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3 Commits
28227d6105
...
22f8fedce2
Author | SHA1 | Date |
---|---|---|
Brett | 22f8fedce2 | |
Brett | fddef65704 | |
Brett | 8d73163cc4 |
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@ -58,4 +58,13 @@ if (USE_EXTRAS)
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set_target_properties(FinalProject PROPERTIES COMPILE_FLAGS "-pthread")
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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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@ -182,49 +182,36 @@ namespace fp {
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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};
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class shader {
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/**
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* a basic computer shader class, contains the functions and resources required to use compute shaders!
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*/
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class compute_shader : public shader_base {
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private:
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struct IntDefaultedToMinusOne {
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GLint i = -1;
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};
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// we can have shaders of many types in OpenGL
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unsigned int programID = 0;
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// but we will only make use of these two for now
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unsigned int vertexShaderID = 0;
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unsigned int fragmentShaderID = 0;
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GLuint shaderID = 0;
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public:
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explicit compute_shader(const std::string& shader_source, bool loadAsString = true);
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inline void execute(int x, int y, int z) const {
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bind();
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glDispatchCompute(x, y, z);
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}
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~compute_shader();
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};
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class shader : public shader_base {
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private:
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GLuint vertexShaderID = 0;
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GLuint fragmentShaderID = 0;
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// while these will remain unused. (Webgl2 apparently doesn't support them despite being based on GL4.3? that's a TODO!)
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unsigned int geometryShaderID = 0;
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GLuint geometryShaderID = 0;
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// this would be very useful however it is highly unlikely webgl will support it
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// im leaving some of this stuff in here because I might expand the native application to use some of it.
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// im trying to keep the web and native versions the same though
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unsigned int tessellationShaderID = 0;
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std::unordered_map<std::string, IntDefaultedToMinusOne> uniformVars;
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GLuint tessellationShaderID = 0;
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static unsigned int createShader(const std::string& source, int type);
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inline GLint getUniformLocation(const std::string &name) {
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if (uniformVars[name].i != -1)
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return uniformVars[name].i;
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// caching the result is a lot faster since it won't change after the shader is created.
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// TODO: look into this: https://webglfundamentals.org/webgl/lessons/webgl-qna-how-can-i-get-all-the-uniforms-and-uniformblocks.html
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int loc = glGetUniformLocation(programID, name.c_str());
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uniformVars[name].i = loc;
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return loc;
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}
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static inline std::string removeEmptyFirstLines(const std::string& string){
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auto lines = blt::string::split(string, "\n");
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std::string new_source_string;
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for (const auto& line : lines) {
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if (!line.empty() && !blt::string::contains(line, "\"")) {
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new_source_string += line;
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new_source_string += "\n";
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}
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}
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return new_source_string;
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}
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public:
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/**
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* Creates a shader
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@ -243,56 +230,16 @@ namespace fp {
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// used to set location of shared UBOs like the perspective and view matrix
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void setUniformBlockLocation(const std::string &name, int location) const;
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// set various data-types.
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inline void setBool(const std::string &name, bool value) {
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glUniform1i(getUniformLocation(name), (int) value);
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}
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inline void setInt(const std::string &name, int value) {
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glUniform1i(getUniformLocation(name), value);
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}
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inline void setFloat(const std::string &name, float value) {
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glUniform1f(getUniformLocation(name), value);
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}
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inline void setMatrix(const std::string &name, blt::mat4x4 &matrix) {
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glUniformMatrix4fv(getUniformLocation(name), 1, GL_FALSE, matrix.ptr());
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}
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inline void setVec3(const std::string &name, const blt::vec3 &vec) {
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glUniform3f(getUniformLocation(name), vec.x(), vec.y(), vec.z());
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}
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inline void setVec4(const std::string &name, const blt::vec4 &vec) {
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// TODO: edit BLT to include a w component
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glUniform4f(getUniformLocation(name), vec.x(), vec.y(), vec.z(), vec[3]);
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}
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inline void setVec2(const std::string &name, float x, float y) {
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glUniform2f(getUniformLocation(name), x, y);
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}
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inline void setVec3(const std::string &name, float x, float y, float z) {
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glUniform3f(getUniformLocation(name), x, y, z);
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}
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inline void setVec4(const std::string &name, float x, float y, float z, float w) {
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glUniform4f(getUniformLocation(name), x, y, z, w);
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}
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inline void use() const {
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glUseProgram(programID);
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}
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~shader();
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static void updateProjectionMatrix(const blt::mat4x4& projectionMatrix);
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static void updateOrthographicMatrix(const blt::mat4x4& orthoMatrix);
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static void updateViewMatrix(const blt::mat4x4& viewMatrix);
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// returns the perspective view matrix which is calculated per frame. (This is for optimization)
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static const blt::mat4x4& getPVM();
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~shader();
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};
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}
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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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@ -0,0 +1,54 @@
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/*
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* Created by Brett on 22/04/23.
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* Licensed under GNU General Public License V3.0
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* See LICENSE file for license detail
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*/
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#ifndef FINALPROJECT_THREADPOOL_H
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#define FINALPROJECT_THREADPOOL_H
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#include <thread>
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#include <mutex>
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#include <functional>
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#include <queue>
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namespace blt {
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class runnable {
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public:
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virtual void run() = 0;
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virtual ~runnable() = default;
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};
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/**
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* If your runnable functions are small consider using another data structure,
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* as thread_pool will be slow if many small tasks are needed to be ran.
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* thread_pool is designed for running large long run tasks
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*/
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class thread_pool {
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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<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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explicit thread_pool(int maxThreads);
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/**
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* Attempts to start the thread_pool.
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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(runnable* func);
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void stop();
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~thread_pool();
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};
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}
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#endif //FINALPROJECT_THREADPOOL_H
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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 insertChunk(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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@ -65,6 +65,18 @@ namespace fp::_static {
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}
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namespace fp {
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static inline std::string removeEmptyFirstLines(const std::string& string){
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auto lines = blt::string::split(string, "\n");
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std::string new_source_string;
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for (const auto& line : lines) {
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if (!line.empty() && !blt::string::contains(line, "\"")) {
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new_source_string += line;
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new_source_string += "\n";
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}
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}
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return new_source_string;
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}
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VAO::VAO() {
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glGenVertexArrays(1, &vaoID);
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}
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@ -96,7 +108,6 @@ namespace fp {
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VBOs.insert({-1, vbo});
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}
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unsigned int shader::createShader(const std::string& source, int type) {
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const char* shader_code = source.c_str();
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// creates a Shader
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@ -132,7 +143,7 @@ namespace fp {
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}
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shader::shader(const std::string& vertex, const std::string& fragment, const std::string& geometry, bool load_as_string) {
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// load shader sources
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// load shader sources
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bool load_geometry = !geometry.empty();
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std::string vertex_source = vertex;
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std::string fragment_source = fragment;
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@ -153,7 +164,7 @@ namespace fp {
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vertexShaderID = createShader(vertex_source, GL_VERTEX_SHADER);
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fragmentShaderID = createShader(fragment_source, GL_FRAGMENT_SHADER);
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if (load_geometry)
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BLT_ERROR("Unable to load geometry shader because webgl doesn't support it!");
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geometryShaderID = createShader(geometry_source, GL_GEOMETRY_SHADER);
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// bind them to a program
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programID = glCreateProgram();
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@ -170,10 +181,10 @@ namespace fp {
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if (!success) {
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int log_length = 0;
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glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &log_length);
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// scoped buffers will delete their memory when they go out of scope.
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blt::scoped_buffer<GLchar> infoLog{static_cast<unsigned long>(log_length + 1)};
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glGetProgramInfoLog(programID, log_length + 1, nullptr, infoLog.buffer);
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BLT_ERROR("--- --- --- --- --- --- --- --- ---");
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BLT_ERROR("Unable to link program of ID: %d", programID);
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@ -186,19 +197,18 @@ namespace fp {
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}
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glValidateProgram(programID);
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use();
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bind();
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setUniformBlockLocation("StandardMatrices", 0);
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glUseProgram(0);
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}
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void shader::bindAttribute(int attribute, const std::string &name) const {
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use();
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bind();
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glBindAttribLocation(programID, attribute, name.c_str());
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}
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void shader::setUniformBlockLocation(const std::string &name, int location) const {
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use();
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bind();
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glUniformBlockBinding(programID, glGetUniformBlockIndex(programID, name.c_str()), location);
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}
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|
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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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@ -145,15 +148,20 @@ namespace fp::graphics {
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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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|
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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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||||
|
@ -167,11 +175,12 @@ namespace fp::graphics {
|
|||
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);
|
||||
// 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);
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plane_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0, DYNAMIC));
|
||||
BLT_TRACE("Init complete!");
|
||||
}
|
||||
|
||||
void cleanup() {
|
||||
|
@ -184,7 +193,7 @@ namespace fp::graphics {
|
|||
|
||||
void render() {
|
||||
// generate planes
|
||||
plane_shader->use();
|
||||
plane_shader->bind();
|
||||
plane_vao->bind();
|
||||
glDisable(GL_CULL_FACE);
|
||||
while (!plane_render_queue.empty()) {
|
||||
|
@ -210,7 +219,7 @@ namespace fp::graphics {
|
|||
//glDisable(GL_CULL_FACE);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
text_shader->use();
|
||||
text_shader->bind();
|
||||
quad_vao->bind();
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
|
|
|
@ -148,7 +148,7 @@ void fp::window::init(int width, int height) {
|
|||
//glfwSwapInterval(1);
|
||||
|
||||
updateWindowViewport(width, height);
|
||||
|
||||
BLT_TRACE("Updated window view port!");
|
||||
}
|
||||
|
||||
void fp::window::update() {
|
||||
|
|
|
@ -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();
|
||||
}));
|
||||
}
|
||||
|
|
@ -120,24 +120,22 @@ void fp::world::generateChunkMesh(chunk* chunk) {
|
|||
|
||||
}
|
||||
|
||||
std::queue<fp::chunk_pos> chunks_to_generate{};
|
||||
|
||||
void fp::world::update() {
|
||||
auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS"));
|
||||
|
||||
while (fp::window::getCurrentDelta() < target_delta) {
|
||||
if (chunks_to_generate.empty())
|
||||
break;
|
||||
const auto& front = chunks_to_generate.front();
|
||||
|
||||
insertChunk(generateChunk(front));
|
||||
|
||||
chunks_to_generate.pop();
|
||||
}
|
||||
// auto target_delta = 1000000000 / std::stoi(fp::settings::get("FPS"));
|
||||
//
|
||||
// while (fp::window::getCurrentDelta() < target_delta) {
|
||||
// if (chunks_to_generate.empty())
|
||||
// break;
|
||||
// const auto& front = chunks_to_generate.front();
|
||||
//
|
||||
// spawnChunk(generateChunk(front));
|
||||
//
|
||||
// chunks_to_generate.pop();
|
||||
// }
|
||||
}
|
||||
|
||||
void fp::world::render(fp::shader& shader) {
|
||||
shader.use();
|
||||
shader.bind();
|
||||
|
||||
if (fp::window::isKeyPressed(GLFW_KEY_F) && fp::window::keyState())
|
||||
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 k = -view_distance; k <= view_distance; k++) {
|
||||
// get the chunks around the player's camera
|
||||
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});
|
||||
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.
|
||||
chunk_pos adjusted_chunk_pos = offsetCameraByChunk(i, j, k);
|
||||
// don't try to render null chunks! A separate thread should handle the generation.
|
||||
auto* chunk = this->getChunk(adjusted_chunk_pos);
|
||||
if (!chunk) {
|
||||
chunks_to_generate.push(adjusted_chunk_pos);
|
||||
// chunks_to_generate.push(adjusted_chunk_pos);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -175,12 +166,13 @@ void fp::world::render(fp::shader& shader) {
|
|||
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& m = camera::getPVM();
|
||||
|
||||
if (frustum::isInsideFrustum(m, p_min))
|
||||
//if (frustum::isInsideFrustum(m, p_min))
|
||||
chunk->render(shader);
|
||||
}
|
||||
}
|
||||
|
@ -209,7 +201,9 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
|
|||
float noise_total = 1;
|
||||
|
||||
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;
|
||||
|
||||
|
@ -218,7 +212,9 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
|
|||
for (int j = 0; j < 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)
|
||||
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");
|
||||
for (auto& chunk : chunk_storage)
|
||||
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) {
|
||||
|
|
Loading…
Reference in New Issue