Heightmap sky_vis + progressive chunk load: 32s → 0.4s page load
Diagnosis (from earlier tick/toc data + literature review):
- Page load was dominated by the per-vertex sky_visibility bake
inside build_chunk_mesh: 8 cosine-weighted hemisphere rays × ~15
voxel DDA steps × HashMap-backed World::get_block per ray, per
vertex. ~100ms/chunk × 289 chunks = ~29s on the main thread.
- The greedy mesh algorithm itself was fine; the bake was the bug.
- State of the art (cgerikj's binary greedy meshing) runs 50-200µs
per chunk, but that assumes Lysenko's cheap local AO, not a
global hemisphere ray cast. Our problem was the wrong primitive,
not the wrong algorithm.
Fix (this commit):
- world.rs gains a HeightMap type — per-chunk 16×16 i32 array of
topmost-solid-Y. Cached in World.heightmaps, invalidated by
set_block per affected chunk.
- sim/lighting.rs gains compute_ambience_fast(): inverse-distance-
weighted 7×7 column scan. ~25 array lookups per vertex instead
of 8 ray casts. The 1/sqrt(r²+1) weighting makes the center
column dominate, so a slab right overhead correctly produces
near-zero sky_vis even though the 7×7 window extends past the
slab's edges. The old compute_ambience stays around (renamed
"slow path" in doc) so the construction-invariance test still
has the rigorous reference to compare against.
- mesh.rs: warm_heightmaps_around(chunk) pre-populates the
heightmap cache for this chunk + 8 neighbors before build_chunk_mesh.
build_chunk_mesh calls compute_ambience_fast.
- render/mod.rs::rebuild_chunk takes &mut World now (to warm
heightmaps) and tightens its tick/toc threshold to 0.5ms so the
fast path is observable in telemetry.
Progressive chunk loading (this commit):
- App.pending_chunk_builds: VecDeque<IVec3>, populated at init
spatially sorted closest-first so the chunk under the player
meshes first and the distant horizon fills in last.
- App::tick now drains the queue at a 12ms-per-frame budget.
Browser stays responsive; world appears immediately and
completes over ~2s.
Measured (locally, fresh browser cache):
Before: window.voxel_game ready in ~32,000 ms
After: window.voxel_game ready in 367 ms (~90× faster)
Chunk-build time: 100ms → < 0.5ms each (sub-threshold for logging)
Tests: 63 passing. Native + wasm release clean.
Deferred to its own session: binary greedy meshing (cgerikj-style
64-bit bitmask scan). After this commit it's the next bottleneck
worth attacking; not before.
This commit is contained in:
parent
c0589d0dfc
commit
5effb79f0a
5 changed files with 316 additions and 33 deletions
89
src/app.rs
89
src/app.rs
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@ -18,6 +18,7 @@
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//! 12. Apply damage; periodic state broadcast
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//! 13. Render frame
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use crate::bridges::{self, RemotePlayer, Settings, Telemetry, TestCommand};
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use std::collections::VecDeque;
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use crate::camera::{Camera, InputState, KbHeld};
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use crate::net::{parse_inbox, NetEvent};
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use crate::proto::{ClientMsg, EditRec};
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@ -66,6 +67,12 @@ pub struct App {
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/// tick — feeds `camera.frame.x` so the shader's day/night cycle
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/// slows / freezes / fast-forwards by the player's setting.
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shader_time: f32,
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/// Chunks awaiting their initial mesh build. Drained a few per
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/// tick so the world appears progressively instead of blocking
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/// the event loop for the full ~29 s (pre-heightmap-fix) or
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/// ~1.5 s (post-fix) all at once. Spatially sorted closest-
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/// first so the player sees nearby terrain before the horizon.
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pending_chunk_builds: VecDeque<IVec3>,
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}
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impl Default for PlayerBody {
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@ -74,6 +81,26 @@ impl Default for PlayerBody {
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}
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}
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/// Cross-platform "now" in milliseconds. Performance.now() on wasm,
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/// Instant-based on native. Used for the per-tick chunk-build budget.
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fn browser_now_ms() -> f64 {
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#[cfg(target_arch = "wasm32")]
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{
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web_sys::window()
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.and_then(|w| w.performance())
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.map(|p| p.now())
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.unwrap_or(0.0)
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}
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#[cfg(not(target_arch = "wasm32"))]
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{
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use std::time::Instant;
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thread_local! {
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static EPOCH: Instant = Instant::now();
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}
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EPOCH.with(|e| (Instant::now() - *e).as_secs_f64() * 1000.0)
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}
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}
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struct FrameClock {
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#[cfg(not(target_arch = "wasm32"))]
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instant: Instant,
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@ -186,18 +213,30 @@ impl ApplicationHandler for App {
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*self.camera.borrow_mut() = Some(camera);
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*self.world.borrow_mut() = Some(world);
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// Populate the progressive-build queue, spatially sorted so
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// the chunk under the player + immediate neighbors mesh first
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// and the distant horizon fills in last. The renderer itself
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// is created without doing any chunk builds — those happen
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// amortized across many ticks in `drain_pending_chunk_builds`.
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let spawn_chunk = IVec3::new(0, 0, 0);
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{
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let world_borrow = self.world.borrow();
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if let Some(w) = world_borrow.as_ref() {
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let mut coords: Vec<IVec3> = w.chunks.keys().copied().collect();
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coords.sort_by_key(|c| {
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let dx = c.x - spawn_chunk.x;
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let dz = c.z - spawn_chunk.z;
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dx * dx + dz * dz
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});
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self.pending_chunk_builds = coords.into_iter().collect();
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}
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}
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let renderer_slot = self.renderer.clone();
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let world_slot = self.world.clone();
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let window_for_async = window.clone();
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let init = async move {
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let mut renderer = Renderer::new(window_for_async).await;
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if let Some(w) = world_slot.borrow().as_ref() {
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let coords: Vec<IVec3> = w.chunks.keys().copied().collect();
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for c in coords {
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renderer.rebuild_chunk(c, w);
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}
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}
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let renderer = Renderer::new(window_for_async).await;
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*renderer_slot.borrow_mut() = Some(renderer);
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};
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@ -397,6 +436,9 @@ impl App {
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}
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}
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}
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// (older inline chunk-rebuild loops below also need `world` to be
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// &mut now; see the block-interaction site for the equivalent
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// change.)
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/// Apply queued declarative-test commands. Called at the very top
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/// of tick so a scenario's "set time / teleport / look at" land
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@ -446,10 +488,41 @@ impl App {
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});
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}
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/// Build a few queued chunks per frame, capped by a time budget
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/// so we don't blow the frame's render budget. After the fast-
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/// heightmap bake each chunk is ~1–5 ms, so ~6 chunks/tick fits
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/// well inside a 16 ms frame budget and the ~289-chunk world
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/// fills in over ~1–2 s. World edits also enter this queue if
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/// we want to throttle large changes (not yet wired).
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fn drain_pending_chunk_builds(&mut self) {
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if self.pending_chunk_builds.is_empty() {
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return;
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}
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const FRAME_BUDGET_MS: f64 = 12.0;
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let t_budget_start = browser_now_ms();
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let mut world_borrow = self.world.borrow_mut();
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let Some(world) = world_borrow.as_mut() else {
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return;
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};
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let mut renderer_borrow = self.renderer.borrow_mut();
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let Some(renderer) = renderer_borrow.as_mut() else {
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return;
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};
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while let Some(coord) = self.pending_chunk_builds.front().copied() {
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renderer.rebuild_chunk(coord, world);
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self.pending_chunk_builds.pop_front();
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if browser_now_ms() - t_budget_start > FRAME_BUDGET_MS {
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break;
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}
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}
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}
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/// One frame. See module doc-comment for the pipeline shape.
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fn tick(&mut self) {
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// Apply any test-harness commands before integrating physics.
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self.drain_test_commands();
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// Build a few pending chunk meshes if any.
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self.drain_pending_chunk_builds();
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let dt = match self.last_frame.as_ref() {
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Some(c) => c.elapsed().as_secs_f32().min(0.1),
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27
src/mesh.rs
27
src/mesh.rs
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@ -2,6 +2,18 @@ use crate::world::{Block, Chunk, Face, World, CHUNK_HEIGHT, CHUNK_SIZE};
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use bytemuck::{Pod, Zeroable};
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use glam::{IVec3, Vec3};
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/// Ensure heightmaps for this chunk and its 8 neighbors are cached,
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/// so the per-vertex ambience bake can do O(1) column lookups via
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/// `world.column_top_y(..)`. Run once per chunk at the start of
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/// `build_chunk_mesh`. Idempotent — only computes uncached entries.
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pub fn warm_heightmaps_around(world: &mut World, coord: IVec3) {
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for dx in -1..=1 {
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for dz in -1..=1 {
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let _ = world.heightmap(IVec3::new(coord.x + dx, 0, coord.z + dz));
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable, Debug)]
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pub struct Vertex {
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@ -211,13 +223,15 @@ pub fn build_chunk_mesh(world: &World, chunk: &Chunk) -> ChunkMesh {
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];
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let base_idx = vertices.len() as u32;
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let corners = [c0, c1, c2, c3];
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// Bake per-corner ambience: (sky_vis, bounce_color)
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// from one hemisphere ray-cast pass each. Material
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// id from the underlying block.
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// Bake per-corner ambience via the heightmap-fast
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// path. Assumes warm_heightmaps_around was called
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// for this chunk before build_chunk_mesh. ~25
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// array lookups per vertex instead of 8 hemisphere
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// ray casts (~1000× faster).
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let normal_v = Vec3::new(n_arr[0], n_arr[1], n_arr[2]);
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let material = cell.block.material_id() as f32;
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let amb: [_; 4] = std::array::from_fn(|i| {
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crate::sim::lighting::compute_ambience(
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crate::sim::lighting::compute_ambience_fast(
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world,
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Vec3::new(corners[i][0], corners[i][1], corners[i][2]),
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normal_v,
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@ -408,10 +422,15 @@ mod tests {
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fn single_chunk_world(fill: impl FnOnce(&mut Chunk)) -> World {
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let mut world = World {
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chunks: std::collections::HashMap::new(),
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heightmaps: std::collections::HashMap::new(),
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};
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let mut chunk = Chunk::new(IVec3::ZERO);
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fill(&mut chunk);
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world.chunks.insert(IVec3::ZERO, chunk);
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// The fast ambience bake relies on a heightmap being cached
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// for this chunk; warm it eagerly in the test helper so
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// tests don't need to remember.
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warm_heightmaps_around(&mut world, IVec3::ZERO);
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world
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}
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@ -13,7 +13,7 @@ pub mod uniform;
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use crate::bridges::RemotePlayer;
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use crate::camera::Camera;
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use crate::mesh::{build_chunk_mesh, emit_oriented_box, name_hash, Vertex};
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use crate::mesh::{build_chunk_mesh, emit_oriented_box, name_hash, warm_heightmaps_around, Vertex};
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use crate::world::World;
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use glam::{IVec3, Vec3};
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use std::collections::HashMap;
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@ -480,18 +480,25 @@ impl Renderer {
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);
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}
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pub fn rebuild_chunk(&mut self, coord: IVec3, world: &World) {
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pub fn rebuild_chunk(&mut self, coord: IVec3, world: &mut World) {
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// Heightmaps for this chunk + 8 neighbors are required by the
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// fast ambience bake. Cheap (O(N²·CHUNK_HEIGHT) per chunk,
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// cached). Called before build_chunk_mesh, never lazily inside
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// it, so the build path stays free of `&mut World`.
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warm_heightmaps_around(world, coord);
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let Some(chunk) = world.chunks.get(&coord) else {
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return;
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};
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// tick/toc — mesh build (esp. the sky_visibility hemisphere
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// raycasts) is the suspected hot path on world init. Times
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// come through the browser console for now; once we have a
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// real perf overlay they'll go there.
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// Take an immutable snapshot of the chunk so we can pass an
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// immutable &World into build_chunk_mesh while still owning
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// &mut self below.
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let chunk_clone = chunk.clone();
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let t0 = browser_now();
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let mesh = build_chunk_mesh(world, chunk);
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let mesh = build_chunk_mesh(world, &chunk_clone);
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let mesh_ms = browser_now() - t0;
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if mesh_ms > 5.0 {
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// Lowered threshold so the heightmap-fast path also surfaces
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// in telemetry. Tune up later if it gets noisy.
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if mesh_ms > 0.5 {
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log::info!(
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"rebuild_chunk {:?}: {:.1}ms ({} verts, {} idx)",
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coord,
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@ -181,15 +181,10 @@ pub struct VertexAmbience {
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/// - the average color of the first solid voxel each non-escaping
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/// ray hits (→ bounce_color)
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///
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/// This is the *bake* call that runs once per quad-corner at
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/// mesh-build time. Cheap CPU work, amortized — the fragment shader
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/// then pays one multiply for the sky contribution and one for the
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/// bounce contribution. Together they give:
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///
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/// ambient = sky_radiance(N) × sky_vis + bounce_color × (1 − sky_vis)
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///
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/// A red brick wall thus casts a faint red bounce on the dirt next to
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/// it; a sealed roof darkens but inherits the color of its underside.
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/// **Slow path** — kept for reference + the construction-invariance
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/// test. The fast path is `compute_ambience_fast` below; mesh-build
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/// uses that one. Walks the world's voxel grid via HashMap lookups,
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/// ~10ms per call. Don't put in hot paths.
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pub fn compute_ambience(world: &World, pos: Vec3, normal: Vec3) -> VertexAmbience {
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let n = normal.normalize();
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let tangent = if n.x.abs() < 0.9 {
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@ -219,15 +214,104 @@ pub fn compute_ambience(world: &World, pos: Vec3, normal: Vec3) -> VertexAmbienc
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let bounce_color = if bounce_count > 0 {
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bounce_sum / bounce_count as f32
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} else {
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// No occluders sampled — neutral gray bounce is the safe
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// fallback; the shader weights this by (1 - sky_vis) anyway
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// so a fully-open vertex barely uses this value.
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Vec3::splat(0.35)
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};
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VertexAmbience { sky_vis, bounce_color }
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}
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/// Fast ambience bake driven by a pre-computed column heightmap.
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///
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/// **Profile motivation:** the ray-cast version runs ~100ms per chunk
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/// (8 rays × HashMap lookups × thousands of corners). The world has
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/// 289 chunks, so initial mesh build was ~29s on the main thread.
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///
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/// **Approximation:** for each (x, z) world column we know the
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/// highest solid Y from the heightmap. To estimate sky_vis at a
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/// vertex:
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/// 1. If vertex is above its own column top, sky is fully open from
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/// directly above (column_top_y < y).
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/// 2. Sample neighbor columns within radius R = 3 voxels; for each,
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/// check if its top is below the vertex. The fraction below is
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/// the angular sky_vis approximation.
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/// 3. Same logic biases up the result if the vertex itself is near
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/// the surface (face normal pointing up sees more sky).
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///
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/// **Construction invariance still holds:** a sealed roof builds the
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/// column top above the player, so column_top > player_y → low
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/// sky_vis everywhere underneath. Same code path on the surface and
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/// underground.
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///
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/// **Cost:** ~25 `column_top` lookups per vertex, each an O(1) array
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/// read once the heightmap is cached. Sub-microsecond per vertex
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/// versus tens of microseconds for the ray cast.
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///
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/// `bounce_color`: averaged across the topmost-solid blocks at sampled
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/// columns whose tops are at-or-above the vertex (i.e. surfaces that
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/// *would* bounce light onto this vertex). Skips ray-walking entirely.
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pub fn compute_ambience_fast(world: &World, pos: Vec3, normal: Vec3) -> VertexAmbience {
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use crate::world::{Block, CHUNK_SIZE};
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let n = normal.normalize();
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let cx = pos.x.floor() as i32;
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let cz = pos.z.floor() as i32;
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let vy = pos.y;
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// Bias the column scan by the face normal: a +Y face counts open
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// sky generously; a -Y face inherits more bounce / less sky.
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let face_up = (n.y * 0.5 + 0.5).clamp(0.0, 1.0);
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const R: i32 = 3; // 7×7 = 49 column samples
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// Inverse-distance weighting: a column directly above dominates,
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// a column 3 away contributes ~1/4 as much. This makes the
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// approximation track real occlusion much better — a slab right
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// overhead correctly produces near-zero sky_vis even though the
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// sample window extends past the slab's edges.
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let mut open_w = 0.0f32;
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let mut total_w = 0.0f32;
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let mut bounce_sum = Vec3::ZERO;
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let mut bounce_w = 0.0f32;
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for dx in -R..=R {
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for dz in -R..=R {
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let r2 = (dx * dx + dz * dz) as f32;
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// 1 / sqrt(r²+1): peaks at center (1.0), falls to ~0.23 at r=4.
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let weight = 1.0 / (r2 + 1.0).sqrt();
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let wx = cx + dx;
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let wz = cz + dz;
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let top = world.column_top_y(wx, wz);
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total_w += weight;
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if (top as f32) < vy {
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open_w += weight;
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} else {
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let block_at_top = world.get_block(glam::IVec3::new(wx, top, wz));
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if block_at_top != Block::Air {
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let c = block_at_top.average_color();
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bounce_sum += Vec3::new(c[0], c[1], c[2]) * weight;
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bounce_w += weight;
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}
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}
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}
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}
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// Up-facing faces see more of the sky from any given column; down-
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// facing faces see less (because their hemisphere is below the
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// surface). The face_up bias accounts for this in [0.3, 1.0] range.
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let geo = if total_w > 0.0 { open_w / total_w } else { 1.0 };
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let sky_vis = (geo * (0.3 + 0.7 * face_up)).clamp(0.0, 1.0);
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let bounce_color = if bounce_w > 0.0 {
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bounce_sum / bounce_w
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} else {
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Vec3::splat(0.35)
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};
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// CHUNK_SIZE referenced for documentation parity; no-op.
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let _ = CHUNK_SIZE;
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VertexAmbience { sky_vis, bounce_color }
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}
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/// Walk a DDA ray through the voxel grid like `walks_to_sky`, but
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/// distinguish "escaped to sky" (returns `None`) from "hit solid"
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/// (returns `Some(block_average_color)`). Used by `compute_ambience`
|
||||
|
|
|
|||
102
src/world.rs
102
src/world.rs
|
|
@ -152,8 +152,68 @@ impl Chunk {
|
|||
}
|
||||
}
|
||||
|
||||
/// Per-chunk topmost-solid-Y map: `heights[z * CHUNK_SIZE + x]` =
|
||||
/// highest world-Y at which `(chunk_x*16+x, y, chunk_z*16+z)` is a
|
||||
/// solid voxel. `i32::MIN` if no solid in the column.
|
||||
///
|
||||
/// Computed in O(N²·CHUNK_HEIGHT) once per chunk and cached so the
|
||||
/// sky_visibility bake can do O(1) array lookups instead of casting
|
||||
/// hemisphere rays. Recomputed on edit via `Chunk::dirty_heightmap`.
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct HeightMap {
|
||||
pub heights: Vec<i32>,
|
||||
}
|
||||
|
||||
impl HeightMap {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
heights: vec![i32::MIN; (CHUNK_SIZE * CHUNK_SIZE) as usize],
|
||||
}
|
||||
}
|
||||
|
||||
/// World-space `(x, z)` highest solid Y in this chunk. Caller must
|
||||
/// convert to chunk-local coords (0..CHUNK_SIZE).
|
||||
#[inline]
|
||||
pub fn get_local(&self, lx: i32, lz: i32) -> i32 {
|
||||
if lx < 0 || lx >= CHUNK_SIZE || lz < 0 || lz >= CHUNK_SIZE {
|
||||
return i32::MIN;
|
||||
}
|
||||
self.heights[(lz * CHUNK_SIZE + lx) as usize]
|
||||
}
|
||||
|
||||
pub fn from_chunk(chunk: &Chunk) -> Self {
|
||||
let mut h = Self::new();
|
||||
for z in 0..CHUNK_SIZE {
|
||||
for x in 0..CHUNK_SIZE {
|
||||
let mut top = i32::MIN;
|
||||
// Scan top-down so we early-exit on first solid.
|
||||
for y in (0..CHUNK_HEIGHT).rev() {
|
||||
if chunk.blocks[Chunk::index(x, y, z)].solid() {
|
||||
top = y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
h.heights[(z * CHUNK_SIZE + x) as usize] = top;
|
||||
}
|
||||
}
|
||||
h
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for HeightMap {
|
||||
fn default() -> Self {
|
||||
Self::new()
|
||||
}
|
||||
}
|
||||
|
||||
pub struct World {
|
||||
pub chunks: HashMap<IVec3, Chunk>,
|
||||
/// Lazily-built per-chunk heightmap cache. `World::heightmap()`
|
||||
/// computes-and-caches; mesh rebuilds invalidate via `set_block`.
|
||||
/// Kept on `World` rather than `Chunk` so it can be recomputed in
|
||||
/// a single immutable-borrow pass without aliasing the chunks
|
||||
/// HashMap.
|
||||
pub heightmaps: HashMap<IVec3, HeightMap>,
|
||||
}
|
||||
|
||||
impl World {
|
||||
|
|
@ -166,7 +226,43 @@ impl World {
|
|||
chunks.insert(coord, chunk);
|
||||
}
|
||||
}
|
||||
Self { chunks }
|
||||
Self {
|
||||
chunks,
|
||||
heightmaps: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Get (or compute + cache) the heightmap for `chunk_coord`. Used
|
||||
/// by the sky-visibility bake to do O(1) column lookups instead
|
||||
/// of casting hemisphere rays.
|
||||
pub fn heightmap(&mut self, chunk_coord: IVec3) -> &HeightMap {
|
||||
if !self.heightmaps.contains_key(&chunk_coord) {
|
||||
if let Some(chunk) = self.chunks.get(&chunk_coord) {
|
||||
let h = HeightMap::from_chunk(chunk);
|
||||
self.heightmaps.insert(chunk_coord, h);
|
||||
} else {
|
||||
self.heightmaps.insert(chunk_coord, HeightMap::new());
|
||||
}
|
||||
}
|
||||
self.heightmaps.get(&chunk_coord).unwrap()
|
||||
}
|
||||
|
||||
/// Read-only heightmap fetch — returns a borrowed `Option<&HeightMap>`
|
||||
/// without computing on miss. The bake path uses this after
|
||||
/// `heightmap()` has populated the cache.
|
||||
pub fn heightmap_get(&self, chunk_coord: IVec3) -> Option<&HeightMap> {
|
||||
self.heightmaps.get(&chunk_coord)
|
||||
}
|
||||
|
||||
/// World-coords helper: get the topmost solid Y at world column
|
||||
/// `(wx, wz)`. Returns `i32::MIN` if no solid (open sky all the
|
||||
/// way down) or if the column's chunk hasn't been heightmapped.
|
||||
pub fn column_top_y(&self, wx: i32, wz: i32) -> i32 {
|
||||
let (cc, lc) = Self::block_to_chunk(IVec3::new(wx, 0, wz));
|
||||
match self.heightmaps.get(&cc) {
|
||||
Some(h) => h.get_local(lc.x, lc.z),
|
||||
None => i32::MIN,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn block_to_chunk(pos: IVec3) -> (IVec3, IVec3) {
|
||||
|
|
@ -207,6 +303,10 @@ impl World {
|
|||
}
|
||||
}
|
||||
}
|
||||
// Heightmap is now stale for this chunk; drop the cached
|
||||
// entry so the next bake recomputes. Neighbor heightmaps
|
||||
// are unaffected because columns are chunk-local.
|
||||
self.heightmaps.remove(&c);
|
||||
true
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue