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https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
perf: fast chunk generation
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@@ -11,9 +11,14 @@ Chunk::Chunk(World& world, ChunkPos chunk_pos) :
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}
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Chunk::~Chunk() {
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glDeleteBuffers(1, &m_vbo);
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if (m_vbo != 0) {
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glDeleteBuffers(1, &m_vbo);
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}
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}
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const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
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return m_blocks;
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}
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@@ -30,20 +35,36 @@ int Chunk::get_index(int x, int y, int z) {
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void Chunk::gen_vertex_data() {
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m_vertexs_data.clear();
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for (int x = 0; x < CHUCK_SIZE; x++) {
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for (int y = 0; y < WORLD_SIZE_Y; y++) {
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for (int z = 0; z < CHUCK_SIZE; z++) {
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static const glm::ivec3 DIR[6] = {
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{0,0,1},{1,0,0},{0,0,-1},{-1,0,0},{0,1,0},{0,-1,0}
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};
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for (int x = 0; x < SIZE_X; x++) {
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for (int y = 0; y < SIZE_Y; y++) {
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for (int z = 0; z < SIZE_Z; z++) {
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int world_x = x + m_chunk_pos.x * CHUCK_SIZE;
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int world_z = z + m_chunk_pos.z * CHUCK_SIZE;
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int world_y = y;
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const auto& block_render_data = m_world.get_block_render_data(world_x, world_y, world_z);
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int id = m_blocks[get_index(x, y, z)];
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// air
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if (m_blocks[get_index(x, y, z)] == 0) {
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if (id == 0) {
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continue;
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}
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for (int face = 0; face < 6; face++) {
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if (!block_render_data.draw_face[face]) {
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int nx = x + DIR[face].x;
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int ny = y + DIR[face].y;
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int nz = z + DIR[face].z;
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bool neighbor_soild = false;
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if (nx < 0 || nx >= SIZE_X || ny < 0 || ny >= SIZE_Y || nz < 0 || nz>= SIZE_Z) {
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neighbor_soild = m_world.is_block(glm::ivec3(world_x, world_y, world_z) + DIR[face]);
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} else {
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if (m_blocks[get_index(nx, ny, nz)] != 0) {
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neighbor_soild = true;
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}
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}
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if (neighbor_soild) {
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continue;
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}
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for (int i = 0; i < 6; i++) {
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@@ -53,7 +74,7 @@ void Chunk::gen_vertex_data() {
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VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
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TEX_COORDS[face][i][0],
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TEX_COORDS[face][i][1],
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static_cast<float>(block_render_data.block_id * 6 + face)
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static_cast<float>(id * 6 + face)
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};
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m_vertexs_data.emplace_back(vex);
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@@ -70,7 +91,7 @@ void Chunk::gen_vertex_data() {
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}
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@@ -137,6 +137,7 @@ void Player::set_player_pos(const glm::vec3& pos) {
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void Player::update(float delta_time) {
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update_move(delta_time);
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update_lookup_block();
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check_player_chunk_transition();
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}
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void Player::update_player_move_state(int key, int action) {
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@@ -223,6 +224,14 @@ void Player::update_front_vec(float offset_x, float offset_y) {
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m_front = glm::normalize(m_front);
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}
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void Player::check_player_chunk_transition() {
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ChunkPos cur_pos = m_world.chunk_pos(m_player_pos.x, m_player_pos.z);
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if (cur_pos != m_player_chunk_pos) {
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m_world.need_gen();
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m_player_chunk_pos = cur_pos;
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}
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}
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void Player::update_direction() {
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m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
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@@ -16,12 +16,10 @@ World::~World() {
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}
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bool World::can_move(const AABB& player_box) const{
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return true;
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}
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/*
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const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
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auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
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//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
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@@ -58,7 +56,7 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
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return m_block_render_data;
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}
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*/
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const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
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static std::optional<LookBlock> null_look_block = std::nullopt;
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auto it = m_players.find(HASH::str(name));
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@@ -141,7 +139,7 @@ void World::render(const glm::mat4& mvp_matrix) {
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}
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std::pair<int, int> World::chunk_pos(int world_x, int world_z) const{
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ChunkPos World::chunk_pos(int world_x, int world_z) const{
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int chunk_x, chunk_z;
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if (world_x < 0) {
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chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
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@@ -191,6 +189,8 @@ void World::gen_chunks() {
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pre_gen_chunks.push_back(pos);
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}
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}
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Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
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if (pre_gen_chunks.empty()) {
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return;
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}
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@@ -214,7 +214,7 @@ void World::gen_chunks() {
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}
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void World::need_gen() {
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need_gen_chunk = true;
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m_need_gen_chunk = true;
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}
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bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
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@@ -324,9 +324,9 @@ void World::update(float delta_time) {
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for (auto& player : m_players) {
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player.second.update(delta_time);
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}
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if (need_gen_chunk) {
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if (m_need_gen_chunk) {
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gen_chunks();
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need_gen_chunk = false;
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m_need_gen_chunk = false;
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}
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// unified compute vertex data before rendering
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