mirror of
https://github.com/Kbz-8/42_vox.git
synced 2026-01-11 14:43:34 +00:00
150 lines
4.3 KiB
C++
150 lines
4.3 KiB
C++
#include <thread>
|
|
|
|
#include <ScopCore.h>
|
|
|
|
#include <World.h>
|
|
#include <Utils.h>
|
|
|
|
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::Texture>(Scop::LoadBMPFile(GetResourcesPath() / "atlas.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;
|
|
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);
|
|
m_current_chunk_position = Scop::Vec2i{ 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 || m_current_chunk_position != m_previous_chunk_position)
|
|
{
|
|
if(m_generation_status == GenerationState::Ready)
|
|
{
|
|
UnloadChunks();
|
|
m_generation_status = GenerationState::Working;
|
|
}
|
|
else if(m_generation_status == GenerationState::Finished)
|
|
m_generation_status = GenerationState::Ready;
|
|
m_previous_chunk_position = m_current_chunk_position;
|
|
}
|
|
Upload();
|
|
}
|
|
};
|
|
|
|
m_scene.CreateNarrator().AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
|
|
}
|
|
|
|
World::~World()
|
|
{
|
|
m_generation_status = GenerationState::Quitting;
|
|
while(m_generation_status != GenerationState::Finished)
|
|
{
|
|
using namespace std::chrono_literals;
|
|
std::this_thread::sleep_for(16ms);
|
|
}
|
|
}
|
|
|
|
[[nodiscard]] Scop::NonOwningPtr<Chunk> World::GetChunk(Scop::Vec2i position)
|
|
{
|
|
auto it = m_chunks.find(position);
|
|
if(it == m_chunks.end())
|
|
return nullptr;
|
|
return &it->second;
|
|
}
|
|
|
|
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 - 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())
|
|
m_scene.RemoveActor(*it->second.GetActor());
|
|
it = m_chunks.erase(it);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
|
|
#define QUIT_CHECK() if(m_generation_status == GenerationState::Quitting) goto quit
|
|
void World::GenerateWorld()
|
|
{
|
|
for(;;)
|
|
{
|
|
QUIT_CHECK();
|
|
if(m_generation_status != GenerationState::Working)
|
|
{
|
|
QUIT_CHECK();
|
|
using namespace std::chrono_literals;
|
|
std::this_thread::sleep_for(16ms);
|
|
continue;
|
|
}
|
|
std::queue<std::reference_wrapper<Chunk>> mesh_generation_queue;
|
|
|
|
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++)
|
|
{
|
|
QUIT_CHECK();
|
|
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();
|
|
mesh_generation_queue.push(std::ref(res.first->second));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
while(!mesh_generation_queue.empty())
|
|
{
|
|
QUIT_CHECK();
|
|
auto chunk = mesh_generation_queue.front();
|
|
mesh_generation_queue.pop();
|
|
chunk.get().GenerateMesh();
|
|
m_chunks_to_upload.Push(chunk);
|
|
}
|
|
m_generation_status = GenerationState::Finished;
|
|
}
|
|
|
|
quit:
|
|
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().UploadMesh();
|
|
}
|
|
Scop::RenderCore::Get().WaitQueueIdle(KVF_GRAPHICS_QUEUE);
|
|
Scop::RenderCore::Get().ShouldStackSubmits(false);
|
|
}
|