp"
#include "Shader.hpp"
#include <glm/gtc/type_ptr.hpp>
class RendererWorld: public Renderer {
//General
GameState *gs;
EventListener listener;
/*static const size_t numOfWorkers = 4;
size_t currentWorker = 0;
std::thread workers[numOfWorkers];
void WorkerFunction(size_t WorkerId);*/
std::thread resourceLoader;
void LoadedSectionController();
bool isRunning = true;
//Blocks
std::vector<Vector> renderList;
std::mutex sectionsMutex;
std::map<Vector, RendererSection> sections;
Shader *blockShader;
void RenderBlocks(RenderState& renderState);
//Entities
Shader *entityShader;
std::vector<RendererEntity> entities;
void RenderEntities(RenderState& renderState);
public:
RendererWorld(GameState* ptr);
~RendererWorld();
void Render(RenderState& renderState) override;
void PrepareResources() override;
void PrepareRender() override;
bool IsNeedResourcesPrepare() override;
double MaxRenderingDistance;
void Update();
std::mutex renderDataMutex;
std::queue<RendererSectionData> renderData;
};
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