fix: missing face culling for old chunks during generation

This commit is contained in:
2026-04-19 17:49:08 +08:00
parent ca82d6a447
commit 553955841b
4 changed files with 161 additions and 77 deletions

View File

@@ -8,7 +8,6 @@
#include <Cubed/tools/math_tools.hpp>
#include <execution>
#include <unordered_set>
static constexpr ChunkPos CHUNK_DIR[] {
{1, 0}, {-1, 0}, {0, 1}, {0, -1}
@@ -202,81 +201,39 @@ ChunkPos World::chunk_pos(int world_x, int world_z) {
}
void World::gen_chunks_internal() {
glm::vec3 player_pos;
{
std::lock_guard lk(m_gen_player_pos_mutex);
player_pos = m_gen_player_pos;
}
ChunkPosSet required_chunks;
compute_required_chunks(required_chunks);
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()) {
CUBED_ASSERT_MSG(!required_chunks.empty(), "required chunks is empty!!");
std::vector<ChunkPos> need_gen_chunks_pos;
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks);
Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size());
if (need_gen_chunks_pos.empty()) {
return;
}
for (auto& pos : pre_gen_chunks) {
ChunkUpdateList new_chunks;
for (auto& pos : need_gen_chunks_pos) {
new_chunks.push_back({pos, Chunk(*this, pos)});
}
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)});
}
}
}
}
ConstChunkMap new_chunks_neighbor;
// affected neighbor
ChunkPtrUpdateList affected_neighbor;
build_neighbor_context_for_new_chunks(new_chunks_neighbor, affected_neighbor,new_chunks);
std::array<const std::vector<uint8_t>*, 4> neighbor_block;
// build new chunk, but the neighbor in m_chunks also need to re-build
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()) {
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
if (it != new_chunks_neighbor.end()) {
neighbor_block[i] = &(it->second->get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
@@ -284,6 +241,20 @@ void World::gen_chunks_internal() {
}
chunk.gen_vertex_data(neighbor_block);
}
build_neighbor_context_for_affected_neighbors(affected_neighbor, new_chunks_neighbor);
for (auto& [pos, chunk] : affected_neighbor) {
for (int i = 0; i < 4; i++) {
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
if (it != new_chunks_neighbor.end()) {
neighbor_block[i] = &(it->second->get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
}
}
chunk->gen_vertex_data(neighbor_block);
chunk->need_upload();
}
{
std::lock_guard lk(m_new_chunk_queue_mutex);
@@ -295,6 +266,77 @@ void World::gen_chunks_internal() {
}
void World::sync_player_pos(glm::vec3& player_pos) {
std::lock_guard lk(m_gen_player_pos_mutex);
player_pos = m_gen_player_pos;
}
void World::compute_required_chunks(ChunkPosSet& required_chunks) {
glm::vec3 player_pos;
sync_player_pos(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);
required_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) {
required_chunks.emplace(u, v);
}
}
}
void World::sync_and_collect_missing_chunks(std::vector<ChunkPos>& need_gen_chunks_pos, const ChunkPosSet& required_chunks) {
std::lock_guard lk(m_chunks_mutex);
for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
if (required_chunks.find(it->first) == required_chunks.end()) {
it = m_chunks.erase(it);
} else {
++it;
}
}
for (auto pos: required_chunks) {
auto it = m_chunks.find(pos);
if (it == m_chunks.end()) {
need_gen_chunks_pos.push_back(pos);
}
}
}
void World::build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor, ChunkPtrUpdateList& affected_neighbor,const ChunkUpdateList& new_chunks) {
{
std::lock_guard lk(m_chunks_mutex);
for (auto& [pos, chunk] : new_chunks) {
for (auto& dir : CHUNK_DIR) {
auto it = m_chunks.find(pos + dir);
if (it != m_chunks.end()) {
new_chunks_neighbor.insert({it->first, &(it->second)});
affected_neighbor.push_back({it->first, &(it->second)});
}
}
}
}
for (auto& [pos, chunk] : new_chunks) {
new_chunks_neighbor.insert({pos, &chunk});
}
}
void World::build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList& affected_neighbor, ConstChunkMap& new_chunks_neighbor) {
std::lock_guard lk(m_chunks_mutex);
for (auto& [pos, chunk] : affected_neighbor) {
for (auto& dir : CHUNK_DIR) {
auto it = m_chunks.find(pos + dir);
if (it != m_chunks.end()) {
new_chunks_neighbor.insert({it->first, &(it->second)});
}
}
}
}
void World::start_gen_thread() {
m_gen_running = true;
Logger::info("Gen Thread Started");
@@ -484,9 +526,12 @@ void World::update(float delta_time) {
chunk.upload_to_gpu();
}
if (!chunk.is_dirty()) {
if (chunk.is_need_upload()) {
chunk.upload_to_gpu();
}
m_render_snapshots.push_back({
chunk.get_vbo(),
chunk.get_vertex_data().size(),
chunk.get_vertex_sum(),
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))
}