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4 | 4 | #include <barrier> |
5 | 5 |
|
6 | 6 | ChunkManager::ChunkManager(std::shared_ptr<GameObject> pworld, std::shared_ptr<Material> p_world_mat, const Camera& camera) : |
7 | | - mp_world(std::move(pworld)), mp_world_mat(std::move(p_world_mat)), m_worldmenu(m_load_radius) |
| 7 | + mp_world(std::move(pworld)), mp_world_mat(std::move(p_world_mat)), m_worldmenu(m_load_radius), _tpool(thread_pool_t::instance()) |
8 | 8 | { |
9 | 9 | mp_terrain_generator = std::make_unique<TerrainGenerator>(); |
10 | 10 | m_render_position = camera.GetPosition(); |
@@ -34,20 +34,19 @@ void ChunkManager::CreateWorld() |
34 | 34 |
|
35 | 35 | for (int32_t x = m_render_min.x; x <= m_render_max.x; x++) |
36 | 36 | { |
37 | | - std::thread t([&chunks, x, &sync, this]() { |
| 37 | + auto task = [x, &chunks, &sync, this]() |
| 38 | + { |
38 | 39 | for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
39 | 40 | { |
40 | | - |
41 | 41 | for (int32_t z = m_render_min.z; z <= m_render_max.z; z++) |
42 | 42 | { |
43 | | - // CreateNewChunk(x, y, z); |
44 | 43 | chunks.at({ x, y, z }) = create_chunk(x, y, z); |
45 | 44 | } |
46 | 45 | } |
| 46 | + sync.arrive_and_drop(); |
| 47 | + }; |
47 | 48 |
|
48 | | - sync.arrive_and_wait(); |
49 | | - }); |
50 | | - t.detach(); |
| 49 | + _tpool.enqueue(task); |
51 | 50 | } |
52 | 51 |
|
53 | 52 | sync.arrive_and_wait(); // wait for all chunks to be created |
@@ -199,6 +198,136 @@ bool ChunkManager::UpdateWorld(const Camera& camera) |
199 | 198 | return scene_x_need_update || scene_z_need_update; |
200 | 199 | } |
201 | 200 |
|
| 201 | +render_update_t ChunkManager::compute_world_update_x(const Camera& camera) |
| 202 | +{ |
| 203 | + render_update_t render_update; |
| 204 | + |
| 205 | + if (camera.GetPosition().x > m_render_position.x + Voxel::CHUNK_SIZE) |
| 206 | + { |
| 207 | + m_render_position.x = camera.GetPosition().x; |
| 208 | + |
| 209 | + m_render_max.x = m_render_max.x + 1; |
| 210 | + |
| 211 | + for (int32_t z = m_render_min.z; z <= m_render_max.z; z++) |
| 212 | + { |
| 213 | + for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
| 214 | + { |
| 215 | + CreateNewChunk(m_render_max.x, y, z); |
| 216 | + DestroyChunk(m_render_min.x, y, z); |
| 217 | + } |
| 218 | + } |
| 219 | + |
| 220 | + m_render_min.x = m_render_min.x + 1; |
| 221 | + |
| 222 | + render_update.created = m_render_max.x; |
| 223 | + render_update.update_plus = m_render_max.x - 1; |
| 224 | + render_update.update_min = m_render_min.x; |
| 225 | + render_update.updated = true; |
| 226 | + } |
| 227 | + else if (camera.GetPosition().x < m_render_position.x - Voxel::CHUNK_SIZE) |
| 228 | + { |
| 229 | + m_render_position.x = camera.GetPosition().x; |
| 230 | + |
| 231 | + m_render_min.x = m_render_min.x - 1; |
| 232 | + |
| 233 | + for (int32_t z = m_render_min.z; z <= m_render_max.z; z++) |
| 234 | + { |
| 235 | + for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
| 236 | + { |
| 237 | + CreateNewChunk(m_render_min.x, y, z); |
| 238 | + DestroyChunk(m_render_max.x, y, z); |
| 239 | + } |
| 240 | + } |
| 241 | + |
| 242 | + m_render_max.x = m_render_max.x - 1; |
| 243 | + |
| 244 | + render_update.created = m_render_min.x; |
| 245 | + render_update.update_plus = m_render_min.x + 1; |
| 246 | + render_update.update_min = m_render_max.x; |
| 247 | + render_update.updated = true; |
| 248 | + } |
| 249 | + |
| 250 | + return render_update; |
| 251 | +} |
| 252 | + |
| 253 | +render_update_t ChunkManager::compute_world_update_z(const Camera& camera) |
| 254 | +{ |
| 255 | + render_update_t render_update; |
| 256 | + |
| 257 | + if (camera.GetPosition().z > m_render_position.z + Voxel::CHUNK_SIZE) |
| 258 | + { |
| 259 | + m_render_position.z = camera.GetPosition().z; |
| 260 | + |
| 261 | + m_render_max.z = m_render_max.z + 1; |
| 262 | + |
| 263 | + for (int32_t x = m_render_min.x; x <= m_render_max.x; x++) |
| 264 | + { |
| 265 | + for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
| 266 | + { |
| 267 | + CreateNewChunk(x, y, m_render_max.z); |
| 268 | + DestroyChunk(x, y, m_render_min.z); |
| 269 | + } |
| 270 | + } |
| 271 | + |
| 272 | + m_render_min.z = m_render_min.z + 1; |
| 273 | + |
| 274 | + render_update.created = m_render_max.z; |
| 275 | + render_update.update_plus = m_render_max.z - 1; |
| 276 | + render_update.update_min = m_render_min.z; |
| 277 | + render_update.updated = true; |
| 278 | + } |
| 279 | + else if (camera.GetPosition().z < m_render_position.z - Voxel::CHUNK_SIZE) |
| 280 | + { |
| 281 | + m_render_position.z = camera.GetPosition().z; |
| 282 | + |
| 283 | + m_render_min.z = m_render_min.z - 1; |
| 284 | + |
| 285 | + for (int32_t x = m_render_min.x; x <= m_render_max.x; x++) |
| 286 | + { |
| 287 | + for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
| 288 | + { |
| 289 | + CreateNewChunk(x, y, m_render_min.z); |
| 290 | + DestroyChunk(x, y, m_render_max.z); |
| 291 | + } |
| 292 | + } |
| 293 | + |
| 294 | + m_render_max.z = m_render_max.z - 1; |
| 295 | + |
| 296 | + render_update.created = m_render_min.z; |
| 297 | + render_update.update_plus = m_render_min.z + 1; |
| 298 | + render_update.update_min = m_render_max.z; |
| 299 | + render_update.updated = true; |
| 300 | + } |
| 301 | + |
| 302 | + return render_update; |
| 303 | +} |
| 304 | + |
| 305 | +void ChunkManager::update_world_x(int32_t create_x, int32_t update_xplus, int32_t update_xmin) const |
| 306 | +{ |
| 307 | + for (int32_t z = m_render_min.z; z <= m_render_max.z; z++) |
| 308 | + { |
| 309 | + for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
| 310 | + { |
| 311 | + m_chunk_map.at({ create_x, y, z })->BuildChunk(m_chunk_map, mp_world, mp_world_mat); |
| 312 | + m_chunk_map.at({ update_xplus, y, z })->UpdateChunk(m_chunk_map, *mp_world); |
| 313 | + m_chunk_map.at({ update_xmin, y, z })->UpdateChunk(m_chunk_map, *mp_world); |
| 314 | + } |
| 315 | + } |
| 316 | +} |
| 317 | + |
| 318 | +void ChunkManager::update_world_z(int32_t create_z, int32_t update_zplus, int32_t update_zmin) const |
| 319 | +{ |
| 320 | + for (int32_t x = m_render_min.x; x <= m_render_max.x; x++) |
| 321 | + { |
| 322 | + for (int32_t y = m_render_min.y; y <= m_render_max.y; y++) |
| 323 | + { |
| 324 | + m_chunk_map.at({ x, y, create_z })->BuildChunk(m_chunk_map, mp_world, mp_world_mat); |
| 325 | + m_chunk_map.at({ x, y, update_zplus })->UpdateChunk(m_chunk_map, *mp_world); |
| 326 | + m_chunk_map.at({ x, y, update_zmin })->UpdateChunk(m_chunk_map, *mp_world); |
| 327 | + } |
| 328 | + } |
| 329 | +} |
| 330 | + |
202 | 331 | void ChunkManager::CreateNewChunk(int32_t x, int32_t y, int32_t z) |
203 | 332 | { |
204 | 333 | const ChunkKey key = { x, y, z }; |
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