Commit Graph

91 Commits (1d2e8e184862944e2381977c1de6921d05476e4f)

Author SHA1 Message Date
EmaMaker 1d2e8e1848 chunkmesher: compiler flag to not show borders and world limit 2023-10-04 13:26:11 +02:00
EmaMaker ba95db4678 renderer: also delete meshes of old chunks 2023-10-04 13:24:06 +02:00
EmaMaker 7c82a71dd0 chunk: vram buffers are managed by renderer now 2023-10-04 13:24:06 +02:00
EmaMaker 7786d4f04d renderer: use ChunkMeshData from rendering thread
This system decouples the Secondary threads from the Render thread. Once a chunk is meshed, only the mesh data is sent to the rendering thread, which does not use any direct reference to the chunk itself
2023-10-04 13:24:06 +02:00
EmaMaker 1822911845 chunkmesher: use goto for error handling 2023-10-04 13:24:06 +02:00
EmaMaker d0ddf2256f move chunkmeshdata into its own file
And let it be managed by chunkmesher instead of chunkmanager
2023-10-04 13:23:49 +02:00
EmaMaker 88abf21502 multithread: refactor update thread, communication between mesh/gen/upd threads
- Use parallel_for to iterate over all the stored chunks
- Only push a chunk to a queue if it is not already present, using chunk state bitfield (solves
	memory leak, continously adding new elements to a queue)
- Properly delete an element from chunks concurrent_hash_map using accessor, then free the memory
(solves memory leak: not being able to delete old elements and always adding new ones)

Breaks:

- Rendering (will be properly refactored in a future commit)
- Block picking (will be refactored in a future commit)
2023-10-04 13:10:05 +02:00
EmaMaker f4947d5f70 debugwindow: catch exception to avoid crash when missing parameters 2023-10-04 12:58:00 +02:00
EmaMaker d1b151f92f chunk: typedef for chunk state 2023-10-04 12:57:57 +02:00
EmaMaker 1a50d1fb84 chunkmgr: span chunk indices in a cube around the player, not a sphere 2023-10-03 22:45:09 +02:00
EmaMaker 60bbc85682 chunk: store index in chunk itself 2023-10-03 22:45:09 +02:00
EmaMaker 490f207e39 chunk/mgr: calculate index belongs to chunk namespace 2023-10-03 22:45:09 +02:00
EmaMaker c6d00c4200 fix type mismatch in chunk index/coordinates
typedef an appropriate chunk_index_t and chunk_intcoord_t
2023-10-03 22:45:09 +02:00
EmaMaker 2a57796ed2 move input handling from main into dedicated file 2023-10-03 22:45:09 +02:00
EmaMaker ca043bac68 threads: allow for proper shutdown
using `if` instead of `while` avoids the need to wait for the queue to empty to shutdown the thread
2023-10-03 22:44:55 +02:00
EmaMaker f6f4057109 update player debug variables in main instead of chunkmgr 2023-10-03 22:09:03 +02:00
EmaMaker 353ef37186 renderer: perform frustum culling only if chunk has vertices 2023-10-03 22:08:40 +02:00
EmaMaker 50bc52a679 debug window: use wireframe from checkbox in rendering 2023-09-20 12:42:05 +02:00
EmaMaker 07068d740a debug window: use block type from slider in block picking 2023-09-20 12:42:05 +02:00
EmaMaker 52696f2dde debug window: use crosshair type from slider in shader 2023-09-20 12:42:05 +02:00
EmaMaker 9d2d0c8772 debug window: populate with data 2023-09-20 12:42:05 +02:00
EmaMaker f526e9b152 create debug window with imgui 2023-09-20 12:42:05 +02:00
EmaMaker e7c4b2d56b lib: add dearimgui lib 2023-09-20 12:42:05 +02:00
EmaMaker a6a419fdff hud: crosshair with fragment shader 2023-09-20 12:42:05 +02:00
EmaMaker 3f61a6a753 renderer: screenshot by saving render texture to file 2023-09-20 12:37:32 +02:00
EmaMaker 00a4b8e1e2 renderer: properly handle framebuffer resizing 2023-09-20 12:37:32 +02:00
EmaMaker 1c0ee1315f renderer: render scene to a texture
And then render the texture onto a quad that fills the screen
The screen-filled quad upon which the texture is rendered must never be rendered in wireframe. Rendering in wireframe only makes sense when rendering the world on the texture
2023-09-20 12:37:32 +02:00
EmaMaker 41275486a6 blockpicking: eventually mesh nearby chunks when destroying a block
this prevents stray floating quads when destroy a block near the chunk border
2023-08-12 08:44:46 +02:00
EmaMaker 3d0d8b7593 chunkmgr: chunk can be meshed if all neighbors are generated
(Restores seemless chunk borders)
2023-08-08 17:54:20 +02:00
EmaMaker 1bea6c835c separate mesh and generation threads, with priority queues for input
Allows blockpicking while the world is generating, without hiccups
2023-07-30 12:17:51 +02:00
EmaMaker b0cf413baf generator: add comments + a bit of refactor 2023-07-30 12:17:48 +02:00
EmaMaker baa8d14bb3 generator: optimize leaves generation routine with LUT 2023-07-30 12:17:00 +02:00
EmaMaker 381cd698c7 Initial tree generation
Still very slow because multiple noise evaluations are needed
2023-07-30 12:16:32 +02:00
EmaMaker 9bc5bab3b2 mountain terrain with multiple octaves of noise 2023-07-30 12:13:08 +02:00
EmaMaker 950c43b163 refactor chunk meshing routine 2023-07-19 12:56:55 +02:00
EmaMaker e7fc35ec47 create chunk mesh as cloud of points 2023-07-19 12:42:23 +02:00
EmaMaker bff9e6ad4f move normal data to own array 2023-07-18 21:18:12 +02:00
EmaMaker a7b4671517 toggle wireframe with F 2023-07-18 20:12:25 +02:00
EmaMaker 4ada24e0d5 chunkmesher: check for NULLBLK to avoid holes at chunkborders 2023-07-18 20:02:37 +02:00
EmaMaker 393e5ca9b2 chunkmesher: seamless chunkborders by checking neighbouring chunks 2023-06-01 21:31:18 +02:00
EmaMaker f798575cac chunkmanager: add function getBlockAtPos, returns block at world pos
Returns Block::NULLBLK only to signal an invalid position
2023-06-01 21:31:18 +02:00
EmaMaker 0ebbb897dc chunk: handle special cases for getBlocks
Returning Block::AIR when chunk is not yet generated (CHUNK_STATE_GENERATED set to false) is also a way to avoid thread-unsafe concurrent
access to the IntervalMaps data structure, since CHUNK_STATE_GENERATED is set to false before
generating the Chunk and set again to true after generation is complete
2023-06-01 21:31:18 +02:00
EmaMaker 105fff0029 write number of triangles to Chunk only when sending to GPU
previously the current number of vertices was stored in the chunk, and the same variable got later reused for the number of triangles. This modification increases clarity and avoid glitches when blockpicking
2023-05-26 23:07:04 +02:00
EmaMaker 6113886117 multithreaded blockpicking 2023-05-26 23:03:18 +02:00
EmaMaker 0acb8c7c1e free chunks from memory 2023-05-20 22:15:32 +02:00
EmaMaker e225babb0c chunkmesher: external queue of chunk mesh data
instead of every chunk having its own queue

This decreases usage of ram
2023-05-20 22:15:32 +02:00
EmaMaker 78e3bc11e6 initial update and render with concurrent DS 2023-05-20 22:15:15 +02:00
EmaMaker 1d3132cf3c use oneTBB library 2023-04-29 14:54:09 +02:00
EmaMaker 52537715ef chunks: make chunk state atomic 2023-04-23 16:28:36 +02:00
EmaMaker 3daf994ac3 opengl: disable vsync
This way I can better watch how changes affect FPS/frame times, rather than have it capped at
60FPS/16.6ms
Does not introduce visible tearing.

The engine runs at about 170 FPS on my Tesla M40, and so does minecraft. It never goes past that, I think this is a
limitation of using prime offloading. Runs at 300FPS on average on the Radeon HD6850 to which I
normally offload the Tesla to
2023-04-10 00:45:25 +02:00