Files
42_vox/Application/World.cpp

208 lines
7.5 KiB
C++

#include <thread>
#include <ScopCore.h>
#include <Block.h>
#include <World.h>
#include <Utils.h>
World::World(Scop::Scene& scene) : m_noisecollection(42), p_water_pipeline(std::make_shared<Scop::GraphicPipeline>()), m_fps_counter(), m_scene(scene), m_previous_chunk_position(-1000, 10000)
{
p_water_vertex_shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Shaders/Build/WaterVertex.spv", Scop::ShaderType::Vertex, Scop::DefaultForwardVertexShaderLayout);
p_water_fragment_shader = Scop::LoadShaderFromFile(GetExecutablePath().parent_path().parent_path() / "Resources/Shaders/Build/WaterFragment.spv", Scop::ShaderType::Fragment, Scop::DefaultShaderLayout);
Scop::GraphicPipelineDescriptor pipeline_descriptor;
pipeline_descriptor.vertex_shader = p_water_vertex_shader;
pipeline_descriptor.fragment_shader = p_water_fragment_shader;
pipeline_descriptor.clear_color_attachments = false;
pipeline_descriptor.name = "water_forward_pass_pipeline";
p_water_pipeline->Setup(pipeline_descriptor);
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);
scene.LoadFont(GetResourcesPath() / "OpenSans_Bold.ttf", 32.0f);
Scop::Text& text = scene.CreateText("FPS:");
text.SetPosition(Scop::Vec2ui{ 30, 30 });
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;
static PostProcessData post_process_data;
m_fps_counter.Update();
if(m_fps_counter.GetFPSCount() != m_last_fps_count)
{
m_last_fps_count = m_fps_counter.GetFPSCount();
if(p_fps_text)
m_scene.RemoveText(*p_fps_text);
p_fps_text = &m_scene.CreateText(std::to_string(m_last_fps_count));
p_fps_text->SetPosition(Scop::Vec2ui{ 80, 30 });
}
Scop::FirstPerson3D* camera = reinterpret_cast<Scop::FirstPerson3D*>(m_scene.GetCamera().get());
Scop::Vec3f camera_position = camera->GetPosition();
Scop::Vec2i global_block_position = Scop::Vec2i{
static_cast<std::int32_t>(camera_position.x < 0.0f ? camera_position.x - 1.0f : camera_position.x),
static_cast<std::int32_t>(camera_position.z < 0.0f ? camera_position.z - 1.0f : camera_position.z),
};
m_current_chunk_position = Scop::Vec2i{
static_cast<std::int32_t>(global_block_position.x < 0 ? std::floorf(global_block_position.x / static_cast<float>(CHUNK_SIZE.x)) : global_block_position.x / static_cast<std::int32_t>(CHUNK_SIZE.x)),
static_cast<std::int32_t>(global_block_position.y < 0 ? std::floorf(global_block_position.y / static_cast<float>(CHUNK_SIZE.z)) : global_block_position.y / static_cast<std::int32_t>(CHUNK_SIZE.z)),
};
if(Scop::NonOwningPtr<Chunk> current_chunk = GetChunk(m_current_chunk_position); current_chunk)
{
Scop::Vec3i block_position = Scop::Vec3i{
global_block_position.x - (m_current_chunk_position.x * static_cast<std::int32_t>(CHUNK_SIZE.x)),
static_cast<std::int32_t>(camera_position.y),
global_block_position.y - (m_current_chunk_position.y * static_cast<std::int32_t>(CHUNK_SIZE.z)),
};
post_process_data.underwater = current_chunk->GetBlock(block_position) == static_cast<std::uint32_t>(BlockType::Water);
}
post_process_data.inv_res = Scop::Vec2f{ 1.0f / Scop::ScopEngine::Get().GetWindow().GetWidth(), 1.0f / Scop::ScopEngine::Get().GetWindow().GetHeight() };
std::memcpy(scene->GetPostProcessData().data.GetDataAs<PostProcessData>(), &post_process_data, sizeof(PostProcessData));
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;
Scop::Vec2i x_range{ m_current_chunk_position.x - RENDER_DISTANCE - 1, m_current_chunk_position.x + RENDER_DISTANCE + 1 };
Scop::Vec2i z_range{ m_current_chunk_position.y - RENDER_DISTANCE - 1, m_current_chunk_position.y + RENDER_DISTANCE + 1 };
for(std::int32_t x = x_range.x; x <= x_range.y; x++)
{
for(std::int32_t z = z_range.x; z <= z_range.y; z++)
{
QUIT_CHECK();
auto res = m_chunks.try_emplace(Scop::Vec2i{ x, z }, *this, Scop::Vec2i{ x, z });
res.first->second.GenerateChunk();
if(!res.first->second.GetActor() && x > x_range.x && x < x_range.y && z > z_range.x && z < z_range.y)
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);
}