feat: thread support for world(preview)

This commit is contained in:
2026-04-12 21:11:17 +08:00
parent 295188971d
commit 80c8691999
2 changed files with 460 additions and 0 deletions

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@@ -0,0 +1,68 @@
#pragma once
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <optional>
#include <unordered_map>
#include <Cubed/AABB.hpp>
#include <Cubed/gameplay/chunk.hpp>
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<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> 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<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> 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<LookBlock>& 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);
};