initial update and render with concurrent DS
parent
1d3132cf3c
commit
78e3bc11e6
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@ -6,7 +6,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <iostream>
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#include <atomic>
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class Camera
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{
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@ -38,6 +38,9 @@ public:
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if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
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this->cameraPos -= cameraSpeed * cameraUp;
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posX = cameraPos.x;
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posY = cameraPos.y;
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posZ = cameraPos.z;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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direction.y = sin(glm::radians(pitch));
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@ -78,6 +81,10 @@ public:
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glm::mat4 getView() { return view; }
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glm::mat4 getProjection() { return projection; }
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float getAtomicPosX() { return posX; }
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float getAtomicPosY() { return posY; }
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float getAtomicPosZ() { return posZ; }
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// Plane extraction as per Gribb&Hartmann
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// 6 planes, each with 4 components (a,b,c,d)
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void getFrustumPlanes(glm::vec4 planes[6], bool normalize)
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@ -114,6 +121,8 @@ private:
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float lastX = 400, lastY = 300;
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float yaw, pitch;
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std::atomic<float> posX, posY, posZ;
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};
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#endif
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@ -27,6 +27,8 @@ namespace Chunk
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constexpr uint8_t CHUNK_STATE_MESHED = 2;
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constexpr uint8_t CHUNK_STATE_MESH_LOADED = 4;
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constexpr uint8_t CHUNK_STATE_LOADED = 8;
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constexpr uint8_t CHUNK_STATE_OUTOFVISION = 16;
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constexpr uint8_t CHUNK_STATE_UNLOADED = 32;
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constexpr uint8_t CHUNK_STATE_EMPTY = 64;
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int coord3DTo1D(int x, int y, int z);
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@ -39,6 +41,9 @@ namespace Chunk
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~Chunk();
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public:
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void createBuffers();
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void deleteBuffers();
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glm::vec3 getPosition() { return this->position; }
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uint8_t getTotalState() { return this->state; }
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bool getState(uint8_t n) { return (this->state & n) == n; }
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@ -52,8 +57,7 @@ namespace Chunk
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public:
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GLuint VAO{0}, VBO{0}, EBO{0}, colorBuffer{0}, vIndex{0};
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std::mutex mutex_state;
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std::atomic<float> unload_timer{0};
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std::vector<GLfloat> vertices;
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std::vector<GLfloat> colors;
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@ -1,33 +1,24 @@
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#ifndef CHUNKMANAGER_H
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#define CHUNKMANAGER_H
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// Second to be passed outside of render distance for a chunk to be destroyed
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// Seconds to be passed outside of render distance for a chunk to be destroyed
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#define UNLOAD_TIMEOUT 10
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#include <unordered_map>
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#include <thread>
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#include "chunk.hpp"
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#include "globals.hpp"
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namespace chunkmanager
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{
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std::thread initGenThread();
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std::thread initMeshThread();
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void stopGenThread();
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void stopMeshThread();
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void mesh();
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void generate();
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void init();
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std::thread init();
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void blockpick(bool place);
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uint32_t calculateIndex(uint16_t i, uint16_t j, uint16_t k);
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void stop();
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void destroy();
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std::unordered_map<std::uint32_t, Chunk::Chunk*>& getChunks();
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std::array<std::array<int, 3>, chunks_volume>& getChunksIndices();
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void update(float deltaTime);
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void updateChunk(uint32_t, uint16_t, uint16_t, uint16_t);
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void update();
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}
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#endif
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@ -1,6 +1,9 @@
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#ifndef RENDERER_H
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#define RENDERER_H
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#include <oneapi/tbb/concurrent_unordered_set.h>
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#include "chunk.hpp"
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#include "shader.hpp"
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namespace renderer{
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@ -8,6 +11,7 @@ namespace renderer{
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void render();
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void destroy();
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Shader* getRenderShader();
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oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*>& getChunksToRender();
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};
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@ -19,27 +19,30 @@ namespace Chunk
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{
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this->position = pos;
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this->setState(CHUNK_STATE_EMPTY, true);
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}
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Chunk ::~Chunk()
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{
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vertices.clear();
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indices.clear();
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colors.clear();
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this->deleteBuffers();
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}
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void Chunk::createBuffers(){
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glGenVertexArrays(1, &(this->VAO));
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glGenBuffers(1, &(this->colorBuffer));
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glGenBuffers(1, &(this->VBO));
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glGenBuffers(1, &(this->EBO));
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mutex_state.unlock();
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}
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Chunk ::~Chunk()
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{
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void Chunk::deleteBuffers(){
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glDeleteBuffers(1, &(this->colorBuffer));
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glDeleteBuffers(1, &(this->VBO));
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glDeleteBuffers(1, &(this->EBO));
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glDeleteVertexArrays(1, &(this->VAO));
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vertices.clear();
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indices.clear();
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colors.clear();
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mutex_state.unlock();
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}
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Block Chunk::getBlock(int x, int y, int z)
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@ -84,6 +84,7 @@ void generateNoise(Chunk::Chunk *chunk)
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}
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chunk->setBlocks(block_prev_start, CHUNK_VOLUME, block_prev);
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chunk->setState(Chunk::CHUNK_STATE_GENERATED, true);
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}
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void generateNoise3D(Chunk::Chunk *chunk) {
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@ -1,105 +1,36 @@
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#include "chunkmanager.hpp"
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#include <atomic>
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#include <math.h>
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#include <thread>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <oneapi/tbb/concurrent_hash_map.h>
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#include "chunk.hpp"
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#include "chunkgenerator.hpp"
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#include "chunkmanager.hpp"
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#include "chunkmesher.hpp"
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#include "globals.hpp"
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#include <atomic>
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#include <iostream>
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#include <math.h>
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#include <mutex>
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#include <set>
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#include <string>
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#include <unordered_map>
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#include <thread>
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#include "renderer.hpp"
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namespace chunkmanager
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{
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std::unordered_map<std::uint32_t, Chunk::Chunk *> chunks;
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typedef oneapi::tbb::concurrent_hash_map<uint32_t, Chunk::Chunk*> ChunkTable;
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ChunkTable chunks;
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//std::unordered_map<std::uint32_t, Chunk::Chunk *> chunks;
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std::array<std::array<int, 3>, chunks_volume> chunks_indices;
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// thread management
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std::mutex mutex_queue_generate;
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std::mutex mutex_queue_mesh;
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std::set<Chunk::Chunk *> to_generate;
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std::set<Chunk::Chunk *> to_mesh;
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std::atomic_bool generate_should_run;
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std::atomic_bool mesh_should_run;
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// update variables
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uint8_t f = 0;
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int rr{RENDER_DISTANCE * RENDER_DISTANCE};
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glm::vec3 cameraPos;
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int chunkX, chunkY, chunkZ;
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// disposal
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std::unordered_map<uint32_t, float> to_delete;
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std::set<uint32_t> to_delete_delete;
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void mesh()
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{
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while (mesh_should_run)
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if (mutex_queue_mesh.try_lock())
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{
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for (const auto &c : to_mesh)
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{
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if (c->mutex_state.try_lock())
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{
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chunkmesher::mesh(c);
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c->setState(Chunk::CHUNK_STATE_MESHED, true);
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c->mutex_state.unlock();
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}
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}
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to_mesh.clear();
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mutex_queue_mesh.unlock();
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}
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}
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void generate()
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{
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while (generate_should_run)
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if (mutex_queue_generate.try_lock())
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{
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for (const auto &c : to_generate)
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{
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if (c->mutex_state.try_lock())
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{
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generateChunk(c);
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c->setState(Chunk::CHUNK_STATE_GENERATED, true);
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c->mutex_state.unlock();
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}
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}
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to_generate.clear();
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mutex_queue_generate.unlock();
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}
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}
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std::thread initMeshThread()
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{
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mesh_should_run = true;
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std::thread mesh_thread(mesh);
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return mesh_thread;
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}
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std::thread initGenThread()
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{
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generate_should_run = true;
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std::thread gen_thread(generate);
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return gen_thread;
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}
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void init(){
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std::atomic_bool should_run;
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std::thread init(){
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int index{0};
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int rr{RENDER_DISTANCE * RENDER_DISTANCE};
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int xp{0}, x{0};
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bool b = true;
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// Iterate over all chunks, in concentric spheres starting fron the player and going
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// outwards. Alternate left and right
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// Iterate over all chunks, in concentric spheres starting fron the player and going outwards. Alternate left and right
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// Eq. of the sphere (x - a)² + (y - b)² + (z - c)² = r²
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while (xp <= RENDER_DISTANCE)
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{
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}
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else b = false;
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}
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should_run = true;
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std::thread update_thread (update);
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return update_thread;
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}
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void update(float deltaTime)
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{
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// Try to lock resources
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f = 0;
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f |= mutex_queue_generate.try_lock();
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f |= mutex_queue_mesh.try_lock() << 1;
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std::vector<uint32_t> chunks_todelete;
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void update(){
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while(should_run) {
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//cameraPos = theCamera.getPos();
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int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
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int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
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int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
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cameraPos = theCamera.getPos();
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chunkX=static_cast<int>(cameraPos.x) / CHUNK_SIZE;
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chunkY=static_cast<int>(cameraPos.y) / CHUNK_SIZE;
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chunkZ=static_cast<int>(cameraPos.z) / CHUNK_SIZE;
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// Update other chunks
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for(int i = 0; i < chunks_volume; i++) {
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const uint16_t x = chunks_indices[i][0] + chunkX;
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const uint16_t y = chunks_indices[i][1] + chunkY;
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const uint16_t z = chunks_indices[i][2] + chunkZ;
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const uint32_t index = calculateIndex(x, y, z);
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// Use time in float to be consistent with glfw
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float currentTime = glfwGetTime();
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ChunkTable::accessor a;
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if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new Chunk::Chunk(glm::vec3(x,y,z))));
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// Check for far chunks that need to be cleaned up from memory
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int nUnloaded{0};
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for(const auto& n : chunks){
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Chunk::Chunk* c = n.second;
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int x{(int)(c->getPosition().x)};
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int y{(int)(c->getPosition().y)};
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int z{(int)(c->getPosition().z)};
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if( (chunkX-x)*(chunkX-x) + (chunkY-y)*(chunkY-y) + (chunkZ-z)*(chunkZ-z) >=
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(int)(RENDER_DISTANCE*1.5)*(int)(RENDER_DISTANCE*1.5))
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if(to_delete.find(n.first) == to_delete.end())
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to_delete.insert(std::make_pair(n.first, currentTime));
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}
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for(const auto& n :to_delete){
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if( currentTime>=n.second + UNLOAD_TIMEOUT) {
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delete chunks.at(n.first);
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chunks.erase(n.first);
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nUnloaded++;
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if(! (a->second->getState(Chunk::CHUNK_STATE_GENERATED))) generateChunk(a->second);
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if(! (a->second->getState(Chunk::CHUNK_STATE_MESHED))) chunkmesher::mesh(a->second);
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// Delete afterwards to avoid exception due to invalid iterators
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to_delete_delete.insert(n.first);
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}
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}
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for(uint32_t i : to_delete_delete) to_delete.erase(i);
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to_delete_delete.clear();
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if(nUnloaded) std::cout << "Unloaded " << nUnloaded << " chunks\n";
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renderer::getChunksToRender().insert(a->second);
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for(int i = 0; i < chunks_volume; i++)
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updateChunk(calculateIndex(chunks_indices[i][0] + chunkX,
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chunks_indices[i][1] + chunkY,
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chunks_indices[i][2] + chunkZ),
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chunks_indices[i][0] + chunkX,
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chunks_indices[i][1] + chunkY,
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chunks_indices[i][2] + chunkZ);
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// Unlock mutexes if previously locked. Unlocking a mutex not locked by the current thread
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// or already locked is undefined behaviour, so checking has to be done
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if ((f & 1))
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mutex_queue_generate.unlock();
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if ((f & 2))
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mutex_queue_mesh.unlock();
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}
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// Generation and meshing happen in two separate threads from the main one
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// Chunk states are used to decide which actions need to be done on the chunk and sets+mutexes
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// to pass the chunks to be operated on between the threads.
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// Uploading data to GPU still needs to be done in the main thread, or another OpenGL context
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// needs to be opened, which further complicates stuff.
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void updateChunk(uint32_t index, uint16_t i, uint16_t j, uint16_t k)
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{
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if (chunks.find(index) == chunks.end())
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{
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Chunk::Chunk *c = new Chunk::Chunk(glm::vec3(i, j, k));
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chunks.insert(std::make_pair(index, c));
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}
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else
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{
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Chunk::Chunk *c = chunks.at(index);
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if (!(c->mutex_state.try_lock()))
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return;
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if (!c->getState(Chunk::CHUNK_STATE_GENERATED))
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{
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if (f & 1)
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to_generate.insert(c);
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}
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else
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{
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if (!c->getState(Chunk::CHUNK_STATE_MESHED))
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{
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if (f & 2)
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to_mesh.insert(c);
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}
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else
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{
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if (!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) chunkmesher::sendtogpu(c);
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}
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}
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c->mutex_state.unlock();
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}
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}
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void blockpick(bool place){
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// cast a ray from the camera in the direction pointed by the camera itself
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glm::vec3 pos = cameraPos;
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for(float t = 0.0; t <= 10.0; t += 0.5){
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// traverse the ray a block at the time
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pos = theCamera.getPos() + t * theCamera.getFront();
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// get which chunk and block the ray is at
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int px = ((int)(pos.x))/CHUNK_SIZE;
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int py = ((int)(pos.y))/CHUNK_SIZE;
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int pz = ((int)(pos.z))/CHUNK_SIZE;
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int bx = pos.x - px*CHUNK_SIZE;
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int by = pos.y - py*CHUNK_SIZE;
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int bz = pos.z - pz*CHUNK_SIZE;
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// exit early if the position is invalid or the chunk does not exist
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if(px < 0 || py < 0 || pz < 0) return;
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if(chunks.find(calculateIndex(px, py, pz)) == chunks.end()) return;
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Chunk::Chunk* c = chunks.at(calculateIndex(px, py, pz));
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Block b = c->getBlock(bx, by, bz);
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// if the block is non empty
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if(b != Block::AIR){
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// if placing a new block
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if(place){
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// Go half a block backwards on the ray, to check the block where the ray was
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// coming from
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// Doing this and not using normal adds the unexpected (and unwanted) ability to
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// place blocks diagonally, without faces colliding with the block that has
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// been clicked
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pos -= theCamera.getFront()*0.5f;
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int px1 = ((int)(pos.x))/CHUNK_SIZE;
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int py1 = ((int)(pos.y))/CHUNK_SIZE;
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int pz1 = ((int)(pos.z))/CHUNK_SIZE;
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int bx1 = pos.x - px1*CHUNK_SIZE;
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int by1 = pos.y - py1*CHUNK_SIZE;
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int bz1 = pos.z - pz1*CHUNK_SIZE;
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// exit early if the position is invalid or the chunk does not exist
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if(px1 < 0 || py1 < 0 || pz1 < 0) return;
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if(chunks.find(calculateIndex(px1, py1, pz1)) == chunks.end()) return;
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|
||||
Chunk::Chunk* c1 = chunks.at(calculateIndex(px1, py1, pz1));
|
||||
// place the new block (only stone for now)
|
||||
c1->setBlock( Block::STONE, bx1, by1, bz1);
|
||||
|
||||
// update the mesh of the chunk
|
||||
chunkmesher::mesh(c1);
|
||||
// mark the mesh of the chunk the be updated on the gpu
|
||||
c1->setState(Chunk::CHUNK_STATE_MESH_LOADED, false);
|
||||
}else{
|
||||
// replace the current block with air to remove it
|
||||
c->setBlock( Block::AIR, bx, by, bz);
|
||||
|
||||
// update the mesh of the chunk
|
||||
chunkmesher::mesh(c);
|
||||
// mark the mesh of the chunk the be updated on the gpu
|
||||
c->setState(Chunk::CHUNK_STATE_MESH_LOADED, false);
|
||||
}
|
||||
break;
|
||||
a.release();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -302,21 +101,13 @@ namespace chunkmanager
|
|||
return i | (j << 10) | (k << 20);
|
||||
}
|
||||
|
||||
std::unordered_map<std::uint32_t, Chunk::Chunk*>& getChunks(){ return chunks; }
|
||||
std::array<std::array<int, 3>, chunks_volume>& getChunksIndices(){ return chunks_indices; }
|
||||
|
||||
void destroy()
|
||||
{
|
||||
for (auto &n : chunks)
|
||||
delete n.second;
|
||||
}
|
||||
|
||||
void stopGenThread(){
|
||||
generate_should_run = false;
|
||||
}
|
||||
|
||||
void stopMeshThread(){
|
||||
mesh_should_run = false;
|
||||
void stop() { should_run=false; }
|
||||
void destroy(){
|
||||
/*for(const auto& n : chunks){
|
||||
delete n.second;
|
||||
}*/
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -35,12 +35,16 @@ void mesh(Chunk::Chunk* chunk)
|
|||
chunk->vIndex = 0;
|
||||
|
||||
// Abort if chunk is empty
|
||||
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)) return;
|
||||
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)){
|
||||
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
|
||||
return;
|
||||
}
|
||||
|
||||
// convert tree to array since it is easier to work with it
|
||||
int length{0};
|
||||
std::unique_ptr<Block[]> blocks = chunk->getBlocksArray(&length);
|
||||
if(length == 0) {
|
||||
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -180,13 +184,14 @@ void mesh(Chunk::Chunk* chunk)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
|
||||
}
|
||||
|
||||
void sendtogpu(Chunk::Chunk* chunk)
|
||||
{
|
||||
if (chunk->vIndex > 0)
|
||||
{
|
||||
|
||||
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
|
||||
glBindVertexArray(chunk->VAO);
|
||||
|
||||
|
|
17
src/main.cpp
17
src/main.cpp
|
@ -63,9 +63,7 @@ int main()
|
|||
|
||||
SpaceFilling::initLUT();
|
||||
renderer::init();
|
||||
chunkmanager::init();
|
||||
std::thread genThread = chunkmanager::initGenThread();
|
||||
std::thread meshThread = chunkmanager::initMeshThread();
|
||||
std::thread chunkmanager_thread = chunkmanager::init();
|
||||
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
|
@ -94,9 +92,6 @@ int main()
|
|||
// Reset blockping timeout if 200ms have passed
|
||||
if(glfwGetTime() - lastBlockPick > 0.1) blockpick = false;
|
||||
|
||||
// ChunkManager
|
||||
chunkmanager::update(deltaTime);
|
||||
|
||||
// Render pass
|
||||
renderer::render();
|
||||
|
||||
|
@ -106,10 +101,8 @@ int main()
|
|||
}
|
||||
|
||||
// Stop threads and wait for them to finish
|
||||
chunkmanager::stopGenThread();
|
||||
chunkmanager::stopMeshThread();
|
||||
genThread.join();
|
||||
meshThread.join();
|
||||
chunkmanager::stop();
|
||||
chunkmanager_thread.join();
|
||||
|
||||
// Cleanup allocated memory
|
||||
chunkmanager::destroy();
|
||||
|
@ -136,13 +129,13 @@ void processInput(GLFWwindow *window)
|
|||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
|
||||
chunkmanager::blockpick(false);
|
||||
//chunkmanager::blockpick(false);
|
||||
blockpick=true;
|
||||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
|
||||
chunkmanager::blockpick(true);
|
||||
//chunkmanager::blockpick(true);
|
||||
blockpick=true;
|
||||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
|
116
src/renderer.cpp
116
src/renderer.cpp
|
@ -3,14 +3,18 @@
|
|||
#include "chunkmanager.hpp"
|
||||
#include "chunkmesher.hpp"
|
||||
#include "globals.hpp"
|
||||
|
||||
#include "stb_image.h"
|
||||
|
||||
namespace renderer{
|
||||
oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*> chunks_torender;
|
||||
oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*> render_todelete;
|
||||
|
||||
Shader* theShader;
|
||||
GLuint chunkTexture;
|
||||
|
||||
Shader* getRenderShader() { return theShader; }
|
||||
oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*>& getChunksToRender(){ return chunks_torender; }
|
||||
|
||||
|
||||
void init(){
|
||||
// Create Shader
|
||||
|
@ -40,63 +44,89 @@ namespace renderer{
|
|||
int total{0}, toGpu{0};
|
||||
glm::vec4 frustumPlanes[6];
|
||||
theCamera.getFrustumPlanes(frustumPlanes, true);
|
||||
|
||||
glm::vec3 cameraPos = theCamera.getPos();
|
||||
int chunkX=static_cast<int>(cameraPos.x) / CHUNK_SIZE;
|
||||
int chunkY=static_cast<int>(cameraPos.y) / CHUNK_SIZE;
|
||||
int chunkZ=static_cast<int>(cameraPos.z) / CHUNK_SIZE;
|
||||
glm::vec3 cameraChunkPos = cameraPos / static_cast<float>(CHUNK_SIZE);
|
||||
|
||||
theShader->use();
|
||||
theShader->setVec3("viewPos", cameraPos);
|
||||
for(int i = 0; i < chunks_volume; i++) {
|
||||
Chunk::Chunk* c = chunkmanager::getChunks().at(chunkmanager::calculateIndex(chunkmanager::getChunksIndices()[i][0] +
|
||||
chunkX, chunkmanager::getChunksIndices()[i][1] + chunkY, chunkmanager::getChunksIndices()[i][2] + chunkZ));
|
||||
// Frustum Culling of chunk
|
||||
total++;
|
||||
|
||||
glm::vec3 chunk = c->getPosition();
|
||||
glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
|
||||
for(Chunk::Chunk* c : chunks_torender){
|
||||
if(! (c->getState(Chunk::CHUNK_STATE_MESHED))) continue;
|
||||
|
||||
// Check if all the corners of the chunk are outside any of the planes
|
||||
// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
|
||||
// plane against each corner of the chunk
|
||||
bool out=false;
|
||||
int a{0};
|
||||
for(int p = 0; p < 6; p++){
|
||||
a = 0;
|
||||
for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
|
||||
+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
|
||||
|
||||
if(a==8){
|
||||
out=true;
|
||||
break;
|
||||
}
|
||||
// If the mesh is ready send it to the gpu
|
||||
if(! (c->getState(Chunk::CHUNK_STATE_MESH_LOADED))){
|
||||
if(c->VAO == 0) c->createBuffers();
|
||||
chunkmesher::sendtogpu(c);
|
||||
c->setState(Chunk::CHUNK_STATE_MESH_LOADED, true);
|
||||
}
|
||||
|
||||
if (!out)
|
||||
{
|
||||
toGpu++;
|
||||
if(glm::distance(c->getPosition(), cameraChunkPos) < static_cast<float>(RENDER_DISTANCE)){
|
||||
// if chunk can be seen
|
||||
// reset out-of-vision and unload flags
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
|
||||
if(c->getState(Chunk::CHUNK_STATE_MESH_LOADED) && c->vIndex > 0)
|
||||
{
|
||||
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
|
||||
theShader->setMat4("model", model);
|
||||
theShader->setMat4("view", theCamera.getView());
|
||||
theShader->setMat4("projection", theCamera.getProjection());
|
||||
// Perform frustum culling and eventually render
|
||||
glm::vec3 chunk = c->getPosition();
|
||||
glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
|
||||
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
|
||||
|
||||
glBindVertexArray(c->VAO);
|
||||
glDrawElements(GL_TRIANGLES, c->vIndex , GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
// Check if all the corners of the chunk are outside any of the planes
|
||||
// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
|
||||
// plane against each corner of the chunk
|
||||
bool out=false;
|
||||
int a{0};
|
||||
for(int p = 0; p < 6; p++){
|
||||
a = 0;
|
||||
for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
|
||||
+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
|
||||
|
||||
if(a==8){
|
||||
out=true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!out)
|
||||
{
|
||||
if(c->vIndex > 0)
|
||||
{
|
||||
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // wireframe mode
|
||||
theShader->setMat4("model", model);
|
||||
theShader->setMat4("view", theCamera.getView());
|
||||
theShader->setMat4("projection", theCamera.getProjection());
|
||||
|
||||
glBindVertexArray(c->VAO);
|
||||
glDrawElements(GL_TRIANGLES, c->vIndex , GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
}
|
||||
|
||||
}else{
|
||||
// When the chunk is outside render distance
|
||||
|
||||
if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION) && glfwGetTime() -
|
||||
c->unload_timer > UNLOAD_TIMEOUT){
|
||||
// If chunk was already out and enough time has passed
|
||||
// Mark the chunk to be unloaded
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, true);
|
||||
// And delete it from the render set
|
||||
render_todelete.insert(c);
|
||||
} else{
|
||||
// Mark has out of vision and annotate when it started
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
c->unload_timer = glfwGetTime();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//std::cout << "Chunks to mesh: " << to_mesh.size() << "\n";
|
||||
//std::cout << "Chunks to generate: " << to_generate.size() << "\n";
|
||||
//std::cout << "Total chunks to draw: " << total << ". Sent to GPU: " << toGpu << "\n";
|
||||
for(Chunk::Chunk* i : render_todelete){
|
||||
chunks_torender.unsafe_erase(i);
|
||||
}
|
||||
render_todelete.clear();
|
||||
}
|
||||
|
||||
void destroy(){
|
||||
delete theShader;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue