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>
This commit is contained in:
zhenyan121
2026-06-22 13:34:45 +08:00
committed by GitHub
parent 5385876a8a
commit 7ffc349eb3
19 changed files with 501 additions and 601 deletions

View File

@@ -723,18 +723,24 @@ void ChunkGenerator::generate_cave() {
auto& paths = cave_carver.paths();
const auto& chunk_pos = m_chunk.chunk_pos();
auto& blocks = m_chunk.blocks();
{
std::shared_lock lock(cave_carver.path_mutex());
for (auto& [id, path] : paths) {
for (auto& [id, path] : paths) {
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
int idx = Chunk::index(x, y, z);
if (blocks[idx] == 7)
return;
if (y < WORLD_SIZE_Y - 1 && blocks[Chunk::index(x, y + 1, z)] == 7)
return;
blocks[idx] = 0;
});
path.clear_chunk(chunk_pos);
carve_worm(path.points(), chunk_pos,
[&](int x, int y, int z) -> void {
int idx = Chunk::index(x, y, z);
if (blocks[idx] == 7)
return;
if (y < WORLD_SIZE_Y - 1 &&
blocks[Chunk::index(x, y + 1, z)] == 7)
return;
blocks[idx] = 0;
});
if (!m_chunk.is_temp_chunk()) {
path.clear_chunk(chunk_pos);
}
}
}
}
@@ -744,29 +750,36 @@ void ChunkGenerator::generate_river() {
auto& paths = river_worm.paths();
const auto& chunk_pos = m_chunk.chunk_pos();
auto& blocks = m_chunk.blocks();
bool is_river = false;
for (auto& [id, path] : paths) {
if ((m_chunk.biome() == BiomeType::DESERT) ||
(m_chunk.biome() == BiomeType::OCEAN)) {
path.clear_chunk(chunk_pos);
continue;
{
std::shared_lock lock(river_worm.paths_mutex());
for (auto& [id, path] : paths) {
if ((m_chunk.biome() == BiomeType::DESERT) ||
(m_chunk.biome() == BiomeType::OCEAN)) {
if (!m_chunk.is_temp_chunk()) {
path.clear_chunk(chunk_pos);
}
continue;
}
carve_worm(path.points(), chunk_pos,
[&](int x, int y, int z) -> void {
int idx = Chunk::index(x, y, z);
if (y > SEA_LEVEL) {
blocks[idx] = 0;
return;
}
is_river = true;
if (blocks[idx] == 0) {
return;
}
blocks[idx] = 7;
});
if (!m_chunk.is_temp_chunk()) {
path.clear_chunk(chunk_pos);
}
}
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
int idx = Chunk::index(x, y, z);
if (y > SEA_LEVEL) {
blocks[idx] = 0;
return;
}
is_river = true;
if (blocks[idx] == 0) {
return;
}
blocks[idx] = 7;
});
path.clear_chunk(chunk_pos);
}
if (is_river) {
m_chunk.biome(RIVER);
}