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https://github.com/Kbz-8/42_vox.git
synced 2026-01-11 22:53:35 +00:00
adding async chunk generation
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@@ -1,3 +1,5 @@
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#include <future>
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#include <ScopCore.h>
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#include <World.h>
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@@ -7,13 +9,32 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
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{
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Scop::Vec2ui32 map_size;
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Scop::MaterialTextures material_params;
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material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "prototype.bmp", map_size), map_size.x, map_size.y);
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material_params.albedo = std::make_shared<Scop::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "dirt.bmp", map_size), map_size.x, map_size.y);
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p_block_material = std::make_shared<Scop::Material>(material_params);
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auto narrator_update = [this](Scop::NonOwningPtr<Scop::Scene> scene, Scop::Inputs& input, float delta)
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{
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GenerateWorld();
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Upload();
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Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
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std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
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std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
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Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
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if(m_generation_status != GenerationState::Ready || current_chunk_position != m_previous_chunk_position)
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{
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if(m_generation_status == GenerationState::Ready)
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{
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UnloadChunks(current_chunk_position);
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auto _ = std::async(std::launch::async, &World::GenerateWorld, this, current_chunk_position);
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m_generation_status = GenerationState::Working;
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}
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else if(m_generation_status == GenerationState::Finished)
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{
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m_generation_status = GenerationState::Ready;
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m_previous_chunk_position = current_chunk_position;
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}
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}
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if(m_generation_status != GenerationState::Working)
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Upload();
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};
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m_narrator.AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
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@@ -27,23 +48,14 @@ World::World(Scop::Scene& scene) : m_scene(scene), m_narrator(scene.CreateNarrat
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return &it->second;
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}
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void World::GenerateWorld()
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void World::UnloadChunks(Scop::Vec2i current_chunk_position)
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{
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Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
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std::int32_t x_chunk = static_cast<std::int32_t>(camera->GetPosition().x) / static_cast<std::int32_t>(CHUNK_SIZE.x);
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std::int32_t z_chunk = static_cast<std::int32_t>(camera->GetPosition().z) / static_cast<std::int32_t>(CHUNK_SIZE.z);
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Scop::Vec2i current_chunk_position{ x_chunk, z_chunk };
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if(current_chunk_position == m_previous_chunk_position)
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return;
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for(auto it = m_chunks.begin(); it != m_chunks.end();)
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{
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Scop::Vec3i pos = it->first;
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float x_dist = std::abs(pos.x - current_chunk_position.x);
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float z_dist = std::abs(pos.z - current_chunk_position.y);
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if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist)
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if(RENDER_DISTANCE_HALF < x_dist || RENDER_DISTANCE_HALF < z_dist)
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{
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if(it->second.GetActor())
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m_scene.RemoveActor(*it->second.GetActor());
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@@ -52,25 +64,41 @@ void World::GenerateWorld()
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else
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++it;
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}
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}
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for(std::int32_t x = x_chunk - RENDER_DISTANCE; x <= x_chunk + RENDER_DISTANCE; x++)
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void World::GenerateWorld(Scop::Vec2i current_chunk_position)
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{
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m_generation_status = GenerationState::Working;
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std::vector<std::future<void>> futures;
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for(std::int32_t x = current_chunk_position.x - RENDER_DISTANCE_HALF; x <= current_chunk_position.x + RENDER_DISTANCE_HALF; x++)
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{
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for(std::int32_t z = z_chunk - RENDER_DISTANCE; z <= z_chunk + RENDER_DISTANCE; z++)
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for(std::int32_t z = current_chunk_position.y - RENDER_DISTANCE_HALF; z <= current_chunk_position.y + RENDER_DISTANCE_HALF; z++)
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{
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auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
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if(res.second)
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res.first->second.GenerateChunk();
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{
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futures.push_back(std::async(std::launch::async, &Chunk::GenerateChunk, &res.first->second));
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if(!res.first->second.GetActor())
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m_chunks_to_upload.Push(res.first->second);
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}
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}
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}
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for(auto& chunk : m_chunks)
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chunk.second.GenerateMesh();
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m_previous_chunk_position = current_chunk_position;
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for(auto& future: futures)
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future.wait();
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m_generation_status = GenerationState::Finished;
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}
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void World::Upload()
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{
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for(auto& chunk : m_chunks)
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chunk.second.UploadMesh();
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if(m_chunks_to_upload.IsEmpty())
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return;
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Scop::RenderCore::Get().ShouldStackSubmits(true);
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for(std::size_t i = 0; i < CHUNKS_UPLOAD_PER_FRAME && !m_chunks_to_upload.IsEmpty(); i++)
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{
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auto chunk = m_chunks_to_upload.Pop().get();
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chunk.GenerateMesh();
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chunk.UploadMesh();
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}
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Scop::RenderCore::Get().WaitQueueIdle(KVF_GRAPHICS_QUEUE);
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Scop::RenderCore::Get().ShouldStackSubmits(false);
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}
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