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3 Commits

Author SHA1 Message Date
Brett 22f8fedce2 working on fixing threading 2023-04-24 16:14:37 -04:00
Brett fddef65704 threadpool 2023-04-22 21:11:30 -04:00
Brett 8d73163cc4 add assign3 shader classes 2023-04-22 20:35:46 -04:00
12 changed files with 308 additions and 128 deletions

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@ -58,4 +58,13 @@ if (USE_EXTRAS)
set_target_properties(FinalProject PROPERTIES COMPILE_FLAGS "-pthread") set_target_properties(FinalProject PROPERTIES COMPILE_FLAGS "-pthread")
else() else()
target_link_libraries(FinalProject PRIVATE glfw) target_link_libraries(FinalProject PRIVATE glfw)
endif()
if(MSVC)
#target_compile_options(BLT_TESTS PRIVATE /W4)
if(${CMAKE_BUILD_TYPE} MATCHES Debug)
target_link_options(FinalProject PRIVATE /DEBUG)
endif()
else()
target_compile_options(FinalProject PRIVATE -Wall -Wextra -Wpedantic)
endif() endif()

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@ -36,7 +36,7 @@ namespace fp {
vbo_type type = ARRAY_BUFFER; vbo_type type = ARRAY_BUFFER;
vbo_mem_type mem_type = STATIC; vbo_mem_type mem_type = STATIC;
VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): type(type), size(size), mem_type(mem_type) { VBO(vbo_type type, void* data, int size, vbo_mem_type mem_type = STATIC): size(size), type(type), mem_type(mem_type) {
glGenBuffers(1, &vboID); glGenBuffers(1, &vboID);
bind(); bind();
glBufferData(type, size, data, mem_type); glBufferData(type, size, data, mem_type);
@ -182,49 +182,36 @@ namespace fp {
glUniform4f(getUniformLocation(name), x, y, z, w); glUniform4f(getUniformLocation(name), x, y, z, w);
} }
}; };
class shader { /**
* a basic computer shader class, contains the functions and resources required to use compute shaders!
*/
class compute_shader : public shader_base {
private: private:
struct IntDefaultedToMinusOne { GLuint shaderID = 0;
GLint i = -1; public:
}; explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
// we can have shaders of many types in OpenGL
unsigned int programID = 0; inline void execute(int x, int y, int z) const {
// but we will only make use of these two for now bind();
unsigned int vertexShaderID = 0; glDispatchCompute(x, y, z);
unsigned int fragmentShaderID = 0; }
~compute_shader();
};
class shader : public shader_base {
private:
GLuint vertexShaderID = 0;
GLuint fragmentShaderID = 0;
// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!) // while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
unsigned int geometryShaderID = 0; GLuint geometryShaderID = 0;
// this would be very useful however it is highly unlikely webgl will support it // this would be very useful however it is highly unlikely webgl will support it
// im leaving some of this stuff in here because I might expand the native application to use some of it. // im leaving some of this stuff in here because I might expand the native application to use some of it.
// im trying to keep the web and native versions the same though // im trying to keep the web and native versions the same though
unsigned int tessellationShaderID = 0; GLuint tessellationShaderID = 0;
std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
static unsigned int createShader(const std::string& source, int type); static unsigned int createShader(const std::string& source, int type);
inline GLint getUniformLocation(const std::string &name) {
if (uniformVars[name].i != -1)
return uniformVars[name].i;
// caching the result is a lot faster since it won't change after the shader is created.
// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
int loc = glGetUniformLocation(programID, name.c_str());
uniformVars[name].i = loc;
return loc;
}
static inline std::string removeEmptyFirstLines(const std::string& string){
auto lines = blt::string::split(string, "\n");
std::string new_source_string;
for (const auto& line : lines) {
if (!line.empty() && !blt::string::contains(line, "\"")) {
new_source_string += line;
new_source_string += "\n";
}
}
return new_source_string;
}
public: public:
/** /**
* Creates a shader * Creates a shader
@ -243,56 +230,16 @@ namespace fp {
// used to set location of shared UBOs like the perspective and view matrix // used to set location of shared UBOs like the perspective and view matrix
void setUniformBlockLocation(const std::string &name, int location) const; void setUniformBlockLocation(const std::string &name, int location) const;
// set various data-types. ~shader();
inline void setBool(const std::string &name, bool value) {
glUniform1i(getUniformLocation(name), (int) value);
}
inline void setInt(const std::string &name, int value) {
glUniform1i(getUniformLocation(name), value);
}
inline void setFloat(const std::string &name, float value) {
glUniform1f(getUniformLocation(name), value);
}
inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
}
inline void setVec3(const std::string &name, const blt::vec3 &vec) {
glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
}
inline void setVec4(const std::string &name, const blt::vec4 &vec) {
// TODO: edit BLT to include a w component
glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
}
inline void setVec2(const std::string &name, float x, float y) {
glUniform2f(getUniformLocation(name), x, y);
}
inline void setVec3(const std::string &name, float x, float y, float z) {
glUniform3f(getUniformLocation(name), x, y, z);
}
inline void setVec4(const std::string &name, float x, float y, float z, float w) {
glUniform4f(getUniformLocation(name), x, y, z, w);
}
inline void use() const {
glUseProgram(programID);
}
static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix); static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix); static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
static void updateViewMatrix(const blt::mat4x4& viewMatrix); static void updateViewMatrix(const blt::mat4x4& viewMatrix);
// returns the perspective view matrix which is calculated per frame. (This is for optimization) // returns the perspective view matrix which is calculated per frame. (This is for optimization)
static const blt::mat4x4& getPVM(); static const blt::mat4x4& getPVM();
~shader();
}; };
} }

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@ -112,8 +112,8 @@ namespace fp::texture {
int width, int height, GLint bind_type = GL_TEXTURE_2D, int width, int height, GLint bind_type = GL_TEXTURE_2D,
GLint color_mode = GL_RGBA GLint color_mode = GL_RGBA
): ):
m_width(width), m_height(height), textureBindType(bind_type), textureBindType(bind_type), textureColorMode(color_mode), m_width(width),
textureColorMode(color_mode) { m_height(height) {
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
} }

54
include/util/threadpool.h Normal file
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@ -0,0 +1,54 @@
/*
* Created by Brett on 22/04/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#ifndef FINALPROJECT_THREADPOOL_H
#define FINALPROJECT_THREADPOOL_H
#include <thread>
#include <mutex>
#include <functional>
#include <queue>
namespace blt {
class runnable {
public:
virtual void run() = 0;
virtual ~runnable() = default;
};
/**
* If your runnable functions are small consider using another data structure,
* as thread_pool will be slow if many small tasks are needed to be ran.
* thread_pool is designed for running large long run tasks
*/
class thread_pool {
private:
volatile bool halted;
int MAX_THREADS;
std::queue<std::function<void()>*> runQueue {};
std::vector<std::thread*> threads {};
std::mutex queueMutex {};
public:
explicit thread_pool(int maxThreads);
/**
* Attempts to start the thread_pool.
*/
void start();
void run(std::function<void()>* func);
void run(runnable* func);
void stop();
~thread_pool();
};
}
#endif //FINALPROJECT_THREADPOOL_H

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@ -11,6 +11,7 @@
#include <render/gl.h> #include <render/gl.h>
#include <phmap.h> #include <phmap.h>
#include "blt/profiling/profiler.h" #include "blt/profiling/profiler.h"
#include "util/threadpool.h"
#include <render/frustum.h> #include <render/frustum.h>
namespace fp { namespace fp {
@ -151,7 +152,14 @@ namespace fp {
class world { class world {
private: private:
phmap::flat_hash_map<chunk_pos, chunk*, _static::chunk_pos_hash, _static::chunk_pos_equality> chunk_storage; // not using the parallel functions of the map, we will do manual concurrency control
// "The parallel hash maps are preferred when you have a few hash maps that will store a very large number of values.
// The non-parallel hash maps are preferred if you have a large number of hash maps, each storing a relatively small number of values."
phmap::parallel_flat_hash_map<chunk_pos, chunk*, _static::chunk_pos_hash, _static::chunk_pos_equality> chunk_storage;
std::mutex chunkInsertMutex;
std::thread* chunkGenerationThread;
const unsigned int THREAD_COUNT = 16;
volatile bool running = true;
protected: protected:
void generateChunkMesh(chunk* chunk); void generateChunkMesh(chunk* chunk);
@ -166,9 +174,16 @@ namespace fp {
neighbours[Z_NEG] = getChunk(chunk_pos{pos.x, pos.y, pos.z - 1}); neighbours[Z_NEG] = getChunk(chunk_pos{pos.x, pos.y, pos.z - 1});
} }
inline void insertChunk(chunk* chunk) { inline bool spawnChunk(chunk* chunk) {
// make sure not to insert null chunks
if (chunk == nullptr) if (chunk == nullptr)
return; return false;
// we must lock for the entire insertion including neighbour updates.
// otherwise chunk updates might not be properly handled
std::scoped_lock<std::mutex> lock(chunkInsertMutex);
// or overwrite existing chunks (*memory leak*)
if (chunk_storage.find(chunk->getPos()) != chunk_storage.end())
return false;
chunk_storage.insert({chunk->getPos(), chunk}); chunk_storage.insert({chunk->getPos(), chunk});
chunk_neighbours chunkNeighbours{}; chunk_neighbours chunkNeighbours{};
@ -178,6 +193,18 @@ namespace fp {
if (p) if (p)
p->setStatus(NEIGHBOUR_CREATE); p->setStatus(NEIGHBOUR_CREATE);
} }
return true;
}
inline static chunk_pos offsetCameraByChunk(int i, int j, int k) {
const auto& pos = fp::camera::getPosition();
int x = (int) pos.x();
int y = (int) pos.y();
int z = (int) pos.z();
auto camera_chunk_pos = fp::_static::world_to_chunk({x, y, z});
return chunk_pos{camera_chunk_pos.x + i, // chunk x
camera_chunk_pos.y + j, // chunk y
camera_chunk_pos.z + k}; // chunk z
} }
inline chunk* getChunk(const chunk_pos& pos) { inline chunk* getChunk(const chunk_pos& pos) {
@ -192,7 +219,7 @@ namespace fp {
} }
public: public:
world() = default; world();
void update(); void update();

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@ -52,14 +52,20 @@ int main() {
fp::window::init(); fp::window::init();
BLT_TRACE("Creating renderer");
renderer = new fp::renderer(); renderer = new fp::renderer();
BLT_TRACE("Init graphics");
fp::graphics::init(*renderer); fp::graphics::init(*renderer);
BLT_TRACE("Creating textures");
// textures must come first as blocks will require the IDs // textures must come first as blocks will require the IDs
fp::registry::registerDefaultTextures(); fp::registry::registerDefaultTextures();
fp::registry::registerDefaultBlocks(); fp::registry::registerDefaultBlocks();
BLT_TRACE("Registered textures!");
BLT_TRACE("Creating chunk shader!");
chunk_shader = renderer->createShader(fp::shader(shader_chunk_vert, shader_chunk_frag)); chunk_shader = renderer->createShader(fp::shader(shader_chunk_vert, shader_chunk_frag));
world = new fp::world(); world = new fp::world();
BLT_TRACE("World created!");
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);

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@ -65,6 +65,18 @@ namespace fp::_static {
} }
namespace fp { namespace fp {
static inline std::string removeEmptyFirstLines(const std::string& string){
auto lines = blt::string::split(string, "\n");
std::string new_source_string;
for (const auto& line : lines) {
if (!line.empty() && !blt::string::contains(line, "\"")) {
new_source_string += line;
new_source_string += "\n";
}
}
return new_source_string;
}
VAO::VAO() { VAO::VAO() {
glGenVertexArrays(1, &vaoID); glGenVertexArrays(1, &vaoID);
} }
@ -96,7 +108,6 @@ namespace fp {
VBOs.insert({-1, vbo}); VBOs.insert({-1, vbo});
} }
unsigned int shader::createShader(const std::string& source, int type) { unsigned int shader::createShader(const std::string& source, int type) {
const char* shader_code = source.c_str(); const char* shader_code = source.c_str();
// creates a Shader // creates a Shader
@ -132,7 +143,7 @@ namespace fp {
} }
shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) { shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) {
// load shader sources // load shader sources
bool load_geometry = !geometry.empty(); bool load_geometry = !geometry.empty();
std::string vertex_source = vertex; std::string vertex_source = vertex;
std::string fragment_source = fragment; std::string fragment_source = fragment;
@ -153,7 +164,7 @@ namespace fp {
vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER); vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER); fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
if (load_geometry) if (load_geometry)
BLT_ERROR("Unable to load geometry shader because webgl doesn't support it!"); geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
// bind them to a program // bind them to a program
programID = glCreateProgram(); programID = glCreateProgram();
@ -170,10 +181,10 @@ namespace fp {
if (!success) { if (!success) {
int log_length = 0; int log_length = 0;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length); glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
// scoped buffers will delete their memory when they go out of scope. // scoped buffers will delete their memory when they go out of scope.
blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)}; blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer); glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer);
BLT_ERROR("--- --- --- --- --- --- --- --- ---"); BLT_ERROR("--- --- --- --- --- --- --- --- ---");
BLT_ERROR("Unable to link program of ID: %d", programID); BLT_ERROR("Unable to link program of ID: %d", programID);
@ -186,19 +197,18 @@ namespace fp {
} }
glValidateProgram(programID); glValidateProgram(programID);
use(); bind();
setUniformBlockLocation("StandardMatrices", 0); setUniformBlockLocation("StandardMatrices", 0);
glUseProgram(0); glUseProgram(0);
} }
void shader::bindAttribute(int attribute, const std::string &name) const { void shader::bindAttribute(int attribute, const std::string &name) const {
use(); bind();
glBindAttribLocation(programID, attribute, name.c_str()); glBindAttribLocation(programID, attribute, name.c_str());
} }
void shader::setUniformBlockLocation(const std::string &name, int location) const { void shader::setUniformBlockLocation(const std::string &name, int location) const {
use(); bind();
glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location); glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
} }

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@ -8,8 +8,11 @@
namespace fp { namespace fp {
shader* renderer::createShader(shader&& shader) { shader* renderer::createShader(shader&& shader) {
BLT_TRACE("Creating shader");
auto s = new class shader(std::move(shader)); auto s = new class shader(std::move(shader));
BLT_TRACE("Shader created");
shaders.push_back(s); shaders.push_back(s);
BLT_TRACE("returning");
return s; return s;
} }
} }

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@ -122,10 +122,12 @@ namespace fp::graphics {
} }
void init(renderer& renderer) { void init(renderer& renderer) {
BLT_TRACE("Init font");
if (FT_Init_FreeType(&ft)) { if (FT_Init_FreeType(&ft)) {
BLT_FATAL("Unable to init freetype library!"); BLT_FATAL("Unable to init freetype library!");
std::abort(); std::abort();
} }
BLT_TRACE("Init face");
if (FT_New_Face(ft, "assets/fonts/JetBrains Mono.ttf", 0, &monospaced_face)) { if (FT_New_Face(ft, "assets/fonts/JetBrains Mono.ttf", 0, &monospaced_face)) {
BLT_ERROR("Unable to load default monospaced (JetBrains Mono) font!"); BLT_ERROR("Unable to load default monospaced (JetBrains Mono) font!");
std::abort(); std::abort();
@ -134,6 +136,7 @@ namespace fp::graphics {
// disable alignment restrictions. This might cause issues with WebGL! FIXME: if it does // disable alignment restrictions. This might cause issues with WebGL! FIXME: if it does
// 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. // 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.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
BLT_TRACE("Alignment set, generating characters");
generateCharacters(FONT_11); generateCharacters(FONT_11);
generateCharacters(FONT_12); generateCharacters(FONT_12);
@ -145,15 +148,20 @@ namespace fp::graphics {
generateCharacters(FONT_72); generateCharacters(FONT_72);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
BLT_TRACE("Character generation complete!");
FT_Done_Face(monospaced_face); FT_Done_Face(monospaced_face);
FT_Done_FreeType(ft); FT_Done_FreeType(ft);
BLT_TRACE("Creating font shaders and GL objects");
// create the GL objects required to render texts // create the GL objects required to render texts
text_shader = renderer.createShader(shader(shader_text_vert, shader_text_frag)); text_shader = renderer.createShader(shader(shader_text_vert, shader_text_frag));
BLT_TRACE("text shader created!");
plane_shader = renderer.createShader(shader(shader_plane_vert, shader_plane_frag)); plane_shader = renderer.createShader(shader(shader_plane_vert, shader_plane_frag));
BLT_TRACE("plane shader created!");
quad_vao = new VAO(); quad_vao = new VAO();
plane_vao = new VAO(); plane_vao = new VAO();
BLT_TRACE("VAOs created!");
float vertices[6 * 4] = { float vertices[6 * 4] = {
// vertices uvs // vertices uvs
@ -167,11 +175,12 @@ namespace fp::graphics {
0, 1.0, 0.0f, 1.0f, 0, 1.0, 0.0f, 1.0f,
}; };
BLT_TRACE("Binding VBOs");
quad_vao->bindVBO(new VBO(ARRAY_BUFFER, vertices, sizeof(float) * 6 * 4), 0, 4); quad_vao->bindVBO(new VBO(ARRAY_BUFFER, vertices, sizeof(float) * 6 * 4), 0, 4);
// since we will be updating the plane VBO regularly, we should tell the driver of this fact // since we will be updating the plane VBO regularly, we should tell the driver of this fact
plane_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0, DYNAMIC), 0, 3, GL_FLOAT, sizeof(float) * 3); plane_vao->bindVBO(new VBO(ARRAY_BUFFER, nullptr, 0, DYNAMIC), 0, 3, GL_FLOAT, sizeof(float) * 3);
plane_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0, DYNAMIC)); plane_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0, DYNAMIC));
BLT_TRACE("Init complete!");
} }
void cleanup() { void cleanup() {
@ -184,7 +193,7 @@ namespace fp::graphics {
void render() { void render() {
// generate planes // generate planes
plane_shader->use(); plane_shader->bind();
plane_vao->bind(); plane_vao->bind();
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
while (!plane_render_queue.empty()) { while (!plane_render_queue.empty()) {
@ -210,7 +219,7 @@ namespace fp::graphics {
//glDisable(GL_CULL_FACE); //glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
text_shader->use(); text_shader->bind();
quad_vao->bind(); quad_vao->bind();
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);

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@ -148,7 +148,7 @@ void fp::window::init(int width, int height) {
//glfwSwapInterval(1); //glfwSwapInterval(1);
updateWindowViewport(width, height); updateWindowViewport(width, height);
BLT_TRACE("Updated window view port!");
} }
void fp::window::update() { void fp::window::update() {

71
src/util/threadpool.cpp Normal file
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@ -0,0 +1,71 @@
/*
* Created by Brett on 22/04/23.
* Licensed under GNU General Public License V3.0
* See LICENSE file for license detail
*/
#include <util/threadpool.h>
blt::thread_pool::thread_pool(int maxThreads): MAX_THREADS(maxThreads) {
halted = false;
}
blt::thread_pool::~thread_pool() {
stop();
}
void blt::thread_pool::start() {
for (int i = 0; i < MAX_THREADS; i++) {
threads.push_back(
new std::thread(
[this]() -> void {
while (!halted){
// acquire a resource from the runnable queue
while (runQueue.empty())
std::this_thread::yield();
std::unique_lock<std::mutex> lock(queueMutex);
auto* run = runQueue.front();
runQueue.pop();
lock.unlock();
// attempt to run the function
if (run)
(*run)();
delete(run);
}
}
));
}
}
void blt::thread_pool::stop() {
if (halted)
return;
halted = true;
for (std::thread* thread : threads)
thread->join();
for (std::thread* thread : threads)
delete thread;
std::scoped_lock<std::mutex> lock(queueMutex);
while (!runQueue.empty()){
delete runQueue.front();
runQueue.pop();
}
}
void blt::thread_pool::run(std::function<void()>* func) {
std::scoped_lock<std::mutex> lock(queueMutex);
runQueue.push(func);
}
void blt::thread_pool::run(blt::runnable* func) {
std::scoped_lock<std::mutex> lock(queueMutex);
runQueue.push(new std::function<void()>([&]() -> void {
func->run();
}));
}

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@ -120,24 +120,22 @@ void fp::world::generateChunkMesh(chunk* chunk) {
} }
std::queue<fp::chunk_pos> chunks_to_generate{};
void fp::world::update() { void fp::world::update() {
auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS")); // auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS"));
//
while (fp::window::getCurrentDelta() < target_delta) { // while (fp::window::getCurrentDelta() < target_delta) {
if (chunks_to_generate.empty()) // if (chunks_to_generate.empty())
break; // break;
const auto& front = chunks_to_generate.front(); // const auto& front = chunks_to_generate.front();
//
insertChunk(generateChunk(front)); // spawnChunk(generateChunk(front));
//
chunks_to_generate.pop(); // chunks_to_generate.pop();
} // }
} }
void fp::world::render(fp::shader& shader) { void fp::world::render(fp::shader& shader) {
shader.use(); shader.bind();
if (fp::window::isKeyPressed(GLFW_KEY_F) && fp::window::keyState()) if (fp::window::isKeyPressed(GLFW_KEY_F) && fp::window::keyState())
fp::camera::isFrozen() ? fp::camera::unfreeze() : fp::camera::freeze(); fp::camera::isFrozen() ? fp::camera::unfreeze() : fp::camera::freeze();
@ -151,18 +149,11 @@ void fp::world::render(fp::shader& shader) {
for (int j = -view_distance; j <= view_distance; j++) { for (int j = -view_distance; j <= view_distance; j++) {
for (int k = -view_distance; k <= view_distance; k++) { for (int k = -view_distance; k <= view_distance; k++) {
// get the chunks around the player's camera // get the chunks around the player's camera
const auto& pos = fp::camera::getPosition(); chunk_pos adjusted_chunk_pos = offsetCameraByChunk(i, j, k);
int x = (int) pos.x(); // don't try to render null chunks! A separate thread should handle the generation.
int y = (int) pos.y();
int z = (int) pos.z();
auto camera_chunk_pos = fp::_static::world_to_chunk({x, y, z});
chunk_pos adjusted_chunk_pos {camera_chunk_pos.x + i, // chunk x
camera_chunk_pos.y + j, // chunk y
camera_chunk_pos.z + k}; // chunk z
// queue a chunk for generation if it doesn't exist. A separate thread should handle the generation.
auto* chunk = this->getChunk(adjusted_chunk_pos); auto* chunk = this->getChunk(adjusted_chunk_pos);
if (!chunk) { if (!chunk) {
chunks_to_generate.push(adjusted_chunk_pos); // chunks_to_generate.push(adjusted_chunk_pos);
continue; continue;
} }
@ -175,12 +166,13 @@ void fp::world::render(fp::shader& shader) {
chunk->updateChunkMesh(); chunk->updateChunkMesh();
} }
const auto p_min = blt::vec3{(float)i * CHUNK_SIZE, (float)j * CHUNK_SIZE, (float)k * CHUNK_SIZE}; const auto p_min = blt::vec3{(float) i * CHUNK_SIZE, (float) j * CHUNK_SIZE,
(float) k * CHUNK_SIZE};
const auto p_max = p_min + blt::vec3{CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE}; const auto p_max = p_min + blt::vec3{CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE};
const auto& m = camera::getPVM(); const auto& m = camera::getPVM();
if (frustum::isInsideFrustum(m, p_min)) //if (frustum::isInsideFrustum(m, p_min))
chunk->render(shader); chunk->render(shader);
} }
} }
@ -209,7 +201,9 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
float noise_total = 1; float noise_total = 1;
for (int j = 1; j <= 8; j++) for (int j = 1; j <= 8; j++)
noise_total += stb_perlin_noise3(block_x / 256.0f, block_z / 256.0f, (float)j * 5.213953f, 0, 0, 0) * (float)(j); noise_total += stb_perlin_noise3(
block_x / 256.0f, block_z / 256.0f, (float) j * 5.213953f, 0, 0, 0
) * (float) (j);
noise_total /= 8; noise_total /= 8;
@ -218,7 +212,9 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
for (int j = 0; j < CHUNK_SIZE; j++) { for (int j = 0; j < CHUNK_SIZE; j++) {
auto block_y = float(pos.y * CHUNK_SIZE + j); auto block_y = float(pos.y * CHUNK_SIZE + j);
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; 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;
if (block_y < world_height && noise2 > 0) if (block_y < world_height && noise2 > 0)
storage->set({i, j, k}, noise2 > 1 ? fp::registry::GRASS : fp::registry::STONE); storage->set({i, j, k}, noise2 > 1 ? fp::registry::GRASS : fp::registry::STONE);
@ -239,6 +235,54 @@ fp::world::~world() {
BLT_WRITE_PROFILE(profile, "Chunk Mesh"); BLT_WRITE_PROFILE(profile, "Chunk Mesh");
for (auto& chunk : chunk_storage) for (auto& chunk : chunk_storage)
delete (chunk.second); delete (chunk.second);
running = false;
// for (int i = 0; i < THREAD_COUNT; i++)
// chunkGenerationThread[i].join();
chunkGenerationThread->join();
delete chunkGenerationThread;
}
fp::world::world() {
chunkGenerationThread = new std::thread(
[this]() -> void {
while (running) {
auto view_distance = std::stoi(fp::settings::get("VIEW_DISTANCE")) / 2;
// get the chunks around the player's camera
for (int i = -view_distance; i <= view_distance; i++) {
for (int j = -view_distance; j <= view_distance; j++) {
for (int k = -view_distance; k <= view_distance; k++) {
chunk_pos adjusted_chunk_pos = offsetCameraByChunk(i, j, k);
auto* chunk = this->getChunk(adjusted_chunk_pos);
// only generate non-existent chunks
if (chunk)
continue;
auto* generated_chunk = generateChunk(adjusted_chunk_pos);
spawnChunk(generated_chunk);
}
}
}
}
}
);
// for (int i = 0; i < THREAD_COUNT; i++){
// chunkGenerationThread[i] = std::thread{[this]() -> void {
// while (running) {
// std::unique_lock<std::mutex> clock(chunkQueueMutex);
// if (chunks_to_generate.empty()) {
// clock.unlock();
// continue;
// }
// auto chunk_pos = chunks_to_generate.front();
// chunks_to_generate.pop();
// clock.unlock();
//
// auto* generated_chunk = generateChunk(chunk_pos);
// spawnChunk(generated_chunk);
// BLT_TRACE("Generated Chunk! %d, %d, %d", chunk_pos.x, chunk_pos.y,
// chunk_pos.z);
// }
// }};
// }
} }
void fp::chunk::render(fp::shader& shader) { void fp::chunk::render(fp::shader& shader) {