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:
zhenyan121
2026-06-14 11:36:37 +08:00
committed by GitHub
parent 932463663f
commit f4114c2699
19 changed files with 384 additions and 239 deletions

View File

@@ -5,6 +5,8 @@
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_hash.hpp"
#include <execution>
namespace Cubed {
struct ChunkRenderData {
@@ -89,6 +91,7 @@ void World::init_world() {
void World::init_chunks() {
hot_reload();
while (!m_chunk_gen_finished) {
// Logger::info("World Spawn: {:.2f}%", m_chunk_gen_fraction.load());
std::this_thread::sleep_for(std::chrono::microseconds(200));
}
}
@@ -319,7 +322,7 @@ void World::gen_chunks_internal() {
m_chunk_gen_fraction = 0.0f;
m_chunk_gen_finished = false;
ChunkPosSet required_chunks;
ChunkHashMap temp_neighbor;
ChunkPairVector temp_neighbor;
std::vector<ChunkPos> need_gen_temp_chunks_pos;
compute_required_chunks(required_chunks, temp_neighbor,
need_gen_temp_chunks_pos);
@@ -340,7 +343,7 @@ void World::gen_chunks_internal() {
m_chunk_gen_fraction = 0.1f;
ChunkUpdateList new_chunks;
ChunkPairVector new_chunks;
ChunkHashMap new_temp_chunks;
for (auto& pos : need_gen_chunks_pos) {
new_chunks.push_back({pos, Chunk(*this, pos)});
@@ -357,20 +360,29 @@ void World::gen_chunks_internal() {
// build new chunk, but the neighbor in m_chunks also need to re-build
for (auto& [pos, chunk] : new_chunks) {
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
m_river_worm.try_to_add_path(pos, chunk.seed());
}
for (auto& [pos, chunk] : new_temp_chunks) {
chunk.gen_phase_one();
}
std::for_each(std::execution::par, new_chunks.begin(), new_chunks.end(),
[this](std::pair<ChunkPos, Chunk>& new_chunk) {
auto& [pos, chunk] = new_chunk;
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
m_river_worm.try_to_add_path(pos, chunk.seed());
});
std::for_each(new_temp_chunks.begin(), new_temp_chunks.end(),
[](std::pair<const ChunkPos, Chunk>& new_chunk) {
auto& [pos, chunk] = new_chunk;
chunk.gen_phase_one();
});
// precompute path to ensure the continuity of the path
for (auto& [pos, chunk] : temp_neighbor) {
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
m_river_worm.try_to_add_path(pos, chunk.seed());
}
std::for_each(std::execution::par, temp_neighbor.begin(),
temp_neighbor.end(),
[this](std::pair<ChunkPos, Chunk>& new_chunk) {
auto& [pos, chunk] = new_chunk;
chunk.gen_phase_one();
m_cave_carcer.try_to_add_path(pos, chunk.seed());
m_river_worm.try_to_add_path(pos, chunk.seed());
});
m_chunk_gen_fraction = 0.2f;
/*
@@ -407,9 +419,12 @@ void World::gen_chunks_internal() {
m_chunk_gen_fraction = 0.3f;
for (auto& [pos, chunks] : new_chunks) {
chunks.gen_phase_three();
}
std::for_each(std::execution::par, new_chunks.begin(), new_chunks.end(),
[](std::pair<ChunkPos, Chunk>& pair) {
auto& [pos, chunks] = pair;
chunks.gen_phase_three();
});
for (auto& [pos, chunk] : new_temp_chunks) {
chunk.gen_phase_three();
}
@@ -417,8 +432,6 @@ void World::gen_chunks_internal() {
// chunks.gen_phase_three();
// }
m_chunk_gen_fraction = 0.4f;
/*
for (int i = 0; i < 4; i++) {
for (auto& [pos, chunks] : temp_neighbor) {
@@ -462,22 +475,27 @@ void World::gen_chunks_internal() {
}
}
*/
m_chunk_gen_fraction = 0.4f;
m_chunk_gen_fraction = 0.5f;
for (auto& [pos, chunks] : new_chunks) {
chunks.gen_phase_five();
}
m_chunk_gen_fraction = 0.45f;
for (auto& [pos, chunk] : new_temp_chunks) {
chunk.gen_phase_five();
}
m_chunk_gen_fraction = 0.5f;
/*
for (auto& [pos, chunks] : temp_neighbor) {
chunks.gen_phase_five();
}
*/
std::array<std::optional<std::vector<BlockType>>, 4> neighbor_blocks_data;
for (auto& [pos, chunks] : new_chunks) {
std::vector<std::pair<Chunk*, OptionalBlockVectorArray>>
new_chunks_surface_blend_data(new_chunks.size());
for (size_t idx = 0; idx < new_chunks.size(); idx++) {
auto& [pos, chunk] = new_chunks[idx];
new_chunks_surface_blend_data[idx].first = &chunk;
{
// std::lock_guard lk(m_chunks_mutex);
for (int i = 0; i < 4; i++) {
@@ -486,53 +504,77 @@ void World::gen_chunks_internal() {
if (it == new_chunks_neighbor.end()) {
auto it = new_temp_chunks.find(neighbor_pos);
if (it == new_temp_chunks.end()) {
neighbor_blocks_data[i] = std::nullopt;
new_chunks_surface_blend_data[idx].second[i] =
std::nullopt;
Logger::warn(
"Can't find neighbor for chunk surface blend");
continue;
}
neighbor_blocks_data[i] = it->second.get_chunk_blocks();
new_chunks_surface_blend_data[idx].second[i] =
it->second.get_chunk_blocks();
continue;
}
neighbor_blocks_data[i] = it->second->get_chunk_blocks();
new_chunks_surface_blend_data[idx].second[i] =
it->second->get_chunk_blocks();
}
}
chunks.gen_phase_six(neighbor_blocks_data);
}
for (auto& [pos, chunks] : new_chunks) {
chunks.gen_phase_seven();
}
std::for_each(
std::execution::par, new_chunks_surface_blend_data.begin(),
new_chunks_surface_blend_data.end(),
[](std::pair<Chunk*, OptionalBlockVectorArray>& new_chunk_data) {
auto& [chunk, neighbor_data] = new_chunk_data;
chunk->gen_phase_six(neighbor_data);
});
m_chunk_gen_fraction = 0.55f;
std::for_each(std::execution::par, new_chunks.begin(), new_chunks.end(),
[](std::pair<ChunkPos, Chunk>& new_chunk) {
auto& [pos, chunk] = new_chunk;
chunk.gen_phase_seven();
});
m_chunk_gen_fraction = 0.6f;
std::array<const std::vector<BlockType>*, 4> neighbor_block;
for (auto& [pos, chunk] : new_chunks) {
std::vector<std::pair<Chunk*, OptionalBlockVectorArray>>
new_chunk_vertices_data(new_chunks.size());
for (size_t idx = 0; idx < new_chunks.size(); idx++) {
auto& [pos, chunk] = new_chunks[idx];
new_chunk_vertices_data[idx].first = &chunk;
for (int i = 0; i < 4; i++) {
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
if (it != new_chunks_neighbor.end()) {
neighbor_block[i] = &(it->second->get_chunk_blocks());
new_chunk_vertices_data[idx].second[i] =
(it->second->get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
new_chunk_vertices_data[idx].second[i] = std::nullopt;
}
}
chunk.gen_vertex_data(neighbor_block);
}
std::for_each(
std::execution::par, new_chunk_vertices_data.begin(),
new_chunk_vertices_data.end(),
[](std::pair<Chunk*, OptionalBlockVectorArray>& new_chunk_data) {
auto& [chunk, neighbor_data] = new_chunk_data;
chunk->gen_vertex_data(neighbor_data);
});
m_chunk_gen_fraction = 0.7f;
build_neighbor_context_for_affected_neighbors(affected_neighbor,
new_chunks_neighbor);
m_chunk_gen_fraction = 0.8f;
OptionalBlockVectorArray neighbor_block;
for (auto& [pos, chunk] : affected_neighbor) {
for (int i = 0; i < 4; i++) {
auto it = new_chunks_neighbor.find(pos + CHUNK_DIR[i]);
if (it != new_chunks_neighbor.end()) {
neighbor_block[i] = &(it->second->get_chunk_blocks());
neighbor_block[i] = (it->second->get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
neighbor_block[i] = std::nullopt;
}
}
chunk->gen_vertex_data(neighbor_block);
@@ -559,7 +601,7 @@ void World::sync_player_pos(glm::vec3& player_pos) {
}
void World::compute_required_chunks(
ChunkPosSet& required_chunks, ChunkHashMap& temp_neighbor,
ChunkPosSet& required_chunks, ChunkPairVector& temp_neighbor,
std::vector<ChunkPos>& need_gen_temp_chunks_pos) {
glm::vec3 player_pos;
sync_player_pos(player_pos);
@@ -567,33 +609,44 @@ void World::compute_required_chunks(
int x = std::floor(player_pos.x);
int z = std::floor(player_pos.z);
auto [chunk_x, chunk_z] = chunk_pos(x, z);
int radius = m_rendering_distance;
int r2 = radius * radius;
required_chunks.reserve(radius * radius);
required_chunks.reserve(m_rendering_distance * m_rendering_distance);
int half = m_rendering_distance / 2;
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
required_chunks.emplace(u, v);
for (int dx = -radius; dx <= radius; ++dx) {
for (int dz = -radius; dz <= radius; ++dz) {
if (dx * dx + dz * dz <= r2) {
required_chunks.emplace(chunk_x + dx, chunk_z + dz);
}
}
}
int new_half = half + 1;
for (int u = chunk_x - new_half; u <= chunk_x + new_half; ++u) {
for (int v = chunk_z - new_half; v <= chunk_z + new_half; ++v) {
auto it = required_chunks.find({u, v});
if (it == required_chunks.end()) {
need_gen_temp_chunks_pos.push_back({u, v});
int new_radius = radius + 1;
int new_r2 = new_radius * new_radius;
for (int dx = -new_radius; dx <= new_radius; ++dx) {
for (int dz = -new_radius; dz <= new_radius; ++dz) {
if (dx * dx + dz * dz <= new_r2) {
int nx = chunk_x + dx;
int nz = chunk_z + dz;
auto it = required_chunks.find({nx, nz});
if (it == required_chunks.end()) {
need_gen_temp_chunks_pos.push_back({nx, nz});
}
}
}
}
int max_path_len = std::max(CavePath::step_max(), RiverPath::step_max());
half = std::ceil(static_cast<float>(max_path_len) / CHUNK_SIZE) * 2;
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
ChunkPos pos{u, v};
auto it = required_chunks.find(pos);
if (it != required_chunks.end()) {
continue;
radius = max_path_len / 2;
r2 = radius * radius;
for (int dx = -radius; dx <= radius; ++dx) {
for (int dz = -radius; dz <= radius; ++dz) {
if (dx * dx + dz * dz <= r2) {
ChunkPos pos{chunk_x + dx, chunk_z + dz};
auto it = required_chunks.find(pos);
if (it != required_chunks.end()) {
continue;
}
temp_neighbor.emplace_back(pos, Chunk(*this, pos));
}
temp_neighbor.emplace(pos, Chunk(*this, pos));
}
}
}
@@ -620,7 +673,7 @@ void World::sync_and_collect_missing_chunks(
void World::build_neighbor_context_for_new_chunks(
ConstChunkMap& new_chunks_neighbor, ChunkPtrUpdateList& affected_neighbor,
const ChunkUpdateList& new_chunks) {
const ChunkPairVector& new_chunks) {
{
std::lock_guard lk(m_chunks_mutex);
for (auto& [pos, chunk] : new_chunks) {
@@ -865,13 +918,13 @@ void World::update(float delta_time) {
for (auto& [pos, chunk] : m_chunks) {
if (chunk.is_dirty()) {
// the curial fator influence
std::array<const std::vector<BlockType>*, 4> neighbor_block;
OptionalBlockVectorArray neighbor_block;
for (int i = 0; i < 4; i++) {
auto it = m_chunks.find(pos + CHUNK_DIR[i]);
if (it != m_chunks.end()) {
neighbor_block[i] = &(it->second.get_chunk_blocks());
neighbor_block[i] = (it->second.get_chunk_blocks());
} else {
neighbor_block[i] = nullptr;
neighbor_block[i] = std::nullopt;
}
}
chunk.gen_vertex_data(neighbor_block);