#include #include #include #include World::World(Scop::Scene& scene) : m_scene(scene), m_previous_chunk_position(-1000, 10000) { Scop::Vec2ui32 map_size; Scop::MaterialTextures material_params; material_params.albedo = std::make_shared(Scop::LoadBMPFile(GetResourcesPath() / "dirt.bmp", map_size), map_size.x, map_size.y); p_block_material = std::make_shared(material_params); auto narrator_update = [this](Scop::NonOwningPtr scene, Scop::Inputs& input, float delta) { static bool generate = true; static bool debounce = false; Scop::FirstPerson3D* camera = reinterpret_cast(m_scene.GetCamera().get()); std::int32_t x_chunk = static_cast(camera->GetPosition().x) / static_cast(CHUNK_SIZE.x); std::int32_t z_chunk = static_cast(camera->GetPosition().z) / static_cast(CHUNK_SIZE.z); Scop::Vec2i current_chunk_position{ x_chunk, z_chunk }; if(input.IsKeyPressed(SDL_SCANCODE_G)) debounce = true; else if(debounce) { generate = !generate; debounce = false; } 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(std::function{}, narrator_update, std::function{})); } [[nodiscard]] Scop::NonOwningPtr World::GetChunk(Scop::Vec2i position) { auto it = m_chunks.find(position); if(it == m_chunks.end()) return nullptr; return &it->second; } void World::UnloadChunks(Scop::Vec2i current_chunk_position) { 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); if(RENDER_DISTANCE < x_dist || RENDER_DISTANCE < z_dist) { if(it->second.GetActor()) m_scene.RemoveActor(*it->second.GetActor()); it = m_chunks.erase(it); } else ++it; } } void World::GenerateWorld(Scop::Vec2i current_chunk_position) { 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(std::int32_t z = current_chunk_position.y - RENDER_DISTANCE; z <= 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) { if(!res.first->second.GetActor()) { res.first->second.GenerateChunk(); m_chunks_to_upload.Push(res.first->second); } } } } m_generation_status = GenerationState::Finished; } void World::Upload() { 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(); chunk.get().GenerateMesh(); chunk.get().UploadMesh(); } Scop::RenderCore::Get().WaitQueueIdle(KVF_GRAPHICS_QUEUE); Scop::RenderCore::Get().ShouldStackSubmits(false); }