adding async chunk generation

This commit is contained in:
Kbz-8
2025-05-17 23:10:31 +02:00
parent de4d826d57
commit 904f079cd1
19 changed files with 167 additions and 75 deletions

View File

@@ -1,3 +1,5 @@
#include <future>
#include <ScopCore.h>
#include <World.h>
@@ -7,13 +9,32 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
{
Scop::Vec2ui32 map_size;
Scop::MaterialTextures material_params;
material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
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);
auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
{
GenerateWorld();
Upload();
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(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;
}
}
if(m_generation_status != GenerationState::Working)
Upload();
};
m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
@@ -27,23 +48,14 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
return &it->second;
}
void World::GenerateWorld()
void World::UnloadChunks(Scop::Vec2i current_chunk_position)
{
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(current_chunk_position == m_previous_chunk_position)
return;
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);
if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
if(RENDER_DISTANCE_HALF < x_dist || RENDER_DISTANCE_HALF < z_dist)
{
if(it->second.GetActor())
m_scene.RemoveActor(*it->second.GetActor());
@@ -52,25 +64,41 @@ void World::GenerateWorld()
else
++it;
}
}
for(std::int32_t x = x_chunk - RENDER_DISTANCE; x <= x_chunk + RENDER_DISTANCE; x++)
void World::GenerateWorld(Scop::Vec2i current_chunk_position)
{
m_generation_status = GenerationState::Working;
std::vector<std::future<void>> futures;
for(std::int32_t x = current_chunk_position.x - RENDER_DISTANCE_HALF; x <= current_chunk_position.x + RENDER_DISTANCE_HALF; x++)
{
for(std::int32_t z = z_chunk - RENDER_DISTANCE; z <= z_chunk + RENDER_DISTANCE; z++)
for(std::int32_t z = current_chunk_position.y - RENDER_DISTANCE_HALF; z <= current_chunk_position.y + RENDER_DISTANCE_HALF; z++)
{
auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
if(res.second)
res.first->second.GenerateChunk();
{
futures.push_back(std::async(std::launch::async, &Chunk::GenerateChunk, &res.first->second));
if(!res.first->second.GetActor())
m_chunks_to_upload.Push(res.first->second);
}
}
}
for(auto& chunk : m_chunks)
chunk.second.GenerateMesh();
m_previous_chunk_position = current_chunk_position;
for(auto& future: futures)
future.wait();
m_generation_status = GenerationState::Finished;
}
void World::Upload()
{
for(auto& chunk : m_chunks)
chunk.second.UploadMesh();
if(m_chunks_to_upload.IsEmpty())
return;
Scop::RenderCore::Get().ShouldStackSubmits(true);
for(std::size_t i = 0; i < CHUNKS_UPLOAD_PER_FRAME && !m_chunks_to_upload.IsEmpty(); i++)
{
auto chunk = m_chunks_to_upload.Pop().get();
chunk.GenerateMesh();
chunk.UploadMesh();
}
Scop::RenderCore::Get().WaitQueueIdle(KVF_GRAPHICS_QUEUE);
Scop::RenderCore::Get().ShouldStackSubmits(false);
}