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refactor: chunk load (#21)
* feat(renderer): add fog effect based on render distance * refactor(gameplay): remove dead code and simplify chunk neighbor context Remove the large commented-out `init_chunks()` function, and eliminate the `affected_neighbor` tracking in `gen_chunks_internal()`. This simplifies the neighbor context building and removes unused vertex data regeneration for affected neighbors. * refactor(gameplay): move chunk generation phases into gen_chunk method Consolidate multiple phase generation calls into a single gen_chunk() method on Chunk, which handles neighbor generation and ensures thread safety. Simplify World::gen_chunks_internal by using gen_chunk() instead of manual phase orchestration. * fix(gameplay): use gen_phase_one to get seed * feat(world): integrate thread pool and async chunk generation * fix(renderer): correct shader uniform name and remove unused uniform * feat(gameplay): add temporary chunk flag to prevent path clearing * fix: add thread safety for cave and river path mutexes * refactor: remove unused uniforms and set cameraPos uniform outside lambda * feat(world): add dynamic thread pool resizing * feat(world): add thread pool size management and UI controls * feat(world): add ChunkLoadStyle enum and rename chunk_pos to get_chunk_pos * feat(player): add configurable fly Y speed * refactor(world): add thread pool start/stop and auto-detect threads Extract thread pool starting and stopping into dedicated methods. Set default pool threads to 0 to enable automatic detection of available cores, and ensure thread pool is properly managed during world rebuild. * fix: include shared_mutex header * fix(gameplay): simplify set_chunk_load_style switch and fix fallthrough bug * fix(world): add missing include for <utility>
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@@ -25,6 +25,10 @@ uniform float minRadius;
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uniform float maxRadius;
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uniform bool enablePBR;
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uniform bool flipY;
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uniform int renderDistance;
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uniform vec3 skyColor;
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const vec2 poissonDisk32[32] = vec2[](
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vec2(-0.975402, -0.071138),
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vec2(-0.920347, -0.411420),
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@@ -341,8 +345,17 @@ void main(void) {
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vec3 specular = spec * sunlightColor * specularStrength;
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float shadow = ShadowCalculation(FragPosLightSpace, norm, lightDir);
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// fog
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float dist = length(cameraPos - vert_pos);
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vec4 fogColor = vec4(skyColor, 1.0);
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float fogStart = renderDistance * 16 * 0.9;
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float fogEnd = renderDistance * 16;
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float fogFactor = smoothstep(fogEnd, fogStart, dist);
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color = vec4((ambient + (1.0 - shadow) * (diffuse)) * objectColor.rgb + (1.0-shadow) * specular * objectColor.rgb, objectColor.a);
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color = mix(fogColor, color, fogFactor);
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//color = vec4(normal * 0.5 + 0.5, 1.0);
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//color = vec4(tangent * 0.5 + 0.5, 1.0);;
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//color = vec4(norm * 0.5 + 0.5, 1.0);
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