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913809a5f01a1bb05813f6f295b192b1afd434ff
7 Commits
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913809a5f0 |
refactor: renderer (#29)
* refactor(render): move render files to subdirectory, add RAII vertex buffer/array classes * refactor(render): encapsulate OpenGL textures into Texture class * refactor(texture): encapsulate textures with unique_ptr and bind methods Replace raw GLuint framebuffer textures with std::unique_ptr<Texture>. Update TextureManager to return const Texture* instead of GLuint. Use Texture::bind() for active texture binding. Add RGBA16F and RGB formats. Add texture parameter methods. Update destructors accordingly. * refactor(render): use Texture, VertexBuffer, VertexArray classes * feat(render): add FrameBuffer class to encapsulate framebuffer operations * refactor(render): extract world rendering into WorldRenderer class * refactor(render): rename projection and model matrix members for clarity * chore(render): remove unused matrix members * fix(texture-manager): correct delet_texture typo and add null checks for textures |
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30f843ba6b |
feature: multiplayer (#25)
* build: add asio library * feat(dev_panel): add Asio to about table * refactor(gameplay): split Chunk into server/client variants and add networking * feat(gameplay): add Session class and UUID generation utility * feat(network): integrate protobuf for player sync and session management Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld. * refactor(proto): restructure protobuf definitions and update build system * feat(protocol): add packet serialization and login handling Introduce packet header and ID mapping for protobuf messages. Refactor session and server_world to use new packet wrapper. Fix missing semicolons in proto files. * refactor(packet): serialize directly into packet buffer with ByteSizeLong * feat(world): add player-based chunk loading and UUID support Restructure world generation to trigger chunk loading based on player movement. Replace player name with UUID for identification. Implement chunk request/response protocol. Improve thread management for gen thread. * feat(server): add block change packet handling and increase reserved threads * refactor(server): enhance thread safety and session management * fix(session): catch std::exception in read_loop and log error * fix(network-server): stop accept loop on shutdown flag * fix(gameplay): correct unknown error log condition and missing chunk pos update * feat(client): add client-side chunk, player, world and network classes * feat(client-chunk): add greedy meshing, receive_chunk, and biome field * feat(client_player): add name constructor param, remove chunk transition * feat(gameplay): integrate network client and thread-safe player pos * feat(gameplay): add block change sync and coordinate utils * refactor(server): replace Chunk with ServerChunk * refactor(gameplay): split world into client and server Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly. * feat(gameplay): add time sync and network improvements * fix: correct neighbor block indexing and add time update support * feat(gameplay): optimize chunk request with player chunk tracking Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity. * refactor(client_world): split pending queue into data and upload queues * feat(client): add center-based chunk loading priority * feat(app): add client/server CLI arguments and init guards * feat(multiplayer): add rendering of other players as colored cubes * feat(gameplay): add thread pool for asynchronous chunk data processing * feat(gameplay): add player logout and disconnect handling * fix(dev_panel): add protobuf to about table libraries * build: add ZLIB dependency * refactor(packet): replace zlib with zstd compression and restructure header Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module. * refactor(network): extract packet header decoding into function * feat(packet): implement zstd compression and refactor packet decoding * perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads. * refactor(gameplay): use steady clock and sleep_until for tick loop timing * refactor(gameplay): rename remote player types and add interpolation * refactor(server_world): use thread pool for chunk request handling * refactor(packet): replace if-constexpr chain with explicit template specializations Refactor `get_packet_id()` by removing the if-constexpr chain and instead providing explicit specializations for each packet type. This simplifies the primary template (which now only contains a static assertion) and improves compile-time dispatch clarity. The `always_false` helper is no longer needed in the primary template. * feat(gameplay): add packet to clear all chunks on server rebuild Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate. * feat(dev_panel): split world tab; add chunk request logging and fix flag reset * feat(tools): add RecentQueue to replace std::deque in server_world * feat(gameplay): add task ID to chunk requests to discard stale responses * refactor(block): move block source to gameplay directory * feat(toml): add shared TOML utilities and handle ip.toml * feat: add player name configuration and rename config file - Add --player command-line argument and 'player' field in Arguments struct - Rename ip.toml to server.toml and corresponding internal variable to 'server' - Fix block.cpp source path in CMakeLists.txt * build(cmake): modularize build configuration * fix: build fail on windows * refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG * refactor(world): rework chunk state machine and player chunk tracking Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging. * fix(server): ensure chunk is ready before sending or setting block * refactor(server_world): separate gen and net thread pools Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools. * feat(client_world): implement server exit acknowledgment with timeout * feat(gameplay): implement server stop and client exit handling Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos. * fix(app): correct port validation and remove redundant TOML helper * fix: address unused parameter warnings and missing port assignment * refactor(gameplay): remove old pre_remove chunk, player, and world files * refactor(server): replace chunk set with flat_hash_set and add ref count - Replace std::unordered_set with absl::flat_hash_set for chunk position sets. - Add ref_count field to ChunkEntity and implement update_ref_count(). - Remove clear_unused_chunks() and use ref counting for chunk lifetime. - Add get_chunk_pos_set() accessors to ServerPlayer. * fix(client-world): delay chunk request to wait for server central chunk generation * refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map * refactor(server_world): replace future-based chunk generation with queue Remove `std::future` per-chunk tracking and poll_finished_chunks(). Instead, generation tasks push completed chunks to a concurrent queue consumed during update. This eliminates wait_all_chunk_tasks() and simplifies synchronization. * refactor(client_world): use concurrent data structures for chunk management Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model. * build(windows): add Nvidia and AMD GPU high performance exports * fix(ci): update header file pattern in clang-format check * style(clang-format): comment out AlignPPAndNotPP option * chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI * ci(workflow): update format check to use LLVM 22 * ci(format-check): install clang-format-22 * perf(world): cull distant players from updates and rendering Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks. * refactor(math_tools): convert free functions to inline in header * refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild - Remove text editing for perlin seed and filter function - Remove ServerWorld::rebuild_world() method and its atomic flag - Move 'Rebuild World' button to client world tab - Remove unused perlin_noise_input_buffer * fix(server_world): floor block position coordinates in handle_block_change * refactor(gameplay): pass new_chunks vector as parameter instead of member variable * perf(client): improve chunk rendering performance with snapshots and threaded generation * feat(tools): add PriorityThreadPool with priority scheduling Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority. Update ClientWorld to use the new pool with explicit priority for chunk operations. Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture. * feat(networking): add priority and sequence ordering to packet send queues * feat(server-world): use priority thread pool for chunk generation Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness. * refactor(client): extract AABB creation and add collision check on block place Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static. Change player size to static constexpr M_SIZE. Use shared_mutex for concurrent reads of other players. Check for collision with other players before placing a block. * feat(build): add build-time version system via CMake configure_file * ci(release): add release build workflow for windows |
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d5a12869e6 |
feat: include for glsl (#24)
* refactor(gameplay): remove unused includes and members, clear vertex data after upload * feat(shader-tools): add recursive #include support for shader sources * refactor(shaders): extract noise and sky color functions into shared GLSL includes |
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5385876a8a |
feat: pbr (#20)
* feat: add pbr texture * feat(rendering): add normal mapping support for blocks * fix: normal map load * feat(scripts): add batch nearest neighbor upscale script |
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ca3fc5e3bf |
feat: lighting effects (#18)
* feat(rendering): add basic diffuse and ambient lighting to block rendering * feat(world): add day/night cycle with server tick system * feat(renderer): make ambient strength adjustable via dev panel * fix(game_time): use unsigned tick type and enforce positive tick speed * feat(renderer): add shadow mapping with PCF soft shadows Introduce shadow mapping using a dedicated depth framebuffer and shader. The block fragment shader now performs percentage-closer filtering (PCF) with Poisson disk sampling and random rotation for soft shadows. The vertex shader outputs light-space coordinates. A new depth shader pair handles rendering from the light's perspective, discarding transparent fragments. The renderer sets up the light projection based on the camera position and sun direction, and applies the shadow factor to diffuse lighting. Day/night cycle can now be toggled off in the world server thread. * perf(shadow): increase depth map resolution and refine PCF sampling * feat(dev-panel): add tick freeze toggle and fix TickType sign Add checkbox to freeze tick advancement in dev panel. Change TickType from unsigned long long to signed long long to prevent underflow. * chore(world): add missing <numbers> include * feat(renderer): add runtime shader and shadow mode controls Introduce user-controllable shader on/off, shadow mode (rotated Poisson disk, 3x3 grid, or off), light cull face, and discard transparent in depth pass. Expose all settings in new dev panel "shader" tab. Move ambient strength slider to the new tab. * fix(texture): set texture wrap mode to clamp to edge * feat(renderer): smooth shadow sun direction transitions using quantized directions and slerp * feat(renderer): add PCSS shadow mode with configurable samples and softness Implement Percentage Closer Soft Shadows (PCSS) as shadow mode 3. Add a FindBlocker function and three Poisson disk arrays (8, 16, 32 samples). Expose new uniforms (lightSizeUV, minRadius, maxRadius, samples) and provide slider/combo controls in the dev panel for sample count, light size, and penumbra radius limits. * feat(renderer): add roughness-based specular lighting to blocks * feat(renderer): compute ambient and sunlight colors based on sun height * feat(renderer): add moonlight and smooth day/night light blending * refactor(renderer): extract day/night calculation and add billboard shaders Add a new ParallelLight struct to encapsulate lighting parameters. Move day-night cycle computation from render_world() to a new day_night_calculation() method. Update sky shaders to use procedural colors based on sun position. Add separate billboard shaders for sun/moon. * feat(sky): add animated clouds to sky shader with speed control * feat(renderer): add configurable cloud thresholds and white mix |
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bac3df801b |
refactor: chunk render (#15)
* refactor(renderer): centralize VAO setup and rename init_underwater * refactor(gameplay): replace VBO with VAO for vertex data * fix(renderer): move depth test enable to world rendering The `glEnable(GL_DEPTH_TEST)` call was incorrectly placed in the general `render()` function, affecting UI and text rendering. Moved it to the start of the world rendering loop to ensure depth testing is only active during 3D world pass. |
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d0bc8d627f |
refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering * refactor(gameplay): encapsulate per-type vertex data into VertexData struct * feat(rendering): separate transparent blocks into discard and blend modes * feat(renderer): implement order-independent transparency * fix(shaders): reduce alpha discard threshold to 0.8 |