feat: async world generation

This commit is contained in:
2026-04-14 09:24:10 +08:00
parent 80c8691999
commit 16ff954166
9 changed files with 371 additions and 545 deletions

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@@ -1,5 +1,6 @@
#pragma once
#include <atomic>
#include <cstdint>
#include <Cubed/config.hpp>
@@ -7,12 +8,10 @@
#include <Cubed/gameplay/block.hpp>
class World;
// if want to use, do init_chunk(), gen_vertex_data() and
class Chunk {
private:
bool m_is_gened = false;
bool m_dirty = false;
std::atomic<bool> m_dirty {false};
static constexpr int SIZE_X = CHUCK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
@@ -28,24 +27,33 @@ private:
float frequency = 0.01f;
float height = 80;
void clear_dirty();
public:
Chunk(World& world, ChunkPos chunk_pos);
~Chunk();
Chunk(const Chunk&) = delete;
Chunk& operator=(const Chunk&) = delete;
Chunk(Chunk&&) = default;
Chunk& operator=(Chunk&&) = delete;
Chunk(Chunk&&);
Chunk& operator=(Chunk&&);
const std::vector<uint8_t>& get_chunk_blocks() const;
static int get_index(int x, int y, int z);
void init_chunk();
void gen_vertex_data();
// 0 : (1, 0)
// 1 : (-1, 0)
// 2 : (0, 1)
// 3 : (0, -1)
void gen_vertex_data(const std::vector<const std::vector<uint8_t>*>& neighbor_block);
void upload_to_gpu();
GLuint get_vbo() const;
const std::vector<Vertex>& get_vertex_data() const;
void init_chunk();
bool is_dirty() const;
void mark_dirty();
void clear_dirty();
void set_chunk_block(int index, unsigned id);
};

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@@ -1,20 +1,50 @@
#pragma once
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <optional>
#include <unordered_map>
#include <Cubed/AABB.hpp>
#include <Cubed/gameplay/chunk.hpp>
struct ChunkRenderSnapshot {
GLuint vbo;
size_t vertex_count;
glm::vec3 center;
glm::vec3 half_extents;
};
class Player;
class World {
private:
bool m_need_gen_chunk;
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
void gen_chunks();
std::thread m_gen_thread;
std::mutex m_chunks_mutex;
std::mutex m_gen_signal_mutex;
std::mutex m_new_chunk_queue_mutex;
std::mutex m_delete_vbo_mutex;
std::vector<GLuint> m_pending_delete_vbo;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
void gen_chunks_internal();
void start_gen_thread();
void stop_gen_thread();
public:
@@ -31,7 +61,7 @@ public:
int get_block(const glm::ivec3& block_pos) const;
bool is_block(const glm::ivec3& block_pos) const;
ChunkPos chunk_pos(int world_x, int world_z) const;
static ChunkPos chunk_pos(int world_x, int world_z);
void need_gen();
void render(const glm::mat4& mvp_matrix);
@@ -39,5 +69,6 @@ public:
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
void push_delete_vbo(GLuint vbo);
};

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@@ -1,68 +0,0 @@
#pragma once
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <optional>
#include <unordered_map>
#include <Cubed/AABB.hpp>
#include <Cubed/gameplay/chunk.hpp>
struct ChunkRenderSnapshot {
GLuint vbo;
size_t vertex_count;
glm::vec3 center;
glm::vec3 half_extents;
};
class Player;
class World {
private:
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
std::thread m_gen_thread;
std::mutex m_chunks_mutex;
std::mutex m_gen_signal_mutex; ;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
void gen_chunks_internal();
void start_gen_thread();
void stop_gen_thread();
public:
World();
~World();
bool can_move(const AABB& player_box) const;
//const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>& get_look_block_pos(const std::string& name) const;
Player& get_player(const std::string& name);
void init_world();
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents);
int get_block(const glm::ivec3& block_pos) const;
bool is_block(const glm::ivec3& block_pos) const;
ChunkPos chunk_pos(int world_x, int world_z) const;
void need_gen();
void render(const glm::mat4& mvp_matrix);
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
};