dynamic chunk loader issues - dyre nead of refractor

This commit is contained in:
Ben Kyd
2019-11-14 15:20:22 +00:00
parent e690652b03
commit b2ac1f3757
5 changed files with 78 additions and 21 deletions

View File

@@ -20,8 +20,10 @@ public:
void MoveCamera(Uint8* state); void MoveCamera(Uint8* state);
// Mouse // Mouse
void HandleMouse(SDL_Event e); void HandleMouse(SDL_Event e);
// Mouse Delta
void MouseMoved(glm::vec2 mouseDelta); void MouseMoved(glm::vec2 mouseDelta);
// Updatable by
float MouseSensitivity = 0.1f; float MouseSensitivity = 0.1f;
float CameraSpeed = 2.0f; float CameraSpeed = 2.0f;

View File

@@ -53,7 +53,7 @@ Chunk::Chunk(int x, int z, std::shared_ptr<FastNoise> terrainGenerator) {
continue; continue;
} }
if (pow(y / (float)CHUNK_HEIGHT, 1.1024f) + terrainGenerator->GetNoise(x + (Z * CHUNK_WIDTH), y, z + (X * CHUNK_DEPTH)) * 0.60f < 0.5f) { if (pow((y / (float)CHUNK_HEIGHT), 1.1024f) + terrainGenerator->GetNoise(x + (Z * CHUNK_WIDTH), y, z + (X * CHUNK_DEPTH)) * 0.40f < 0.5f) {
Voxels.push_back((uint8_t)EBlockType::Grass); Voxels.push_back((uint8_t)EBlockType::Grass);
continue; continue;
@@ -149,9 +149,23 @@ void Chunk::Load() {
} }
void Chunk::Unload() {
m_vertices.clear();
m_uvs.clear();
glBindVertexArray(m_vao);
glDeleteBuffers(1, &m_vbo);
glDeleteVertexArrays(1, &m_vao);
Loaded = false;
}
void Chunk::UploadMesh() { void Chunk::UploadMesh() {
if (!MeshReady) if (!MeshReady || !Loaded)
return; return;
glGenVertexArrays(1, &m_vao); glGenVertexArrays(1, &m_vao);
@@ -187,7 +201,7 @@ void Chunk::UploadMesh() {
void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader) { void Chunk::Render(std::shared_ptr<Camera> camera, std::shared_ptr<Shader> shader) {
if (!Loaded) if (!MeshReady || !Loaded)
return; return;
shader->Use(); shader->Use();
@@ -276,4 +290,6 @@ void Chunk::m_mesh() {
Chunk::~Chunk() { Chunk::~Chunk() {
Unload();
} }

View File

@@ -23,6 +23,7 @@ public:
Chunk(int x, int z, std::shared_ptr<FastNoise> terrainGenerator); Chunk(int x, int z, std::shared_ptr<FastNoise> terrainGenerator);
void Load(); void Load();
void Unload();
void UploadMesh(); void UploadMesh();
bool MeshReady = false; bool MeshReady = false;

View File

@@ -1,5 +1,8 @@
#include "world.hpp" #include "world.hpp"
#include <algorithm>
#include <iterator>
#include "chunk/chunk.hpp" #include "chunk/chunk.hpp"
#include "../renderer/shader.hpp" #include "../renderer/shader.hpp"
@@ -24,16 +27,17 @@ void World::LoadWorld() {
m_noiseGenerator = std::make_shared<FastNoise>(); m_noiseGenerator = std::make_shared<FastNoise>();
m_noiseGenerator->SetSeed(rand()); m_noiseGenerator->SetSeed(rand());
m_noiseGenerator->SetNoiseType(FastNoise::Perlin); m_noiseGenerator->SetNoiseType(FastNoise::ValueFractal);
m_noiseGenerator->SetFractalOctaves(8); m_noiseGenerator->SetFractalOctaves(5);
for (int x = -4; x < 50; x++) // Generate a 54x54 chunk world
for (int y = -50; y < 4; y++) { // for (int x = -4; x < 50; x++)
// for (int y = -50; y < 4; y++) {
m_chunkLoaderQueue.push({ x, y }); // m_chunkLoaderQueue.push({ x, y });
} // }
// Spawn generator threads // Spawn generator threads
for (int i = 0; i < 6; i++) { for (int i = 0; i < 6; i++) {
@@ -56,9 +60,17 @@ void World::SetTextureMap(GLuint map) {
} }
glm::vec2 World::GetChunkCoords(glm::vec3 wordCoords) { glm::vec3 World::GetChunkCoords(glm::vec3 worldCoords) {
return { wordCoords.x / CHUNK_WIDTH, wordCoords.z / CHUNK_DEPTH }; return { worldCoords.x / static_cast<float>(CHUNK_WIDTH),
worldCoords.y / static_cast<float>(CHUNK_HEIGHT),
worldCoords.z / static_cast<float>(CHUNK_DEPTH) };
}
glm::vec2 World::GetChunk(glm::vec3 worldCoords) {
return { static_cast<int>(worldCoords.x / CHUNK_WIDTH), static_cast<int>(worldCoords.z / CHUNK_DEPTH) };
} }
@@ -71,12 +83,12 @@ std::vector<std::shared_ptr<Chunk>> World::GetRenderableChunks() {
// Should the chunk be rendererd ? // Should the chunk be rendererd ?
if (chunk.second->ShouldRender) { if (chunk.second->ShouldRender) {
m_chunkMutex.lock(); m_chunkLoderMutex.lock();
if (chunk.second->MeshReady) if (chunk.second->MeshReady)
chunk.second->UploadMesh(); chunk.second->UploadMesh();
m_chunkMutex.unlock(); m_chunkLoderMutex.unlock();
// If not, add it // If not, add it
chunks.push_back(chunk.second); chunks.push_back(chunk.second);
@@ -91,6 +103,21 @@ std::vector<std::shared_ptr<Chunk>> World::GetRenderableChunks() {
void World::Update(std::shared_ptr<Entity> player) { void World::Update(std::shared_ptr<Entity> player) {
glm::vec2 inChunk = GetChunk(player->Position);
if (m_chunks.find(inChunk) == m_chunks.end()) {
m_chunkLoderMutex.lock();
m_chunkLoaderQueue.push(inChunk);
m_chunkLoderMutex.unlock();
}
std::cout << "Position: " << player->Position.x << ":" << player->Position.y << ":" << player->Position.z << std::endl;
std::cout << "Chunk: " << inChunk.x << ":" << inChunk.y << std::endl << std::endl;
} }
void World::Render(std::shared_ptr<Entity> player) { void World::Render(std::shared_ptr<Entity> player) {
@@ -118,30 +145,36 @@ World::~World() {
} }
for (auto& chunk : m_chunks) {
chunk.second->Unload();
}
} }
void World::m_loadChunks() { void World::m_loadChunks() {
while (m_generatorRunning) { while (m_generatorRunning) {
m_chunkMutex.lock(); m_chunkLoderMutex.lock();
glm::vec2 coords = m_chunkLoaderQueue.front(); glm::vec2 coords = m_chunkLoaderQueue.front();
m_chunkLoaderQueue.pop(); m_chunkLoaderQueue.pop();
m_chunkMutex.unlock(); m_chunkLoderMutex.unlock();
std::shared_ptr<Chunk> loadingChunk = std::make_shared<Chunk>(coords.x, coords.y, m_noiseGenerator); std::shared_ptr<Chunk> loadingChunk = std::make_shared<Chunk>(coords.x, coords.y, m_noiseGenerator);
loadingChunk->ShouldRender = true;
std::cout << "Loaded chunk " << coords.x << ":" << coords.y << std::endl; std::cout << "Loaded chunk " << coords.x << ":" << coords.y << std::endl;
m_chunkMutex.lock(); m_chunkLoderMutex.lock();
m_chunks[coords] = loadingChunk; m_chunks[coords] = loadingChunk;
m_chunks[coords]->ShouldRender = true;
m_chunkMutex.unlock(); m_chunkLoderMutex.unlock();
while (m_chunkLoaderQueue.empty()) { while (m_chunkLoaderQueue.empty()) {

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@@ -30,7 +30,11 @@ public:
void SetTextureMap(GLuint map); void SetTextureMap(GLuint map);
// Takes world coordinates and gets a chunks coordinates // Takes world coordinates and gets a chunks coordinates
glm::vec2 GetChunkCoords(glm::vec3 wordCoords); glm::vec3 GetChunkCoords(glm::vec3 wordCoords);
// Takes world coordinates and gets the chunk those coorinates
// fall in
glm::vec2 GetChunk(glm::vec3 worldCoords);
std::vector<std::shared_ptr<Chunk>> GetRenderableChunks(); std::vector<std::shared_ptr<Chunk>> GetRenderableChunks();
@@ -59,10 +63,11 @@ private:
// Indexed by chunk coorinates // Indexed by chunk coorinates
std::unordered_map<glm::vec2, std::shared_ptr<Chunk>> m_chunks; std::unordered_map<glm::vec2, std::shared_ptr<Chunk>> m_chunks;
std::mutex m_chunkUpdaterMutex;
std::queue<glm::vec2> m_chunkUpdatesQueue; std::queue<glm::vec2> m_chunkUpdatesQueue;
std::queue<glm::vec2> m_chunkLoaderQueue;
std::mutex m_chunkMutex; std::mutex m_chunkLoderMutex;
std::queue<glm::vec2> m_chunkLoaderQueue;
// Generator // Generator
std::shared_ptr<FastNoise> m_noiseGenerator; std::shared_ptr<FastNoise> m_noiseGenerator;