Files
Cubed/include/Cubed/gameplay/world.hpp
zhenyan121 bbf8b4e969 refactor: river (#10)
* fix: correct snowy grass block texture

* refactor: river generation

* fix: water placement error due to interpolation

* perf: improve river naturalness

* feat: add river tab item

* fix: path truncation
2026-05-23 14:29:41 +08:00

120 lines
3.8 KiB
C++

#pragma once
#include "Cubed/AABB.hpp"
#include "Cubed/gameplay/cave_carver.hpp"
#include "Cubed/gameplay/chunk.hpp"
#include "Cubed/gameplay/river_worm.hpp"
#include <atomic>
#include <condition_variable>
#include <mutex>
#include <optional>
#include <thread>
#include <unordered_map>
#include <unordered_set>
namespace Cubed {
struct ChunkRenderSnapshot {
GLuint vbo;
size_t vertex_count;
glm::vec3 center;
glm::vec3 half_extents;
};
class Player;
class World {
private:
using ChunkPtrUpdateList = std::vector<std::pair<ChunkPos, Chunk*>>;
using ChunkUpdateList = std::vector<std::pair<ChunkPos, Chunk>>;
using ConstChunkMap =
std::unordered_map<ChunkPos, const Chunk*, ChunkPos::Hash>;
using ChunkPosSet = std::unordered_set<ChunkPos, ChunkPos::Hash>;
using ChunkHashMap = std::unordered_map<ChunkPos, Chunk, ChunkPos::Hash>;
glm::vec3 m_gen_player_pos{0.0f, 0.0f, 0.0f};
ChunkHashMap m_chunks;
std::unordered_map<std::size_t, Player> m_players;
std::vector<glm::vec4> m_planes;
std::thread m_gen_thread;
mutable std::mutex m_chunks_mutex;
std::mutex m_gen_signal_mutex;
std::mutex m_new_chunk_queue_mutex;
std::mutex m_delete_vbo_mutex;
std::mutex m_gen_player_pos_mutex;
std::vector<GLuint> m_pending_delete_vbo;
std::condition_variable m_gen_cv;
std::atomic<bool> m_gen_running{false};
std::atomic<bool> m_need_gen_chunk{false};
std::atomic<bool> m_is_rebuilding{false};
std::atomic<bool> m_chunk_gen_finished{false};
std::atomic<bool> m_could_gen{true};
std::atomic<int> m_rendering_distance{24};
std::atomic<float> m_chunk_gen_fraction{0.0f};
std::vector<ChunkPos> m_dirty_queue;
std::vector<ChunkRenderSnapshot> m_render_snapshots;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk;
std::vector<std::pair<ChunkPos, Chunk>> m_new_chunk_queue;
CaveCarver m_cave_carcer;
RiverWorm m_river_worm;
void init_chunks();
void gen_chunks_internal();
void sync_player_pos(glm::vec3& player_pos);
void compute_required_chunks(ChunkPosSet& required_chunks,
ChunkHashMap& temp_neighbor);
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);
void build_neighbor_context_for_affected_neighbors(ChunkPtrUpdateList&,
ConstChunkMap&);
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;
const Chunk* get_chunk(const ChunkPos& pos) 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;
static ChunkPos chunk_pos(int world_x, int world_z);
void need_gen();
void render(const glm::mat4& mvp_matrix);
void set_block(const glm::ivec3& pos, unsigned id);
void update(float delta_time);
void push_delete_vbo(GLuint vbo);
void hot_reload();
void rebuild_world();
float chunk_gen_fraction() const;
int rendering_distance() const;
void rendering_distance(int rendering_distance);
void start_gen_thread();
void stop_gen_thread();
CaveCarver& cave_carcer();
RiverWorm& river_worm();
};
} // namespace Cubed