Files
42_vox/Application/World.cpp
2025-05-31 18:19:03 +02:00

170 lines
5.2 KiB
C++

#include <thread>
#include <ScopCore.h>
#include <Block.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 generation_debounce = false;
static bool wireframe_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(Scop::NonOwningPtr<Chunk> current_chunk = GetChunk(m_current_chunk_position); current_chunk)
{
Scop::Vec3f camera_pos = scene->GetCamera()->GetPosition();
scene->GetPostProcessData().data.GetDataAs<std::int32_t>()[0] = current_chunk->GetBlock(Scop::Vec3i(std::abs(camera_pos.x - m_current_chunk_position.x), camera_pos.y, std::abs(camera_pos.z - m_current_chunk_position.y))) == static_cast<std::uint32_t>(BlockType::Water);
}
if(input.IsKeyPressed(SDL_SCANCODE_G))
generation_debounce = true;
else if(generation_debounce)
{
generate = !generate;
generation_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();
}
if(input.IsKeyPressed(SDL_SCANCODE_F))
wireframe_debounce = true;
else if(wireframe_debounce)
{
m_scene.GetForwardData().wireframe = !m_scene.GetForwardData().wireframe;
Scop::RenderCore::Get().WaitDeviceIdle();
m_scene.GetPipeline().Destroy();
wireframe_debounce = false;
}
};
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());
if(it->second.GetWaterActor())
m_scene.RemoveActor(*it->second.GetWaterActor());
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);
}