switching from async to a multithreaded world gen

This commit is contained in:
2025-05-20 17:17:42 +02:00
parent ae993c0b94
commit 410d247c7f
2 changed files with 33 additions and 25 deletions

View File

@@ -1,4 +1,4 @@
#include <future>
#include <thread>
#include <ScopCore.h>
@@ -12,6 +12,8 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-10
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "dirt.bmp", map_size), map_size.x, map_size.y);
p_block_material = std::make_shared<Scop::Material>(material_params);
std::thread(&World::GenerateWorld, this).detach();
auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
{
static bool generate = true;
@@ -20,7 +22,7 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-10
Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
m_current_chunk_position = Scop::Vec2i{ x_chunk, z_chunk };
if(input.IsKeyPressed(SDL_SCANCODE_G))
debounce = true;
@@ -32,19 +34,16 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-10
if(generate)
{
if(m_generation_status != GenerationState::Ready || current_chunk_position != m_previous_chunk_position)
if(m_generation_status != GenerationState::Ready || m_current_chunk_position != m_previous_chunk_position)
{
if(m_generation_status == GenerationState::Ready)
{
UnloadChunks(current_chunk_position);
auto _ = std::async(std::launch::async, &World::GenerateWorld, this, current_chunk_position);
UnloadChunks();
m_generation_status = GenerationState::Working;
}
else if(m_generation_status == GenerationState::Finished)
{
m_generation_status = GenerationState::Ready;
m_previous_chunk_position = current_chunk_position;
}
m_previous_chunk_position = m_current_chunk_position;
}
Upload();
}
@@ -61,13 +60,13 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-10
return &it->second;
}
void World::UnloadChunks(Scop::Vec2i current_chunk_position)
void World::UnloadChunks()
{
for(auto it = m_chunks.begin(); it != m_chunks.end();)
{
Scop::Vec2i pos = it->first;
std::uint32_t x_dist = std::abs(pos.x - current_chunk_position.x);
std::uint32_t z_dist = std::abs(pos.y - current_chunk_position.y);
std::uint32_t x_dist = std::abs(pos.x - m_current_chunk_position.x);
std::uint32_t z_dist = std::abs(pos.y - m_current_chunk_position.y);
if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
{
if(it->second.GetActor())
@@ -79,12 +78,19 @@ void World::UnloadChunks(Scop::Vec2i current_chunk_position)
}
}
void World::GenerateWorld(Scop::Vec2i current_chunk_position)
void World::GenerateWorld()
{
m_generation_status = GenerationState::Working;
for(std::int32_t x = current_chunk_position.x - RENDER_DISTANCE; x <= current_chunk_position.x + RENDER_DISTANCE; x++)
for(;;)
{
for(std::int32_t z = current_chunk_position.y - RENDER_DISTANCE; z <= current_chunk_position.y + RENDER_DISTANCE; z++)
if(m_generation_status != GenerationState::Working)
{
using namespace std::chrono_literals;
std::this_thread::sleep_for(16ms);
continue;
}
for(std::int32_t x = m_current_chunk_position.x - RENDER_DISTANCE; x <= m_current_chunk_position.x + RENDER_DISTANCE; x++)
{
for(std::int32_t z = m_current_chunk_position.y - RENDER_DISTANCE; z <= m_current_chunk_position.y + RENDER_DISTANCE; z++)
{
auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
if(res.second)
@@ -92,13 +98,15 @@ void World::GenerateWorld(Scop::Vec2i current_chunk_position)
if(!res.first->second.GetActor())
{
res.first->second.GenerateChunk();
m_chunks_to_upload.Push(res.first->second);
res.first->second.GenerateMesh();
m_chunks_to_upload.Push(std::ref(res.first->second));
}
}
}
}
m_generation_status = GenerationState::Finished;
}
}
void World::Upload()
{
@@ -108,7 +116,6 @@ void World::Upload()
for(std::size_t i = 0; i < CHUNKS_UPLOAD_PER_FRAME && !m_chunks_to_upload.IsEmpty(); i++)
{
auto chunk = m_chunks_to_upload.Pop();
chunk.get().GenerateMesh();
chunk.get().UploadMesh();
}
Scop::RenderCore::Get().WaitQueueIdle(KVF_GRAPHICS_QUEUE);

View File

@@ -9,7 +9,7 @@
#include <Chunk.h>
#include <Utils.h>
constexpr std::uint8_t RENDER_DISTANCE = 5;
constexpr std::uint8_t RENDER_DISTANCE = 10;
constexpr std::uint8_t CHUNKS_UPLOAD_PER_FRAME = 1;
enum class GenerationState: std::uint8_t
@@ -31,8 +31,8 @@ class World
~World() = default;
private:
void UnloadChunks(Scop::Vec2i current_chunk_position);
void GenerateWorld(Scop::Vec2i current_chunk_position);
void UnloadChunks();
void GenerateWorld();
void Upload();
private:
@@ -41,6 +41,7 @@ class World
std::shared_ptr<Scop::Material> p_block_material;
Scop::Scene& m_scene;
Scop::Vec2i m_previous_chunk_position;
Scop::Vec2i m_current_chunk_position;
std::atomic<GenerationState> m_generation_status = GenerationState::Ready;
};