optimizing chunk mesh

This commit is contained in:
2025-05-20 16:15:23 +02:00
parent 84e5e437d0
commit 6fea3147ee
9 changed files with 199 additions and 125 deletions

View File

@@ -14,27 +14,40 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-10
auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
{
static bool generate = true;
static bool debounce = false;
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 };
if(m_generation_status != GenerationState::Ready || current_chunk_position != m_previous_chunk_position)
if(input.IsKeyPressed(SDL_SCANCODE_G))
debounce = true;
else if(debounce)
{
if(m_generation_status == GenerationState::Ready)
{
UnloadChunks(current_chunk_position);
auto _ = std::async(std::launch::async, &World::GenerateWorld, this, current_chunk_position);
m_generation_status = GenerationState::Working;
}
else if(m_generation_status == GenerationState::Finished)
{
m_generation_status = GenerationState::Ready;
m_previous_chunk_position = current_chunk_position;
}
generate = !generate;
debounce = false;
}
if(m_generation_status != GenerationState::Working)
if(generate)
{
if(m_generation_status != GenerationState::Ready || 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);
m_generation_status = GenerationState::Working;
}
else if(m_generation_status == GenerationState::Finished)
{
m_generation_status = GenerationState::Ready;
m_previous_chunk_position = current_chunk_position;
}
}
Upload();
}
};
m_scene.CreateNarrator().AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
@@ -53,8 +66,8 @@ void World::UnloadChunks(Scop::Vec2i current_chunk_position)
for(auto it = m_chunks.begin(); it != m_chunks.end();)
{
Scop::Vec3i pos = it->first;
float x_dist = std::abs(pos.x - current_chunk_position.x);
float z_dist = std::abs(pos.z - current_chunk_position.y);
std::uint32_t x_dist = std::abs(pos.x - current_chunk_position.x);
std::uint32_t z_dist = std::abs(pos.z - current_chunk_position.y);
if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
{
if(it->second.GetActor())
@@ -76,9 +89,12 @@ void World::GenerateWorld(Scop::Vec2i current_chunk_position)
auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
if(res.second)
{
res.first->second.GenerateChunk();
if(!res.first->second.GetActor())
{
res.first->second.GenerateChunk();
res.first->second.GenerateMesh();
m_chunks_to_upload.Push(res.first->second);
}
}
}
}
@@ -93,7 +109,6 @@ 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);