mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-18 00:27:02 +08:00
refactor: world generation (#17)
* refactor: use TBB for concurrent hash maps and parallelize chunk processing * fix: tbb link fail * refactor(chunk): remove biome check for caves in rivers and oceans * refactor(random): replace std distributions with custom implementations Avoid overhead and platform-dependent behavior of `<random>` distributions by using direct engine operations and integer arithmetic. This ensures deterministic, cross-platform results and improves performance. * refactor(generation): use chunk seed for cave and river paths - Use per-chunk seed instead of global path_id for cave and river generation. - Remove unused m_sum variables and m_path_id members. - Clamp river yaw within 10 degrees of initial direction. - Fix river radius interpolation (use t instead of 1-t). - Lower sea level from 64 to 63.
This commit is contained in:
@@ -6,7 +6,7 @@ namespace Cubed {
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constexpr int WORLD_SIZE_Y = 256;
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constexpr int CHUNK_SIZE = 16;
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constexpr int SEA_LEVEL = 64;
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constexpr int SEA_LEVEL = 63;
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constexpr int MAX_UI_NUM = 1;
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constexpr int MAX_BLOCK_STATUS = 1;
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@@ -1,10 +1,14 @@
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#pragma once
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#include "Cubed/gameplay/cave_path.hpp"
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#include <tbb/concurrent_hash_map.h>
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namespace Cubed {
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class CaveCarver {
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using CaveHashMap = tbb::concurrent_hash_map<unsigned, CavePath>;
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public:
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CaveCarver();
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std::unordered_map<unsigned, CavePath>& paths();
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CaveHashMap& paths();
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void init(unsigned world_seed);
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void reload(unsigned world_seed);
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void add_path(const glm::vec3& pos, unsigned chunk_seed);
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@@ -15,9 +19,8 @@ public:
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float& cave_probability();
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private:
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std::unordered_map<unsigned, CavePath> m_paths;
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CaveHashMap m_paths;
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unsigned m_seed = 0;
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int m_sum = 0;
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Random m_random;
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float m_cave_probability = 0.035f;
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};
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@@ -5,12 +5,16 @@
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#include "Cubed/tools/cubed_random.hpp"
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#include <glm/glm.hpp>
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#include <unordered_set>
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#include <tbb/concurrent_hash_map.h>
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namespace Cubed {
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class CavePath {
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using ChunkPosSet =
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tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
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public:
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CavePath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
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CavePath(unsigned int chunk_seed, unsigned world_seed,
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const glm::vec3& start_pos);
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const std::vector<PathPoint>& points() const;
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void clear_chunk(const ChunkPos& pos);
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bool is_finished() const;
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@@ -34,7 +38,6 @@ private:
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static inline int m_step_min = 10;
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static inline int m_step_max = 400;
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int m_path_id = 0;
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unsigned int m_seed = 0;
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float m_yaw = 0.0f;
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float m_pitch = 0.0f;
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@@ -44,7 +47,7 @@ private:
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Random m_random;
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std::vector<PathPoint> m_points;
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std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
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ChunkPosSet m_pending_chunks;
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void collect_path_points();
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void precompute_chunk_coverage();
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};
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@@ -14,6 +14,8 @@ class World;
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// if want to use, do init_chunk(), gen_vertex_data() and
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class Chunk {
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private:
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using OptionalBlockVectorArray =
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std::array<std::optional<std::vector<BlockType>>, 4>;
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static constexpr int SIZE_X = CHUNK_SIZE;
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static constexpr int SIZE_Y = WORLD_SIZE_Y;
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static constexpr int SIZE_Z = CHUNK_SIZE;
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@@ -46,8 +48,7 @@ private:
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BiomeConditions m_conditions;
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void clear_dirty();
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void gen_vertices(
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const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
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void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
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void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
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BlockType id);
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@@ -97,8 +98,7 @@ public:
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// 1 : (-1, 0)
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// 2 : (0, 1)
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// 3 : (0, -1)
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void gen_vertex_data(
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const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
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void gen_vertex_data(const OptionalBlockVectorArray& neighbor_block);
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void upload_to_gpu();
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GLuint get_normal_vao() const;
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@@ -4,6 +4,7 @@
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#include "Cubed/gameplay/biome.hpp"
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#include "Cubed/gameplay/block.hpp"
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#include "Cubed/gameplay/builders/biome_builder.hpp"
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#include "Cubed/gameplay/path_point.hpp"
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#include "Cubed/tools/cubed_random.hpp"
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#include <atomic>
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@@ -61,6 +62,9 @@ private:
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unsigned m_chunk_seed = 0;
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void make_biome_builder();
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void
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carve_worm(const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
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std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit);
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};
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} // namespace Cubed
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@@ -16,7 +16,14 @@ struct ChunkPos {
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return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
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}
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};
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struct TBBHash {
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std::size_t hash(const ChunkPos& p) const {
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return ChunkPos::Hash{}(p);
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}
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bool equal(const ChunkPos& a, const ChunkPos& b) const {
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return a == b;
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}
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};
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ChunkPos operator+(const ChunkPos& pos) const {
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return ChunkPos{x + pos.x, z + pos.z};
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}
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@@ -5,13 +5,16 @@
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#include "Cubed/tools/cubed_random.hpp"
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#include <glm/glm.hpp>
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#include <unordered_set>
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#include <tbb/concurrent_hash_map.h>
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namespace Cubed {
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class RiverPath {
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using ChunkPosSet =
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tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
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public:
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RiverPath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
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RiverPath(unsigned int chunk_seed, unsigned world_seed,
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const glm::vec3& start_pos);
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const std::vector<PathPoint>& points() const;
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void clear_chunk(const ChunkPos& pos);
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bool is_finished() const;
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@@ -32,12 +35,12 @@ private:
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static inline float m_radius_y_max = 8.0f;
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static inline float m_delta_angle_min = -3.0f;
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static inline float m_delta_angle_max = 3.0f;
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static inline int m_step_min = 150;
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static inline int m_step_min = 200;
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static inline int m_step_max = 400;
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int m_path_id = 0;
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unsigned int m_seed = 0;
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float m_yaw = 0.0f;
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float m_initial_yaw = 0.0f;
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float m_pitch = 0.0f;
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int m_step = 0;
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float m_step_len = 1.0f;
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@@ -45,7 +48,7 @@ private:
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Random m_random;
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std::vector<PathPoint> m_points;
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std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
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ChunkPosSet m_pending_chunks;
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void collect_path_points();
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void precompute_chunk_coverage();
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};
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@@ -4,13 +4,15 @@
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#include "Cubed/tools/cubed_random.hpp"
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#include <glm/glm.hpp>
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#include <unordered_map>
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#include <tbb/concurrent_hash_map.h>
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namespace Cubed {
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class RiverWorm {
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using RiverHashMap = tbb::concurrent_hash_map<unsigned, RiverPath>;
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public:
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RiverWorm();
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std::unordered_map<unsigned, RiverPath>& paths();
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RiverHashMap& paths();
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void init(unsigned world_seed);
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void reload(unsigned world_seed);
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void add_path(const glm::vec3& pos, unsigned chunk_seed);
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@@ -21,9 +23,8 @@ public:
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float& river_probability();
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private:
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std::unordered_map<unsigned, RiverPath> m_paths;
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RiverHashMap m_paths;
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unsigned m_seed = 0;
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int m_sum = 0;
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Random m_random;
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float m_probability = 0.01f;
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};
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@@ -31,8 +31,10 @@ class Player;
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class TextureManager;
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class World {
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private:
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using OptionalBlockVectorArray =
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std::array<std::optional<std::vector<BlockType>>, 4>;
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using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
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using ChunkUpdateList = std::vector<std::pair<ChunkPos, Chunk>>;
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using ChunkPairVector = std::vector<std::pair<ChunkPos, Chunk>>;
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using ConstChunkMap =
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std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
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using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
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@@ -72,14 +74,14 @@ private:
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void sync_player_pos(glm::vec3& player_pos);
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void
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compute_required_chunks(ChunkPosSet& required_chunks,
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ChunkHashMap& temp_neighbor,
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ChunkPairVector& temp_neighbor,
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std::vector<ChunkPos>& need_gen_temp_chunks_pos);
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void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
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const ChunkPosSet&);
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void
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build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
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ChunkPtrUpdateList& affected_neighbor,
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const ChunkUpdateList& new_chunks);
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const ChunkPairVector& new_chunks);
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void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
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ConstChunkMap&);
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@@ -7,7 +7,17 @@ namespace HASH {
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inline std::size_t str(std::string_view value) {
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return std::hash<std::string_view>{}(value);
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}
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inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
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inline uint32_t combine_32(uint32_t seed, uint32_t v) {
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seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
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return seed;
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}
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inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
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uint32_t seed =
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combine_32(combine_32(fixed_seed, (uint32_t)a), (uint32_t)b);
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return seed;
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}
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/*
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inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
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uint32_t h = fixed_seed;
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h ^= (uint32_t)a * 0xcc9e2d51u;
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@@ -27,10 +37,8 @@ inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
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return h;
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}
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inline uint32_t combine_32(uint32_t seed, uint32_t v) {
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seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
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return seed;
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}
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*/
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} // namespace HASH
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} // namespace Cubed
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