Compare commits

4 Commits

Author SHA1 Message Date
zhenyan121
f4114c2699 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.
2026-06-14 11:36:37 +08:00
zhenyan121
932463663f feat: ocean (#16)
* feat(gameplay): add Ocean biome with water generation and heightmap adjustments

- Introduce Ocean biome enum, builder, and detection logic.
- Add ocean water building to all existing biomes and modify heightmap thresholds for low mountainous areas.
- Skip cave and river generation in Ocean (and River) biomes; avoid carving water blocks.
- Comment out border blending call and update block fill logic.

* fix(gameplay): re-enable border blending and protect water in cave gen

* refactor(generation): move ocean water build to later phase

* feat(block): add is_transitional property and refine border blending

* fix(block): set stone block as transitional

* fix(world): generate temporary chunks for surface blend neighbor data

* fix(gameplay): simplify block fill logic in blend_surface_blocks_borders

* refactor(tree): remove debug logging and unused include
2026-06-12 19:42:59 +08:00
zhenyan121
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.
2026-06-11 14:58:39 +08:00
zhenyan121
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
2026-06-11 12:21:19 +08:00
50 changed files with 1246 additions and 603 deletions

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@@ -58,6 +58,21 @@ if (WIN32)
if(TARGET freetype)
add_library(Freetype::Freetype ALIAS freetype)
endif()
set(_BUILD_SHARED_LIBS_SAVED ${BUILD_SHARED_LIBS})
set(BUILD_SHARED_LIBS ON)
FetchContent_Declare(
onetbb
GIT_REPOSITORY https://github.com/uxlfoundation/oneTBB.git
GIT_TAG v2023.0.0
)
set(BUILD_TESTING OFF CACHE BOOL "Build tests" FORCE)
set(TBB_TEST OFF CACHE BOOL "Build TBB tests" FORCE)
FetchContent_MakeAvailable(onetbb)
set(BUILD_SHARED_LIBS ${_BUILD_SHARED_LIBS_SAVED})
unset(_BUILD_SHARED_LIBS_SAVED)
endif()
FetchContent_Declare(
@@ -83,7 +98,6 @@ FetchContent_MakeAvailable(tomlplusplus)
add_subdirectory(third_party/imgui)
set(INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
add_executable(${PROJECT_NAME}
@@ -123,6 +137,8 @@ add_executable(${PROJECT_NAME}
src/gameplay/river_worm.cpp
src/gameplay/river_path.cpp
src/block.cpp
src/gameplay/vertex_data.cpp
src/gameplay/builders/ocean_builder.cpp
)
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
@@ -162,10 +178,11 @@ target_link_libraries(${PROJECT_NAME}
Freetype::Freetype
tomlplusplus::tomlplusplus
imgui
tbb
)
if (CMAKE_CXX_COMPILER_ID STREQUAL "GNU" OR CMAKE_CXX_COMPILER_ID STREQUAL "Clang")
target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
# target_link_libraries(${PROJECT_NAME} PRIVATE tbb)
endif()
if (UNIX AND NOT APPLE)
@@ -185,3 +202,19 @@ if (UNIX AND NOT APPLE)
target_compile_options(${PROJECT_NAME} PRIVATE ${EGL_CFLAGS_OTHER} ${Wayland_CFLAGS_OTHER})
endif()
if (WIN32)
foreach(TBB_LIB IN ITEMS tbb tbbmalloc tbbmalloc_proxy)
if(TARGET ${TBB_LIB})
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
$<TARGET_FILE:${TBB_LIB}>
$<TARGET_FILE_DIR:${PROJECT_NAME}>
COMMENT "Copying ${TBB_LIB}.dll"
)
else()
message(STATUS "Target ${TBB_LIB} not found, skipping copy")
endif()
endforeach()
endif()

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@@ -1,7 +1,10 @@
id = 0
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = true
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'air'

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@@ -1,7 +1,10 @@
id = 2
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'dirt'

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@@ -1,7 +1,10 @@
id = 9
is_blend = false
is_cross_plane = true
is_discard = true
is_gas = false
is_liquid = false
is_passable = true
is_transitional = false
is_transparent = true
name = 'grass'

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@@ -1,7 +1,10 @@
id = 1
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'grass_block'

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@@ -1,7 +1,10 @@
id = 6
is_blend = false
is_cross_plane = false
is_discard = true
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = true
name = 'leaf'

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@@ -1,7 +1,10 @@
id = 5
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = false
is_transparent = false
name = 'log'

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@@ -1,7 +1,10 @@
id = 4
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'sand'

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@@ -1,7 +1,10 @@
id = 8
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'snowy_grass_block'

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@@ -1,7 +1,10 @@
id = 3
is_blend = false
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = false
is_passable = false
is_transitional = true
is_transparent = false
name = 'stone'

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@@ -5,3 +5,6 @@ is_gas = false
is_passable = false
is_cross_plane = false
is_transparent = false
is_discard = false
is_blend = false
is_transitional = false

View File

@@ -1,7 +1,10 @@
id = 7
is_blend = true
is_cross_plane = false
is_discard = false
is_gas = false
is_liquid = true
is_passable = true
is_transitional = false
is_transparent = true
name = 'water'

View File

@@ -0,0 +1,28 @@
#version 460
layout (location = 0) out vec4 accum;
layout (location = 1) out float reveal;
in vec2 tc;
flat in int tex_layer;
in float v_depth;
layout (binding = 0) uniform sampler2DArray samp;
float weight(float z, float a) {
float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
return a * clamp(intermediate, 1e-2, 3e2);
}
void main() {
vec4 color = texture(samp, vec3(tc, tex_layer));
float alpha = color.a;
if (alpha < 1e-4) discard;
float w = weight(v_depth, alpha);
accum = vec4(color.rgb * alpha * w, alpha * w);
reveal = alpha;
}

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@@ -0,0 +1,21 @@
#version 460
layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in float layer;
out vec2 tc;
flat out int tex_layer;
out float v_depth;
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
void main(void) {
vec4 view_pos = mv_matrix * vec4(pos, 1.0);
gl_Position = proj_matrix * view_pos;
tc = texCoord;
tex_layer = int(layer);
v_depth = -view_pos.z;
}

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@@ -0,0 +1,19 @@
#version 460
uniform sampler2D u_accumTex;
uniform sampler2D u_revealTex;
in vec2 TexCoord;
out vec4 FragColor;
void main() {
vec4 a = texture(u_accumTex, TexCoord);
float r = texture(u_revealTex, TexCoord).r;
if (a.a < 1e-4) discard;
vec3 color = a.rgb / max(a.a, 1e-5);
float transmittance = r;
float opacity = 1.0 - transmittance;
FragColor = vec4(color * opacity, opacity);
}

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@@ -0,0 +1,11 @@
#version 460
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
TexCoord = texCoord;
}

View File

@@ -8,7 +8,7 @@ layout (binding = 0) uniform sampler2DArray samp;
void main(void) {
color = texture(samp, vec3(tc, tex_layer));
if (color.a < 0.1) {
if (color.a < 0.8) {
discard;
}
//color = varyingColor;

View File

@@ -6,7 +6,7 @@ namespace Cubed {
constexpr int WORLD_SIZE_Y = 256;
constexpr int CHUNK_SIZE = 16;
constexpr int SEA_LEVEL = 64;
constexpr int SEA_LEVEL = 63;
constexpr int MAX_UI_NUM = 1;
constexpr int MAX_BLOCK_STATUS = 1;

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@@ -15,6 +15,7 @@ enum class BiomeType {
MOUNTAIN,
RIVER,
SNOWY_PLAIN,
OCEAN,
NONE
};

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@@ -47,11 +47,17 @@ struct BlockData {
bool is_passable = false;
bool is_cross_plane = false;
bool is_transparent = false;
bool is_discard = false;
bool is_blend = false;
bool is_transitional = false;
BlockData(BlockType b_id, std::string_view b_name, bool liquid,
bool passable, bool cross_plane, bool transparent, bool gas)
bool passable, bool cross_plane, bool transparent, bool gas,
bool discard, bool blend, bool transitional)
: name(b_name), id(b_id), is_liquid(liquid), is_gas(gas),
is_passable(passable), is_cross_plane(cross_plane),
is_transparent(transparent) {}
is_transparent(transparent), is_discard(discard), is_blend(blend),
is_transitional(transitional) {}
};
class BlockManager {
@@ -69,6 +75,10 @@ public:
static bool is_cross_plane(BlockType id);
static bool is_transparent(BlockType id);
static bool is_passable(BlockType id);
static bool is_discard(BlockType id);
static bool is_blend(BlockType id);
static bool is_transitional(BlockType id);
static BlockType cross_plane_index(BlockType id);
private:

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@@ -9,6 +9,7 @@ public:
virtual ChunkGenerator& get_chunk_generator() = 0;
virtual void build_biome() = 0;
virtual void build_vegetation() = 0;
void ocean_water_build();
protected:
void build_bottom();

View File

@@ -0,0 +1,23 @@
#pragma once
#pragma once
#include "Cubed/gameplay/builders/biome_builder.hpp"
namespace Cubed {
class ChunkGenerator;
class OceanBuilder : public BiomeBuilder {
public:
OceanBuilder(ChunkGenerator& chunk_generator);
void build_biome() override;
ChunkGenerator& get_chunk_generator() override;
void build_vegetation() override;
private:
ChunkGenerator& m_chunk_generator;
void build_blocks();
};
} // namespace Cubed

View File

@@ -1,10 +1,14 @@
#pragma once
#include "Cubed/gameplay/cave_path.hpp"
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class CaveCarver {
using CaveHashMap = tbb::concurrent_hash_map<unsigned, CavePath>;
public:
CaveCarver();
std::unordered_map<unsigned, CavePath>& paths();
CaveHashMap& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
@@ -15,9 +19,8 @@ public:
float& cave_probability();
private:
std::unordered_map<unsigned, CavePath> m_paths;
CaveHashMap m_paths;
unsigned m_seed = 0;
int m_sum = 0;
Random m_random;
float m_cave_probability = 0.035f;
};

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@@ -5,12 +5,16 @@
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <unordered_set>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class CavePath {
using ChunkPosSet =
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
public:
CavePath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
CavePath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
@@ -34,7 +38,6 @@ private:
static inline int m_step_min = 10;
static inline int m_step_max = 400;
int m_path_id = 0;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_pitch = 0.0f;
@@ -44,7 +47,7 @@ private:
Random m_random;
std::vector<PathPoint> m_points;
std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
ChunkPosSet m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};

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@@ -4,7 +4,7 @@
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/primitive_data.hpp"
#include "Cubed/gameplay/vertex_data.hpp"
#include <atomic>
#include <mutex>
@@ -14,16 +14,15 @@ class World;
// if want to use, do init_chunk(), gen_vertex_data() and
class Chunk {
private:
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
static constexpr int SIZE_X = CHUNK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUNK_SIZE;
static constexpr int VERTEX_DATA_SUM = 4;
std::atomic<bool> m_dirty{false};
std::atomic<bool> m_need_upload{true};
std::atomic<bool> m_is_on_gen_vertex_data{false};
std::atomic<size_t> m_normal_vertices_sum = 0;
std::atomic<size_t> m_cross_vertices_sum = 0;
std::atomic<size_t> m_transparent_vertices_sum = 0;
std::atomic<BiomeType> m_biome = BiomeType::PLAIN;
std::mutex m_vertexs_data_mutex;
@@ -34,12 +33,14 @@ private:
HeightMapArray m_heightmap;
// the index is a array of block id
std::vector<BlockType> m_blocks;
GLuint m_normal_vbo = 0;
GLuint m_cross_plane_vbo = 0;
GLuint m_transparent_normal_vbo = 0;
std::vector<Vertex> m_normal_vertices;
std::vector<Vertex> m_cross_plane_vertices;
std::vector<Vertex> m_transparent_normal_vertices;
/*
0 - normal
1 - cross_plane
2 - normal_discard
3 - transparent and blend
*/
std::vector<VertexData> m_vertex_data;
float frequency = 0.01f;
float height = 80;
unsigned m_seed = 0;
@@ -47,9 +48,9 @@ private:
BiomeConditions m_conditions;
void clear_dirty();
void gen_normal_vertices(
const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
void gen_cross_plane_vertices();
void gen_vertices(const OptionalBlockVectorArray& neighbor_block);
void gen_cross_plane_vertices(int world_x, int world_y, int world_z,
BlockType id);
public:
Chunk(World& world, ChunkPos chunk_pos);
@@ -97,18 +98,20 @@ public:
// 1 : (-1, 0)
// 2 : (0, 1)
// 3 : (0, -1)
void gen_vertex_data(
const std::array<const std::vector<BlockType>*, 4>& neighbor_block);
void gen_vertex_data(const OptionalBlockVectorArray& neighbor_block);
void upload_to_gpu();
GLuint get_normal_vbo() const;
GLuint get_normal_vao() const;
size_t get_normal_vertices_sum() const;
GLuint get_cross_vbo() const;
GLuint get_cross_vao() const;
size_t get_cross_vertices_sum() const;
GLuint get_transparent_vbo() const;
size_t get_transparent_vertices_sum() const;
GLuint get_normal_discard_vao() const;
size_t get_normal_discard_vertices_sum() const;
GLuint get_normal_blend_vao() const;
size_t get_normal_blend_vertices_sum() const;
bool is_dirty() const;
void mark_dirty();

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@@ -4,6 +4,7 @@
#include "Cubed/gameplay/biome.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/builders/biome_builder.hpp"
#include "Cubed/gameplay/path_point.hpp"
#include "Cubed/tools/cubed_random.hpp"
#include <atomic>
@@ -45,6 +46,7 @@ public:
Chunk& chunk();
Random& random();
const std::array<BiomeType, 8>& neighbor_biome() const;
void ocean_build();
void generate_cave();
void generate_river();
@@ -60,6 +62,9 @@ private:
unsigned m_chunk_seed = 0;
void make_biome_builder();
void
carve_worm(const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit);
};
} // namespace Cubed

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@@ -16,7 +16,14 @@ struct ChunkPos {
return h1 ^ (h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2));
}
};
struct TBBHash {
std::size_t hash(const ChunkPos& p) const {
return ChunkPos::Hash{}(p);
}
bool equal(const ChunkPos& a, const ChunkPos& b) const {
return a == b;
}
};
ChunkPos operator+(const ChunkPos& pos) const {
return ChunkPos{x + pos.x, z + pos.z};
}

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@@ -5,13 +5,16 @@
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <unordered_set>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class RiverPath {
using ChunkPosSet =
tbb::concurrent_hash_map<ChunkPos, bool, ChunkPos::TBBHash>;
public:
RiverPath(unsigned int world_seed, int path_id, const glm::vec3& start_pos);
RiverPath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos);
const std::vector<PathPoint>& points() const;
void clear_chunk(const ChunkPos& pos);
bool is_finished() const;
@@ -32,12 +35,12 @@ private:
static inline float m_radius_y_max = 8.0f;
static inline float m_delta_angle_min = -3.0f;
static inline float m_delta_angle_max = 3.0f;
static inline int m_step_min = 150;
static inline int m_step_min = 200;
static inline int m_step_max = 400;
int m_path_id = 0;
unsigned int m_seed = 0;
float m_yaw = 0.0f;
float m_initial_yaw = 0.0f;
float m_pitch = 0.0f;
int m_step = 0;
float m_step_len = 1.0f;
@@ -45,7 +48,7 @@ private:
Random m_random;
std::vector<PathPoint> m_points;
std::unordered_set<ChunkPos, ChunkPos::Hash> m_pending_chunks;
ChunkPosSet m_pending_chunks;
void collect_path_points();
void precompute_chunk_coverage();
};

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@@ -4,13 +4,15 @@
#include "Cubed/tools/cubed_random.hpp"
#include <glm/glm.hpp>
#include <unordered_map>
#include <tbb/concurrent_hash_map.h>
namespace Cubed {
class RiverWorm {
using RiverHashMap = tbb::concurrent_hash_map<unsigned, RiverPath>;
public:
RiverWorm();
std::unordered_map<unsigned, RiverPath>& paths();
RiverHashMap& paths();
void init(unsigned world_seed);
void reload(unsigned world_seed);
void add_path(const glm::vec3& pos, unsigned chunk_seed);
@@ -21,9 +23,8 @@ public:
float& river_probability();
private:
std::unordered_map<unsigned, RiverPath> m_paths;
RiverHashMap m_paths;
unsigned m_seed = 0;
int m_sum = 0;
Random m_random;
float m_probability = 0.01f;
};

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@@ -0,0 +1,25 @@
#pragma once
#include "Cubed/primitive_data.hpp"
#include <atomic>
#include <glad/glad.h>
#include <vector>
namespace Cubed {
class World;
struct VertexData {
std::vector<Vertex> m_vertices;
GLuint m_vbo = 0;
GLuint m_vao = 0;
std::atomic<std::size_t> m_sum{0};
World& m_world;
VertexData(World& world);
~VertexData();
VertexData(const VertexData&) = delete;
VertexData(VertexData&&) noexcept;
VertexData& operator=(const VertexData&) = delete;
VertexData& operator=(VertexData&&) noexcept;
void upload();
void update_sum();
};
} // namespace Cubed

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@@ -15,12 +15,14 @@
namespace Cubed {
struct ChunkRenderSnapshot {
GLuint normal_vbo;
GLuint normal_vao;
size_t normal_vertices_count;
GLuint cross_vbo;
GLuint cross_vao;
size_t cross_vertices_count;
GLuint transparent_vbo;
size_t transparent_vertices_count;
GLuint normal_discard_vao;
size_t normal_discard_vertices_count;
GLuint normal_blend_vao;
size_t normal_blend_vertices_count;
glm::vec3 center;
glm::vec3 half_extents;
};
@@ -29,8 +31,10 @@ class Player;
class TextureManager;
class World {
private:
using OptionalBlockVectorArray =
std::array<std::optional<std::vector<BlockType>>, 4>;
using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
using ChunkUpdateList = std::vector<std::pair<ChunkPos, Chunk>>;
using ChunkPairVector = std::vector<std::pair<ChunkPos, Chunk>>;
using ConstChunkMap =
std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
@@ -45,8 +49,10 @@ private:
std::mutex m_gen_signal_mutex;
std::mutex m_new_chunk_queue_mutex;
std::mutex m_delete_vbo_mutex;
std::mutex m_delete_vao_mutex;
std::mutex m_gen_player_pos_mutex;
std::vector<GLuint> m_pending_delete_vbo;
std::vector<GLuint> m_pending_delete_vao;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
@@ -66,14 +72,16 @@ private:
void gen_chunks_internal();
void sync_player_pos(glm::vec3& player_pos);
void compute_required_chunks(ChunkPosSet& required_chunks,
ChunkHashMap& temp_neighbor);
void
compute_required_chunks(ChunkPosSet& required_chunks,
ChunkPairVector& temp_neighbor,
std::vector<ChunkPos>& need_gen_temp_chunks_pos);
void sync_and_collect_missing_chunks(std::vector<ChunkPos>&,
const ChunkPosSet&);
void
build_neighbor_context_for_new_chunks(ConstChunkMap& new_chunks_neighbor,
ChunkPtrUpdateList& affected_neighbor,
const ChunkUpdateList& new_chunks);
const ChunkPairVector& new_chunks);
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
ConstChunkMap&);
@@ -90,9 +98,6 @@ public:
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_solid(const glm::ivec3& block_pos) const;
bool can_pass_block(const glm::ivec3& block_pos) const;
@@ -100,15 +105,12 @@ public:
static ChunkPos chunk_pos(int world_x, int world_z);
void need_gen();
void render(const glm::mat4& mvp_matrix,
const TextureManager& texture_manager,
const glm::vec3& camera_pos);
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
void push_delete_vbo(GLuint vbo);
void push_delete_vao(GLuint vao);
void hot_reload();
void rebuild_world();
@@ -121,6 +123,8 @@ public:
CaveCarver& cave_carcer();
RiverWorm& river_worm();
std::vector<glm::vec4>& planes();
std::vector<ChunkRenderSnapshot>& render_snapshots();
};
} // namespace Cubed

View File

@@ -15,7 +15,7 @@ class World;
class DevPanel;
class Renderer {
public:
constexpr static int NUM_VAO = 6;
constexpr static int NUM_VAO = 7;
Renderer(const Camera& camera, World& world,
const TextureManager& texture_manager, DevPanel& dev_panel);
@@ -40,6 +40,9 @@ private:
float m_delta_time = 0.0f;
float m_width = 0.0f;
float m_height = 0.0f;
glm::mat4 m_p_mat, m_v_mat, m_m_mat, m_mv_mat, m_mvp_mat;
GLuint m_mv_loc = 0;
@@ -55,15 +58,27 @@ private:
GLuint m_screen_texture = 0;
GLuint m_depth_render_buffer = 0;
GLuint m_oit_fbo = 0;
GLuint m_accum_texture = 0;
GLuint m_reveal_texture = 0;
GLuint m_oit_depth_render_buffer = 0;
GLuint m_quad_vbo = 0;
glm::mat4 m_ui_proj;
glm::mat4 m_ui_m_matrix;
std::unordered_map<std::size_t, Shader> m_shaders;
/*
0 - quad vao
1 - sky vao
2 - outline vao
3 - ui vao
4 - text vao
*/
std::vector<GLuint> m_vao;
std::vector<Vertex2D> m_ui;
void init_underwater();
void init_quad();
void init_text();
void render_outline();

View File

@@ -7,7 +7,17 @@ namespace HASH {
inline std::size_t str(std::string_view value) {
return std::hash<std::string_view>{}(value);
}
inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
inline uint32_t combine_32(uint32_t seed, uint32_t v) {
seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
return seed;
}
inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
uint32_t seed =
combine_32(combine_32(fixed_seed, (uint32_t)a), (uint32_t)b);
return seed;
}
/*
inline uint32_t chunk_seed_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
uint32_t h = fixed_seed;
h ^= (uint32_t)a * 0xcc9e2d51u;
@@ -27,10 +37,8 @@ inline uint32_t mix_hash(int32_t a, int32_t b, uint32_t fixed_seed) {
return h;
}
inline uint32_t combine_32(uint32_t seed, uint32_t v) {
seed ^= v + 0x9e3779b9 + (seed << 6) + (seed >> 2);
return seed;
}
*/
} // namespace HASH
} // namespace Cubed

View File

@@ -9,6 +9,9 @@ void extract_frustum_planes(const glm::mat4& mvp_matrix,
std::vector<glm::vec4>& planes);
float smootherstep(float edge0, float edge1, float x);
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
const std::vector<glm::vec4>& planes);
float deterministic_random(int x, int z, uint64_t seed);
} // namespace Math
} // namespace Cubed

View File

@@ -90,6 +90,27 @@ bool BlockManager::is_passable(BlockType id) {
return m_datas[id].is_passable;
}
bool BlockManager::is_discard(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_discard;
}
return m_datas[id].is_discard;
}
bool BlockManager::is_blend(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_blend;
}
return m_datas[id].is_blend;
}
bool BlockManager::is_transitional(BlockType id) {
if (id >= sums()) {
Logger::error("Id {}, is Over The Max Id", id, sums() - 1);
return m_datas[0].is_transitional;
}
return m_datas[id].is_transitional;
}
void BlockManager::init() {
fs::path data_path{block_data_dir};
@@ -125,8 +146,12 @@ void BlockManager::init() {
auto is_cross_plane = safe_get_value(block, "is_cross_plane", false);
auto is_transparent = safe_get_value(block, "is_transparent", false);
auto is_gas = safe_get_value(block, "is_gas", false);
auto is_discard = safe_get_value(block, "is_discard", false);
auto is_blend = safe_get_value(block, "is_blend", false);
auto is_transitional = safe_get_value(block, "is_transitional", false);
m_datas.emplace_back(*id, *name, *is_liquid, *is_passable,
*is_cross_plane, *is_transparent, *is_gas);
*is_cross_plane, *is_transparent, *is_gas,
*is_discard, *is_blend, *is_transitional);
}
std::sort(
m_datas.begin(), m_datas.end(),

View File

@@ -62,6 +62,10 @@ std::string get_biome_str(BiomeType biome) {
break;
case SNOWY_PLAIN:
str = "Snowy Plain";
break;
case OCEAN:
str = "Ocean";
break;
case NONE:
str = "Unknown";
break;
@@ -190,6 +194,9 @@ BiomeType determine_biome(const BiomeConditions& conditions) {
if (conditions.mountainous > 0.75) {
return MOUNTAIN;
}
if (conditions.mountainous < 0.25) {
return OCEAN;
}
auto temp = conditions.temp;
auto humid = conditions.humid;
if (temp < 0.5) {

View File

@@ -39,4 +39,23 @@ void BiomeBuilder::place_grass() {
}
}
}
void BiomeBuilder::ocean_water_build() {
ChunkGenerator& chunk_generator = get_chunk_generator();
Chunk& chunk = chunk_generator.chunk();
auto& blocks = chunk.blocks();
const auto& heightmap = chunk.get_heightmap();
for (int x = 0; x < SIZE_X; ++x) {
for (int z = 0; z < SIZE_Z; ++z) {
int height = heightmap[x][z];
if (height <= SEA_LEVEL) {
for (int y = height; y <= SEA_LEVEL; y++) {
blocks[Chunk::index(x, y, z)] = 7;
}
}
}
}
}
} // namespace Cubed

View File

@@ -0,0 +1,34 @@
#include "Cubed/gameplay/builders/ocean_builder.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/chunk_generator.hpp"
namespace Cubed {
OceanBuilder::OceanBuilder(ChunkGenerator& chunk_generator)
: m_chunk_generator(chunk_generator) {}
void OceanBuilder::build_biome() {
BiomeBuilder::build_bottom();
build_blocks();
};
void OceanBuilder::build_blocks() {
auto& m_chunk = m_chunk_generator.chunk();
auto& m_blocks = m_chunk.blocks();
auto& m_heightmap = m_chunk.heightmap();
for (int x = 0; x < CHUNK_SIZE; x++) {
for (int z = 0; z < CHUNK_SIZE; z++) {
int height = static_cast<int>(m_heightmap[x][z]);
for (int y = 5; y <= height; y++) {
m_blocks[Chunk::index(x, y, z)] = 3;
}
}
}
}
void OceanBuilder::build_vegetation() {}
ChunkGenerator& OceanBuilder::get_chunk_generator() {
return m_chunk_generator;
};
} // namespace Cubed

View File

@@ -5,11 +5,10 @@
namespace Cubed {
CaveCarver::CaveCarver() {}
std::unordered_map<unsigned, CavePath>& CaveCarver::paths() { return m_paths; }
CaveCarver::CaveHashMap& CaveCarver::paths() { return m_paths; }
void CaveCarver::init(unsigned world_seed) {
m_seed = world_seed;
m_sum = 0;
m_random.init(m_seed);
}
@@ -20,16 +19,18 @@ void CaveCarver::reload(unsigned world_seed) {
}
void CaveCarver::add_path(const glm::vec3& pos, unsigned chunk_seed) {
m_paths.emplace(chunk_seed, CavePath{m_seed, m_sum, pos});
m_sum++;
m_paths.emplace(chunk_seed, CavePath{chunk_seed, m_seed, pos});
}
void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
unsigned chunk_seed) {
auto it = m_paths.find(chunk_seed);
if (it != m_paths.end()) {
return;
{
CaveHashMap::const_accessor acc;
if (m_paths.find(acc, chunk_seed)) {
return;
}
}
Random random{chunk_seed};
if (random.random_bool(static_cast<double>(m_cave_probability))) {
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
@@ -47,10 +48,17 @@ void CaveCarver::try_to_add_path(const ChunkPos& chunk_pos,
}
void CaveCarver::cleanup_finished_caves() {
std::erase_if(m_paths,
[](const auto& kv) { return kv.second.is_finished(); });
std::vector<unsigned int> finished_keys;
for (const auto& pair : m_paths) {
if (pair.second.is_finished()) {
finished_keys.push_back(pair.first);
}
}
for (const auto& key : finished_keys) {
m_paths.erase(key);
}
}
int CaveCarver::cave_sum() const { return m_sum; }
int CaveCarver::cave_sum() const { return m_paths.size(); }
float& CaveCarver::cave_probability() { return m_cave_probability; }
} // namespace Cubed

View File

@@ -6,10 +6,9 @@
#include <algorithm>
namespace Cubed {
CavePath::CavePath(unsigned int world_seed, int path_id,
CavePath::CavePath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos) {
m_path_id = path_id;
m_seed = HASH::combine_32(world_seed, path_id);
m_seed = HASH::combine_32(chunk_seed, world_seed);
m_random.init(m_seed);
m_yaw = m_random.random_float(0.0f, 360.0f);
m_pitch = m_random.random_float(-10.0f, 10.0f);
@@ -75,7 +74,8 @@ void CavePath::precompute_chunk_coverage() {
for (int cx = min_cx; cx <= max_cx; ++cx)
for (int cz = min_cz; cz <= max_cz; ++cz)
m_pending_chunks.insert({cx, cz});
m_pending_chunks.insert(
std::make_pair(ChunkPos{cx, cz}, false));
}
}

View File

@@ -9,65 +9,36 @@
namespace Cubed {
Chunk::Chunk(World& world, ChunkPos chunk_pos)
: m_chunk_pos(chunk_pos), m_world(world) {}
Chunk::~Chunk() {
if (m_normal_vbo != 0) {
m_world.push_delete_vbo(m_normal_vbo);
}
if (m_cross_plane_vbo != 0) {
m_world.push_delete_vbo(m_cross_plane_vbo);
}
if (m_transparent_normal_vbo != 0) {
m_world.push_delete_vbo(m_transparent_normal_vbo);
: m_chunk_pos(chunk_pos), m_world(world) {
for (int i = 0; i < VERTEX_DATA_SUM; i++) {
m_vertex_data.emplace_back(m_world);
}
}
Chunk::~Chunk() {}
Chunk::Chunk(Chunk&& other) noexcept
: m_dirty(other.is_dirty()), m_need_upload(other.m_need_upload.load()),
m_is_on_gen_vertex_data(other.m_is_on_gen_vertex_data.load()),
m_normal_vertices_sum(other.m_normal_vertices_sum.load()),
m_cross_vertices_sum(other.m_cross_vertices_sum.load()),
m_transparent_vertices_sum(other.m_transparent_vertices_sum.load()),
m_biome(other.m_biome.load()), m_chunk_pos(std::move(other.m_chunk_pos)),
m_world(other.m_world), m_heightmap(std::move(other.m_heightmap)),
m_blocks(std::move(other.m_blocks)), m_normal_vbo(other.m_normal_vbo),
m_cross_plane_vbo(other.m_cross_plane_vbo),
m_transparent_normal_vbo(other.m_transparent_normal_vbo),
m_normal_vertices(std::move(other.m_normal_vertices)),
m_cross_plane_vertices(std::move(other.m_cross_plane_vertices)),
m_transparent_normal_vertices(
std::move(other.m_transparent_normal_vertices)),
m_seed(other.m_seed), m_conditions(other.m_conditions) {
other.m_normal_vbo = 0;
other.m_cross_plane_vbo = 0;
other.m_transparent_normal_vbo = 0;
}
m_blocks(std::move(other.m_blocks)),
m_vertex_data(std::move(other.m_vertex_data)), m_seed(other.m_seed),
m_conditions(other.m_conditions) {}
Chunk& Chunk::operator=(Chunk&& other) noexcept {
// Logger::info("other Chunk pos {} {} in Chunk& Chunk::operator=(Chunk&&
// other) this {}", other.m_chunk_pos.x, other.m_chunk_pos.z,
// static_cast<const void*>(&other));
m_normal_vbo = other.m_normal_vbo;
other.m_normal_vbo = 0;
m_cross_plane_vbo = other.m_cross_plane_vbo;
m_transparent_normal_vbo = other.m_transparent_normal_vbo;
other.m_transparent_normal_vbo = 0;
other.m_cross_plane_vbo = 0;
m_chunk_pos = std::move(other.m_chunk_pos);
m_heightmap = std::move(other.m_heightmap);
m_blocks = std::move(other.m_blocks);
m_dirty = other.is_dirty();
m_normal_vertices = std::move(other.m_normal_vertices);
m_cross_plane_vertices = std::move(other.m_cross_plane_vertices);
m_transparent_normal_vertices =
std::move(other.m_transparent_normal_vertices);
m_vertex_data = std::move(other.m_vertex_data);
m_biome = other.m_biome.load();
m_is_on_gen_vertex_data = other.m_is_on_gen_vertex_data.load();
m_need_upload = other.m_need_upload.load();
m_normal_vertices_sum = other.m_normal_vertices_sum.load();
m_cross_vertices_sum = other.m_cross_vertices_sum.load();
m_transparent_vertices_sum = other.m_transparent_vertices_sum.load();
m_seed = other.m_seed;
m_conditions = other.m_conditions;
return *this;
@@ -132,36 +103,47 @@ int Chunk::index(const glm::vec3& pos) {
return Chunk::index(pos.x, pos.y, pos.z);
}
void Chunk::gen_vertex_data(
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
void Chunk::gen_vertex_data(const OptionalBlockVectorArray& neighbor_block) {
if (m_is_on_gen_vertex_data) {
return;
}
m_is_on_gen_vertex_data = true;
std::lock_guard lk(m_vertexs_data_mutex);
gen_normal_vertices(neighbor_block);
gen_cross_plane_vertices();
for (auto& data : m_vertex_data) {
data.m_vertices.clear();
}
gen_vertices(neighbor_block);
for (auto& data : m_vertex_data) {
data.update_sum();
}
m_need_upload = true;
m_is_on_gen_vertex_data = false;
}
GLuint Chunk::get_normal_vbo() const { return m_normal_vbo; }
GLuint Chunk::get_normal_vao() const { return m_vertex_data[0].m_vao; }
size_t Chunk::get_normal_vertices_sum() const {
if (m_normal_vertices_sum == 0) {
if (m_vertex_data[0].m_sum == 0) {
Logger::warn("m_normal_vertices_sum is 0");
}
return m_normal_vertices_sum.load();
return m_vertex_data[0].m_sum.load();
}
GLuint Chunk::get_cross_vbo() const { return m_cross_plane_vbo; }
GLuint Chunk::get_cross_vao() const { return m_vertex_data[1].m_vao; }
size_t Chunk::get_cross_vertices_sum() const {
return m_cross_vertices_sum.load();
return m_vertex_data[1].m_sum.load();
}
GLuint Chunk::get_transparent_vbo() const { return m_transparent_normal_vbo; }
size_t Chunk::get_transparent_vertices_sum() const {
return m_transparent_vertices_sum.load();
GLuint Chunk::get_normal_discard_vao() const { return m_vertex_data[2].m_vao; }
size_t Chunk::get_normal_discard_vertices_sum() const {
return m_vertex_data[2].m_sum.load();
}
GLuint Chunk::get_normal_blend_vao() const { return m_vertex_data[3].m_vao; }
size_t Chunk::get_normal_blend_vertices_sum() const {
return m_vertex_data[3].m_sum.load();
}
void Chunk::gen_phase_one() {
@@ -216,9 +198,8 @@ void Chunk::gen_phase_six(
Logger::error("ChunkGenerator is Nullptr");
return;
}
// This must be fully completed before any other operations can proceed!
m_generator->blend_surface_blocks_borders(neighbor_block);
m_generator->generate_cave();
m_generator->generate_river();
}
void Chunk::gen_phase_seven() {
@@ -226,6 +207,10 @@ void Chunk::gen_phase_seven() {
Logger::error("ChunkGenerator is Nullptr");
return;
}
m_generator->ocean_build();
m_generator->generate_river();
m_generator->generate_cave();
m_generator->generate_vegetation();
mark_dirty();
m_generator = nullptr;
@@ -235,33 +220,12 @@ void Chunk::upload_to_gpu() {
ASSERT(is_need_upload());
if (m_normal_vbo == 0) {
glGenBuffers(1, &m_normal_vbo);
std::lock_guard lk(m_vertexs_data_mutex);
for (auto& data : m_vertex_data) {
data.upload();
}
std::lock_guard lk(m_vertexs_data_mutex);
glBindBuffer(GL_ARRAY_BUFFER, m_normal_vbo);
glBufferData(GL_ARRAY_BUFFER, m_normal_vertices.size() * sizeof(Vertex),
m_normal_vertices.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (m_cross_plane_vertices.size() != 0) {
if (m_cross_plane_vbo == 0) {
glGenBuffers(1, &m_cross_plane_vbo);
}
glBindBuffer(GL_ARRAY_BUFFER, m_cross_plane_vbo);
glBufferData(GL_ARRAY_BUFFER,
m_cross_plane_vertices.size() * sizeof(Vertex),
m_cross_plane_vertices.data(), GL_DYNAMIC_DRAW);
}
if (m_transparent_normal_vertices.size() != 0) {
if (m_transparent_normal_vbo == 0) {
glGenBuffers(1, &m_transparent_normal_vbo);
}
glBindBuffer(GL_ARRAY_BUFFER, m_transparent_normal_vbo);
glBufferData(GL_ARRAY_BUFFER,
m_transparent_normal_vertices.size() * sizeof(Vertex),
m_transparent_normal_vertices.data(), GL_DYNAMIC_DRAW);
}
// after fininshed it, can use
clear_dirty();
m_need_upload = false;
@@ -300,10 +264,7 @@ unsigned Chunk::seed() const {
BiomeConditions& Chunk::conditions() { return m_conditions; }
void Chunk::gen_normal_vertices(
const std::array<const std::vector<BlockType>*, 4>& neighbor_block) {
m_normal_vertices.clear();
m_transparent_normal_vertices.clear();
void Chunk::gen_vertices(const OptionalBlockVectorArray& neighbor_block) {
static const glm::ivec3 DIR[6] = {{0, 0, 1}, {1, 0, 0}, {0, 0, -1},
{-1, 0, 0}, {0, 1, 0}, {0, -1, 0}};
@@ -336,8 +297,9 @@ void Chunk::gen_normal_vertices(
World::chunk_pos(world_nx, world_nz);
auto is_culled =
[&](const std::vector<BlockType>* chunk_blocks) {
if (chunk_blocks == nullptr) {
[&](const std::optional<std::vector<BlockType>>&
chunk_blocks) {
if (chunk_blocks == std::nullopt) {
return true;
}
int x, y, z;
@@ -399,6 +361,10 @@ void Chunk::gen_normal_vertices(
if (neighbor_culled) {
continue;
}
if (BlockManager::is_cross_plane(cur_id)) {
gen_cross_plane_vertices(world_x, world_y, world_z,
cur_id);
}
for (int i = 0; i < 6; i++) {
Vertex vex = {
VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
@@ -410,55 +376,57 @@ void Chunk::gen_normal_vertices(
};
if (BlockManager::is_transparent(cur_id)) {
m_transparent_normal_vertices.emplace_back(vex);
if (BlockManager::is_discard(cur_id) &&
BlockManager::is_blend(cur_id)) {
Logger::warn(
"Block id {} is both discard and blend is "
"must only one can true !!!",
cur_id);
}
if (BlockManager::is_discard(cur_id)) {
m_vertex_data[2].m_vertices.emplace_back(vex);
} else if (BlockManager::is_blend(cur_id)) {
m_vertex_data[3].m_vertices.emplace_back(vex);
} else {
Logger::warn("Id {} is transparent but not "
"discard or blend",
cur_id);
m_vertex_data[3].m_vertices.emplace_back(vex);
}
} else {
m_normal_vertices.emplace_back(vex);
m_vertex_data[0].m_vertices.emplace_back(vex);
}
}
}
}
}
}
m_normal_vertices_sum = m_normal_vertices.size();
m_transparent_vertices_sum = m_transparent_normal_vertices.size();
}
void Chunk::gen_cross_plane_vertices() {
void Chunk::gen_cross_plane_vertices(int world_x, int world_y, int world_z,
BlockType id) {
m_cross_plane_vertices.clear();
if (!BlockManager::is_cross_plane(id)) {
Logger::warn("Block {} {} {} id {} is not cross plane", world_x,
world_y, world_z, id);
return;
}
for (int face = 0; face < 2; face++) {
for (int i = 0; i < 6; i++) {
Vertex vex = {
CROSS_VERTICES_POS[face][i][0] + (float)world_x * 1.0f,
CROSS_VERTICES_POS[face][i][1] + (float)world_y * 1.0f,
CROSS_VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
CROSS_TEX_COORDS[face][i][0],
CROSS_TEX_COORDS[face][i][1],
static_cast<float>(BlockManager::cross_plane_index(id))
for (int x = 0; x < SIZE_X; x++) {
for (int y = 0; y < SIZE_Y; y++) {
for (int z = 0; z < SIZE_Z; z++) {
int world_x = x + m_chunk_pos.x * CHUNK_SIZE;
int world_z = z + m_chunk_pos.z * CHUNK_SIZE;
int world_y = y;
int id = m_blocks[index(x, y, z)];
if (!BlockManager::is_cross_plane(id)) {
continue;
}
for (int face = 0; face < 2; face++) {
for (int i = 0; i < 6; i++) {
Vertex vex = {CROSS_VERTICES_POS[face][i][0] +
(float)world_x * 1.0f,
CROSS_VERTICES_POS[face][i][1] +
(float)world_y * 1.0f,
CROSS_VERTICES_POS[face][i][2] +
(float)world_z * 1.0f,
CROSS_TEX_COORDS[face][i][0],
CROSS_TEX_COORDS[face][i][1],
static_cast<float>(
BlockManager::cross_plane_index(id))
};
m_cross_plane_vertices.emplace_back(vex);
}
}
}
};
m_vertex_data[1].m_vertices.emplace_back(vex);
}
}
m_cross_vertices_sum = m_cross_plane_vertices.size();
// Logger::info("Cross Sum {}", m_cross_vertices_sum.load());
}
// Logger::info("Cross Sum {}", m_cross_vertices_sum.load());
} // namespace Cubed

View File

@@ -3,6 +3,7 @@
#include "Cubed/gameplay/builders/desert_builder.hpp"
#include "Cubed/gameplay/builders/forest_builder.hpp"
#include "Cubed/gameplay/builders/mountain_builder.hpp"
#include "Cubed/gameplay/builders/ocean_builder.hpp"
#include "Cubed/gameplay/builders/plain_builder.hpp"
#include "Cubed/gameplay/builders/river_builder.hpp"
#include "Cubed/gameplay/builders/snowy_plain_builder.hpp"
@@ -17,11 +18,11 @@ namespace Cubed {
using enum BiomeType;
constexpr int BLEND_RADIUS = 12;
constexpr int BLEND_RADIUS = 8;
ChunkGenerator::ChunkGenerator(Chunk& chunk) : m_chunk(chunk) {
ASSERT_MSG(is_init, "ChunksGenerator is not init");
ChunkPos pos = m_chunk.get_chunk_pos();
unsigned seed = HASH::mix_hash(pos.x, pos.z, m_generator_seed);
unsigned seed = HASH::chunk_seed_hash(pos.x, pos.z, m_generator_seed);
m_random.init(seed);
m_chunk_seed = seed;
}
@@ -166,18 +167,43 @@ void ChunkGenerator::generate_heightmap() {
amplitude = std::lerp(10, 40, t);
*/
float t;
if (mountainous >= 0.7f) {
t = Math::smootherstep(0.7f, 0.75, mountainous);
base_y = std::lerp(70, 88, t);
amplitude = std::lerp(28, 48, t);
} else if (mountainous >= 0.65f) {
t = Math::smootherstep(0.65f, 0.7f, mountainous);
base_y = std::lerp(66, 70, t);
if (mountainous >= 0.95f) {
t = Math::smootherstep(0.95f, 1.0f, mountainous);
base_y = std::lerp(130, 140, t);
amplitude = std::lerp(38, 48, t);
} else if (mountainous >= 0.85f) {
t = Math::smootherstep(0.85f, 0.95f, mountainous);
base_y = std::lerp(100, 130, t);
amplitude = std::lerp(28, 38, t);
} else if (mountainous >= 0.8) {
t = Math::smootherstep(0.8f, 0.85f, mountainous);
base_y = std::lerp(85, 100, t);
amplitude = std::lerp(18, 28, t);
} else if (mountainous >= 0.75f) {
t = Math::smootherstep(0.75f, 0.8f, mountainous);
base_y = std::lerp(70, 85, t);
amplitude = std::lerp(6, 18, t);
} else if (mountainous >= 0.7) {
t = Math::smootherstep(0.7f, 0.75f, mountainous);
base_y = std::lerp(66, 70, t);
amplitude = std::lerp(6, 6, t);
} else if (mountainous >= 0.45f) {
t = Math::smootherstep(0.45f, 0.7f, mountainous);
base_y = std::lerp(64, 66, t);
amplitude = std::lerp(6, 6, t);
} else if (mountainous >= 0.3f) {
t = Math::smootherstep(0.3f, 0.45f, mountainous);
base_y = std::lerp(60, 64, t);
amplitude = std::lerp(6, 6, t);
} else if (mountainous >= 0.25f) {
t = Math::smootherstep(0.25f, 0.3f, mountainous);
base_y = std::lerp(44, 60, t);
amplitude = std::lerp(6, 6, t);
} else {
t = Math::smootherstep(0.55, 0.65, mountainous);
base_y = std::lerp(58, 66, t);
amplitude = std::lerp(8, 18, t);
t = Math::smootherstep(0.0f, 0.25f, mountainous);
base_y = std::lerp(35, 44, t);
amplitude = std::lerp(3, 6, t);
}
heightmap[x][z] =
base_y + fbm_height(world_x, world_z, octaves, lacunarity, gain,
@@ -451,9 +477,11 @@ void ChunkGenerator::blend_surface_blocks_borders(
for (int y = WORLD_HEIGHT - 1; y >= 0; --y) {
int idx = Chunk::index(nx, y,
nz); // linear index: y * area + z * size + x
if (idx >= 0 && idx < static_cast<int>(blocks.size()) &&
blocks[idx] != 0) {
return blocks[idx];
if (idx >= 0 && idx < static_cast<int>(blocks.size())) {
BlockType neighbor_type = blocks[idx];
if (BlockManager::is_transitional(neighbor_type)) {
return neighbor_type;
}
}
}
return 0; // fallback, should not happen for valid chunks
@@ -473,8 +501,8 @@ void ChunkGenerator::blend_surface_blocks_borders(
// Weight map: type -> total weight
std::unordered_map<BlockType, float> weights;
weights[type_self] = 1.0f; // self weight
float self_weight = 1.0f;
weights[type_self] = self_weight;
// --- Right neighbor (index 0) ---
if (neighbor_block[0] && x >= CHUNK_SIZE - BLEND_RADIUS) {
int dist = (CHUNK_SIZE - 1) - x;
@@ -523,47 +551,50 @@ void ChunkGenerator::blend_surface_blocks_borders(
}
}
if (weights.empty()) {
continue;
}
// Find type with maximum total weight
BlockType final_type = type_self;
float max_weight = weights[type_self];
/*float max_weight = weights[type_self];
for (const auto& [type, w] : weights) {
if (w > max_weight) {
max_weight = w;
final_type = type;
}
}*/
float sum = 0.0f;
for (auto& kv : weights) {
sum += kv.second;
}
float rnd = m_random.random_float(0.0f, 1.0f);
float accum = 0.0f;
for (auto [t, w] : weights) {
accum += w / sum;
if (rnd < accum) {
final_type = t;
break;
}
}
if (final_type == 0) {
return;
if (!BlockManager::is_transitional(final_type)) {
continue;
}
// Update the top block if the type changed
if (final_type != type_self) {
// top block
if (final_type == 7 && top_y > SEA_LEVEL) {
if (type_self == 7) {
m_blocks[Chunk::index(x, top_y, z)] = 0;
} else {
m_blocks[Chunk::index(x, top_y, z)] = type_self;
}
} else {
m_blocks[Chunk::index(x, top_y, z)] = final_type;
}
BlockType new_surface = final_type;
m_blocks[Chunk::index(x, top_y, z)] = new_surface;
// bottom block
unsigned fill_type = 2;
if (final_type == 1) {
if (final_type == 1 || final_type == 8) {
fill_type = 2;
} else if (final_type == 4) {
fill_type = 4;
} else {
fill_type = final_type;
}
for (int y = top_y - 5; y < top_y; y++) {
if (fill_type == 7 && y > SEA_LEVEL) {
m_blocks[Chunk::index(x, y, z)] = 0;
} else {
m_blocks[Chunk::index(x, y, z)] = fill_type;
}
for (int y = std::max(0, top_y - 5); y < top_y; y++) {
m_blocks[Chunk::index(x, y, z)] = fill_type;
}
}
}
@@ -600,63 +631,109 @@ void ChunkGenerator::make_biome_builder() {
case SNOWY_PLAIN:
m_biome_builder = std::make_unique<SnowyPlainBuilder>(*this);
break;
case OCEAN:
m_biome_builder = std::make_unique<OceanBuilder>(*this);
break;
case NONE:
m_biome_builder = nullptr;
break;
}
}
void ChunkGenerator::ocean_build() { m_biome_builder->ocean_water_build(); }
void ChunkGenerator::carve_worm(
const std::vector<PathPoint>& points, const ChunkPos& chunk_pos,
std::function<void(int /*x*/, int /*y*/, int /*z*/)> on_hit) {
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
const int CHUNK_MIN_Y = 0;
const int CHUNK_MAX_Y = SIZE_Y - 1;
for (const auto& point : points) {
const glm::vec3& center = point.pos;
float rad_xz = point.rad_xz;
float rad_y = point.rad_y;
if (center.x + rad_xz < CHUNK_MIN_X ||
center.x - rad_xz > CHUNK_MAX_X ||
center.z + rad_xz < CHUNK_MIN_Z ||
center.z - rad_xz > CHUNK_MAX_Z || center.y + rad_y < CHUNK_MIN_Y ||
center.y - rad_y > CHUNK_MAX_Y) {
continue;
}
int min_x = static_cast<int>(std::floor(center.x - rad_xz));
int max_x = static_cast<int>(std::floor(center.x + rad_xz));
int min_z = static_cast<int>(std::floor(center.z - rad_xz));
int max_z = static_cast<int>(std::floor(center.z + rad_xz));
int min_y = static_cast<int>(std::floor(center.y - rad_y));
int max_y = static_cast<int>(std::floor(center.y + rad_y));
min_x = std::max(min_x, CHUNK_MIN_X);
max_x = std::min(max_x, CHUNK_MAX_X);
min_z = std::max(min_z, CHUNK_MIN_Z);
max_z = std::min(max_z, CHUNK_MAX_Z);
min_y = std::max(min_y, CHUNK_MIN_Y);
max_y = std::min(max_y, CHUNK_MAX_Y);
glm::vec3 right_raw =
glm::cross(point.tangent, glm::vec3(0.0f, 1.0f, 0.0f));
if (glm::dot(right_raw, right_raw) < 1e-6f)
right_raw = glm::cross(point.tangent, glm::vec3(1.0f, 0.0f, 0.0f));
glm::vec3 right = glm::normalize(right_raw);
glm::vec3 up = glm::normalize(glm::cross(point.tangent, right));
float inv_a2 = 1.0f / (point.rad_xz * point.rad_xz);
float inv_b2 = 1.0f / (point.rad_y * point.rad_y);
for (int wy = min_y; wy <= max_y; ++wy) {
if (wy == 0)
continue;
float dy = static_cast<float>(wy) - point.pos.y;
float vy_contrib = dy * up.y;
float vy2 = vy_contrib * vy_contrib * inv_b2;
if (vy2 >= 1.0f)
continue;
for (int wx = min_x; wx <= max_x; ++wx) {
float dx = static_cast<float>(wx) - point.pos.x;
for (int wz = min_z; wz <= max_z; ++wz) {
float dz = static_cast<float>(wz) - point.pos.z;
glm::vec3 to_point(dx, dy, dz);
float h = glm::dot(to_point, right);
float v = glm::dot(to_point, up);
if (h * h * inv_a2 + v * v * inv_b2 > 1.0f)
continue;
int x = wx - CHUNK_MIN_X;
on_hit(x, wy, wz - CHUNK_MIN_Z);
}
}
}
}
}
void ChunkGenerator::generate_cave() {
auto& cave_carver = m_chunk.world().cave_carcer();
auto& paths = cave_carver.paths();
const auto& chunk_pos = m_chunk.chunk_pos();
auto& blocks = m_chunk.blocks();
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
const int CHUNK_MIN_Y = 0;
const int CHUNK_MAX_Y = SIZE_Y - 1;
for (auto& [id, path] : paths) {
for (const auto& point : path.points()) {
const glm::vec3& center = point.pos;
float rad_xz = point.rad_xz;
float rad_y = point.rad_y;
int min_x = static_cast<int>(std::floor(center.x - rad_xz));
int max_x = static_cast<int>(std::floor(center.x + rad_xz));
int min_z = static_cast<int>(std::floor(center.z - rad_xz));
int max_z = static_cast<int>(std::floor(center.z + rad_xz));
int min_y = static_cast<int>(std::floor(center.y - rad_y));
int max_y = static_cast<int>(std::floor(center.y + rad_y));
min_x = std::max(min_x, CHUNK_MIN_X);
max_x = std::min(max_x, CHUNK_MAX_X);
min_z = std::max(min_z, CHUNK_MIN_Z);
max_z = std::min(max_z, CHUNK_MAX_Z);
min_y = std::max(min_y, CHUNK_MIN_Y);
max_y = std::min(max_y, CHUNK_MAX_Y);
for (int wx = min_x; wx <= max_x; ++wx) {
int x = wx - CHUNK_MIN_X;
for (int wz = min_z; wz <= max_z; ++wz) {
int z = wz - CHUNK_MIN_Z;
for (int wy = min_y; wy <= max_y; ++wy) {
int y = wy;
glm::vec3 pos(static_cast<float>(wx),
static_cast<float>(wy),
static_cast<float>(wz));
if (point.contains(pos)) {
if (y == 0) {
continue;
}
blocks[Chunk::index(x, y, z)] = 0;
}
}
}
}
}
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
int idx = Chunk::index(x, y, z);
if (blocks[idx] == 7)
return;
if (y < WORLD_SIZE_Y - 1 && blocks[Chunk::index(x, y + 1, z)] == 7)
return;
blocks[idx] = 0;
});
path.clear_chunk(chunk_pos);
}
}
@@ -667,63 +744,27 @@ void ChunkGenerator::generate_river() {
auto& paths = river_worm.paths();
const auto& chunk_pos = m_chunk.chunk_pos();
auto& blocks = m_chunk.blocks();
const int CHUNK_MIN_X = chunk_pos.x * CHUNK_SIZE;
const int CHUNK_MIN_Z = chunk_pos.z * CHUNK_SIZE;
const int CHUNK_MAX_X = CHUNK_MIN_X + SIZE_X - 1;
const int CHUNK_MAX_Z = CHUNK_MIN_Z + SIZE_Z - 1;
const int CHUNK_MIN_Y = 0;
const int CHUNK_MAX_Y = SIZE_Y - 1;
bool is_river = false;
for (auto& [id, path] : paths) {
for (const auto& point : path.points()) {
if (m_chunk.biome() == BiomeType::DESERT) {
path.clear_chunk(chunk_pos);
continue;
}
const glm::vec3& center = point.pos;
float rad_xz = point.rad_xz;
float rad_y = point.rad_y;
int min_x = static_cast<int>(std::floor(center.x - rad_xz));
int max_x = static_cast<int>(std::floor(center.x + rad_xz));
int min_z = static_cast<int>(std::floor(center.z - rad_xz));
int max_z = static_cast<int>(std::floor(center.z + rad_xz));
int min_y = static_cast<int>(std::floor(center.y - rad_y));
int max_y = static_cast<int>(std::floor(center.y + rad_y));
min_x = std::max(min_x, CHUNK_MIN_X);
max_x = std::min(max_x, CHUNK_MAX_X);
min_z = std::max(min_z, CHUNK_MIN_Z);
max_z = std::min(max_z, CHUNK_MAX_Z);
min_y = std::max(min_y, CHUNK_MIN_Y);
max_y = std::min(max_y, CHUNK_MAX_Y);
for (int wx = min_x; wx <= max_x; ++wx) {
int x = wx - CHUNK_MIN_X;
for (int wz = min_z; wz <= max_z; ++wz) {
int z = wz - CHUNK_MIN_Z;
for (int wy = min_y; wy <= max_y; ++wy) {
int y = wy;
glm::vec3 pos(static_cast<float>(wx),
static_cast<float>(wy),
static_cast<float>(wz));
if (point.contains(pos)) {
if (y > SEA_LEVEL) {
blocks[Chunk::index(x, y, z)] = 0;
continue;
}
is_river = true;
if (blocks[Chunk::index(x, y, z)] == 0) {
continue;
}
blocks[Chunk::index(x, y, z)] = 7;
}
}
}
}
if ((m_chunk.biome() == BiomeType::DESERT) ||
(m_chunk.biome() == BiomeType::OCEAN)) {
path.clear_chunk(chunk_pos);
continue;
}
carve_worm(path.points(), chunk_pos, [&](int x, int y, int z) -> void {
int idx = Chunk::index(x, y, z);
if (y > SEA_LEVEL) {
blocks[idx] = 0;
return;
}
is_river = true;
if (blocks[idx] == 0) {
return;
}
blocks[idx] = 7;
});
path.clear_chunk(chunk_pos);
}
if (is_river) {

View File

@@ -5,12 +5,15 @@
#include <algorithm>
namespace Cubed {
RiverPath::RiverPath(unsigned int world_seed, int path_id,
RiverPath::RiverPath(unsigned int chunk_seed, unsigned world_seed,
const glm::vec3& start_pos) {
m_path_id = path_id;
m_seed = HASH::combine_32(world_seed, path_id);
m_seed = HASH::combine_32(chunk_seed, world_seed);
m_random.init(m_seed);
m_yaw = m_random.random_float(0.0f, 360.0f);
m_initial_yaw = m_yaw;
m_pitch = 0.0f;
m_start_path_point.pos = start_pos;
m_start_path_point.rad_xz =
@@ -41,14 +44,15 @@ void RiverPath::collect_path_points() {
float t = Math::smootherstep(0, m_step - 1, i);
float drad_xz = m_start_path_point.rad_xz * (1.0f - t);
float drad_y = m_start_path_point.rad_y * (1.0f - t);
float drad_xz = m_start_path_point.rad_xz * t;
float drad_y = m_start_path_point.rad_y * t;
drad_xz = std::max(drad_xz, 4.0f);
drad_y = std::max(drad_y, 4.0f);
m_points.emplace_back(m_points[i].pos + glm::vec3{dx, dy, dz}, drad_xz,
drad_y);
m_yaw += m_random.random_float(m_delta_angle_min, m_delta_angle_max);
m_yaw = std::clamp(m_yaw, m_initial_yaw - 10.0f, m_initial_yaw + 10.0f);
}
auto n = m_points.size();
if (n >= 2) {
@@ -72,7 +76,8 @@ void RiverPath::precompute_chunk_coverage() {
for (int cx = min_cx; cx <= max_cx; ++cx)
for (int cz = min_cz; cz <= max_cz; ++cz)
m_pending_chunks.insert({cx, cz});
m_pending_chunks.insert(
std::make_pair(ChunkPos{cx, cz}, false));
}
}

View File

@@ -5,11 +5,11 @@
namespace Cubed {
RiverWorm::RiverWorm() {}
std::unordered_map<unsigned, RiverPath>& RiverWorm::paths() { return m_paths; }
RiverWorm::RiverHashMap& RiverWorm::paths() { return m_paths; }
void RiverWorm::init(unsigned world_seed) {
m_seed = world_seed;
m_sum = 0;
m_random.init(m_seed);
}
@@ -20,15 +20,16 @@ void RiverWorm::reload(unsigned world_seed) {
}
void RiverWorm::add_path(const glm::vec3& pos, unsigned chunk_seed) {
m_paths.emplace(chunk_seed, RiverPath{m_seed, m_sum, pos});
m_sum++;
m_paths.emplace(chunk_seed, RiverPath{chunk_seed, m_seed, pos});
}
void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
unsigned chunk_seed) {
auto it = m_paths.find(chunk_seed);
if (it != m_paths.end()) {
return;
{
RiverHashMap::const_accessor acc;
if (m_paths.find(acc, chunk_seed)) {
return;
}
}
Random random{chunk_seed};
if (random.random_bool(static_cast<double>(m_probability))) {
@@ -44,10 +45,17 @@ void RiverWorm::try_to_add_path(const ChunkPos& chunk_pos,
}
void RiverWorm::cleanup_finished_rivers() {
std::erase_if(m_paths,
[](const auto& kv) { return kv.second.is_finished(); });
std::vector<unsigned> finished_keys;
for (const auto& pair : m_paths) {
if (pair.second.is_finished()) {
finished_keys.push_back(pair.first);
}
}
for (const auto& key : finished_keys) {
m_paths.erase(key);
}
}
int RiverWorm::river_sum() const { return m_sum; }
int RiverWorm::river_sum() const { return m_paths.size(); }
float& RiverWorm::river_probability() { return m_probability; }
} // namespace Cubed

View File

@@ -1,7 +1,6 @@
#include "Cubed/gameplay/tree.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/tools/log.hpp"
#include <array>
@@ -32,7 +31,6 @@ bool build_tree(Chunk& chunk, const glm::ivec3& pos) {
auto& block = chunk.get_chunk_blocks();
if (block[Chunk::index(pos)] != 1) {
Logger::info("Root is not Grass Block");
return false;
}
for (const auto& d : TREE) {

View File

@@ -0,0 +1,61 @@
#include "Cubed/gameplay/vertex_data.hpp"
#include "Cubed/gameplay/world.hpp"
namespace Cubed {
VertexData::VertexData(World& world) : m_world(world) {}
VertexData::~VertexData() {
if (m_vbo != 0) {
m_world.push_delete_vbo(m_vbo);
}
if (m_vao != 0) {
m_world.push_delete_vao(m_vao);
}
}
VertexData::VertexData(VertexData&& o) noexcept
: m_vertices(std::move(o.m_vertices)), m_vbo(o.m_vbo), m_vao(o.m_vao),
m_sum(o.m_sum.load()), m_world(o.m_world) {
o.m_vbo = 0;
o.m_sum = 0;
o.m_vao = 0;
}
VertexData& VertexData::operator=(VertexData&& o) noexcept {
m_vbo = o.m_vbo;
o.m_vbo = 0;
m_sum = o.m_sum.load();
o.m_sum = 0;
m_vertices = std::move(o.m_vertices);
m_vao = o.m_vao;
o.m_vao = 0;
return *this;
}
void VertexData::upload() {
if (m_vertices.size() == 0) {
return;
}
if (m_vao == 0) {
glGenVertexArrays(1, &m_vao);
}
if (m_vbo == 0) {
glGenBuffers(1, &m_vbo);
}
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertices.size() * sizeof(Vertex),
m_vertices.data(), GL_DYNAMIC_DRAW);
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);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexData::update_sum() { m_sum = m_vertices.size(); }
} // namespace Cubed

View File

@@ -1,12 +1,11 @@
#include "Cubed/gameplay/world.hpp"
#include "Cubed/config.hpp"
#include "Cubed/debug_collector.hpp"
#include "Cubed/gameplay/player.hpp"
#include "Cubed/texture_manager.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/math_tools.hpp"
#include <execution>
namespace Cubed {
@@ -27,6 +26,13 @@ World::~World() {
}
m_pending_delete_vbo.clear();
}
{
std::lock_guard lk(m_delete_vao_mutex);
for (auto x : m_pending_delete_vao) {
glDeleteVertexArrays(1, &x);
}
m_pending_delete_vao.clear();
}
}
bool World::can_move(const AABB& player_box) const { return true; }
@@ -85,6 +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));
}
}
@@ -291,115 +298,6 @@ void World::init_chunks() {
}
}
*/
void World::render(const glm::mat4& mvp_matrix,
const TextureManager& texture_manager,
const glm::vec3& camera_pos) {
Math::extract_frustum_planes(mvp_matrix, m_planes);
int rendered_sum = 0;
for (const auto& snapshot : m_render_snapshots) {
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
texture_manager.get_texture_array());
glBindBuffer(GL_ARRAY_BUFFER, snapshot.normal_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.normal_vertices_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
rendered_sum++;
}
}
glDepthMask(GL_FALSE);
struct SortableSnapshot {
const ChunkRenderSnapshot* snapshot;
float distance;
};
std::vector<SortableSnapshot> cross_list;
std::vector<SortableSnapshot> transparent_list;
for (const auto& snapshot : m_render_snapshots) {
if (!is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
continue;
}
float dist = glm::distance(camera_pos, snapshot.center);
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
if (snapshot.cross_vertices_count != 0) {
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
float dist2d = glm::distance(camera_pos_xz, center_xz);
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
cross_list.push_back({&snapshot, dist});
}
}
if (snapshot.transparent_vertices_count != 0) {
transparent_list.push_back({&snapshot, dist});
}
}
std::sort(transparent_list.begin(), transparent_list.end(),
[](const SortableSnapshot& a, const SortableSnapshot& b) {
return a.distance > b.distance;
});
std::sort(cross_list.begin(), cross_list.end(),
[](const SortableSnapshot& a, const SortableSnapshot& b) {
return a.distance > b.distance;
});
for (const auto& item : cross_list) {
const auto& snapshot = *item.snapshot;
glBindTexture(GL_TEXTURE_2D_ARRAY,
texture_manager.get_cross_plane_array());
glBindBuffer(GL_ARRAY_BUFFER, snapshot.cross_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.cross_vertices_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
for (const auto& item : transparent_list) {
const auto& snapshot = *item.snapshot;
glBindTexture(GL_TEXTURE_2D_ARRAY, texture_manager.get_texture_array());
glBindBuffer(GL_ARRAY_BUFFER, snapshot.transparent_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.transparent_vertices_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glDepthMask(GL_TRUE);
DebugCollector::get().report(
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
}
ChunkPos World::chunk_pos(int world_x, int world_z) {
int chunk_x, chunk_z;
@@ -424,8 +322,10 @@ void World::gen_chunks_internal() {
m_chunk_gen_fraction = 0.0f;
m_chunk_gen_finished = false;
ChunkPosSet required_chunks;
ChunkHashMap temp_neighbor;
compute_required_chunks(required_chunks, 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);
ASSERT_MSG(!required_chunks.empty(), "required chunks is empty!!");
@@ -443,11 +343,14 @@ 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)});
}
for (auto& pos : need_gen_temp_chunks_pos) {
new_temp_chunks.emplace(pos, Chunk(*this, pos));
}
ConstChunkMap new_chunks_neighbor;
// affected neighbor
ChunkPtrUpdateList affected_neighbor;
@@ -457,17 +360,28 @@ 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());
}
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;
@@ -505,15 +419,19 @@ 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();
}
// for (auto& [pos, chunks] : temp_neighbor) {
// chunks.gen_phase_three();
// }
m_chunk_gen_fraction = 0.4f;
/*
for (int i = 0; i < 4; i++) {
for (auto& [pos, chunks] : temp_neighbor) {
@@ -557,68 +475,106 @@ 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++) {
auto neighbor_pos = pos + CHUNK_DIR[i];
auto it = new_chunks_neighbor.find(neighbor_pos);
if (it == new_chunks_neighbor.end()) {
neighbor_blocks_data[i] = std::nullopt;
auto it = new_temp_chunks.find(neighbor_pos);
if (it == new_temp_chunks.end()) {
new_chunks_surface_blend_data[idx].second[i] =
std::nullopt;
Logger::warn(
"Can't find neighbor for chunk surface blend");
continue;
}
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);
@@ -644,32 +600,53 @@ void World::sync_player_pos(glm::vec3& player_pos) {
player_pos = m_gen_player_pos;
}
void World::compute_required_chunks(ChunkPosSet& required_chunks,
ChunkHashMap& temp_neighbor) {
void World::compute_required_chunks(
ChunkPosSet& required_chunks, ChunkPairVector& temp_neighbor,
std::vector<ChunkPos>& need_gen_temp_chunks_pos) {
glm::vec3 player_pos;
sync_player_pos(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);
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_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));
}
}
}
@@ -696,7 +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) {
@@ -774,21 +751,6 @@ void World::need_gen() {
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);
std::lock_guard lk(m_chunks_mutex);
@@ -917,6 +879,15 @@ void World::update(float delta_time) {
}
m_pending_delete_vbo.clear();
}
{
std::lock_guard lk(m_delete_vao_mutex);
for (auto x : m_pending_delete_vao) {
glDeleteVertexArrays(1, &x);
}
m_pending_delete_vao.clear();
}
{
std::scoped_lock lk(m_chunks_mutex, m_new_chunk_queue_mutex);
m_new_chunk.clear();
@@ -947,13 +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);
@@ -964,10 +935,12 @@ void World::update(float delta_time) {
chunk.upload_to_gpu();
}
m_render_snapshots.push_back(
{chunk.get_normal_vbo(), chunk.get_normal_vertices_sum(),
chunk.get_cross_vbo(), chunk.get_cross_vertices_sum(),
chunk.get_transparent_vbo(),
chunk.get_transparent_vertices_sum(),
{chunk.get_normal_vao(), chunk.get_normal_vertices_sum(),
chunk.get_cross_vao(), chunk.get_cross_vertices_sum(),
chunk.get_normal_discard_vao(),
chunk.get_normal_discard_vertices_sum(),
chunk.get_normal_blend_vao(),
chunk.get_normal_blend_vertices_sum(),
glm::vec3(static_cast<float>(pos.x * CHUNK_SIZE) +
static_cast<float>(CHUNK_SIZE / 2),
static_cast<float>(WORLD_SIZE_Y / 2),
@@ -986,6 +959,11 @@ void World::push_delete_vbo(GLuint vbo) {
m_pending_delete_vbo.push_back(vbo);
}
void World::push_delete_vao(GLuint vao) {
std::lock_guard lk(m_delete_vao_mutex);
m_pending_delete_vao.push_back(vao);
}
void World::hot_reload() {
auto& config = Config::get();
int dist = config.get<int>("world.rendering_distance");
@@ -1024,4 +1002,8 @@ void World::rendering_distance(int rendering_distance) {
CaveCarver& World::cave_carcer() { return m_cave_carcer; }
RiverWorm& World::river_worm() { return m_river_worm; }
std::vector<glm::vec4>& World::planes() { return m_planes; }
std::vector<ChunkRenderSnapshot>& World::render_snapshots() {
return m_render_snapshots;
};
} // namespace Cubed

View File

@@ -12,6 +12,7 @@
#include "Cubed/tools/cubed_hash.hpp"
#include "Cubed/tools/font.hpp"
#include "Cubed/tools/log.hpp"
#include "Cubed/tools/math_tools.hpp"
#include "Cubed/tools/shader_tools.hpp"
#include <GLFW/glfw3.h>
@@ -36,6 +37,11 @@ Renderer::~Renderer() {
glDeleteFramebuffers(1, &m_fbo);
glDeleteTextures(1, &m_screen_texture);
glDeleteRenderbuffers(1, &m_depth_render_buffer);
glDeleteFramebuffers(1, &m_oit_fbo);
glDeleteTextures(1, &m_accum_texture);
glDeleteTextures(1, &m_reveal_texture);
glDeleteRenderbuffers(1, &m_oit_depth_render_buffer);
}
void Renderer::hot_reload() {
@@ -52,7 +58,7 @@ void Renderer::init() {
Logger::info("Renderer: {}",
reinterpret_cast<const char*>(glGetString(GL_RENDERER)));
Shader world_shader{"world", "shaders/block_v_shader.glsl",
Shader world_shader{"normal_block", "shaders/block_v_shader.glsl",
"shaders/block_f_shader.glsl"};
Shader outline_shader{"outline", "shaders/outline_v_shader.glsl",
"shaders/outline_f_shader.glsl"};
@@ -65,7 +71,11 @@ void Renderer::init() {
Shader under_water_shader{"under_water",
"shaders/under_water_v_shader.glsl",
"shaders/under_water_f_shader.glsl"};
Shader accum_shader{"accum", "shaders/block_accumulation_v_shader.glsl",
"shaders/block_accumulation_f_shader.glsl"};
Shader composite_block_shader{"composite",
"shaders/block_composite_v_shader.glsl",
"shaders/block_composite_f_shader.glsl"};
m_shaders.insert({world_shader.hash(), std::move(world_shader)});
m_shaders.insert({outline_shader.hash(), std::move(outline_shader)});
m_shaders.insert({sky_shdaer.hash(), std::move(sky_shdaer)});
@@ -73,7 +83,9 @@ void Renderer::init() {
m_shaders.insert({text_shdaer.hash(), std::move(text_shdaer)});
m_shaders.insert(
{under_water_shader.hash(), std::move(under_water_shader)});
m_shaders.insert({accum_shader.hash(), std::move(accum_shader)});
m_shaders.insert(
{composite_block_shader.hash(), std::move(composite_block_shader)});
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
@@ -94,20 +106,28 @@ void Renderer::init() {
m_vao.resize(NUM_VAO);
glGenVertexArrays(NUM_VAO, m_vao.data());
glBindVertexArray(0);
glGenBuffers(1, &m_outline_vbo);
glBindVertexArray(m_vao[2]);
glGenBuffers(1, &m_outline_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(CUBE_VER), CUBE_VER, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &m_outline_indices_vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(OUTLINE_CUBE_INDICES),
OUTLINE_CUBE_INDICES, GL_STATIC_DRAW);
glBindVertexArray(m_vao[1]);
glGenBuffers(1, &m_sky_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(VERTICES_POS), VERTICES_POS,
GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(m_vao[3]);
glGenBuffers(1, &m_ui_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
@@ -120,13 +140,23 @@ void Renderer::init() {
glBufferData(GL_ARRAY_BUFFER, m_ui.size() * sizeof(Vertex2D), m_ui.data(),
GL_STATIC_DRAW);
glGenBuffers(1, &m_text_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
init_underwater();
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
(void*)offsetof(Vertex2D, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
(void*)offsetof(Vertex2D, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
init_quad();
init_text();
hot_reload();
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
const Shader& Renderer::get_shader(const std::string& name) const {
@@ -135,15 +165,27 @@ const Shader& Renderer::get_shader(const std::string& name) const {
return it->second;
}
void Renderer::init_underwater() {
void Renderer::init_quad() {
glBindVertexArray(m_vao[0]);
glGenBuffers(1, &m_quad_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(QUAD_VERTICES), QUAD_VERTICES,
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void*)(2 * sizeof(float)));
}
void Renderer::init_text() {
glBindVertexArray(m_vao[4]);
glGenBuffers(1, &m_text_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_text_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
const auto& shader = get_shader("text");
Text::set_loc(shader);
DebugCollector::get().init_text();
@@ -151,14 +193,12 @@ void Renderer::init_text() {
void Renderer::render() {
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(m_vao[0]);
render_sky();
glBindVertexArray(m_vao[1]);
render_world();
glBindVertexArray(m_vao[2]);
render_outline();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -166,15 +206,10 @@ void Renderer::render() {
glClearColor(0.0f, 0.0f, 0.0f, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glBindVertexArray(m_vao[3]);
render_underwater();
glEnable(GL_DEPTH_TEST);
glBindVertexArray(m_vao[4]);
render_ui();
glBindVertexArray(m_vao[5]);
render_text();
glBindVertexArray(0);
render_dev_panel();
}
@@ -182,23 +217,24 @@ void Renderer::render_outline() {
const auto& shader = get_shader("outline");
shader.use();
m_mv_loc = shader.loc("mv_matrix");
m_proj_loc = shader.loc("proj_matrix");
const auto& block_pos = m_world.get_look_block_pos("TestPlayer");
if (block_pos != std::nullopt) {
m_mv_loc = shader.loc("mv_matrix");
m_proj_loc = shader.loc("proj_matrix");
m_m_mat =
glm::translate(glm::mat4(1.0f), glm::vec3(block_pos.value().pos));
m_v_mat = m_camera.get_camera_lookat();
m_mv_mat = m_v_mat * m_m_mat;
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
glBindBuffer(GL_ARRAY_BUFFER, m_outline_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(m_vao[2]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_outline_indices_vbo);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glLineWidth(4.0f);
@@ -222,9 +258,7 @@ void Renderer::render_sky() {
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
glBindBuffer(GL_ARRAY_BUFFER, m_sky_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(m_vao[1]);
glDisable(GL_DEPTH_TEST);
@@ -233,10 +267,18 @@ void Renderer::render_sky() {
}
void Renderer::render_text() {
glBindVertexArray(m_vao[4]);
const auto& shader = get_shader("text");
shader.use();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_DEPTH_TEST);
m_proj_loc = shader.loc("projection");
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
@@ -254,30 +296,21 @@ void Renderer::render_ui() {
shader.use();
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_mv_loc = shader.loc("m_matrix");
m_proj_loc = shader.loc("proj_matrix");
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_ui_m_matrix));
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_ui_proj));
glBindBuffer(GL_ARRAY_BUFFER, m_ui_vbo);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (void*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
(void*)offsetof(Vertex2D, s));
glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, sizeof(Vertex2D),
(void*)offsetof(Vertex2D, layer));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindVertexArray(m_vao[3]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_ui_array());
glDrawArrays(GL_TRIANGLES, 0, 6);
Tools::check_opengl_error();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glEnable(GL_DEPTH_TEST);
}
@@ -285,13 +318,8 @@ void Renderer::render_ui() {
void Renderer::render_underwater() {
const auto& shader = get_shader("under_water");
shader.use();
glBindBuffer(GL_ARRAY_BUFFER, m_quad_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float),
(void*)(2 * sizeof(float)));
glBindVertexArray(m_vao[0]);
glUniform1i(shader.loc("u_sceneTexture"), 0);
glUniform1f(shader.loc("u_time"), glfwGetTime());
@@ -330,6 +358,9 @@ void Renderer::updata_framebuffer(int width, int height) {
if (m_fbo == 0) {
glGenFramebuffers(1, &m_fbo);
}
if (m_oit_fbo == 0) {
glGenFramebuffers(1, &m_oit_fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDeleteTextures(1, &m_screen_texture);
@@ -357,14 +388,52 @@ void Renderer::updata_framebuffer(int width, int height) {
Logger::info("Frame Buffer Complete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
glDeleteTextures(1, &m_accum_texture);
glDeleteTextures(1, &m_reveal_texture);
glDeleteRenderbuffers(1, &m_oit_depth_render_buffer);
glGenTextures(1, &m_accum_texture);
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA,
GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
m_accum_texture, 0);
glGenTextures(1, &m_reveal_texture);
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, width, height, 0, GL_RED,
GL_HALF_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,
m_reveal_texture, 0);
glGenRenderbuffers(1, &m_oit_depth_render_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_oit_depth_render_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, m_oit_depth_render_buffer);
GLenum draw_buffer[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, draw_buffer);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
Logger::error("FBO incomplete after resize!");
} else {
Logger::info("Frame Buffer Complete!");
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_width = width;
m_height = height;
}
void Renderer::render_world() {
const auto& shader = get_shader("world");
shader.use();
const auto& normal_block_shader = get_shader("normal_block");
normal_block_shader.use();
m_mv_loc = normal_block_shader.loc("mv_matrix");
m_proj_loc = normal_block_shader.loc("proj_matrix");
m_mv_loc = shader.loc("mv_matrix");
m_proj_loc = shader.loc("proj_matrix");
glActiveTexture(GL_TEXTURE0);
m_m_mat = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
@@ -373,7 +442,127 @@ void Renderer::render_world() {
glUniformMatrix4fv(m_mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(m_proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
m_mvp_mat = m_p_mat * m_mv_mat;
m_world.render(m_mvp_mat, m_texture_manager, m_camera.get_camera_pos());
auto& camera_pos = m_camera.get_camera_pos();
auto& m_planes = m_world.planes();
auto& m_render_snapshots = m_world.render_snapshots();
Math::extract_frustum_planes(m_mvp_mat, m_planes);
int rendered_sum = 0;
glEnable(GL_DEPTH_TEST);
for (const auto& snapshot : m_render_snapshots) {
if (Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_texture_array());
glBindVertexArray(snapshot.normal_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_vertices_count);
rendered_sum++;
}
}
// cross_plane and discard
for (const auto& snapshot : m_render_snapshots) {
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
continue;
}
glm::vec2 camera_pos_xz{camera_pos.x, camera_pos.z};
if (snapshot.cross_vertices_count != 0) {
glm::vec2 center_xz{snapshot.center.x, snapshot.center.z};
float dist2d = glm::distance(camera_pos_xz, center_xz);
if (dist2d <= CROSS_PLANE_DISTANCE * 16) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_cross_plane_array());
glBindVertexArray(snapshot.cross_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.cross_vertices_count);
}
}
if (snapshot.normal_discard_vertices_count != 0) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_texture_array());
glBindVertexArray(snapshot.normal_discard_vao);
glDrawArrays(GL_TRIANGLES, 0,
snapshot.normal_discard_vertices_count);
}
}
// copy depth buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
glBlitFramebuffer(0, 0, m_width, m_height, 0, 0, m_width, m_height,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_oit_fbo);
// pass one accumulate
auto& accum_shader = get_shader("accum");
accum_shader.use();
GLint mv_loc = accum_shader.loc("mv_matrix");
GLint proj_loc = accum_shader.loc("proj_matrix");
glUniformMatrix4fv(mv_loc, 1, GL_FALSE, glm::value_ptr(m_mv_mat));
glUniformMatrix4fv(proj_loc, 1, GL_FALSE, glm::value_ptr(m_p_mat));
glBindFramebuffer(GL_FRAMEBUFFER, m_oit_fbo);
glClearBufferfv(GL_COLOR, 0, glm::value_ptr(glm::vec4(0.0f)));
float one = 1.0f;
glClearBufferfv(GL_COLOR, 1, &one);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunci(0, GL_ONE, GL_ONE);
glBlendFunci(1, GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
for (const auto& snapshot : m_render_snapshots) {
if (!Math::is_aabb_in_frustum(snapshot.center, snapshot.half_extents,
m_planes)) {
continue;
}
if (snapshot.normal_blend_vertices_count != 0) {
glBindTexture(GL_TEXTURE_2D_ARRAY,
m_texture_manager.get_texture_array());
glBindVertexArray(snapshot.normal_blend_vao);
glDrawArrays(GL_TRIANGLES, 0, snapshot.normal_blend_vertices_count);
}
}
auto& composite_shader = get_shader("composite");
glDisable(GL_BLEND);
composite_shader.use();
glUniform1i(composite_shader.loc("u_accumTex"), 0);
glUniform1i(composite_shader.loc("u_revealTex"), 1);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindVertexArray(m_vao[0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_accum_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_reveal_texture);
glBindFramebuffer(GL_FRAMEBUFFER, m_fbo);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
DebugCollector::get().report(
"rendered_chunk", "Rendered Chunk: " + std::to_string(rendered_sum));
}
void Renderer::render_dev_panel() {

View File

@@ -5,8 +5,15 @@ namespace Cubed {
Random::Random() {}
Random::Random(unsigned seed) { init(seed); }
bool Random::random_bool(double probability) {
std::bernoulli_distribution dist(probability);
return dist(m_engine);
if (probability <= 0.0)
return false;
if (probability >= 1.0)
return true;
const double MAX_VAL = 4294967295.0;
unsigned threshold = static_cast<unsigned>(probability * MAX_VAL);
return m_engine() <= threshold;
}
std::mt19937& Random::engine() { return m_engine; }
@@ -18,12 +25,23 @@ void Random::init(unsigned seed) {
m_engine.seed(seed);
}
int Random::random_int(int min, int max) {
std::uniform_int_distribution<int> dist(min, max);
return dist(m_engine);
unsigned range = static_cast<unsigned>(max - min) + 1;
const unsigned LIMIT =
(std::numeric_limits<unsigned>::max() / range) * range;
unsigned r;
do {
r = m_engine();
} while (r >= LIMIT);
return min + static_cast<int>(r % range);
}
float Random::random_float(float min, float max) {
std::uniform_real_distribution<float> dist(min, max);
return dist(m_engine);
}
unsigned r = m_engine() >> 8;
float t = static_cast<float>(r) * (1.0f / 16777216.0f);
float result = min + t * (max - min);
return result;
}
} // namespace Cubed

View File

@@ -45,6 +45,26 @@ float smootherstep(float edge0, float edge1, float x) {
return x * x * x * (x * (6.0f * x - 15.0f) + 10.0f);
}
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents,
const std::vector<glm::vec4>& planes) {
for (const auto& plane : 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;
}
float deterministic_random(int x, int z, uint64_t seed) {
uint64_t h = seed;
h = h * 6364136223846793005ULL + (uint64_t)x;
h = h * 6364136223846793005ULL + (uint64_t)z;
return (float)(h >> 40) / (float)(1 << 24);
}
} // namespace Math
} // namespace Cubed