async chunk generation
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1f4dc3aa84
commit
fdbe207540
4 changed files with 63 additions and 33 deletions
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@ -12,7 +12,6 @@ Chunk::Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed)
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gridX{gridX},
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gridZ{gridZ} {
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chunkMesh = nullptr;
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generate();
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}
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Chunk::~Chunk() {
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@ -98,6 +97,7 @@ void Chunk::unload() {
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void Chunk::createMeshAsync(Chunk* c) {
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if(c == nullptr) return;
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if(c->working) return;
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c->working = true;
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if(c->worker.joinable())
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c->worker.join();
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c->worker = std::thread(createMesh, c);
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@ -105,6 +105,13 @@ void Chunk::createMeshAsync(Chunk* c) {
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void Chunk::createMesh(Chunk* c) {
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if(c == nullptr) return;
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if(!isGenerated(c->gridX-1, c->gridZ) ||
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!isGenerated(c->gridX+1, c->gridZ) ||
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!isGenerated(c->gridX, c->gridZ-1) ||
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!isGenerated(c->gridX, c->gridZ+1)) {
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c->working = false;
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return;
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}
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c->vertexData.data.clear();
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for(int32_t x=0;x<16;x++) {
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for(int32_t y=0; y<256; y++) {
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@ -132,8 +139,8 @@ void Chunk::createMesh(Chunk* c) {
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}
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}
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}
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c->reload = true;
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c->working = false;
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c->reloadRequired = true;
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}
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void Chunk::addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block) {
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@ -150,12 +157,48 @@ void Chunk::addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z
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}
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}
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//
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// CHUNK GENERATION FOR BOTH SYNC AND ASYNC
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//
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void Chunk::generateAsync(Chunk* c) {
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if(c == nullptr) return;
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if(c->working) return;
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c->working = true;
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if(c->worker.joinable())
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c->worker.join();
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c->worker = std::thread(generate, c);
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}
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void Chunk::generate(Chunk* c) {
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c->cubes.resize(16*16*256);
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const PerlinNoise perlin{c->world_seed};
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for(int x = 0; x < 16; x++) {
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for(int z = 0; z < 16; z++) {
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int height = perlin.octave2D_01((( x + c->gridX * 16) * 0.01), ((z + c->gridZ * 16) * 0.01), 4) * 20;
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for(int y = 0; y < 256; y++) {
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if(y == height){
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c->setBlock(x, y, z, GRASS);
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} else if(y < height)
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c->setBlock(x, y, z, DIRT);
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else
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c->setBlock(x, y, z, AIR);
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}
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}
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}
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c->generated = true;
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c->working = false;
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}
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//
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// CHUNK GETTERS AND SETTORS
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//
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xe::Model* Chunk::getMesh() {
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if(reloadRequired) {
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if(reload) {
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if(chunkMesh != nullptr) {
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xe::Model::deleteModel(chunkMesh);
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chunkMesh = nullptr;
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@ -166,7 +209,8 @@ xe::Model* Chunk::getMesh() {
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builder.vertexData = vertexData;
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builder.vertexSize = 36;
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chunkMesh = xe::Model::createModel(builder);
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reloadRequired = false;
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vertexData.data.clear();
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reload = false;
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}
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return chunkMesh;
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}
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@ -207,28 +251,10 @@ void Chunk::setBlock(int32_t x, int32_t y, int32_t z, uint8_t block) {
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cubes[index] = block;
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}
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//
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// CHUNK GENERATION
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//
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void Chunk::generate() {
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cubes.resize(16*16*256);
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const PerlinNoise perlin{world_seed};
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for(int x = 0; x < 16; x++) {
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for(int z = 0; z < 16; z++) {
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int height = perlin.octave2D_01((( x + gridX * 16) * 0.01), ((z + gridZ * 16) * 0.01), 4) * 20;
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for(int y = 0; y < 256; y++) {
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if(y == height){
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setBlock(x, y, z, GRASS);
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} else if(y < height)
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setBlock(x, y, z, DIRT);
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else
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setBlock(x, y, z, AIR);
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}
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}
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}
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bool Chunk::isGenerated(int32_t gridX, int32_t gridZ) {
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Chunk* chunk = Chunk::getChunk(gridX, gridZ);
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if(chunk == nullptr) return false;
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return chunk->generated;
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}
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}
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@ -44,10 +44,15 @@ class Chunk {
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static void createMesh(Chunk* c);
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static void createMeshAsync(Chunk* c);
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static void generate(Chunk* c);
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static void generateAsync(Chunk* c);
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xe::Model* getMesh();
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uint8_t getBlock(int32_t x, int32_t y, int32_t z);
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void setBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
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static bool isGenerated(int32_t gridX, int32_t gridZ);
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const int32_t gridX, gridZ;
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const uint32_t world_seed, chunk_seed;
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@ -56,10 +61,10 @@ class Chunk {
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Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed);
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~Chunk();
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void generate();
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static void addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block);
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bool reloadRequired{false};
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bool generated{false};
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bool reload{false};
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bool working{false};
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xe::Model* chunkMesh;
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@ -78,11 +78,10 @@ void FirstApp::reloadLoadedChunks(xe::GameObject& viewer) {
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Chunk* chunk = Chunk::getChunk(newGridX, newGridZ);
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if(chunk == nullptr) {
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chunk = Chunk::newChunk(newGridX, newGridZ, 12345);
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Chunk::generateAsync(chunk);
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}
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if(chunk->getMesh() == nullptr){
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Chunk::createMeshAsync(chunk);
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Chunk::createMeshAsync(Chunk::getChunk(newGridX+1, newGridZ));
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Chunk::createMeshAsync(Chunk::getChunk(newGridX-1, newGridZ));
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Chunk::createMeshAsync(Chunk::getChunk(newGridX, newGridZ+1));
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Chunk::createMeshAsync(Chunk::getChunk(newGridX, newGridZ-1));
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}
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gameObject.model = chunk->getMesh();
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gameObject.transform.translation = glm::vec3(newGridX * 16.f, 0, newGridZ * 16.f);
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@ -32,7 +32,7 @@ class FirstApp {
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static constexpr int WIDTH = 800;
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static constexpr int HEIGHT = 600;
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static constexpr int RENDER_DISTANCE = 10;
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static constexpr int RENDER_DISTANCE = 15;
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void createGameObjects(xe::GameObject& viewer);
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void reloadLoadedChunks(xe::GameObject& viewer);
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