mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
feat: async world generation
This commit is contained in:
@@ -12,26 +12,45 @@ Chunk::Chunk(World& world, ChunkPos chunk_pos) :
|
||||
|
||||
Chunk::~Chunk() {
|
||||
if (m_vbo != 0) {
|
||||
glDeleteBuffers(1, &m_vbo);
|
||||
m_world.push_delete_vbo(m_vbo);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Chunk::Chunk(Chunk&& other) :
|
||||
m_vbo(other.m_vbo),
|
||||
m_chunk_pos(std::move(other.m_chunk_pos)),
|
||||
m_world(other.m_world),
|
||||
m_blocks(std::move(other.m_blocks)),
|
||||
m_dirty(other.is_dirty()),
|
||||
m_vertexs_data(std::move(other.m_vertexs_data))
|
||||
{
|
||||
other.m_vbo = 0;
|
||||
}
|
||||
|
||||
Chunk& Chunk::operator=(Chunk&& other) {
|
||||
m_vbo = other.m_vbo;
|
||||
other.m_vbo = 0;
|
||||
m_chunk_pos = std::move(other.m_chunk_pos);
|
||||
m_blocks = std::move(other.m_blocks);
|
||||
m_dirty = other.is_dirty();
|
||||
m_vertexs_data = std::move(other.m_vertexs_data);
|
||||
return *this;
|
||||
}
|
||||
|
||||
const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
|
||||
return m_blocks;
|
||||
}
|
||||
|
||||
|
||||
int Chunk::get_index(int x, int y, int z) {
|
||||
CUBED_ASSERT(!(x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE));
|
||||
if ((x * WORLD_SIZE_Y + y) * CHUCK_SIZE + z < 0 || (x * WORLD_SIZE_Y + y) * CHUCK_SIZE + z >= CHUCK_SIZE * CHUCK_SIZE * WORLD_SIZE_Y) {
|
||||
Logger::error("block pos x {} y {} z {} range error", x, y, z);
|
||||
CUBED_ASSERT(0);
|
||||
}
|
||||
return (x * WORLD_SIZE_Y + y) * CHUCK_SIZE + z;
|
||||
}
|
||||
|
||||
// this is thread-unsafe!
|
||||
void Chunk::gen_vertex_data() {
|
||||
m_vertexs_data.clear();
|
||||
|
||||
@@ -84,18 +103,104 @@ void Chunk::gen_vertex_data() {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (m_vbo == 0) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
|
||||
void Chunk::gen_vertex_data(const std::vector<const std::vector<uint8_t>*>& neighbor_block) {
|
||||
m_vertexs_data.clear();
|
||||
|
||||
static const glm::ivec3 DIR[6] = {
|
||||
{0,0,1},{1,0,0},{0,0,-1},{-1,0,0},{0,1,0},{0,-1,0}
|
||||
};
|
||||
|
||||
for (int x = 0; x < SIZE_X; x++) {
|
||||
for (int y = 0; y < SIZE_Y; y++) {
|
||||
for (int z = 0; z < SIZE_Z; z++) {
|
||||
int world_x = x + m_chunk_pos.x * CHUCK_SIZE;
|
||||
int world_z = z + m_chunk_pos.z * CHUCK_SIZE;
|
||||
int world_y = y;
|
||||
int id = m_blocks[get_index(x, y, z)];
|
||||
// air
|
||||
if (id == 0) {
|
||||
continue;
|
||||
}
|
||||
for (int face = 0; face < 6; face++) {
|
||||
int nx = x + DIR[face].x;
|
||||
int ny = y + DIR[face].y;
|
||||
int nz = z + DIR[face].z;
|
||||
bool neighbor_soild = false;
|
||||
|
||||
if (nx < 0 || nx >= SIZE_X || ny < 0 || ny >= SIZE_Y || nz < 0 || nz>= SIZE_Z) {
|
||||
|
||||
int world_nx = world_x + DIR[face].x;
|
||||
int world_ny = world_y + DIR[face].y;
|
||||
int world_nz = world_z + DIR[face].z;
|
||||
|
||||
auto [neighbor_x, neighbor_z] = World::chunk_pos(world_nx, world_nz);
|
||||
|
||||
auto is_block = [&](const std::vector<uint8_t>* chunk_blocks){
|
||||
if (chunk_blocks == nullptr) {
|
||||
return false;
|
||||
}
|
||||
int x, y, z;
|
||||
y = world_ny;
|
||||
x = world_nx - neighbor_x * CHUCK_SIZE;
|
||||
z = world_nz - neighbor_z * CHUCK_SIZE;
|
||||
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int idx = Chunk::get_index(x, y, z);
|
||||
// not init
|
||||
if (idx >= chunk_blocks->size()) {
|
||||
Logger::warn("not init");
|
||||
return false;
|
||||
}
|
||||
auto id = (*chunk_blocks)[idx];
|
||||
if (id == 0) {
|
||||
return false;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
if (m_chunk_pos.x + 1 == neighbor_x) {
|
||||
neighbor_soild = is_block(neighbor_block[0]);
|
||||
} else if (m_chunk_pos.x - 1 == neighbor_x) {
|
||||
neighbor_soild = is_block(neighbor_block[1]);
|
||||
} else if (m_chunk_pos.z + 1 == neighbor_z) {
|
||||
neighbor_soild = is_block(neighbor_block[2]);
|
||||
} else if (m_chunk_pos.z - 1 == neighbor_z) {
|
||||
neighbor_soild = is_block(neighbor_block[3]);
|
||||
}
|
||||
//neighbor_soild = m_world.is_block(glm::ivec3(world_x, world_y, world_z) + DIR[face]);
|
||||
} else {
|
||||
if (m_blocks[get_index(nx, ny, nz)] != 0) {
|
||||
neighbor_soild = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (neighbor_soild) {
|
||||
continue;
|
||||
}
|
||||
for (int i = 0; i < 6; i++) {
|
||||
Vertex vex = {
|
||||
VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
|
||||
VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
|
||||
VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
|
||||
TEX_COORDS[face][i][0],
|
||||
TEX_COORDS[face][i][1],
|
||||
static_cast<float>(id * 6 + face)
|
||||
|
||||
};
|
||||
m_vertexs_data.emplace_back(vex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
GLuint Chunk::get_vbo() const{
|
||||
@@ -135,12 +240,26 @@ void Chunk::init_chunk() {
|
||||
}
|
||||
}
|
||||
|
||||
m_is_gened = true;
|
||||
mark_dirty();
|
||||
|
||||
}
|
||||
|
||||
void Chunk::upload_to_gpu() {
|
||||
|
||||
CUBED_ASSERT(is_dirty());
|
||||
if (m_vbo == 0) {
|
||||
glGenBuffers(1, &m_vbo);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
// after fininshed it, can use
|
||||
clear_dirty();
|
||||
|
||||
}
|
||||
|
||||
bool Chunk::is_dirty() const{
|
||||
return m_dirty;
|
||||
return m_dirty.load();
|
||||
}
|
||||
|
||||
void Chunk::mark_dirty() {
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#include <Cubed/gameplay/player.hpp>
|
||||
#include <Cubed/gameplay/world.hpp>
|
||||
#include <Cubed/gameplay/player.hpp>
|
||||
#include <Cubed/map_table.hpp>
|
||||
#include <Cubed/tools/cubed_assert.hpp>
|
||||
#include <Cubed/tools/cubed_hash.hpp>
|
||||
@@ -12,7 +12,15 @@ World::World() {
|
||||
}
|
||||
|
||||
World::~World() {
|
||||
|
||||
stop_gen_thread();
|
||||
m_chunks.clear();
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
for (auto x : m_pending_delete_vbo) {
|
||||
glDeleteBuffers(1, &x);
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
}
|
||||
|
||||
bool World::can_move(const AABB& player_box) const{
|
||||
@@ -104,6 +112,7 @@ void World::init_world() {
|
||||
auto& [chunk_pos, chunk] = chunk_map;
|
||||
|
||||
chunk.gen_vertex_data();
|
||||
chunk.upload_to_gpu();
|
||||
|
||||
}
|
||||
auto t2 = std::chrono::system_clock::now();
|
||||
@@ -112,15 +121,18 @@ void World::init_world() {
|
||||
// init players
|
||||
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
|
||||
Logger::info("TestPlayer Create Finish");
|
||||
|
||||
start_gen_thread();
|
||||
|
||||
}
|
||||
|
||||
void World::render(const glm::mat4& mvp_matrix) {
|
||||
Math::extract_frustum_planes(mvp_matrix, m_planes);
|
||||
for (const auto& chunk_map : m_chunks) {
|
||||
const auto& [pos, chunk] = chunk_map;
|
||||
glm::vec3 center = glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y/ 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2));
|
||||
if (is_aabb_in_frustum(center, glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y / 2), static_cast<float>(CHUCK_SIZE / 2)))) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, chunk.get_vbo());
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
|
||||
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
|
||||
@@ -129,7 +141,7 @@ void World::render(const glm::mat4& mvp_matrix) {
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, chunk.get_vertex_data().size());
|
||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.vertex_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
||||
@@ -139,7 +151,7 @@ void World::render(const glm::mat4& mvp_matrix) {
|
||||
|
||||
}
|
||||
|
||||
ChunkPos World::chunk_pos(int world_x, int world_z) const{
|
||||
ChunkPos World::chunk_pos(int world_x, int world_z) {
|
||||
int chunk_x, chunk_z;
|
||||
if (world_x < 0) {
|
||||
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
|
||||
@@ -156,9 +168,9 @@ ChunkPos World::chunk_pos(int world_x, int world_z) const{
|
||||
return {chunk_x, chunk_z};
|
||||
}
|
||||
|
||||
void World::gen_chunks() {
|
||||
const auto& player = get_player("TestPlayer");
|
||||
const auto& player_pos = player.get_player_pos();
|
||||
void World::gen_chunks_internal() {
|
||||
|
||||
const auto& player_pos = m_gen_player_pos;
|
||||
|
||||
int x = std::floor(player_pos.x);
|
||||
int z = std::floor(player_pos.z);
|
||||
@@ -173,20 +185,22 @@ void World::gen_chunks() {
|
||||
}
|
||||
}
|
||||
CUBED_ASSERT_MSG(!cur_chunks.empty(), "cur chunks is empty!!");
|
||||
|
||||
for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
|
||||
if (cur_chunks.find(it->first) == cur_chunks.end()) {
|
||||
it = m_chunks.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
std::vector<std::pair<ChunkPos, Chunk>> new_chunks;
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
|
||||
if (cur_chunks.find(it->first) == cur_chunks.end()) {
|
||||
it = m_chunks.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto pos: cur_chunks) {
|
||||
auto it = m_chunks.find(pos);
|
||||
if (it == m_chunks.end()) {
|
||||
m_chunks.emplace(pos, Chunk(*this, pos));
|
||||
pre_gen_chunks.push_back(pos);
|
||||
for (auto pos: cur_chunks) {
|
||||
auto it = m_chunks.find(pos);
|
||||
if (it == m_chunks.end()) {
|
||||
pre_gen_chunks.push_back(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -194,27 +208,94 @@ void World::gen_chunks() {
|
||||
if (pre_gen_chunks.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& pos : pre_gen_chunks) {
|
||||
new_chunks.push_back({pos, Chunk(*this, pos)});
|
||||
}
|
||||
|
||||
static const ChunkPos CHUNK_DIR[] {
|
||||
{1, 0}, {-1, 0}, {0, -1}, {0, 1}
|
||||
{1, 0}, {-1, 0}, {0, 1}, {0, -1}
|
||||
};
|
||||
for (const auto& pos : pre_gen_chunks) {
|
||||
auto it = m_chunks.find(pos);
|
||||
CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk Don't find");
|
||||
//Logger::info("Init Chunk {} {}", pos.x, pos.z);
|
||||
it->second.init_chunk();
|
||||
it->second.mark_dirty();
|
||||
for (const auto& dir : CHUNK_DIR) {
|
||||
auto it = m_chunks.find(pos + dir);
|
||||
if (it != m_chunks.end()) {
|
||||
it->second.mark_dirty();
|
||||
|
||||
std::unordered_map<ChunkPos, const Chunk&, ChunkPos::Hash> neighbor;
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
for (const auto& dir : CHUNK_DIR) {
|
||||
auto it = m_chunks.find(pos + dir);
|
||||
if (it != m_chunks.end()) {
|
||||
neighbor.insert({it->first, (it->second)});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<const std::vector<uint8_t>*> neighbor_block(4);
|
||||
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
|
||||
chunk.init_chunk();
|
||||
neighbor.insert({pos, chunk});
|
||||
|
||||
}
|
||||
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
for (int i = 0; i < 4; i++) {
|
||||
auto it = neighbor.find(pos + CHUNK_DIR[i]);
|
||||
if (it != neighbor.end()) {
|
||||
neighbor_block[i] = &(it->second.get_chunk_blocks());
|
||||
} else {
|
||||
neighbor_block[i] = nullptr;
|
||||
}
|
||||
}
|
||||
chunk.gen_vertex_data(neighbor_block);
|
||||
}
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_new_chunk_queue_mutex);
|
||||
for (auto& x : new_chunks) {
|
||||
m_new_chunk_queue.emplace_back(std::move(x));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void World::start_gen_thread() {
|
||||
m_gen_running = true;
|
||||
Logger::info("Gen Thread Started");
|
||||
m_gen_thread = std::thread([this](){
|
||||
while (m_gen_running) {
|
||||
std::unique_lock<std::mutex> lk(m_gen_signal_mutex);
|
||||
|
||||
m_gen_cv.wait(lk, [this](){
|
||||
return m_need_gen_chunk.load() || !m_gen_running;
|
||||
});
|
||||
if (!m_gen_running) {
|
||||
break;
|
||||
}
|
||||
m_need_gen_chunk = false;
|
||||
lk.unlock();
|
||||
|
||||
gen_chunks_internal();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void World::stop_gen_thread() {
|
||||
m_gen_running = false;
|
||||
m_gen_cv.notify_all();
|
||||
if (m_gen_thread.joinable()) {
|
||||
m_gen_thread.join();
|
||||
}
|
||||
Logger::info("Gen Thread Stopped");
|
||||
}
|
||||
|
||||
void World::need_gen() {
|
||||
m_gen_player_pos = get_player("TestPlayer").get_player_pos();
|
||||
m_need_gen_chunk = true;
|
||||
m_gen_cv.notify_one();
|
||||
}
|
||||
|
||||
bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
|
||||
@@ -254,13 +335,11 @@ int World::get_block(const glm::ivec3& block_pos) const {
|
||||
|
||||
bool World::is_block(const glm::ivec3& block_pos) const{
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
|
||||
if (it == m_chunks.end()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||
int x, y, z;
|
||||
y = block_pos.y;
|
||||
@@ -279,11 +358,11 @@ bool World::is_block(const glm::ivec3& block_pos) const{
|
||||
|
||||
void World::set_block(const glm::ivec3& block_pos, unsigned id) {
|
||||
|
||||
|
||||
int world_x, world_y, world_z;
|
||||
world_x = block_pos.x;
|
||||
world_y = block_pos.y;
|
||||
world_z = block_pos.z;
|
||||
|
||||
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
|
||||
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
@@ -323,17 +402,55 @@ void World::set_block(const glm::ivec3& block_pos, unsigned id) {
|
||||
void World::update(float delta_time) {
|
||||
for (auto& player : m_players) {
|
||||
player.second.update(delta_time);
|
||||
}
|
||||
{
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
for (auto x : m_pending_delete_vbo) {
|
||||
glDeleteBuffers(1, &x);
|
||||
}
|
||||
m_pending_delete_vbo.clear();
|
||||
}
|
||||
if (m_need_gen_chunk) {
|
||||
gen_chunks();
|
||||
m_need_gen_chunk = false;
|
||||
{
|
||||
std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
|
||||
m_new_chunk.clear();
|
||||
for (auto& x : m_new_chunk_queue) {
|
||||
m_new_chunk.emplace_back(std::move(x));
|
||||
}
|
||||
m_new_chunk_queue.clear();
|
||||
}
|
||||
|
||||
|
||||
for (auto& x : m_new_chunk) {
|
||||
x.second.upload_to_gpu();
|
||||
}
|
||||
|
||||
// unified compute vertex data before rendering
|
||||
for (auto& [key, chunk] : m_chunks) {
|
||||
if (chunk.is_dirty()) {
|
||||
chunk.gen_vertex_data();
|
||||
chunk.clear_dirty();
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto& x : m_new_chunk) {
|
||||
m_chunks.insert_or_assign(x.first, std::move(x.second));
|
||||
}
|
||||
m_render_snapshots.clear();
|
||||
for (auto& [pos, chunk] : m_chunks) {
|
||||
if (chunk.is_dirty()) {
|
||||
// the curial fator influence
|
||||
chunk.gen_vertex_data();
|
||||
chunk.upload_to_gpu();
|
||||
}
|
||||
if (!chunk.is_dirty()) {
|
||||
m_render_snapshots.push_back({
|
||||
chunk.get_vbo(),
|
||||
chunk.get_vertex_data().size(),
|
||||
glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y/ 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2)),
|
||||
glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y / 2), static_cast<float>(CHUCK_SIZE / 2))
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void World::push_delete_vbo(GLuint vbo) {
|
||||
std::lock_guard lk(m_delete_vbo_mutex);
|
||||
m_pending_delete_vbo.push_back(vbo);
|
||||
}
|
||||
@@ -1,392 +0,0 @@
|
||||
#include <Cubed/gameplay/world_thread_preview.hpp>
|
||||
#include <Cubed/gameplay/player.hpp>
|
||||
#include <Cubed/map_table.hpp>
|
||||
#include <Cubed/tools/cubed_assert.hpp>
|
||||
#include <Cubed/tools/cubed_hash.hpp>
|
||||
#include <Cubed/tools/math_tools.hpp>
|
||||
|
||||
#include <unordered_set>
|
||||
|
||||
World::World() {
|
||||
|
||||
}
|
||||
|
||||
World::~World() {
|
||||
stop_gen_thread();
|
||||
}
|
||||
|
||||
bool World::can_move(const AABB& player_box) const{
|
||||
|
||||
return true;
|
||||
}
|
||||
/*
|
||||
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
|
||||
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
|
||||
//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk not find");
|
||||
|
||||
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||
int x, y, z;
|
||||
y = world_y;
|
||||
x = world_x - chunk_x * CHUCK_SIZE;
|
||||
z = world_z - chunk_z * CHUCK_SIZE;
|
||||
//BlockRenderData m_block_render_data;
|
||||
// block id
|
||||
m_block_render_data.block_id = chunk_blocks[Chunk::get_index(x, y, z)];
|
||||
if (m_block_render_data.block_id == 0) {
|
||||
return m_block_render_data;
|
||||
}
|
||||
// draw_face
|
||||
m_block_render_data.draw_face.assign(6, true);
|
||||
static const std::vector<glm::ivec3> DIR = {
|
||||
glm::ivec3(0, 0, 1),
|
||||
glm::ivec3(1, 0, 0),
|
||||
glm::ivec3(0 ,0, -1),
|
||||
glm::ivec3(-1, 0, 0),
|
||||
glm::ivec3(0, 1, 0),
|
||||
glm::ivec3(0, -1, 0)
|
||||
};
|
||||
glm::ivec3 world_pos = glm::ivec3(world_x, world_y, world_z);
|
||||
for (int i = 0; i < 6; i++) {
|
||||
if (is_block(world_pos + DIR[i])) {
|
||||
m_block_render_data.draw_face[i] = false;
|
||||
}
|
||||
}
|
||||
|
||||
return m_block_render_data;
|
||||
}
|
||||
*/
|
||||
const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
|
||||
static std::optional<LookBlock> null_look_block = std::nullopt;
|
||||
auto it = m_players.find(HASH::str(name));
|
||||
if (it == m_players.end()) {
|
||||
Logger::error("Can't find player {}", name);
|
||||
CUBED_ASSERT(0);
|
||||
return null_look_block;
|
||||
}
|
||||
|
||||
return it->second.get_look_block_pos();
|
||||
|
||||
}
|
||||
|
||||
Player& World::get_player(const std::string& name){
|
||||
auto it = m_players.find(HASH::str(name));
|
||||
if (it == m_players.end()) {
|
||||
Logger::error("Can't find player {}", name);
|
||||
CUBED_ASSERT(0);
|
||||
}
|
||||
|
||||
return it->second;
|
||||
}
|
||||
|
||||
|
||||
void World::init_world() {
|
||||
auto t1 = std::chrono::system_clock::now();
|
||||
for (int s = 0; s < DISTANCE; s++) {
|
||||
for (int t = 0; t < DISTANCE; t++) {
|
||||
int ns = s - DISTANCE / 2;
|
||||
int nt = t - DISTANCE / 2;
|
||||
|
||||
ChunkPos pos{ns, nt};
|
||||
|
||||
m_chunks.emplace(pos, Chunk(*this, pos));
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& chunk_map : m_chunks) {
|
||||
auto& [chunk_pos, chunk] = chunk_map;
|
||||
chunk.init_chunk();
|
||||
|
||||
}
|
||||
// After block gen fininshed
|
||||
for (auto& chunk_map : m_chunks) {
|
||||
auto& [chunk_pos, chunk] = chunk_map;
|
||||
|
||||
chunk.gen_vertex_data();
|
||||
|
||||
}
|
||||
auto t2 = std::chrono::system_clock::now();
|
||||
auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
|
||||
Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
|
||||
// init players
|
||||
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
|
||||
Logger::info("TestPlayer Create Finish");
|
||||
|
||||
start_gen_thread();
|
||||
|
||||
}
|
||||
|
||||
void World::render(const glm::mat4& mvp_matrix) {
|
||||
Math::extract_frustum_planes(mvp_matrix, m_planes);
|
||||
|
||||
for (const auto& snapshot : m_render_snapshots) {
|
||||
|
||||
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, snapshot.vbo);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s));
|
||||
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer));
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, snapshot.vertex_count);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ChunkPos World::chunk_pos(int world_x, int world_z) const{
|
||||
int chunk_x, chunk_z;
|
||||
if (world_x < 0) {
|
||||
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
|
||||
}
|
||||
if (world_x >= 0) {
|
||||
chunk_x = world_x / CHUCK_SIZE;
|
||||
}
|
||||
if (world_z < 0) {
|
||||
chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
|
||||
}
|
||||
if (world_z >= 0) {
|
||||
chunk_z = world_z / CHUCK_SIZE;
|
||||
}
|
||||
return {chunk_x, chunk_z};
|
||||
}
|
||||
|
||||
void World::gen_chunks_internal() {
|
||||
|
||||
const auto& player_pos = m_gen_player_pos;
|
||||
|
||||
int x = std::floor(player_pos.x);
|
||||
int z = std::floor(player_pos.z);
|
||||
auto [chunk_x, chunk_z] = chunk_pos(x, z);
|
||||
std::unordered_set<ChunkPos, ChunkPos::Hash> cur_chunks;
|
||||
std::vector<ChunkPos> pre_gen_chunks;
|
||||
cur_chunks.reserve(DISTANCE * DISTANCE);
|
||||
int half = DISTANCE / 2;
|
||||
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
|
||||
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
|
||||
cur_chunks.emplace(u, v);
|
||||
}
|
||||
}
|
||||
CUBED_ASSERT_MSG(!cur_chunks.empty(), "cur chunks is empty!!");
|
||||
std::vector<std::pair<ChunkPos, Chunk>> new_chunks;
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
|
||||
if (cur_chunks.find(it->first) == cur_chunks.end()) {
|
||||
it = m_chunks.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto pos: cur_chunks) {
|
||||
auto it = m_chunks.find(pos);
|
||||
if (it == m_chunks.end()) {
|
||||
pre_gen_chunks.push_back(pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
|
||||
if (pre_gen_chunks.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& pos : pre_gen_chunks) {
|
||||
new_chunks.push_back({pos, Chunk(*this, pos)});
|
||||
}
|
||||
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
chunk.init_chunk();
|
||||
}
|
||||
|
||||
|
||||
|
||||
static const ChunkPos CHUNK_DIR[] {
|
||||
{1, 0}, {-1, 0}, {0, -1}, {0, 1}
|
||||
};
|
||||
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
for (auto& [pos, chunk] : new_chunks) {
|
||||
chunk.mark_dirty();
|
||||
m_chunks.emplace(pos, std::move(chunk));
|
||||
for (const auto& dir : CHUNK_DIR) {
|
||||
auto it = m_chunks.find(pos + dir);
|
||||
if (it != m_chunks.end()) {
|
||||
it->second.mark_dirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void World::start_gen_thread() {
|
||||
m_gen_running = true;
|
||||
Logger::info("Gen Thread Started");
|
||||
m_gen_thread = std::thread([this](){
|
||||
while (m_gen_running) {
|
||||
std::unique_lock<std::mutex> lk(m_gen_signal_mutex);
|
||||
|
||||
m_gen_cv.wait(lk, [this](){
|
||||
return m_need_gen_chunk.load() || !m_gen_running;
|
||||
});
|
||||
if (!m_gen_running) {
|
||||
break;
|
||||
}
|
||||
m_need_gen_chunk = false;
|
||||
lk.unlock();
|
||||
|
||||
gen_chunks_internal();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void World::stop_gen_thread() {
|
||||
m_gen_running = false;
|
||||
m_gen_cv.notify_all();
|
||||
if (m_gen_thread.joinable()) {
|
||||
m_gen_thread.join();
|
||||
}
|
||||
Logger::info("Gen Thread Stopped");
|
||||
}
|
||||
|
||||
void World::need_gen() {
|
||||
m_gen_player_pos = get_player("TestPlayer").get_player_pos();
|
||||
m_need_gen_chunk = true;
|
||||
m_gen_cv.notify_one();
|
||||
}
|
||||
|
||||
bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
|
||||
for (const auto& plane : m_planes) {
|
||||
// distance
|
||||
float d = glm::dot(glm::vec3(plane), center) + plane.w;
|
||||
float r = half_extents.x * std::abs(plane.x) +
|
||||
half_extents.y * std::abs(plane.y) +
|
||||
half_extents.z * std::abs(plane.z);
|
||||
if (d + r < 0) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
int World::get_block(const glm::ivec3& block_pos) const {
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
|
||||
if (it == m_chunks.end()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||
int x, y, z;
|
||||
y = block_pos.y;
|
||||
x = block_pos.x - chunk_x * CHUCK_SIZE;
|
||||
z = block_pos.z - chunk_z * CHUCK_SIZE;
|
||||
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
|
||||
return 0;
|
||||
}
|
||||
return chunk_blocks[Chunk::get_index(x, y, z)];
|
||||
|
||||
}
|
||||
|
||||
bool World::is_block(const glm::ivec3& block_pos) const{
|
||||
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
|
||||
if (it == m_chunks.end()) {
|
||||
return false;
|
||||
}
|
||||
const auto& chunk_blocks = it->second.get_chunk_blocks();
|
||||
int x, y, z;
|
||||
y = block_pos.y;
|
||||
x = block_pos.x - chunk_x * CHUCK_SIZE;
|
||||
z = block_pos.z - chunk_z * CHUCK_SIZE;
|
||||
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
|
||||
return false;
|
||||
}
|
||||
auto id = chunk_blocks[Chunk::get_index(x, y, z)];
|
||||
if (id == 0) {
|
||||
return false;
|
||||
} else {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
void World::set_block(const glm::ivec3& block_pos, unsigned id) {
|
||||
|
||||
|
||||
int world_x, world_y, world_z;
|
||||
world_x = block_pos.x;
|
||||
world_y = block_pos.y;
|
||||
world_z = block_pos.z;
|
||||
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
|
||||
|
||||
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
|
||||
|
||||
if (it == m_chunks.end()) {
|
||||
return ;
|
||||
}
|
||||
|
||||
int x, y, z;
|
||||
y = world_y;
|
||||
x = world_x - chunk_x * CHUCK_SIZE;
|
||||
z = world_z - chunk_z * CHUCK_SIZE;
|
||||
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
|
||||
return ;
|
||||
}
|
||||
|
||||
it->second.set_chunk_block(Chunk::get_index(x, y, z), id);
|
||||
|
||||
static const glm::ivec3 NEIGHBOR_DIRS[] = {
|
||||
{1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1}
|
||||
};
|
||||
|
||||
for (const auto& dir : NEIGHBOR_DIRS) {
|
||||
glm::ivec3 neighbor = block_pos + dir;
|
||||
|
||||
auto [cx, cz] = chunk_pos(neighbor.x, neighbor.z);
|
||||
auto it = m_chunks.find({cx, cz});
|
||||
if (it != m_chunks.end()) {
|
||||
it->second.mark_dirty();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void World::update(float delta_time) {
|
||||
for (auto& player : m_players) {
|
||||
player.second.update(delta_time);
|
||||
}
|
||||
|
||||
|
||||
// unified compute vertex data before rendering
|
||||
{
|
||||
std::lock_guard lk(m_chunks_mutex);
|
||||
m_render_snapshots.clear();
|
||||
for (auto& [pos, chunk] : m_chunks) {
|
||||
if (chunk.is_dirty()) {
|
||||
chunk.gen_vertex_data();
|
||||
chunk.clear_dirty();
|
||||
}
|
||||
m_render_snapshots.push_back({
|
||||
chunk.get_vbo(),
|
||||
chunk.get_vertex_data().size(),
|
||||
glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y/ 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2)),
|
||||
glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y / 2), static_cast<float>(CHUCK_SIZE / 2))
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user