Files
42_vox/Application/World.cpp
2025-05-18 18:30:18 +02:00

102 lines
3.4 KiB
C++

#include <future>
#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() / "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)
{
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_scene.CreateNarrator().AttachScript(std::make_shared<Scop::NativeNarratorScript>(std::function<void()>{}, narrator_update, std::function<void()>{}));
}
[[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(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);
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)
{
res.first->second.GenerateChunk();
if(!res.first->second.GetActor())
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);
}