diff --git a/include/Cubed/gameplay/world_thread_preview.hpp b/include/Cubed/gameplay/world_thread_preview.hpp new file mode 100644 index 0000000..8e9f49e --- /dev/null +++ b/include/Cubed/gameplay/world_thread_preview.hpp @@ -0,0 +1,68 @@ +#pragma once +#include +#include +#include +#include +#include +#include + +#include +#include + +struct ChunkRenderSnapshot { + GLuint vbo; + size_t vertex_count; + glm::vec3 center; + glm::vec3 half_extents; +}; + + +class Player; + +class World { +private: + glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f}; + std::unordered_map m_chunks; + std::unordered_map m_players; + std::vector m_planes; + + std::thread m_gen_thread; + std::mutex m_chunks_mutex; + std::mutex m_gen_signal_mutex; ; + std::condition_variable m_gen_cv; + std::atomic m_gen_running{false}; + std::atomic m_need_gen_chunk{false}; + + std::vector m_dirty_queue; + std::vector m_render_snapshots; + + void gen_chunks_internal(); + + void start_gen_thread(); + void stop_gen_thread(); + +public: + + World(); + ~World(); + + bool can_move(const AABB& player_box) const; + //const BlockRenderData& get_block_render_data(int x, int y ,int z); + const std::optional& get_look_block_pos(const std::string& name) const; + Player& get_player(const std::string& name); + void init_world(); + bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents); + + 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); + + void set_block(const glm::ivec3& pos, unsigned id); + void update(float delta_time); + + +}; \ No newline at end of file diff --git a/src/gameplay/world_thread_preview.cpp b/src/gameplay/world_thread_preview.cpp new file mode 100644 index 0000000..e244b81 --- /dev/null +++ b/src/gameplay/world_thread_preview.cpp @@ -0,0 +1,392 @@ +#include +#include +#include +#include +#include +#include + +#include + +World::World() { + +} + +World::~World() { + stop_gen_thread(); +} + +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); + auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z}); + CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk not find"); + + const auto& chunk_blocks = it->second.get_chunk_blocks(); + int x, y, z; + y = world_y; + x = world_x - chunk_x * CHUCK_SIZE; + z = world_z - chunk_z * CHUCK_SIZE; + //BlockRenderData m_block_render_data; + // block id + m_block_render_data.block_id = chunk_blocks[Chunk::get_index(x, y, z)]; + if (m_block_render_data.block_id == 0) { + return m_block_render_data; + } + // draw_face + m_block_render_data.draw_face.assign(6, true); + static const std::vector DIR = { + glm::ivec3(0, 0, 1), + glm::ivec3(1, 0, 0), + glm::ivec3(0 ,0, -1), + glm::ivec3(-1, 0, 0), + glm::ivec3(0, 1, 0), + glm::ivec3(0, -1, 0) + }; + glm::ivec3 world_pos = glm::ivec3(world_x, world_y, world_z); + for (int i = 0; i < 6; i++) { + if (is_block(world_pos + DIR[i])) { + m_block_render_data.draw_face[i] = false; + } + } + + return m_block_render_data; +} +*/ +const std::optional& World::get_look_block_pos(const std::string& name) const{ + static std::optional null_look_block = std::nullopt; + auto it = m_players.find(HASH::str(name)); + if (it == m_players.end()) { + Logger::error("Can't find player {}", name); + CUBED_ASSERT(0); + return null_look_block; + } + + return it->second.get_look_block_pos(); + +} + +Player& World::get_player(const std::string& name){ + auto it = m_players.find(HASH::str(name)); + if (it == m_players.end()) { + Logger::error("Can't find player {}", name); + CUBED_ASSERT(0); + } + + return it->second; +} + + +void World::init_world() { + auto t1 = std::chrono::system_clock::now(); + for (int s = 0; s < DISTANCE; s++) { + for (int t = 0; t < DISTANCE; t++) { + int ns = s - DISTANCE / 2; + int nt = t - DISTANCE / 2; + + ChunkPos pos{ns, nt}; + + m_chunks.emplace(pos, Chunk(*this, pos)); + } + } + + for (auto& chunk_map : m_chunks) { + auto& [chunk_pos, chunk] = chunk_map; + chunk.init_chunk(); + + } + // After block gen fininshed + for (auto& chunk_map : m_chunks) { + auto& [chunk_pos, chunk] = chunk_map; + + chunk.gen_vertex_data(); + + } + auto t2 = std::chrono::system_clock::now(); + auto d = std::chrono::duration_cast(t2 - t1); + Logger::info("Chunk Block Init Finish, Time Consuming: {}", d); + // init players + m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer")); + Logger::info("TestPlayer Create Finish"); + + start_gen_thread(); + +} + +void World::render(const glm::mat4& mvp_matrix) { + Math::extract_frustum_planes(mvp_matrix, m_planes); + + for (const auto& snapshot : m_render_snapshots) { + + if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) { + glBindBuffer(GL_ARRAY_BUFFER, snapshot.vbo); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, s)); + glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, layer)); + + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + glEnableVertexAttribArray(2); + + glDrawArrays(GL_TRIANGLES, 0, snapshot.vertex_count); + glBindBuffer(GL_ARRAY_BUFFER, 0); + + } + + + } + +} + +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; + } + if (world_x >= 0) { + chunk_x = world_x / CHUCK_SIZE; + } + if (world_z < 0) { + chunk_z = (world_z + 1) / CHUCK_SIZE - 1; + } + if (world_z >= 0) { + chunk_z = world_z / CHUCK_SIZE; + } + return {chunk_x, chunk_z}; +} + +void World::gen_chunks_internal() { + + const auto& player_pos = m_gen_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); + std::unordered_set cur_chunks; + std::vector 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> 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()) { + return; + } + + for (auto& pos : pre_gen_chunks) { + new_chunks.push_back({pos, Chunk(*this, pos)}); + } + + for (auto& [pos, chunk] : new_chunks) { + chunk.init_chunk(); + } + + + + static const ChunkPos CHUNK_DIR[] { + {1, 0}, {-1, 0}, {0, -1}, {0, 1} + }; + + { + std::lock_guard lk(m_chunks_mutex); + for (auto& [pos, chunk] : new_chunks) { + chunk.mark_dirty(); + m_chunks.emplace(pos, std::move(chunk)); + for (const auto& dir : CHUNK_DIR) { + auto it = m_chunks.find(pos + dir); + if (it != m_chunks.end()) { + it->second.mark_dirty(); + } + } + } + } +} + +void World::start_gen_thread() { + m_gen_running = true; + Logger::info("Gen Thread Started"); + m_gen_thread = std::thread([this](){ + while (m_gen_running) { + std::unique_lock lk(m_gen_signal_mutex); + + m_gen_cv.wait(lk, [this](){ + return m_need_gen_chunk.load() || !m_gen_running; + }); + if (!m_gen_running) { + break; + } + m_need_gen_chunk = false; + lk.unlock(); + + gen_chunks_internal(); + } + }); +} + +void World::stop_gen_thread() { + m_gen_running = false; + m_gen_cv.notify_all(); + if (m_gen_thread.joinable()) { + m_gen_thread.join(); + } + Logger::info("Gen Thread Stopped"); +} + +void World::need_gen() { + m_gen_player_pos = get_player("TestPlayer").get_player_pos(); + m_need_gen_chunk = true; + m_gen_cv.notify_one(); +} + +bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) { + for (const auto& plane : m_planes) { + // distance + float d = glm::dot(glm::vec3(plane), center) + plane.w; + float r = half_extents.x * std::abs(plane.x) + + half_extents.y * std::abs(plane.y) + + half_extents.z * std::abs(plane.z); + if (d + r < 0) { + return false; + } + } + return true; +} + +int World::get_block(const glm::ivec3& block_pos) const { + auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z); + + auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z}); + + if (it == m_chunks.end()) { + return 0; + } + + const auto& chunk_blocks = it->second.get_chunk_blocks(); + int x, y, z; + y = block_pos.y; + x = block_pos.x - chunk_x * CHUCK_SIZE; + z = block_pos.z - chunk_z * CHUCK_SIZE; + if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) { + return 0; + } + return chunk_blocks[Chunk::get_index(x, y, z)]; + +} + +bool World::is_block(const glm::ivec3& block_pos) const{ + auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z); + auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z}); + + if (it == m_chunks.end()) { + return false; + } + const auto& chunk_blocks = it->second.get_chunk_blocks(); + int x, y, z; + y = block_pos.y; + x = block_pos.x - chunk_x * CHUCK_SIZE; + z = block_pos.z - chunk_z * CHUCK_SIZE; + if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) { + return false; + } + auto id = chunk_blocks[Chunk::get_index(x, y, z)]; + if (id == 0) { + return false; + } else { + return true; + } +} + +void World::set_block(const glm::ivec3& block_pos, unsigned id) { + + + int world_x, world_y, world_z; + world_x = block_pos.x; + world_y = block_pos.y; + world_z = block_pos.z; + auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z); + + auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z}); + + if (it == m_chunks.end()) { + return ; + } + + int x, y, z; + y = world_y; + x = world_x - chunk_x * CHUCK_SIZE; + z = world_z - chunk_z * CHUCK_SIZE; + if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) { + return ; + } + + it->second.set_chunk_block(Chunk::get_index(x, y, z), id); + + static const glm::ivec3 NEIGHBOR_DIRS[] = { + {1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1} + }; + + for (const auto& dir : NEIGHBOR_DIRS) { + glm::ivec3 neighbor = block_pos + dir; + + auto [cx, cz] = chunk_pos(neighbor.x, neighbor.z); + auto it = m_chunks.find({cx, cz}); + if (it != m_chunks.end()) { + it->second.mark_dirty(); + + } + } + + +} + +void World::update(float delta_time) { + for (auto& player : m_players) { + player.second.update(delta_time); + } + + + // unified compute vertex data before rendering + { + std::lock_guard lk(m_chunks_mutex); + m_render_snapshots.clear(); + for (auto& [pos, chunk] : m_chunks) { + if (chunk.is_dirty()) { + chunk.gen_vertex_data(); + chunk.clear_dirty(); + } + m_render_snapshots.push_back({ + chunk.get_vbo(), + chunk.get_vertex_data().size(), + glm::vec3(static_cast(pos.x * CHUCK_SIZE) + static_cast(CHUCK_SIZE / 2), static_cast(WORLD_SIZE_Y/ 2), static_cast(pos.z * CHUCK_SIZE) + static_cast(CHUCK_SIZE / 2)), + glm::vec3(static_cast(CHUCK_SIZE / 2), static_cast(WORLD_SIZE_Y / 2), static_cast(CHUCK_SIZE / 2)) + }); + } + } +} \ No newline at end of file