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

View File

@@ -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);
}