chunks rendering multithreading
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parent
00bd8c64d7
commit
089e87da69
@ -8,7 +8,6 @@
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#include "../window/Window.h"
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#include "../window/Camera.h"
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#include "../content/Content.h"
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#include "../graphics/ChunksRenderer.h"
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#include "../graphics/Mesh.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Shader.h"
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@ -33,6 +32,7 @@
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#include "../items/Inventory.h"
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#include "LevelFrontend.h"
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#include "graphics/Skybox.h"
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#include "graphics/ChunksRenderer.h"
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using glm::vec3;
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using glm::vec4;
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@ -74,7 +74,11 @@ bool WorldRenderer::drawChunk(size_t index,
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if (!chunk->isLighted()) {
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return false;
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}
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auto mesh = renderer->getOrRender(chunk.get());
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float distance = glm::distance(
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camera->position,
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glm::vec3((chunk->x + 0.5f) * CHUNK_W, camera->position.y, (chunk->z + 0.5f) * CHUNK_D)
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);
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auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W*1.5f);
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if (mesh == nullptr) {
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return false;
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}
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@ -98,6 +102,7 @@ bool WorldRenderer::drawChunk(size_t index,
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void WorldRenderer::drawChunks(Chunks* chunks,
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Camera* camera,
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Shader* shader) {
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renderer->update();
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std::vector<size_t> indices;
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for (size_t i = 0; i < chunks->volume; i++){
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if (chunks->chunks[i] == nullptr)
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@ -1,465 +1,472 @@
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#include "BlocksRenderer.h"
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#include <glm/glm.hpp>
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#include "Mesh.h"
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#include "UVRegion.h"
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#include "../constants.h"
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#include "../content/Content.h"
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#include "../voxels/Block.h"
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#include "../voxels/Chunk.h"
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#include "../voxels/VoxelsVolume.h"
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#include "../voxels/ChunksStorage.h"
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#include "../lighting/Lightmap.h"
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#include "../frontend/ContentGfxCache.h"
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using glm::ivec3;
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using glm::vec3;
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using glm::vec4;
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const uint BlocksRenderer::VERTEX_SIZE = 6;
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const vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
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BlocksRenderer::BlocksRenderer(size_t capacity,
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const Content* content,
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const ContentGfxCache* cache,
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const EngineSettings& settings)
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: content(content),
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vertexOffset(0),
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indexOffset(0),
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indexSize(0),
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capacity(capacity),
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cache(cache),
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settings(settings) {
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vertexBuffer = new float[capacity];
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indexBuffer = new int[capacity];
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voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
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blockDefsCache = content->getIndices()->getBlockDefs();
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}
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BlocksRenderer::~BlocksRenderer() {
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delete voxelsBuffer;
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delete[] vertexBuffer;
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delete[] indexBuffer;
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}
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/* Basic vertex add method */
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void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) {
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vertexBuffer[vertexOffset++] = coord.x;
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vertexBuffer[vertexOffset++] = coord.y;
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vertexBuffer[vertexOffset++] = coord.z;
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vertexBuffer[vertexOffset++] = u;
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vertexBuffer[vertexOffset++] = v;
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union {
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float floating;
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uint32_t integer;
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} compressed;
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compressed.integer = (uint32_t(light.r * 255) & 0xff) << 24;
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compressed.integer |= (uint32_t(light.g * 255) & 0xff) << 16;
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compressed.integer |= (uint32_t(light.b * 255) & 0xff) << 8;
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compressed.integer |= (uint32_t(light.a * 255) & 0xff);
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vertexBuffer[vertexOffset++] = compressed.floating;
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}
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void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
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indexBuffer[indexSize++] = indexOffset + a;
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indexBuffer[indexSize++] = indexOffset + b;
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indexBuffer[indexSize++] = indexOffset + c;
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indexBuffer[indexSize++] = indexOffset + d;
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indexBuffer[indexSize++] = indexOffset + e;
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indexBuffer[indexSize++] = indexOffset + f;
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indexOffset += 4;
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}
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/* Add face with precalculated lights */
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void BlocksRenderer::face(const vec3& coord,
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float w, float h, float d,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ,
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const UVRegion& region,
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const vec4(&lights)[4],
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const vec4& tint) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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vec3 X = axisX * w;
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vec3 Y = axisY * h;
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vec3 Z = axisZ * d;
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::vertex(const vec3& coord,
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float u, float v,
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const vec4& tint,
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const vec3& axisX,
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const vec3& axisY,
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const vec3& axisZ) {
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vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
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vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::face(const vec3& coord,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& region,
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bool lights) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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float s = 0.5f;
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if (lights) {
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float d = glm::dot(Z, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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vec3 axisX = glm::normalize(X);
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vec3 axisY = glm::normalize(Y);
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vec3 axisZ = glm::normalize(Z);
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vec4 tint(d);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
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} else {
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vec4 tint(1.0f);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
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}
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
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const vec3& p2, const vec3& p3, const vec3& p4,
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const vec3& X,
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const vec3& Y,
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const vec3& Z,
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const UVRegion& texreg,
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bool lights) {
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const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
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const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
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const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
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const vec3 fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
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vec4 tint(1.0f);
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if (lights) {
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vec3 dir = glm::cross(fp2 - fp1, fp3 - fp1);
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vec3 normal = glm::normalize(dir);
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float d = glm::dot(normal, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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tint *= d;
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tint *= pickLight(coord);
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// debug normal
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// tint.x = normal.x * 0.5f + 0.5f;
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// tint.y = normal.y * 0.5f + 0.5f;
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// tint.z = normal.z * 0.5f + 0.5f;
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}
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vertex(coord + fp1, texreg.u1, texreg.v1, tint);
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vertex(coord + fp2, texreg.u2, texreg.v1, tint);
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vertex(coord + fp3, texreg.u2, texreg.v2, tint);
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vertex(coord + fp4, texreg.u1, texreg.v2, tint);
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index(0, 1, 3, 1, 2, 3);
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}
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void BlocksRenderer::blockXSprite(int x, int y, int z,
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const vec3& size,
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const UVRegion& texface1,
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const UVRegion& texface2,
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float spread) {
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vec4 lights[]{
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
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pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}) };
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int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
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float xs = ((float)(char)rand / 512) * spread;
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float zs = ((float)(char)(rand >> 8) / 512) * spread;
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const float w = size.x / 1.41f;
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const float tint = 0.8f;
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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face(vec3(x + xs, y, z + zs),
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w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
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texface1, lights, vec4(tint));
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}
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// HINT: texture faces order: {east, west, bottom, top, south, north}
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/* AABB blocks render method */
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void BlocksRenderer::blockAABB(const ivec3& icoord,
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const UVRegion(&texfaces)[6],
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const Block* block, ubyte rotation,
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bool lights) {
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if (block->hitboxes.empty()) {
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return;
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}
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AABB hitbox = block->hitboxes[0];
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for (const auto& box : block->hitboxes) {
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hitbox.a = glm::min(hitbox.a, box.a);
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hitbox.b = glm::max(hitbox.b, box.b);
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}
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vec3 size = hitbox.size();
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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orient.transform(hitbox);
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}
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
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}
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void BlocksRenderer::blockCustomModel(const ivec3& icoord,
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const Block* block, ubyte rotation, bool lights) {
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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CoordSystem orient(X,Y,Z);
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vec3 coord(icoord);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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orient = rotations.variants[rotation];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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for (size_t i = 0; i < block->modelBoxes.size(); i++) {
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AABB box = block->modelBoxes[i];
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vec3 size = box.size();
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if (block->rotatable) {
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orient.transform(box);
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}
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vec3 center_coord = coord - vec3(0.5f) + box.center();
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face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
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face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
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face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
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face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
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face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
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face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
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}
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for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) {
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tetragonicFace(coord,
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block->modelExtraPoints[i * 4 + 0],
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block->modelExtraPoints[i * 4 + 1],
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block->modelExtraPoints[i * 4 + 2],
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block->modelExtraPoints[i * 4 + 3],
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X, Y, Z,
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block->modelUVs[block->modelBoxes.size()*6 + i], lights);
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}
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}
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCube(int x, int y, int z,
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const UVRegion(&texfaces)[6],
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const Block* block,
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ubyte states,
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bool lights) {
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ubyte group = block->drawGroup;
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vec3 X(1, 0, 0);
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vec3 Y(0, 1, 0);
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vec3 Z(0, 0, 1);
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vec3 coord(x, y, z);
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if (block->rotatable) {
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auto& rotations = block->rotations;
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auto& orient = rotations.variants[states & BLOCK_ROT_MASK];
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X = orient.axisX;
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Y = orient.axisY;
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Z = orient.axisZ;
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}
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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face(coord, X, Y, Z, texfaces[5], lights);
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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face(coord, -X, Y, -Z, texfaces[4], lights);
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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face(coord, X, -Z, Y, texfaces[3], lights);
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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face(coord, X, Z, -Y, texfaces[2], lights);
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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face(coord, -Z, Y, X, texfaces[1], lights);
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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face(coord, Z, Y, -X, texfaces[0], lights);
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}
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}
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// Does block allow to see other blocks sides (is it transparent)
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bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
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blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
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y,
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chunk->z * CHUNK_D + z);
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if (id == BLOCK_VOID)
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return false;
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const Block& block = *blockDefsCache[id];
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if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
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return true;
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}
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return !id;
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}
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bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
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blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
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y,
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chunk->z * CHUNK_D + z);
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if (id == BLOCK_VOID)
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return false;
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const Block& block = *blockDefsCache[id];
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if (block.lightPassing) {
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return true;
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}
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return !id;
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}
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vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
|
||||
if (isOpenForLight(x, y, z)) {
|
||||
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
return vec4(Lightmap::extract(light, 0) / 15.0f,
|
||||
Lightmap::extract(light, 1) / 15.0f,
|
||||
Lightmap::extract(light, 2) / 15.0f,
|
||||
Lightmap::extract(light, 3) / 15.0f);
|
||||
}
|
||||
else {
|
||||
return vec4(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
|
||||
return pickLight(coord.x, coord.y, coord.z);
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return (
|
||||
pickLight(coord) +
|
||||
pickLight(coord - right) +
|
||||
pickLight(coord - right - up) +
|
||||
pickLight(coord - up)) * 0.25f;
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
|
||||
}
|
||||
|
||||
void BlocksRenderer::render(const voxel* voxels) {
|
||||
int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
|
||||
int end = chunk->top * (CHUNK_W * CHUNK_D);
|
||||
for (const auto drawGroup : *content->drawGroups) {
|
||||
for (int i = begin; i < end; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
const Block& def = *blockDefsCache[id];
|
||||
if (id == 0 || def.drawGroup != drawGroup)
|
||||
continue;
|
||||
const UVRegion texfaces[6]{ cache->getRegion(id, 0),
|
||||
cache->getRegion(id, 1),
|
||||
cache->getRegion(id, 2),
|
||||
cache->getRegion(id, 3),
|
||||
cache->getRegion(id, 4),
|
||||
cache->getRegion(id, 5)};
|
||||
int x = i % CHUNK_W;
|
||||
int y = i / (CHUNK_D * CHUNK_W);
|
||||
int z = (i / CHUNK_D) % CHUNK_W;
|
||||
switch (def.model) {
|
||||
case BlockModel::block:
|
||||
blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (overflow)
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
this->chunk = chunk;
|
||||
voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
|
||||
chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
const voxel* voxels = chunk->voxels;
|
||||
render(voxels);
|
||||
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
||||
Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
||||
return voxelsBuffer;
|
||||
}
|
||||
#include "BlocksRenderer.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "../../graphics/Mesh.h"
|
||||
#include "../../graphics/UVRegion.h"
|
||||
#include "../../constants.h"
|
||||
#include "../../content/Content.h"
|
||||
#include "../../voxels/Block.h"
|
||||
#include "../../voxels/Chunk.h"
|
||||
#include "../../voxels/VoxelsVolume.h"
|
||||
#include "../../voxels/ChunksStorage.h"
|
||||
#include "../../lighting/Lightmap.h"
|
||||
#include "../../frontend/ContentGfxCache.h"
|
||||
|
||||
using glm::ivec3;
|
||||
using glm::vec3;
|
||||
using glm::vec4;
|
||||
|
||||
const uint BlocksRenderer::VERTEX_SIZE = 6;
|
||||
const vec3 BlocksRenderer::SUN_VECTOR (0.411934f, 0.863868f, -0.279161f);
|
||||
|
||||
BlocksRenderer::BlocksRenderer(size_t capacity,
|
||||
const Content* content,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings& settings)
|
||||
: content(content),
|
||||
vertexOffset(0),
|
||||
indexOffset(0),
|
||||
indexSize(0),
|
||||
capacity(capacity),
|
||||
cache(cache),
|
||||
settings(settings) {
|
||||
vertexBuffer = new float[capacity];
|
||||
indexBuffer = new int[capacity];
|
||||
voxelsBuffer = new VoxelsVolume(CHUNK_W + 2, CHUNK_H, CHUNK_D + 2);
|
||||
blockDefsCache = content->getIndices()->getBlockDefs();
|
||||
}
|
||||
|
||||
BlocksRenderer::~BlocksRenderer() {
|
||||
delete voxelsBuffer;
|
||||
delete[] vertexBuffer;
|
||||
delete[] indexBuffer;
|
||||
}
|
||||
|
||||
/* Basic vertex add method */
|
||||
void BlocksRenderer::vertex(const vec3& coord, float u, float v, const vec4& light) {
|
||||
vertexBuffer[vertexOffset++] = coord.x;
|
||||
vertexBuffer[vertexOffset++] = coord.y;
|
||||
vertexBuffer[vertexOffset++] = coord.z;
|
||||
|
||||
vertexBuffer[vertexOffset++] = u;
|
||||
vertexBuffer[vertexOffset++] = v;
|
||||
|
||||
union {
|
||||
float floating;
|
||||
uint32_t integer;
|
||||
} compressed;
|
||||
|
||||
compressed.integer = (uint32_t(light.r * 255) & 0xff) << 24;
|
||||
compressed.integer |= (uint32_t(light.g * 255) & 0xff) << 16;
|
||||
compressed.integer |= (uint32_t(light.b * 255) & 0xff) << 8;
|
||||
compressed.integer |= (uint32_t(light.a * 255) & 0xff);
|
||||
|
||||
vertexBuffer[vertexOffset++] = compressed.floating;
|
||||
}
|
||||
|
||||
void BlocksRenderer::index(int a, int b, int c, int d, int e, int f) {
|
||||
indexBuffer[indexSize++] = indexOffset + a;
|
||||
indexBuffer[indexSize++] = indexOffset + b;
|
||||
indexBuffer[indexSize++] = indexOffset + c;
|
||||
indexBuffer[indexSize++] = indexOffset + d;
|
||||
indexBuffer[indexSize++] = indexOffset + e;
|
||||
indexBuffer[indexSize++] = indexOffset + f;
|
||||
indexOffset += 4;
|
||||
}
|
||||
|
||||
/* Add face with precalculated lights */
|
||||
void BlocksRenderer::face(const vec3& coord,
|
||||
float w, float h, float d,
|
||||
const vec3& axisX,
|
||||
const vec3& axisY,
|
||||
const vec3& axisZ,
|
||||
const UVRegion& region,
|
||||
const vec4(&lights)[4],
|
||||
const vec4& tint) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
vec3 X = axisX * w;
|
||||
vec3 Y = axisY * h;
|
||||
vec3 Z = axisZ * d;
|
||||
float s = 0.5f;
|
||||
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, lights[0] * tint);
|
||||
vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, lights[1] * tint);
|
||||
vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, lights[2] * tint);
|
||||
vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, lights[3] * tint);
|
||||
index(0, 1, 3, 1, 2, 3);
|
||||
}
|
||||
|
||||
void BlocksRenderer::vertex(const vec3& coord,
|
||||
float u, float v,
|
||||
const vec4& tint,
|
||||
const vec3& axisX,
|
||||
const vec3& axisY,
|
||||
const vec3& axisZ) {
|
||||
vec3 pos = coord+axisZ*0.5f+(axisX+axisY)*0.5f;
|
||||
vec4 light = pickSoftLight(ivec3(round(pos.x), round(pos.y), round(pos.z)), axisX, axisY);
|
||||
vertex(coord, u, v, light * tint);
|
||||
}
|
||||
|
||||
void BlocksRenderer::face(const vec3& coord,
|
||||
const vec3& X,
|
||||
const vec3& Y,
|
||||
const vec3& Z,
|
||||
const UVRegion& region,
|
||||
bool lights) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
|
||||
float s = 0.5f;
|
||||
if (lights) {
|
||||
float d = glm::dot(Z, SUN_VECTOR);
|
||||
d = 0.8f + d * 0.2f;
|
||||
|
||||
vec3 axisX = glm::normalize(X);
|
||||
vec3 axisY = glm::normalize(Y);
|
||||
vec3 axisZ = glm::normalize(Z);
|
||||
|
||||
vec4 tint(d);
|
||||
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, axisX, axisY, axisZ);
|
||||
vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, axisX, axisY, axisZ);
|
||||
vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, axisX, axisY, axisZ);
|
||||
vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, axisX, axisY, axisZ);
|
||||
} else {
|
||||
vec4 tint(1.0f);
|
||||
vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
|
||||
vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
|
||||
vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
|
||||
vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
|
||||
}
|
||||
index(0, 1, 2, 0, 2, 3);
|
||||
}
|
||||
|
||||
void BlocksRenderer::tetragonicFace(const vec3& coord, const vec3& p1,
|
||||
const vec3& p2, const vec3& p3, const vec3& p4,
|
||||
const vec3& X,
|
||||
const vec3& Y,
|
||||
const vec3& Z,
|
||||
const UVRegion& texreg,
|
||||
bool lights) {
|
||||
|
||||
const vec3 fp1 = (p1.x - 0.5f) * X + (p1.y - 0.5f) * Y + (p1.z - 0.5f) * Z;
|
||||
const vec3 fp2 = (p2.x - 0.5f) * X + (p2.y - 0.5f) * Y + (p2.z - 0.5f) * Z;
|
||||
const vec3 fp3 = (p3.x - 0.5f) * X + (p3.y - 0.5f) * Y + (p3.z - 0.5f) * Z;
|
||||
const vec3 fp4 = (p4.x - 0.5f) * X + (p4.y - 0.5f) * Y + (p4.z - 0.5f) * Z;
|
||||
|
||||
vec4 tint(1.0f);
|
||||
if (lights) {
|
||||
vec3 dir = glm::cross(fp2 - fp1, fp3 - fp1);
|
||||
vec3 normal = glm::normalize(dir);
|
||||
|
||||
float d = glm::dot(normal, SUN_VECTOR);
|
||||
d = 0.8f + d * 0.2f;
|
||||
tint *= d;
|
||||
tint *= pickLight(coord);
|
||||
// debug normal
|
||||
// tint.x = normal.x * 0.5f + 0.5f;
|
||||
// tint.y = normal.y * 0.5f + 0.5f;
|
||||
// tint.z = normal.z * 0.5f + 0.5f;
|
||||
}
|
||||
vertex(coord + fp1, texreg.u1, texreg.v1, tint);
|
||||
vertex(coord + fp2, texreg.u2, texreg.v1, tint);
|
||||
vertex(coord + fp3, texreg.u2, texreg.v2, tint);
|
||||
vertex(coord + fp4, texreg.u1, texreg.v2, tint);
|
||||
index(0, 1, 3, 1, 2, 3);
|
||||
}
|
||||
|
||||
void BlocksRenderer::blockXSprite(int x, int y, int z,
|
||||
const vec3& size,
|
||||
const UVRegion& texface1,
|
||||
const UVRegion& texface2,
|
||||
float spread) {
|
||||
vec4 lights[]{
|
||||
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
|
||||
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
|
||||
pickSoftLight({x + 1, y + 1, z}, {1, 0, 0}, {0, 1, 0}),
|
||||
pickSoftLight({x, y + 1, z}, {1, 0, 0}, {0, 1, 0}) };
|
||||
|
||||
int rand = ((x * z + y) ^ (z * y - x)) * (z + y);
|
||||
|
||||
float xs = ((float)(char)rand / 512) * spread;
|
||||
float zs = ((float)(char)(rand >> 8) / 512) * spread;
|
||||
|
||||
const float w = size.x / 1.41f;
|
||||
const float tint = 0.8f;
|
||||
|
||||
face(vec3(x + xs, y, z + zs),
|
||||
w, size.y, 0, vec3(1, 0, 1), vec3(0, 1, 0), vec3(),
|
||||
texface1, lights, vec4(tint));
|
||||
face(vec3(x + xs, y, z + zs),
|
||||
w, size.y, 0, vec3(-1, 0, -1), vec3(0, 1, 0), vec3(),
|
||||
texface1, lights, vec4(tint));
|
||||
|
||||
face(vec3(x + xs, y, z + zs),
|
||||
w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
|
||||
texface1, lights, vec4(tint));
|
||||
face(vec3(x + xs, y, z + zs),
|
||||
w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
|
||||
texface1, lights, vec4(tint));
|
||||
}
|
||||
|
||||
// HINT: texture faces order: {east, west, bottom, top, south, north}
|
||||
|
||||
/* AABB blocks render method */
|
||||
void BlocksRenderer::blockAABB(const ivec3& icoord,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block, ubyte rotation,
|
||||
bool lights) {
|
||||
if (block->hitboxes.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
AABB hitbox = block->hitboxes[0];
|
||||
for (const auto& box : block->hitboxes) {
|
||||
hitbox.a = glm::min(hitbox.a, box.a);
|
||||
hitbox.b = glm::max(hitbox.b, box.b);
|
||||
}
|
||||
|
||||
vec3 size = hitbox.size();
|
||||
vec3 X(1, 0, 0);
|
||||
vec3 Y(0, 1, 0);
|
||||
vec3 Z(0, 0, 1);
|
||||
vec3 coord(icoord);
|
||||
if (block->rotatable) {
|
||||
auto& rotations = block->rotations;
|
||||
auto& orient = rotations.variants[rotation];
|
||||
X = orient.axisX;
|
||||
Y = orient.axisY;
|
||||
Z = orient.axisZ;
|
||||
orient.transform(hitbox);
|
||||
}
|
||||
|
||||
coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
|
||||
|
||||
face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
|
||||
face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
|
||||
|
||||
face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top
|
||||
face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom
|
||||
|
||||
face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west
|
||||
face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
|
||||
}
|
||||
|
||||
void BlocksRenderer::blockCustomModel(const ivec3& icoord,
|
||||
const Block* block, ubyte rotation, bool lights) {
|
||||
vec3 X(1, 0, 0);
|
||||
vec3 Y(0, 1, 0);
|
||||
vec3 Z(0, 0, 1);
|
||||
CoordSystem orient(X,Y,Z);
|
||||
vec3 coord(icoord);
|
||||
if (block->rotatable) {
|
||||
auto& rotations = block->rotations;
|
||||
orient = rotations.variants[rotation];
|
||||
X = orient.axisX;
|
||||
Y = orient.axisY;
|
||||
Z = orient.axisZ;
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < block->modelBoxes.size(); i++) {
|
||||
AABB box = block->modelBoxes[i];
|
||||
vec3 size = box.size();
|
||||
if (block->rotatable) {
|
||||
orient.transform(box);
|
||||
}
|
||||
vec3 center_coord = coord - vec3(0.5f) + box.center();
|
||||
face(center_coord, X * size.x, Y * size.y, Z * size.z, block->modelUVs[i * 6 + 5], lights); // north
|
||||
face(center_coord, -X * size.x, Y * size.y, -Z * size.z, block->modelUVs[i * 6 + 4], lights); // south
|
||||
face(center_coord, X * size.x, -Z * size.z, Y * size.y, block->modelUVs[i * 6 + 3], lights); // top
|
||||
face(center_coord, -X * size.x, -Z * size.z, -Y * size.y, block->modelUVs[i * 6 + 2], lights); // bottom
|
||||
face(center_coord, -Z * size.z, Y * size.y, X * size.x, block->modelUVs[i * 6 + 1], lights); // west
|
||||
face(center_coord, Z * size.z, Y * size.y, -X * size.x, block->modelUVs[i * 6 + 0], lights); // east
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < block->modelExtraPoints.size()/4; i++) {
|
||||
tetragonicFace(coord,
|
||||
block->modelExtraPoints[i * 4 + 0],
|
||||
block->modelExtraPoints[i * 4 + 1],
|
||||
block->modelExtraPoints[i * 4 + 2],
|
||||
block->modelExtraPoints[i * 4 + 3],
|
||||
X, Y, Z,
|
||||
block->modelUVs[block->modelBoxes.size()*6 + i], lights);
|
||||
}
|
||||
}
|
||||
|
||||
/* Fastest solid shaded blocks render method */
|
||||
void BlocksRenderer::blockCube(int x, int y, int z,
|
||||
const UVRegion(&texfaces)[6],
|
||||
const Block* block,
|
||||
ubyte states,
|
||||
bool lights) {
|
||||
ubyte group = block->drawGroup;
|
||||
|
||||
vec3 X(1, 0, 0);
|
||||
vec3 Y(0, 1, 0);
|
||||
vec3 Z(0, 0, 1);
|
||||
vec3 coord(x, y, z);
|
||||
if (block->rotatable) {
|
||||
auto& rotations = block->rotations;
|
||||
auto& orient = rotations.variants[states & BLOCK_ROT_MASK];
|
||||
X = orient.axisX;
|
||||
Y = orient.axisY;
|
||||
Z = orient.axisZ;
|
||||
}
|
||||
|
||||
if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
|
||||
face(coord, X, Y, Z, texfaces[5], lights);
|
||||
}
|
||||
if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
|
||||
face(coord, -X, Y, -Z, texfaces[4], lights);
|
||||
}
|
||||
if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
|
||||
face(coord, X, -Z, Y, texfaces[3], lights);
|
||||
}
|
||||
if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
|
||||
face(coord, X, Z, -Y, texfaces[2], lights);
|
||||
}
|
||||
if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
|
||||
face(coord, -Z, Y, X, texfaces[1], lights);
|
||||
}
|
||||
if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
|
||||
face(coord, Z, Y, -X, texfaces[0], lights);
|
||||
}
|
||||
}
|
||||
|
||||
// Does block allow to see other blocks sides (is it transparent)
|
||||
bool BlocksRenderer::isOpen(int x, int y, int z, ubyte group) const {
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID)
|
||||
return false;
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if ((block.drawGroup != group && block.lightPassing) || !block.rt.solid) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
}
|
||||
|
||||
bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
|
||||
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
if (id == BLOCK_VOID)
|
||||
return false;
|
||||
const Block& block = *blockDefsCache[id];
|
||||
if (block.lightPassing) {
|
||||
return true;
|
||||
}
|
||||
return !id;
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
|
||||
if (isOpenForLight(x, y, z)) {
|
||||
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x,
|
||||
y,
|
||||
chunk->z * CHUNK_D + z);
|
||||
return vec4(Lightmap::extract(light, 0) / 15.0f,
|
||||
Lightmap::extract(light, 1) / 15.0f,
|
||||
Lightmap::extract(light, 2) / 15.0f,
|
||||
Lightmap::extract(light, 3) / 15.0f);
|
||||
}
|
||||
else {
|
||||
return vec4(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickLight(const ivec3& coord) const {
|
||||
return pickLight(coord.x, coord.y, coord.z);
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(const ivec3& coord,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return (
|
||||
pickLight(coord) +
|
||||
pickLight(coord - right) +
|
||||
pickLight(coord - right - up) +
|
||||
pickLight(coord - up)) * 0.25f;
|
||||
}
|
||||
|
||||
vec4 BlocksRenderer::pickSoftLight(float x, float y, float z,
|
||||
const ivec3& right,
|
||||
const ivec3& up) const {
|
||||
return pickSoftLight({int(round(x)), int(round(y)), int(round(z))}, right, up);
|
||||
}
|
||||
|
||||
void BlocksRenderer::render(const voxel* voxels) {
|
||||
int begin = chunk->bottom * (CHUNK_W * CHUNK_D);
|
||||
int end = chunk->top * (CHUNK_W * CHUNK_D);
|
||||
for (const auto drawGroup : *content->drawGroups) {
|
||||
for (int i = begin; i < end; i++) {
|
||||
const voxel& vox = voxels[i];
|
||||
blockid_t id = vox.id;
|
||||
const Block& def = *blockDefsCache[id];
|
||||
if (id == 0 || def.drawGroup != drawGroup)
|
||||
continue;
|
||||
const UVRegion texfaces[6]{ cache->getRegion(id, 0),
|
||||
cache->getRegion(id, 1),
|
||||
cache->getRegion(id, 2),
|
||||
cache->getRegion(id, 3),
|
||||
cache->getRegion(id, 4),
|
||||
cache->getRegion(id, 5)};
|
||||
int x = i % CHUNK_W;
|
||||
int y = i / (CHUNK_D * CHUNK_W);
|
||||
int z = (i / CHUNK_D) % CHUNK_W;
|
||||
switch (def.model) {
|
||||
case BlockModel::block:
|
||||
blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive);
|
||||
break;
|
||||
case BlockModel::xsprite: {
|
||||
blockXSprite(x, y, z, vec3(1.0f),
|
||||
texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
|
||||
break;
|
||||
}
|
||||
case BlockModel::aabb: {
|
||||
blockAABB(ivec3(x,y,z), texfaces, &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
case BlockModel::custom: {
|
||||
blockCustomModel(ivec3(x, y, z), &def, vox.rotation(), !def.rt.emissive);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (overflow)
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
this->chunk = chunk;
|
||||
voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
|
||||
chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
|
||||
overflow = false;
|
||||
vertexOffset = 0;
|
||||
indexOffset = indexSize = 0;
|
||||
const voxel* voxels = chunk->voxels;
|
||||
render(voxels);
|
||||
}
|
||||
|
||||
Mesh* BlocksRenderer::createMesh() {
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
|
||||
Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
|
||||
build(chunk, chunks);
|
||||
return createMesh();
|
||||
}
|
||||
|
||||
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
|
||||
return voxelsBuffer;
|
||||
}
|
||||
@ -4,10 +4,10 @@
|
||||
#include <stdlib.h>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include "UVRegion.h"
|
||||
#include "../typedefs.h"
|
||||
#include "../voxels/voxel.h"
|
||||
#include "../settings.h"
|
||||
#include "../../graphics/UVRegion.h"
|
||||
#include "../../voxels/voxel.h"
|
||||
#include "../../typedefs.h"
|
||||
#include "../../settings.h"
|
||||
|
||||
class Content;
|
||||
class Mesh;
|
||||
@ -93,7 +93,9 @@ public:
|
||||
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
|
||||
virtual ~BlocksRenderer();
|
||||
|
||||
void build(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
|
||||
Mesh* createMesh();
|
||||
VoxelsVolume* getVoxelsBuffer() const;
|
||||
};
|
||||
|
||||
150
src/frontend/graphics/ChunksRenderer.cpp
Normal file
150
src/frontend/graphics/ChunksRenderer.cpp
Normal file
@ -0,0 +1,150 @@
|
||||
#include "ChunksRenderer.h"
|
||||
|
||||
#include "../../graphics/Mesh.h"
|
||||
#include "BlocksRenderer.h"
|
||||
#include "../../voxels/Chunk.h"
|
||||
#include "../../world/Level.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext.hpp>
|
||||
|
||||
ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings)
|
||||
: level(level), cache(cache), settings(settings) {
|
||||
const int MAX_FULL_CUBES = 3000;
|
||||
renderer = std::make_unique<BlocksRenderer>(
|
||||
9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
|
||||
);
|
||||
|
||||
const uint num_threads = std::thread::hardware_concurrency();
|
||||
for (uint i = 0; i < num_threads; i++) {
|
||||
threads.emplace_back(&ChunksRenderer::threadLoop, this, i);
|
||||
workersBlocked.emplace_back();
|
||||
}
|
||||
std::cout << "created " << num_threads << " chunks rendering threads" << std::endl;
|
||||
}
|
||||
|
||||
ChunksRenderer::~ChunksRenderer() {
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(jobsMutex);
|
||||
working = false;
|
||||
}
|
||||
|
||||
resultsMutex.lock();
|
||||
while (!results.empty()) {
|
||||
mesh_entry entry = results.front();
|
||||
results.pop();
|
||||
entry.locked = false;
|
||||
entry.variable.notify_all();
|
||||
}
|
||||
resultsMutex.unlock();
|
||||
|
||||
jobsMutexCondition.notify_all();
|
||||
for (auto& thread : threads) {
|
||||
thread.join();
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::threadLoop(int index) {
|
||||
const int MAX_FULL_CUBES = 3000;
|
||||
BlocksRenderer renderer(
|
||||
9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
|
||||
);
|
||||
|
||||
std::condition_variable variable;
|
||||
std::mutex mutex;
|
||||
bool locked = false;
|
||||
while (working) {
|
||||
std::shared_ptr<Chunk> chunk;
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(jobsMutex);
|
||||
jobsMutexCondition.wait(lock, [this] {
|
||||
return !jobs.empty() || !working;
|
||||
});
|
||||
if (!working) {
|
||||
break;
|
||||
}
|
||||
chunk = jobs.front();
|
||||
jobs.pop();
|
||||
}
|
||||
process(chunk, renderer);
|
||||
{
|
||||
resultsMutex.lock();
|
||||
results.push(mesh_entry {renderer, variable, index, locked, glm::ivec2(chunk->x, chunk->z)});
|
||||
locked = true;
|
||||
resultsMutex.unlock();
|
||||
}
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(mutex);
|
||||
variable.wait(lock, [&] {
|
||||
return !working || !locked;
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ChunksRenderer::process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer) {
|
||||
renderer.build(chunk.get(), level->chunksStorage);
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool important) {
|
||||
chunk->setModified(false);
|
||||
|
||||
if (important) {
|
||||
Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage);
|
||||
auto sptr = std::shared_ptr<Mesh>(mesh);
|
||||
meshes[glm::ivec2(chunk->x, chunk->z)] = sptr;
|
||||
return sptr;
|
||||
}
|
||||
|
||||
glm::ivec2 key(chunk->x, chunk->z);
|
||||
if (inwork.find(key) != inwork.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
inwork[key] = true;
|
||||
jobsMutex.lock();
|
||||
jobs.push(chunk);
|
||||
jobsMutex.unlock();
|
||||
jobsMutexCondition.notify_one();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ChunksRenderer::unload(Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
meshes.erase(found);
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(std::shared_ptr<Chunk> chunk, bool important) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()){
|
||||
if (chunk->isModified()) {
|
||||
render(chunk, important);
|
||||
}
|
||||
return found->second;
|
||||
}
|
||||
return render(chunk, important);
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
|
||||
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
return found->second;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ChunksRenderer::update() {
|
||||
resultsMutex.lock();
|
||||
while (!results.empty()) {
|
||||
mesh_entry entry = results.front();
|
||||
results.pop();
|
||||
meshes[entry.key] = std::shared_ptr<Mesh>(entry.renderer.createMesh());
|
||||
inwork.erase(entry.key);
|
||||
entry.locked = false;
|
||||
entry.variable.notify_all();
|
||||
}
|
||||
resultsMutex.unlock();
|
||||
}
|
||||
67
src/frontend/graphics/ChunksRenderer.h
Normal file
67
src/frontend/graphics/ChunksRenderer.h
Normal file
@ -0,0 +1,67 @@
|
||||
#ifndef SRC_GRAPHICS_CHUNKSRENDERER_H_
|
||||
#define SRC_GRAPHICS_CHUNKSRENDERER_H_
|
||||
|
||||
#include <queue>
|
||||
#include <mutex>
|
||||
#include <thread>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
#include <glm/glm.hpp>
|
||||
#include <condition_variable>
|
||||
|
||||
#include "../../voxels/Block.h"
|
||||
#include "../../voxels/ChunksStorage.h"
|
||||
#include "../../settings.h"
|
||||
|
||||
class Mesh;
|
||||
class Chunk;
|
||||
class Level;
|
||||
class BlocksRenderer;
|
||||
class ContentGfxCache;
|
||||
|
||||
struct mesh_entry {
|
||||
BlocksRenderer& renderer;
|
||||
std::condition_variable& variable;
|
||||
int workerIndex;
|
||||
bool& locked;
|
||||
glm::ivec2 key;
|
||||
};
|
||||
|
||||
class ChunksRenderer {
|
||||
std::unique_ptr<BlocksRenderer> renderer;
|
||||
Level* level;
|
||||
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
|
||||
std::unordered_map<glm::ivec2, bool> inwork;
|
||||
std::vector<std::thread> threads;
|
||||
|
||||
std::queue<mesh_entry> results;
|
||||
std::mutex resultsMutex;
|
||||
|
||||
std::queue<std::shared_ptr<Chunk>> jobs;
|
||||
std::condition_variable jobsMutexCondition;
|
||||
std::mutex jobsMutex;
|
||||
|
||||
bool working = true;
|
||||
const ContentGfxCache* cache;
|
||||
const EngineSettings& settings;
|
||||
std::vector<std::unique_lock<std::mutex>> workersBlocked;
|
||||
|
||||
void threadLoop(int index);
|
||||
void process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer);
|
||||
public:
|
||||
ChunksRenderer(Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings& settings);
|
||||
virtual ~ChunksRenderer();
|
||||
|
||||
std::shared_ptr<Mesh> render(std::shared_ptr<Chunk> chunk, bool important);
|
||||
void unload(Chunk* chunk);
|
||||
|
||||
std::shared_ptr<Mesh> getOrRender(std::shared_ptr<Chunk> chunk, bool important);
|
||||
std::shared_ptr<Mesh> get(Chunk* chunk);
|
||||
|
||||
void update();
|
||||
};
|
||||
|
||||
#endif // SRC_GRAPHICS_CHUNKSRENDERER_H_
|
||||
@ -1,51 +0,0 @@
|
||||
#include "ChunksRenderer.h"
|
||||
|
||||
#include "Mesh.h"
|
||||
#include "BlocksRenderer.h"
|
||||
#include "../voxels/Chunk.h"
|
||||
#include "../world/Level.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext.hpp>
|
||||
|
||||
using glm::ivec2;
|
||||
|
||||
ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings) : level(level) {
|
||||
const int MAX_FULL_CUBES = 3000;
|
||||
renderer = new BlocksRenderer(9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings);
|
||||
}
|
||||
|
||||
ChunksRenderer::~ChunksRenderer() {
|
||||
delete renderer;
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::render(Chunk* chunk) {
|
||||
chunk->setModified(false);
|
||||
Mesh* mesh = renderer->render(chunk, level->chunksStorage);
|
||||
auto sptr = std::shared_ptr<Mesh>(mesh);
|
||||
meshes[ivec2(chunk->x, chunk->z)] = sptr;
|
||||
return sptr;
|
||||
}
|
||||
|
||||
void ChunksRenderer::unload(Chunk* chunk) {
|
||||
auto found = meshes.find(ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
meshes.erase(found);
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(Chunk* chunk) {
|
||||
auto found = meshes.find(ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end() && !chunk->isModified()){
|
||||
return found->second;
|
||||
}
|
||||
return render(chunk);
|
||||
}
|
||||
|
||||
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
|
||||
auto found = meshes.find(ivec2(chunk->x, chunk->z));
|
||||
if (found != meshes.end()) {
|
||||
return found->second;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
@ -1,35 +0,0 @@
|
||||
#ifndef SRC_GRAPHICS_CHUNKSRENDERER_H_
|
||||
#define SRC_GRAPHICS_CHUNKSRENDERER_H_
|
||||
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
#include <glm/glm.hpp>
|
||||
#include "../voxels/Block.h"
|
||||
#include "../voxels/ChunksStorage.h"
|
||||
#include "../settings.h"
|
||||
|
||||
class Mesh;
|
||||
class Chunk;
|
||||
class Level;
|
||||
class BlocksRenderer;
|
||||
class ContentGfxCache;
|
||||
|
||||
class ChunksRenderer {
|
||||
BlocksRenderer* renderer;
|
||||
Level* level;
|
||||
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
|
||||
public:
|
||||
ChunksRenderer(Level* level,
|
||||
const ContentGfxCache* cache,
|
||||
const EngineSettings& settings);
|
||||
virtual ~ChunksRenderer();
|
||||
|
||||
std::shared_ptr<Mesh> render(Chunk* chunk);
|
||||
void unload(Chunk* chunk);
|
||||
|
||||
std::shared_ptr<Mesh> getOrRender(Chunk* chunk);
|
||||
std::shared_ptr<Mesh> get(Chunk* chunk);
|
||||
|
||||
};
|
||||
|
||||
#endif // SRC_GRAPHICS_CHUNKSRENDERER_H_
|
||||
@ -291,3 +291,23 @@ double util::parse_double(const std::string& str) {
|
||||
double util::parse_double(const std::string& str, size_t offset, size_t len) {
|
||||
return parse_double(str.substr(offset, len));
|
||||
}
|
||||
|
||||
std::vector<std::string> util::split(const std::string& str, char delimiter) {
|
||||
std::vector<std::string> result;
|
||||
std::stringstream ss(str);
|
||||
std::string tmp;
|
||||
while (std::getline(ss, tmp, delimiter)) {
|
||||
result.push_back(tmp);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<std::wstring> util::split(const std::wstring& str, char delimiter) {
|
||||
std::vector<std::wstring> result;
|
||||
std::wstringstream ss(str);
|
||||
std::wstring tmp;
|
||||
while (std::getline(ss, tmp, static_cast<wchar_t>(delimiter))) {
|
||||
result.push_back(tmp);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -33,6 +33,9 @@ namespace util {
|
||||
|
||||
extern double parse_double(const std::string& str);
|
||||
extern double parse_double(const std::string& str, size_t offset, size_t len);
|
||||
|
||||
extern std::vector<std::string> split(const std::string& str, char delimiter);
|
||||
extern std::vector<std::wstring> split(const std::wstring& str, char delimiter);
|
||||
}
|
||||
|
||||
#endif // UTIL_STRINGUTIL_H_
|
||||
@ -21,6 +21,7 @@ protected:
|
||||
blockid_t const idBazalt;
|
||||
public:
|
||||
WorldGenerator(const Content* content);
|
||||
virtual ~WorldGenerator() = default;
|
||||
|
||||
virtual void generate(voxel* voxels, int x, int z, int seed) = 0;
|
||||
};
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user