perf: fast chunk generation

This commit is contained in:
2026-04-12 20:52:57 +08:00
parent 662e3ee798
commit 295188971d
7 changed files with 73 additions and 25 deletions

View File

@@ -13,6 +13,11 @@ private:
bool m_is_gened = false;
bool m_dirty = false;
static constexpr int SIZE_X = CHUCK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUCK_SIZE;
ChunkPos m_chunk_pos;
World& m_world;
// the index is a array of block id
@@ -26,6 +31,10 @@ private:
public:
Chunk(World& world, ChunkPos chunk_pos);
~Chunk();
Chunk(const Chunk&) = delete;
Chunk& operator=(const Chunk&) = delete;
Chunk(Chunk&&) = default;
Chunk& operator=(Chunk&&) = delete;
const std::vector<uint8_t>& get_chunk_blocks() const;
static int get_index(int x, int y, int z);

View File

@@ -3,6 +3,7 @@
struct ChunkPos {
int x;
int z;
bool operator==(const ChunkPos&) const = default;
struct Hash {
std::size_t operator()(const ChunkPos& pos) const{
@@ -24,3 +25,6 @@ struct ChunkPos {
};

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@@ -4,6 +4,7 @@
#include <Cubed/AABB.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/gameplay/chunk_status.hpp>
#include <Cubed/input.hpp>
#include <optional>
@@ -43,10 +44,14 @@ private:
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance {0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos {0.0f, 120.0f, 0.0f};
ChunkPos m_player_chunk_pos {0, 0};
glm::vec3 m_front {0, 0, -1};
glm::vec3 m_right {0, 0, 0};
glm::vec3 m_size {0.6f, 1.8f, 0.6f};
Gait m_gait = Gait::WALK;
MoveState m_move_state {};
@@ -56,6 +61,7 @@ private:
bool ray_cast(const glm::vec3& start, const glm::vec3& dir, glm::ivec3& block_pos, glm::vec3& normal, float distance = 4.0f);
void check_player_chunk_transition();
void update_direction();
void update_lookup_block();
void update_move(float delta_time);

View File

@@ -9,23 +9,20 @@ class Player;
class World {
private:
bool need_gen_chunk = false;
BlockRenderData m_block_render_data;
bool m_need_gen_chunk;
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::pair<int, int> chunk_pos(int world_x, int world_z) const;
void gen_chunks();
public:
World();
~World();
bool can_move(const AABB& player_box) const;
const BlockRenderData& get_block_render_data(int x, int y ,int z);
//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();
@@ -34,6 +31,8 @@ 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;
void need_gen();
void render(const glm::mat4& mvp_matrix);

View File

@@ -11,9 +11,14 @@ Chunk::Chunk(World& world, ChunkPos chunk_pos) :
}
Chunk::~Chunk() {
if (m_vbo != 0) {
glDeleteBuffers(1, &m_vbo);
}
}
const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
return m_blocks;
}
@@ -30,20 +35,36 @@ int Chunk::get_index(int x, int y, int z) {
void Chunk::gen_vertex_data() {
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 < CHUCK_SIZE; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < CHUCK_SIZE; z++) {
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;
const auto& block_render_data = m_world.get_block_render_data(world_x, world_y, world_z);
int id = m_blocks[get_index(x, y, z)];
// air
if (m_blocks[get_index(x, y, z)] == 0) {
if (id == 0) {
continue;
}
for (int face = 0; face < 6; face++) {
if (!block_render_data.draw_face[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) {
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++) {
@@ -53,7 +74,7 @@ void Chunk::gen_vertex_data() {
VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
TEX_COORDS[face][i][0],
TEX_COORDS[face][i][1],
static_cast<float>(block_render_data.block_id * 6 + face)
static_cast<float>(id * 6 + face)
};
m_vertexs_data.emplace_back(vex);
@@ -70,7 +91,7 @@ void Chunk::gen_vertex_data() {
}
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

View File

@@ -137,6 +137,7 @@ void Player::set_player_pos(const glm::vec3& pos) {
void Player::update(float delta_time) {
update_move(delta_time);
update_lookup_block();
check_player_chunk_transition();
}
void Player::update_player_move_state(int key, int action) {
@@ -223,6 +224,14 @@ void Player::update_front_vec(float offset_x, float offset_y) {
m_front = glm::normalize(m_front);
}
void Player::check_player_chunk_transition() {
ChunkPos cur_pos = m_world.chunk_pos(m_player_pos.x, m_player_pos.z);
if (cur_pos != m_player_chunk_pos) {
m_world.need_gen();
m_player_chunk_pos = cur_pos;
}
}
void Player::update_direction() {
m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));

View File

@@ -17,11 +17,9 @@ World::~World() {
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);
@@ -58,7 +56,7 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
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));
@@ -141,7 +139,7 @@ void World::render(const glm::mat4& mvp_matrix) {
}
std::pair<int, int> World::chunk_pos(int world_x, int world_z) const{
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;
@@ -191,6 +189,8 @@ void World::gen_chunks() {
pre_gen_chunks.push_back(pos);
}
}
Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
if (pre_gen_chunks.empty()) {
return;
}
@@ -214,7 +214,7 @@ void World::gen_chunks() {
}
void World::need_gen() {
need_gen_chunk = true;
m_need_gen_chunk = true;
}
bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
@@ -324,9 +324,9 @@ void World::update(float delta_time) {
for (auto& player : m_players) {
player.second.update(delta_time);
}
if (need_gen_chunk) {
if (m_need_gen_chunk) {
gen_chunks();
need_gen_chunk = false;
m_need_gen_chunk = false;
}
// unified compute vertex data before rendering