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Author SHA1 Message Date
80c8691999 feat: thread support for world(preview) 2026-04-12 21:11:17 +08:00
295188971d perf: fast chunk generation 2026-04-12 20:52:57 +08:00
9 changed files with 533 additions and 25 deletions

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@@ -13,6 +13,11 @@ private:
bool m_is_gened = false;
bool m_dirty = false;
static constexpr int SIZE_X = CHUCK_SIZE;
static constexpr int SIZE_Y = WORLD_SIZE_Y;
static constexpr int SIZE_Z = CHUCK_SIZE;
ChunkPos m_chunk_pos;
World& m_world;
// the index is a array of block id
@@ -26,6 +31,10 @@ private:
public:
Chunk(World& world, ChunkPos chunk_pos);
~Chunk();
Chunk(const Chunk&) = delete;
Chunk& operator=(const Chunk&) = delete;
Chunk(Chunk&&) = default;
Chunk& operator=(Chunk&&) = delete;
const std::vector<uint8_t>& get_chunk_blocks() const;
static int get_index(int x, int y, int z);

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@@ -3,6 +3,7 @@
struct ChunkPos {
int x;
int z;
bool operator==(const ChunkPos&) const = default;
struct Hash {
std::size_t operator()(const ChunkPos& pos) const{
@@ -24,3 +25,6 @@ struct ChunkPos {
};

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@@ -4,6 +4,7 @@
#include <Cubed/AABB.hpp>
#include <Cubed/config.hpp>
#include <Cubed/gameplay/block.hpp>
#include <Cubed/gameplay/chunk_status.hpp>
#include <Cubed/input.hpp>
#include <optional>
@@ -43,10 +44,14 @@ private:
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance {0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos {0.0f, 120.0f, 0.0f};
ChunkPos m_player_chunk_pos {0, 0};
glm::vec3 m_front {0, 0, -1};
glm::vec3 m_right {0, 0, 0};
glm::vec3 m_size {0.6f, 1.8f, 0.6f};
Gait m_gait = Gait::WALK;
MoveState m_move_state {};
@@ -56,6 +61,7 @@ private:
bool ray_cast(const glm::vec3& start, const glm::vec3& dir, glm::ivec3& block_pos, glm::vec3& normal, float distance = 4.0f);
void check_player_chunk_transition();
void update_direction();
void update_lookup_block();
void update_move(float delta_time);

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@@ -9,23 +9,20 @@ class Player;
class World {
private:
bool need_gen_chunk = false;
BlockRenderData m_block_render_data;
bool m_need_gen_chunk;
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
std::pair<int, int> chunk_pos(int world_x, int world_z) const;
void gen_chunks();
public:
World();
~World();
bool can_move(const AABB& player_box) const;
const BlockRenderData& get_block_render_data(int x, int y ,int z);
//const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>& get_look_block_pos(const std::string& name) const;
Player& get_player(const std::string& name);
void init_world();
@@ -34,6 +31,8 @@ public:
int get_block(const glm::ivec3& block_pos) const;
bool is_block(const glm::ivec3& block_pos) const;
ChunkPos chunk_pos(int world_x, int world_z) const;
void need_gen();
void render(const glm::mat4& mvp_matrix);

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@@ -0,0 +1,68 @@
#pragma once
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <thread>
#include <optional>
#include <unordered_map>
#include <Cubed/AABB.hpp>
#include <Cubed/gameplay/chunk.hpp>
struct ChunkRenderSnapshot {
GLuint vbo;
size_t vertex_count;
glm::vec3 center;
glm::vec3 half_extents;
};
class Player;
class World {
private:
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
std::unordered_map<ChunkPos , Chunk, ChunkPos::Hash> m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
std::thread m_gen_thread;
std::mutex m_chunks_mutex;
std::mutex m_gen_signal_mutex; ;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
void gen_chunks_internal();
void start_gen_thread();
void stop_gen_thread();
public:
World();
~World();
bool can_move(const AABB& player_box) const;
//const BlockRenderData& get_block_render_data(int x, int y ,int z);
const std::optional<LookBlock>& get_look_block_pos(const std::string& name) const;
Player& get_player(const std::string& name);
void init_world();
bool is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents);
int get_block(const glm::ivec3& block_pos) const;
bool is_block(const glm::ivec3& block_pos) const;
ChunkPos chunk_pos(int world_x, int world_z) const;
void need_gen();
void render(const glm::mat4& mvp_matrix);
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
};

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@@ -11,9 +11,14 @@ Chunk::Chunk(World& world, ChunkPos chunk_pos) :
}
Chunk::~Chunk() {
glDeleteBuffers(1, &m_vbo);
if (m_vbo != 0) {
glDeleteBuffers(1, &m_vbo);
}
}
const std::vector<uint8_t>& Chunk::get_chunk_blocks() const{
return m_blocks;
}
@@ -30,20 +35,36 @@ int Chunk::get_index(int x, int y, int z) {
void Chunk::gen_vertex_data() {
m_vertexs_data.clear();
static const glm::ivec3 DIR[6] = {
{0,0,1},{1,0,0},{0,0,-1},{-1,0,0},{0,1,0},{0,-1,0}
};
for (int x = 0; x < CHUCK_SIZE; x++) {
for (int y = 0; y < WORLD_SIZE_Y; y++) {
for (int z = 0; z < CHUCK_SIZE; z++) {
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 * CHUCK_SIZE;
int world_z = z + m_chunk_pos.z * CHUCK_SIZE;
int world_y = y;
const auto& block_render_data = m_world.get_block_render_data(world_x, world_y, world_z);
int id = m_blocks[get_index(x, y, z)];
// air
if (m_blocks[get_index(x, y, z)] == 0) {
if (id == 0) {
continue;
}
for (int face = 0; face < 6; face++) {
if (!block_render_data.draw_face[face]) {
int nx = x + DIR[face].x;
int ny = y + DIR[face].y;
int nz = z + DIR[face].z;
bool neighbor_soild = false;
if (nx < 0 || nx >= SIZE_X || ny < 0 || ny >= SIZE_Y || nz < 0 || nz>= SIZE_Z) {
neighbor_soild = m_world.is_block(glm::ivec3(world_x, world_y, world_z) + DIR[face]);
} else {
if (m_blocks[get_index(nx, ny, nz)] != 0) {
neighbor_soild = true;
}
}
if (neighbor_soild) {
continue;
}
for (int i = 0; i < 6; i++) {
@@ -53,7 +74,7 @@ void Chunk::gen_vertex_data() {
VERTICES_POS[face][i][2] + (float)world_z * 1.0f,
TEX_COORDS[face][i][0],
TEX_COORDS[face][i][1],
static_cast<float>(block_render_data.block_id * 6 + face)
static_cast<float>(id * 6 + face)
};
m_vertexs_data.emplace_back(vex);
@@ -70,7 +91,7 @@ void Chunk::gen_vertex_data() {
}
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, m_vertexs_data.size() * sizeof(Vertex), m_vertexs_data.data(), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);

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@@ -137,6 +137,7 @@ void Player::set_player_pos(const glm::vec3& pos) {
void Player::update(float delta_time) {
update_move(delta_time);
update_lookup_block();
check_player_chunk_transition();
}
void Player::update_player_move_state(int key, int action) {
@@ -223,6 +224,14 @@ void Player::update_front_vec(float offset_x, float offset_y) {
m_front = glm::normalize(m_front);
}
void Player::check_player_chunk_transition() {
ChunkPos cur_pos = m_world.chunk_pos(m_player_pos.x, m_player_pos.z);
if (cur_pos != m_player_chunk_pos) {
m_world.need_gen();
m_player_chunk_pos = cur_pos;
}
}
void Player::update_direction() {
m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));

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@@ -17,11 +17,9 @@ World::~World() {
bool World::can_move(const AABB& player_box) const{
return true;
}
/*
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
@@ -58,7 +56,7 @@ const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,in
return m_block_render_data;
}
*/
const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
static std::optional<LookBlock> null_look_block = std::nullopt;
auto it = m_players.find(HASH::str(name));
@@ -141,7 +139,7 @@ void World::render(const glm::mat4& mvp_matrix) {
}
std::pair<int, int> World::chunk_pos(int world_x, int world_z) const{
ChunkPos World::chunk_pos(int world_x, int world_z) const{
int chunk_x, chunk_z;
if (world_x < 0) {
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
@@ -191,6 +189,8 @@ void World::gen_chunks() {
pre_gen_chunks.push_back(pos);
}
}
Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
if (pre_gen_chunks.empty()) {
return;
}
@@ -214,7 +214,7 @@ void World::gen_chunks() {
}
void World::need_gen() {
need_gen_chunk = true;
m_need_gen_chunk = true;
}
bool World::is_aabb_in_frustum(const glm::vec3& center, const glm::vec3& half_extents) {
@@ -324,9 +324,9 @@ void World::update(float delta_time) {
for (auto& player : m_players) {
player.second.update(delta_time);
}
if (need_gen_chunk) {
if (m_need_gen_chunk) {
gen_chunks();
need_gen_chunk = false;
m_need_gen_chunk = false;
}
// unified compute vertex data before rendering

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@@ -0,0 +1,392 @@
#include <Cubed/gameplay/world_thread_preview.hpp>
#include <Cubed/gameplay/player.hpp>
#include <Cubed/map_table.hpp>
#include <Cubed/tools/cubed_assert.hpp>
#include <Cubed/tools/cubed_hash.hpp>
#include <Cubed/tools/math_tools.hpp>
#include <unordered_set>
World::World() {
}
World::~World() {
stop_gen_thread();
}
bool World::can_move(const AABB& player_box) const{
return true;
}
/*
const BlockRenderData& World::get_block_render_data(int world_x, int world_y ,int world_z) {
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
//Logger::info("Chunk PosX : {} Chuch PosZ : {}", chunk_x, chunk_z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
CUBED_ASSERT_MSG(it != m_chunks.end(), "Chunk not find");
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUCK_SIZE;
z = world_z - chunk_z * CHUCK_SIZE;
//BlockRenderData m_block_render_data;
// block id
m_block_render_data.block_id = chunk_blocks[Chunk::get_index(x, y, z)];
if (m_block_render_data.block_id == 0) {
return m_block_render_data;
}
// draw_face
m_block_render_data.draw_face.assign(6, true);
static const std::vector<glm::ivec3> DIR = {
glm::ivec3(0, 0, 1),
glm::ivec3(1, 0, 0),
glm::ivec3(0 ,0, -1),
glm::ivec3(-1, 0, 0),
glm::ivec3(0, 1, 0),
glm::ivec3(0, -1, 0)
};
glm::ivec3 world_pos = glm::ivec3(world_x, world_y, world_z);
for (int i = 0; i < 6; i++) {
if (is_block(world_pos + DIR[i])) {
m_block_render_data.draw_face[i] = false;
}
}
return m_block_render_data;
}
*/
const std::optional<LookBlock>& World::get_look_block_pos(const std::string& name) const{
static std::optional<LookBlock> null_look_block = std::nullopt;
auto it = m_players.find(HASH::str(name));
if (it == m_players.end()) {
Logger::error("Can't find player {}", name);
CUBED_ASSERT(0);
return null_look_block;
}
return it->second.get_look_block_pos();
}
Player& World::get_player(const std::string& name){
auto it = m_players.find(HASH::str(name));
if (it == m_players.end()) {
Logger::error("Can't find player {}", name);
CUBED_ASSERT(0);
}
return it->second;
}
void World::init_world() {
auto t1 = std::chrono::system_clock::now();
for (int s = 0; s < DISTANCE; s++) {
for (int t = 0; t < DISTANCE; t++) {
int ns = s - DISTANCE / 2;
int nt = t - DISTANCE / 2;
ChunkPos pos{ns, nt};
m_chunks.emplace(pos, Chunk(*this, pos));
}
}
for (auto& chunk_map : m_chunks) {
auto& [chunk_pos, chunk] = chunk_map;
chunk.init_chunk();
}
// After block gen fininshed
for (auto& chunk_map : m_chunks) {
auto& [chunk_pos, chunk] = chunk_map;
chunk.gen_vertex_data();
}
auto t2 = std::chrono::system_clock::now();
auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
// init players
m_players.emplace(HASH::str("TestPlayer"), Player(*this, "TestPlayer"));
Logger::info("TestPlayer Create Finish");
start_gen_thread();
}
void World::render(const glm::mat4& mvp_matrix) {
Math::extract_frustum_planes(mvp_matrix, m_planes);
for (const auto& snapshot : m_render_snapshots) {
if (is_aabb_in_frustum(snapshot.center, snapshot.half_extents)) {
glBindBuffer(GL_ARRAY_BUFFER, snapshot.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.vertex_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
}
ChunkPos World::chunk_pos(int world_x, int world_z) const{
int chunk_x, chunk_z;
if (world_x < 0) {
chunk_x = (world_x + 1) / CHUCK_SIZE - 1;
}
if (world_x >= 0) {
chunk_x = world_x / CHUCK_SIZE;
}
if (world_z < 0) {
chunk_z = (world_z + 1) / CHUCK_SIZE - 1;
}
if (world_z >= 0) {
chunk_z = world_z / CHUCK_SIZE;
}
return {chunk_x, chunk_z};
}
void World::gen_chunks_internal() {
const auto& player_pos = m_gen_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);
std::unordered_set<ChunkPos, ChunkPos::Hash> cur_chunks;
std::vector<ChunkPos> pre_gen_chunks;
cur_chunks.reserve(DISTANCE * DISTANCE);
int half = DISTANCE / 2;
for (int u = chunk_x - half; u <= chunk_x + half; ++u) {
for (int v = chunk_z - half; v <= chunk_z + half; ++v) {
cur_chunks.emplace(u, v);
}
}
CUBED_ASSERT_MSG(!cur_chunks.empty(), "cur chunks is empty!!");
std::vector<std::pair<ChunkPos, Chunk>> new_chunks;
{
std::lock_guard lk(m_chunks_mutex);
for (auto it = m_chunks.begin(); it != m_chunks.end(); ) {
if (cur_chunks.find(it->first) == cur_chunks.end()) {
it = m_chunks.erase(it);
} else {
++it;
}
}
for (auto pos: cur_chunks) {
auto it = m_chunks.find(pos);
if (it == m_chunks.end()) {
pre_gen_chunks.push_back(pos);
}
}
}
Logger::info("New Gen Chunks Sum: {}", pre_gen_chunks.size());
if (pre_gen_chunks.empty()) {
return;
}
for (auto& pos : pre_gen_chunks) {
new_chunks.push_back({pos, Chunk(*this, pos)});
}
for (auto& [pos, chunk] : new_chunks) {
chunk.init_chunk();
}
static const ChunkPos CHUNK_DIR[] {
{1, 0}, {-1, 0}, {0, -1}, {0, 1}
};
{
std::lock_guard lk(m_chunks_mutex);
for (auto& [pos, chunk] : new_chunks) {
chunk.mark_dirty();
m_chunks.emplace(pos, std::move(chunk));
for (const auto& dir : CHUNK_DIR) {
auto it = m_chunks.find(pos + dir);
if (it != m_chunks.end()) {
it->second.mark_dirty();
}
}
}
}
}
void World::start_gen_thread() {
m_gen_running = true;
Logger::info("Gen Thread Started");
m_gen_thread = std::thread([this](){
while (m_gen_running) {
std::unique_lock<std::mutex> lk(m_gen_signal_mutex);
m_gen_cv.wait(lk, [this](){
return m_need_gen_chunk.load() || !m_gen_running;
});
if (!m_gen_running) {
break;
}
m_need_gen_chunk = false;
lk.unlock();
gen_chunks_internal();
}
});
}
void World::stop_gen_thread() {
m_gen_running = false;
m_gen_cv.notify_all();
if (m_gen_thread.joinable()) {
m_gen_thread.join();
}
Logger::info("Gen Thread Stopped");
}
void World::need_gen() {
m_gen_player_pos = get_player("TestPlayer").get_player_pos();
m_need_gen_chunk = true;
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);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return 0;
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = block_pos.y;
x = block_pos.x - chunk_x * CHUCK_SIZE;
z = block_pos.z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
return 0;
}
return chunk_blocks[Chunk::get_index(x, y, z)];
}
bool World::is_block(const glm::ivec3& block_pos) const{
auto [chunk_x, chunk_z] = chunk_pos(block_pos.x, block_pos.z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return false;
}
const auto& chunk_blocks = it->second.get_chunk_blocks();
int x, y, z;
y = block_pos.y;
x = block_pos.x - chunk_x * CHUCK_SIZE;
z = block_pos.z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
return false;
}
auto id = chunk_blocks[Chunk::get_index(x, y, z)];
if (id == 0) {
return false;
} else {
return true;
}
}
void World::set_block(const glm::ivec3& block_pos, unsigned id) {
int world_x, world_y, world_z;
world_x = block_pos.x;
world_y = block_pos.y;
world_z = block_pos.z;
auto [chunk_x, chunk_z] = chunk_pos(world_x, world_z);
auto it = m_chunks.find(ChunkPos{chunk_x, chunk_z});
if (it == m_chunks.end()) {
return ;
}
int x, y, z;
y = world_y;
x = world_x - chunk_x * CHUCK_SIZE;
z = world_z - chunk_z * CHUCK_SIZE;
if (x < 0 || y < 0 || z < 0 || x >= CHUCK_SIZE || y >= WORLD_SIZE_Y || z >= CHUCK_SIZE) {
return ;
}
it->second.set_chunk_block(Chunk::get_index(x, y, z), id);
static const glm::ivec3 NEIGHBOR_DIRS[] = {
{1, 0, 0}, {-1, 0, 0}, {0, 0, -1}, {0, 0, 1}
};
for (const auto& dir : NEIGHBOR_DIRS) {
glm::ivec3 neighbor = block_pos + dir;
auto [cx, cz] = chunk_pos(neighbor.x, neighbor.z);
auto it = m_chunks.find({cx, cz});
if (it != m_chunks.end()) {
it->second.mark_dirty();
}
}
}
void World::update(float delta_time) {
for (auto& player : m_players) {
player.second.update(delta_time);
}
// unified compute vertex data before rendering
{
std::lock_guard lk(m_chunks_mutex);
m_render_snapshots.clear();
for (auto& [pos, chunk] : m_chunks) {
if (chunk.is_dirty()) {
chunk.gen_vertex_data();
chunk.clear_dirty();
}
m_render_snapshots.push_back({
chunk.get_vbo(),
chunk.get_vertex_data().size(),
glm::vec3(static_cast<float>(pos.x * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y/ 2), static_cast<float>(pos.z * CHUCK_SIZE) + static_cast<float>(CHUCK_SIZE / 2)),
glm::vec3(static_cast<float>(CHUCK_SIZE / 2), static_cast<float>(WORLD_SIZE_Y / 2), static_cast<float>(CHUCK_SIZE / 2))
});
}
}
}