Chunk Loading

This commit is contained in:
Ben
2019-11-03 16:57:26 +00:00
parent 671ab913ab
commit 6b94db8140
9 changed files with 253 additions and 59 deletions

View File

@@ -17,8 +17,11 @@ void main() {
if (outColour.w == .0)
discard;
float fogMax = 20000;
float fogMax = 60000;
outColour = vec4(mix(outColour.xyz, SkyColour, min(1.0f, Distance / fogMax)), outColour.w);
vec3 colour = mix(outColour.xyz, SkyColour, min(1.0f, Distance / fogMax));
// Retain fragment transparency
outColour = vec4(colour, outColour.w);
}

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@@ -1,9 +1,10 @@
#ifndef MINECRAFT_COMMON_H_
#define MINECRAFT_COMMON_H_
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/hash.hpp>
#include <glm/glm.hpp>
#include <glad/glad.h>
#include <KHR/khrplatform.h>

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@@ -1,5 +1,8 @@
#include "game.hpp"
// For glm::vec2 as the key of a hashmap
#define GLM_ENABLE_EXPERIMENTAL
#define LOGGER_DEFINITION
#include <logger.h>
@@ -81,6 +84,8 @@ void Game::Setup(int w, int h) {
m_cameras["Default"] = std::make_shared<Camera>(w, h);
m_activeCamera = m_cameras["Default"];
m_activeCamera->Position = { 0, 40, 0 };
m_activeCamera->UpdateView();
std::shared_ptr<CBlockDictionary> BlockDictionary = CBlockDictionary::GetInstance();
@@ -93,10 +98,6 @@ void Game::Setup(int w, int h) {
m_world->LoadWorld();
m_world->Shaders["Basic"] = std::make_shared<Shader>();
m_world->Shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
m_world->Shaders["Basic"]->Link();
}
void Game::Input(SDL_Event* e) {

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@@ -11,12 +11,6 @@ Renderer::Renderer() {
// Perform the render passes
void Renderer::Render(std::shared_ptr<World> world, std::shared_ptr<Camera> camera) {
glBindTexture(GL_TEXTURE_2D_ARRAY, world->TextureID);
for (int i = 0; i < world->Chunks.size(); i++) {
world->Chunks[i]->Render(camera, world->Shaders["Basic"]);
}
world->Render(camera);
}

View File

@@ -11,10 +11,37 @@
static std::default_random_engine generator;
Chunk::Chunk() {
}
Chunk::Chunk(int x, int z) {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
Load();
}
Chunk::Chunk(int x, int z, std::vector<uint8_t> voxels) {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
Voxels = voxels;
Load();
}
void Chunk::Load() {
if (Loaded)
return;
if (!Voxels.empty()) {
m_mesh();
return;
}
// [x + WIDTH * (y + HEIGHT * z)]
for (int x = 0; x < CHUNK_WIDTH; x++)
@@ -29,12 +56,11 @@ Chunk::Chunk(int x, int z) {
std::uniform_real_distribution<float> distribution(0, 1);
float r = distribution(generator);
if (r > 0.8f) {
if (r > 0.9f) {
Voxels.push_back((uint8_t)EBlockType::Air);
continue;
}
if (y == 0)
Voxels.push_back((uint8_t)EBlockType::Bedrock);
else if (y < 28)
@@ -47,22 +73,51 @@ Chunk::Chunk(int x, int z) {
}
m_mesh();
Loaded = true;
}
Chunk::Chunk(int x, int z, std::vector<uint8_t> voxels) {
void Chunk::UploadMesh() {
m_model = glm::translate(glm::mat4(1.0f), { x * CHUNK_WIDTH, 0, z * CHUNK_DEPTH });
if (!MeshReady)
return;
Voxels = voxels;
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
m_mesh();
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
std::vector<glm::vec3> data;
data.insert(data.end(), m_vertices.begin(), m_vertices.end());
data.insert(data.end(), m_uvs.begin(), m_uvs.end());
m_numVerts = m_vertices.size();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(glm::vec3), &data[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_vertices.size() * sizeof(glm::vec3)));
m_vertices.clear();
m_uvs.clear();
data.clear();
glBindVertexArray(0);
MeshReady = !MeshReady;
}
void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader) {
if (!Loaded)
return;
shader->Use();
glBindVertexArray(m_vao);
@@ -79,8 +134,9 @@ void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shade
}
void Chunk::Update() {
void Chunk::Update(std::vector<uint8_t> voxels) {
Voxels = voxels;
m_mesh();
}
@@ -142,29 +198,10 @@ void Chunk::m_mesh() {
}
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
std::vector<glm::vec3> data;
data.insert(data.end(), m_vertices.begin(), m_vertices.end());
data.insert(data.end(), m_uvs.begin(), m_uvs.end());
m_numVerts = m_vertices.size();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(glm::vec3), &data[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const void*)(m_vertices.size() * sizeof(glm::vec3)));
m_vertices.clear();
m_uvs.clear();
glBindVertexArray(0);
MeshReady = true;
}
Chunk::~Chunk() {
}

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@@ -15,12 +15,19 @@ class Voxel;
class Chunk {
public:
Chunk();
Chunk(int x, int z);
Chunk(int x, int z, std::vector<uint8_t> voxels);
void Load();
bool MeshReady = false;
void UploadMesh();
void Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader);
void Update();
void Update(std::vector<uint8_t> voxels);
//bool Loaded = false;
//bool Render = false;
@@ -32,6 +39,13 @@ public:
// to generate a mesh and send it to the GPU
std::vector<uint8_t> Voxels;
// To only be changed by the class its self
bool Loaded = false;
// To only be changed by render components
bool ShouldRender = false;
~Chunk();
private:
void m_mesh();

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@@ -2,3 +2,4 @@
#define MINECRAFT_WORLD_ENTITY_H_
#endif

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@@ -1,22 +1,140 @@
#include "world.hpp"
#include "chunk/chunk.hpp"
#include "../renderer/shader.hpp"
#include "../config.hpp"
World::World() {
}
void World::LoadWorld() {
m_shaders["Basic"] = std::make_shared<Shader>();
m_shaders["Basic"]->Load(GameConfig.ResourceBase + "shaders/simple");
m_shaders["Basic"]->Link();
for (int x = -4; x < 4; x++)
for (int y = -4; y < 4; y++) {
m_chunkLoaderQueue.push({ x, y });
}
for (int i = 0; i < 7; i++) {
m_generatorThreads.push_back(std::thread([&]() {
m_loadChunks();
}));
}
m_generatorRunning = true;
}
void World::SetTextureMap(GLuint map) {
m_textureMapID = map;
}
glm::vec2 World::GetChunkCoords(glm::vec3) {
glm::vec2 World::GetChunkCoords(glm::vec3 wordCoords) {
return { wordCoords.x / CHUNK_WIDTH, wordCoords.z / CHUNK_DEPTH };
}
std::vector<std::shared_ptr<Chunk>> World::GetRenderableChunks() {
std::vector<std::shared_ptr<Chunk>> chunks;
for (auto& chunk : m_chunks) {
// Should the chunk be rendererd ?
if (chunk.second->ShouldRender) {
m_chunkMutex.lock();
if (chunk.second->MeshReady)
chunk.second->UploadMesh();
m_chunkMutex.unlock();
// If not, add it
chunks.push_back(chunk.second);
}
}
return chunks;
}
void World::Render(std::shared_ptr<Camera> camera) {
glBindTexture(GL_TEXTURE_2D_ARRAY, m_textureMapID);
std::vector<std::shared_ptr<Chunk>> chunks = GetRenderableChunks();
for (int i = 0; i < chunks.size(); i++) {
chunks[i]->Render(camera, m_shaders["Basic"]);
}
}
World::~World() {
m_generatorRunning = false;
for (int i = 0; i < m_generatorThreads.size(); i++) {
m_generatorThreads[i].join();
}
}
void World::m_loadChunks() {
while (m_generatorRunning) {
m_chunkMutex.lock();
glm::vec2 coords = m_chunkLoaderQueue.front();
m_chunkLoaderQueue.pop();
m_chunkMutex.unlock();
std::shared_ptr<Chunk> loadingChunk = std::make_shared<Chunk>(coords.x, coords.y);
std::cout << "Loaded chunk " << coords.x << ":" << coords.y << std::endl;
m_chunkMutex.lock();
m_chunks[coords] = loadingChunk;
m_chunks[coords]->ShouldRender = true;
m_chunkMutex.unlock();
while (m_chunkLoaderQueue.empty()) {
if (!m_generatorRunning) break;
static std::chrono::milliseconds dura(1);
std::this_thread::sleep_for(dura);
}
}
}

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@@ -3,42 +3,67 @@
#include "../common.hpp"
#include <unordered_map>
#include "../renderer/camera.hpp"
#include "chunk/chunk.hpp"
#include <unordered_map>
#include <thread>
#include <mutex>
#include <queue>
class Shader;
class Chunk;
class World {
public:
// Default constructor
World();
// Preps the render threads and loads all of the shaders
void LoadWorld();
void SetTextureMap(GLuint map);
// Takes world coordinates and gets a chunks coordinates
glm::vec2 GetChunkCoords(glm::vec3);
glm::vec2 GetChunkCoords(glm::vec3 wordCoords);
std::vector<std::shared_ptr<Chunk>> GetRenderableChunks();
void Render(std::shared_ptr<Camera> camera);
~World();
private:
// GL stuff
// Main texture map id
GLuint m_textureMapID;
// Shaders indexed by name
std::map<std::string, std::shared_ptr<Shader>> m_shaders;
// Threads used for chunk generation
std::vector<std::thread> m_generatorThreads;
bool m_generatorRunning = false;
// Chuks
std::vector<std::shared_ptr<Chunk>> m_renderableChunks;
// Indexed by chunk coorinates
std::unordered_map<glm::vec2, std::shared_ptr<Chunk>> m_chunks;
std::queue<glm::vec2> m_chunkUpdatesQueue;
std::queue<glm::vec2> m_chunkLoaderQueue;
std::mutex m_chunkMutex;
void m_loadChunks();
};
#endif