working on fixing threading
parent
fddef65704
commit
22f8fedce2
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@ -59,3 +59,12 @@ if (USE_EXTRAS)
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else()
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target_link_libraries(FinalProject PRIVATE glfw)
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endif()
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if(MSVC)
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#target_compile_options(BLT_TESTS PRIVATE /W4)
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if(${CMAKE_BUILD_TYPE} MATCHES Debug)
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target_link_options(FinalProject PRIVATE /DEBUG)
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endif()
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else()
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target_compile_options(FinalProject PRIVATE -Wall -Wextra -Wpedantic)
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endif()
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@ -36,7 +36,7 @@ namespace fp {
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vbo_type type = ARRAY_BUFFER;
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vbo_mem_type mem_type = STATIC;
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VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): type(type), size(size), mem_type(mem_type) {
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VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): size(size), type(type), mem_type(mem_type) {
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glGenBuffers(1, &vboID);
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bind();
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glBufferData(type, size, data, mem_type);
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@ -112,8 +112,8 @@ namespace fp::texture {
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int width, int height, GLint bind_type = GL_TEXTURE_2D,
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GLint color_mode = GL_RGBA
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):
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m_width(width), m_height(height), textureBindType(bind_type),
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textureColorMode(color_mode) {
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textureBindType(bind_type), textureColorMode(color_mode), m_width(width),
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m_height(height) {
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glGenTextures(1, &textureID);
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}
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@ -29,7 +29,7 @@ namespace blt {
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private:
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volatile bool halted;
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int MAX_THREADS;
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std::queue<runnable*> runQueue {};
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std::queue<std::function<void()>*> runQueue {};
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std::vector<std::thread*> threads {};
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std::mutex queueMutex {};
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public:
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@ -40,7 +40,7 @@ namespace blt {
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*/
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void start();
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void run(std::function<void()>& func);
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void run(std::function<void()>* func);
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void run(runnable* func);
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@ -11,6 +11,7 @@
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#include <render/gl.h>
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#include <phmap.h>
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#include "blt/profiling/profiler.h"
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#include "util/threadpool.h"
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#include <render/frustum.h>
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namespace fp {
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@ -151,7 +152,14 @@ namespace fp {
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class world {
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private:
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phmap::flat_hash_map<chunk_pos, chunk*, _static::chunk_pos_hash, _static::chunk_pos_equality> chunk_storage;
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// not using the parallel functions of the map, we will do manual concurrency control
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// "The parallel hash maps are preferred when you have a few hash maps that will store a very large number of values.
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// The non-parallel hash maps are preferred if you have a large number of hash maps, each storing a relatively small number of values."
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phmap::parallel_flat_hash_map<chunk_pos, chunk*, _static::chunk_pos_hash, _static::chunk_pos_equality> chunk_storage;
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std::mutex chunkInsertMutex;
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std::thread* chunkGenerationThread;
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const unsigned int THREAD_COUNT = 16;
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volatile bool running = true;
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protected:
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void generateChunkMesh(chunk* chunk);
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@ -166,9 +174,16 @@ namespace fp {
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neighbours[Z_NEG] = getChunk(chunk_pos{pos.x, pos.y, pos.z - 1});
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}
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inline void spawnChunk(chunk* chunk) {
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inline bool spawnChunk(chunk* chunk) {
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// make sure not to insert null chunks
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if (chunk == nullptr)
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return;
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return false;
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// we must lock for the entire insertion including neighbour updates.
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// otherwise chunk updates might not be properly handled
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std::scoped_lock<std::mutex> lock(chunkInsertMutex);
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// or overwrite existing chunks (*memory leak*)
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if (chunk_storage.find(chunk->getPos()) != chunk_storage.end())
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return false;
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chunk_storage.insert({chunk->getPos(), chunk});
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chunk_neighbours chunkNeighbours{};
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@ -178,6 +193,18 @@ namespace fp {
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if (p)
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p->setStatus(NEIGHBOUR_CREATE);
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}
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return true;
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}
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inline static chunk_pos offsetCameraByChunk(int i, int j, int k) {
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const auto& pos = fp::camera::getPosition();
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int x = (int) pos.x();
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int y = (int) pos.y();
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int z = (int) pos.z();
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auto camera_chunk_pos = fp::_static::world_to_chunk({x, y, z});
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return chunk_pos{camera_chunk_pos.x + i, // chunk x
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camera_chunk_pos.y + j, // chunk y
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camera_chunk_pos.z + k}; // chunk z
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}
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inline chunk* getChunk(const chunk_pos& pos) {
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@ -192,7 +219,7 @@ namespace fp {
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}
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public:
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world() = default;
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world();
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void update();
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@ -52,14 +52,20 @@ int main() {
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fp::window::init();
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BLT_TRACE("Creating renderer");
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renderer = new fp::renderer();
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BLT_TRACE("Init graphics");
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fp::graphics::init(*renderer);
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BLT_TRACE("Creating textures");
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// textures must come first as blocks will require the IDs
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fp::registry::registerDefaultTextures();
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fp::registry::registerDefaultBlocks();
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BLT_TRACE("Registered textures!");
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BLT_TRACE("Creating chunk shader!");
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chunk_shader = renderer->createShader(fp::shader(shader_chunk_vert, shader_chunk_frag));
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world = new fp::world();
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BLT_TRACE("World created!");
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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@ -8,8 +8,11 @@
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namespace fp {
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shader* renderer::createShader(shader&& shader) {
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BLT_TRACE("Creating shader");
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auto s = new class shader(std::move(shader));
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BLT_TRACE("Shader created");
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shaders.push_back(s);
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BLT_TRACE("returning");
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return s;
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}
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}
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@ -122,10 +122,12 @@ namespace fp::graphics {
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}
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void init(renderer& renderer) {
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BLT_TRACE("Init font");
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if (FT_Init_FreeType(&ft)) {
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BLT_FATAL("Unable to init freetype library!");
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std::abort();
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}
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BLT_TRACE("Init face");
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if (FT_New_Face(ft, "assets/fonts/JetBrains Mono.ttf", 0, &monospaced_face)) {
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BLT_ERROR("Unable to load default monospaced (JetBrains Mono) font!");
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std::abort();
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@ -134,6 +136,7 @@ namespace fp::graphics {
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// disable alignment restrictions. This might cause issues with WebGL! FIXME: if it does
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// gl requires an alignment of 4. Since we are going to only use a single character of any width/height the alignment must be changed.
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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BLT_TRACE("Alignment set, generating characters");
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generateCharacters(FONT_11);
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generateCharacters(FONT_12);
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generateCharacters(FONT_72);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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BLT_TRACE("Character generation complete!");
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FT_Done_Face(monospaced_face);
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FT_Done_FreeType(ft);
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BLT_TRACE("Creating font shaders and GL objects");
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// create the GL objects required to render texts
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text_shader = renderer.createShader(shader(shader_text_vert, shader_text_frag));
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BLT_TRACE("text shader created!");
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plane_shader = renderer.createShader(shader(shader_plane_vert, shader_plane_frag));
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BLT_TRACE("plane shader created!");
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quad_vao = new VAO();
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plane_vao = new VAO();
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BLT_TRACE("VAOs created!");
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float vertices[6 * 4] = {
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// vertices uvs
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0, 1.0, 0.0f, 1.0f,
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};
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BLT_TRACE("Binding VBOs");
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quad_vao->bindVBO(new VBO(ARRAY_BUFFER, vertices, sizeof(float) * 6 * 4), 0, 4);
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// since we will be updating the plane VBO regularly, we should tell the driver of this fact
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plane_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0, DYNAMIC), 0, 3, GL_FLOAT, sizeof(float) * 3);
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plane_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0, DYNAMIC));
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BLT_TRACE("Init complete!");
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}
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void cleanup() {
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@ -148,7 +148,7 @@ void fp::window::init(int width, int height) {
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//glfwSwapInterval(1);
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updateWindowViewport(width, height);
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BLT_TRACE("Updated window view port!");
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}
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void fp::window::update() {
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@ -5,17 +5,6 @@
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*/
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#include <util/threadpool.h>
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class runnable_function : public blt::runnable {
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private:
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std::function<void()>& func;
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public:
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explicit runnable_function(std::function<void()>& func): func(func) {}
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void run() final {
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func();
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}
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};
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blt::thread_pool::thread_pool(int maxThreads): MAX_THREADS(maxThreads) {
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halted = false;
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}
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[this]() -> void {
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while (!halted){
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// acquire a resource from the runnable queue
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while (runQueue.empty())
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std::this_thread::yield();
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std::unique_lock<std::mutex> lock(queueMutex);
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runnable* run = runQueue.front();
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auto* run = runQueue.front();
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runQueue.pop();
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lock.unlock();
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// attempt to run the function
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run->run();
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if (run)
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(*run)();
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delete(run);
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}
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}
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}
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void blt::thread_pool::run(std::function<void()>& func) {
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void blt::thread_pool::run(std::function<void()>* func) {
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std::scoped_lock<std::mutex> lock(queueMutex);
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runQueue.push(new runnable_function(func));
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runQueue.push(func);
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}
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void blt::thread_pool::run(blt::runnable* func) {
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std::scoped_lock<std::mutex> lock(queueMutex);
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runQueue.push(func)
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runQueue.push(new std::function<void()>([&]() -> void {
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func->run();
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}));
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}
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@ -120,20 +120,18 @@ void fp::world::generateChunkMesh(chunk* chunk) {
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}
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std::queue<fp::chunk_pos> chunks_to_generate{};
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void fp::world::update() {
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auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS"));
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while (fp::window::getCurrentDelta() < target_delta/2) {
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if (chunks_to_generate.empty())
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break;
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const auto& front = chunks_to_generate.front();
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spawnChunk(generateChunk(front));
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chunks_to_generate.pop();
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}
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// auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS"));
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//
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// while (fp::window::getCurrentDelta() < target_delta) {
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// if (chunks_to_generate.empty())
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// break;
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// const auto& front = chunks_to_generate.front();
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//
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// spawnChunk(generateChunk(front));
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//
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// chunks_to_generate.pop();
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// }
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}
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void fp::world::render(fp::shader& shader) {
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@ -151,18 +149,11 @@ void fp::world::render(fp::shader& shader) {
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for (int j = -view_distance; j <= view_distance; j++) {
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for (int k = -view_distance; k <= view_distance; k++) {
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// get the chunks around the player's camera
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const auto& pos = fp::camera::getPosition();
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int x = (int) pos.x();
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int y = (int) pos.y();
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int z = (int) pos.z();
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auto camera_chunk_pos = fp::_static::world_to_chunk({x, y, z});
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chunk_pos adjusted_chunk_pos {camera_chunk_pos.x + i, // chunk x
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camera_chunk_pos.y + j, // chunk y
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camera_chunk_pos.z + k}; // chunk z
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// queue a chunk for generation if it doesn't exist. A separate thread should handle the generation.
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chunk_pos adjusted_chunk_pos = offsetCameraByChunk(i, j, k);
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// don't try to render null chunks! A separate thread should handle the generation.
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auto* chunk = this->getChunk(adjusted_chunk_pos);
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if (!chunk) {
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chunks_to_generate.push(adjusted_chunk_pos);
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// chunks_to_generate.push(adjusted_chunk_pos);
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continue;
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}
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@ -175,12 +166,13 @@ void fp::world::render(fp::shader& shader) {
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chunk->updateChunkMesh();
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}
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const auto p_min = blt::vec3{(float)i * CHUNK_SIZE, (float)j * CHUNK_SIZE, (float)k * CHUNK_SIZE};
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const auto p_min = blt::vec3{(float) i * CHUNK_SIZE, (float) j * CHUNK_SIZE,
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(float) k * CHUNK_SIZE};
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const auto p_max = p_min + blt::vec3{CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE};
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const auto& m = camera::getPVM();
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if (frustum::isInsideFrustum(m, p_min))
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//if (frustum::isInsideFrustum(m, p_min))
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chunk->render(shader);
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}
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}
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@ -209,7 +201,9 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
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float noise_total = 1;
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for (int j = 1; j <= 8; j++)
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noise_total += stb_perlin_noise3(block_x / 256.0f, block_z / 256.0f, (float)j * 5.213953f, 0, 0, 0) * (float)(j);
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noise_total += stb_perlin_noise3(
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block_x / 256.0f, block_z / 256.0f, (float) j * 5.213953f, 0, 0, 0
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) * (float) (j);
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noise_total /= 8;
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@ -218,7 +212,9 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
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for (int j = 0; j < CHUNK_SIZE; j++) {
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auto block_y = float(pos.y * CHUNK_SIZE + j);
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float noise2 = stb_perlin_fbm_noise3(block_x / 32.0f, block_y / 32.0f, block_z / 32.0f, 2.0, 0.5, 5) + 0.75f;
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float noise2 = stb_perlin_fbm_noise3(
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block_x / 32.0f, block_y / 32.0f, block_z / 32.0f, 2.0, 0.5, 5
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) + 0.75f;
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if (block_y < world_height && noise2 > 0)
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storage->set({i, j, k}, noise2 > 1 ? fp::registry::GRASS : fp::registry::STONE);
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@ -239,6 +235,54 @@ fp::world::~world() {
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BLT_WRITE_PROFILE(profile, "Chunk Mesh");
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for (auto& chunk : chunk_storage)
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delete (chunk.second);
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running = false;
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// for (int i = 0; i < THREAD_COUNT; i++)
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// chunkGenerationThread[i].join();
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chunkGenerationThread->join();
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delete chunkGenerationThread;
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}
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fp::world::world() {
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chunkGenerationThread = new std::thread(
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[this]() -> void {
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while (running) {
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auto view_distance = std::stoi(fp::settings::get("VIEW_DISTANCE")) / 2;
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// get the chunks around the player's camera
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for (int i = -view_distance; i <= view_distance; i++) {
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for (int j = -view_distance; j <= view_distance; j++) {
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for (int k = -view_distance; k <= view_distance; k++) {
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chunk_pos adjusted_chunk_pos = offsetCameraByChunk(i, j, k);
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auto* chunk = this->getChunk(adjusted_chunk_pos);
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// only generate non-existent chunks
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if (chunk)
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continue;
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auto* generated_chunk = generateChunk(adjusted_chunk_pos);
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spawnChunk(generated_chunk);
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}
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}
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}
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}
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}
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);
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// for (int i = 0; i < THREAD_COUNT; i++){
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// chunkGenerationThread[i] = std::thread{[this]() -> void {
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// while (running) {
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// std::unique_lock<std::mutex> clock(chunkQueueMutex);
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// if (chunks_to_generate.empty()) {
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// clock.unlock();
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// continue;
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// }
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// auto chunk_pos = chunks_to_generate.front();
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// chunks_to_generate.pop();
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// clock.unlock();
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//
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// auto* generated_chunk = generateChunk(chunk_pos);
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// spawnChunk(generated_chunk);
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// BLT_TRACE("Generated Chunk! %d, %d, %d", chunk_pos.x, chunk_pos.y,
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// chunk_pos.z);
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// }
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// }};
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// }
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}
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void fp::chunk::render(fp::shader& shader) {
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Reference in New Issue