Chunks render moved to ChunksLoader

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MihailRis 2022-06-29 19:30:23 +03:00 committed by GitHub
parent 15bed4169e
commit f569378b88
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12 changed files with 127 additions and 43 deletions

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@ -1,12 +1,12 @@
#include "VoxelRenderer.h"
#include <iostream>
#include "Mesh.h"
#include "../voxels/Chunk.h"
#include "../voxels/voxel.h"
#include "../voxels/Block.h"
#include "../lighting/Lightmap.h"
#define VERTEX_SIZE (3 + 2 + 4)
#define CDIV(X,A) (((X) < 0) ? ((X) / (A) - 1) : ((X) / (A)))
#define LOCAL_NEG(X, SIZE) (((X) < 0) ? ((SIZE)+(X)) : (X))
#define LOCAL(X, SIZE) ((X) >= (SIZE) ? ((X) - (SIZE)) : LOCAL_NEG(X, SIZE))
@ -17,16 +17,16 @@
#define VOXEL(X,Y,Z) (GET_CHUNK(X,Y,Z)->voxels[(LOCAL(Y, CHUNK_H) * CHUNK_D + LOCAL(Z, CHUNK_D)) * CHUNK_W + LOCAL(X, CHUNK_W)])
#define IS_BLOCKED(X,Y,Z,GROUP) ((!IS_CHUNK(X, Y, Z)) || Block::blocks[VOXEL(X, Y, Z).id]->drawGroup == (GROUP))
#define VERTEX(INDEX, X,Y,Z, U,V, R,G,B,S) buffer[INDEX+0] = (X);\
buffer[INDEX+1] = (Y);\
buffer[INDEX+2] = (Z);\
buffer[INDEX+3] = (U);\
buffer[INDEX+4] = (V);\
buffer[INDEX+5] = (R);\
buffer[INDEX+6] = (G);\
buffer[INDEX+7] = (B);\
buffer[INDEX+8] = (S);\
INDEX += VERTEX_SIZE;
#define VERTEX(INDEX, X,Y,Z, U,V, R,G,B,S) buffer.push_back(X);\
buffer.push_back(Y);\
buffer.push_back(Z);\
buffer.push_back(U);\
buffer.push_back(V);\
buffer.push_back(R);\
buffer.push_back(G);\
buffer.push_back(B);\
buffer.push_back(S);\
INDEX += CHUNK_VERTEX_SIZE;
#define SETUP_UV(INDEX) float u1 = ((INDEX) % 16) * uvsize;\
@ -36,15 +36,13 @@
int chunk_attrs[] = {3,2,4, 0};
VoxelRenderer::VoxelRenderer(size_t capacity) : capacity(capacity) {
buffer = new float[capacity * VERTEX_SIZE * 6];
VoxelRenderer::VoxelRenderer() {
}
VoxelRenderer::~VoxelRenderer(){
delete[] buffer;
}
inline void _renderBlock(float* buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
inline void _renderBlock(std::vector<float>& buffer, int x, int y, int z, const Chunk** chunks, voxel vox, size_t& index){
unsigned int id = vox.id;
if (!id){
@ -289,7 +287,8 @@ inline void _renderBlock(float* buffer, int x, int y, int z, const Chunk** chunk
}
}
Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
const float* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks, size_t& size){
buffer.clear();
size_t index = 0;
for (int y = 0; y < CHUNK_H; y++){
for (int z = 0; z < CHUNK_D; z++){
@ -323,5 +322,6 @@ Mesh* VoxelRenderer::render(Chunk* chunk, const Chunk** chunks){
}
}
}
return new Mesh(buffer, index / VERTEX_SIZE, chunk_attrs);
size = buffer.size();
return &buffer[0];
}

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@ -2,18 +2,20 @@
#define GRAPHICS_VOXELRENDERER_H_
#include <stdlib.h>
#include <vector>
class Mesh;
class Chunk;
#define CHUNK_VERTEX_SIZE (3 + 2 + 4)
class VoxelRenderer {
float* buffer;
size_t capacity;
public:
VoxelRenderer(size_t capacity);
std::vector<float> buffer;
VoxelRenderer();
~VoxelRenderer();
Mesh* render(Chunk* chunk, const Chunk** chunks);
const float* render(Chunk* chunk, const Chunk** chunks, size_t& size);
};
#endif /* GRAPHICS_VOXELRENDERER_H_ */

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@ -25,7 +25,7 @@
#define CAMERA_SHAKING_OFFSET_Y 0.031f
#define CAMERA_SHAKING_SPEED 1.6f
#define CAMERA_SHAKING_DELTA_K 10.0f
#define FLIGHT_SPEED_MUL 5.0f
#define FLIGHT_SPEED_MUL 8.0f
#define JUMP_FORCE 7.0f
void update_controls(PhysicsSolver* physics,

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@ -81,10 +81,12 @@ void update_level(World* world, Level* level, vec3 position, float delta, long f
update_controls(level->physics, level->chunks, level->player, delta);
update_interaction(level, lineBatch);
level->chunks->setCenter(world->wfile, position.x,0,position.z);
level->chunksController->_buildMeshes(renderer, frame);
level->chunks->setCenter(world->wfile, position.x, 0, position.z);
int freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->_buildMeshes(renderer, frame);
freeLoaders = level->chunksController->countFreeLoaders();
for (int i = 0; i < freeLoaders; i++)
level->chunksController->loadVisible(world->wfile);
}
@ -140,7 +142,7 @@ int main() {
bool occlusion = false;
bool devdata = false;
glfwSwapInterval(0);
Window::swapInterval(0);
std::cout << "-- initializing finished" << std::endl;
while (!Window::isShouldClose()){

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@ -8,6 +8,7 @@ Chunk::Chunk(int xpos, int ypos, int zpos) : x(xpos), y(ypos), z(zpos){
for (unsigned int i = 0; i < CHUNK_VOL; i++)
voxels[i].id = 1;
lightmap = new Lightmap();
renderData.vertices = nullptr;
}
Chunk::~Chunk(){

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@ -1,6 +1,8 @@
#ifndef VOXELS_CHUNK_H_
#define VOXELS_CHUNK_H_
#include <stdlib.h>
#define CHUNK_W 16
#define CHUNK_H 256
#define CHUNK_D 16
@ -9,6 +11,11 @@
class voxel;
class Lightmap;
struct RenderData {
float* vertices;
size_t size;
};
class Chunk {
public:
int x,y,z;
@ -19,6 +26,8 @@ public:
bool loaded = false;
int surrounding = 0;
int references = 1;
RenderData renderData;
Chunk(int x, int y, int z);
~Chunk();

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@ -20,7 +20,7 @@
ChunksController::ChunksController(Chunks* chunks, Lighting* lighting) : chunks(chunks), lighting(lighting){
loadersCount = std::thread::hardware_concurrency() - 1;
loadersCount = std::thread::hardware_concurrency() * 2 - 1;
if (loadersCount <= 0)
loadersCount = 1;
loaders = new ChunksLoader*[loadersCount];
@ -130,7 +130,7 @@ bool ChunksController::loadVisible(WorldFiles* worldFiles){
oz += 1;
closes[(oy * 3 + oz) * 3 + ox] = other;
}
freeLoader->perform(chunk, (Chunk**)closes);
freeLoader->load(chunk, (Chunk**)closes);
return true;
}
@ -139,6 +139,35 @@ bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) {
const int h = chunks->h;
const int d = chunks->d;
for (int y = 0; y < h; y++){
for (int z = 1; z < d-1; z++){
for (int x = 1; x < w-1; x++){
int index = (y * d + z) * w + x;
Chunk* chunk = chunks->chunks[index];
if (chunk == nullptr)
continue;
if (chunk->renderData.vertices > (void*)1){
const int chunk_attrs[] = {3,2,4, 0};
Mesh* mesh = new Mesh(chunk->renderData.vertices, chunk->renderData.size / CHUNK_VERTEX_SIZE, chunk_attrs);
chunks->meshes[index] = mesh;
delete[] chunk->renderData.vertices;
chunk->renderData.vertices = nullptr;
}
}
}
}
ChunksLoader* freeLoader = nullptr;
for (int i = 0; i < loadersCount; i++){
ChunksLoader* loader = loaders[i];
if (loader->isBusy()){
continue;
}
freeLoader = loader;
break;
}
if (freeLoader == nullptr)
return false;
int nearX = 0;
int nearY = 0;
int nearZ = 0;
@ -208,9 +237,15 @@ bool ChunksController::_buildMeshes(VoxelRenderer* renderer, int tick) {
oz += 1;
closes[(oy * 3 + oz) * 3 + ox] = other;
}
mesh = renderer->render(chunk, (const Chunk**)closes);
chunks->meshes[index] = mesh;
return true;
if (chunk->renderData.vertices == nullptr){
chunk->renderData.vertices = (float*)1;
freeLoader->render(chunk, (Chunk**)closes);
return true;
}
//mesh = renderer->render(chunk, (const Chunk**)closes);
//chunks->meshes[index] = mesh;
}
return false;
}

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@ -5,6 +5,7 @@
#include "Chunks.h"
#include "WorldGenerator.h"
#include "../lighting/Lighting.h"
#include "../graphics/VoxelRenderer.h"
#include <iostream>
@ -13,7 +14,8 @@
void ChunksLoader::_thread(){
Chunks chunks(3,3,3, -1,-1,-1);
Lighting lighting(&chunks);
while (working){
VoxelRenderer renderer;
while (state != OFF){
if (current == nullptr){
std::this_thread::sleep_for(std::chrono::milliseconds(1));
continue;
@ -27,12 +29,24 @@ void ChunksLoader::_thread(){
}
}
if (!chunk->loaded){
WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z);
if (state == LOAD){
chunks.putChunk(chunk);
if (!chunk->loaded){
WorldGenerator::generate(chunk->voxels, chunk->x, chunk->y, chunk->z);
}
lighting.onChunkLoaded(chunk->x, chunk->y, chunk->z, true);
}
else if (state == RENDER){
size_t size;
renderer.render(chunk, (const Chunk**)(closes.load()), size);
float* vertices = new float[size];
for (size_t i = 0; i < size; i++)
vertices[i] = renderer.buffer[i];
chunk->renderData.vertices = vertices;
chunk->renderData.size = size;
}
chunks.putChunk(chunk);
lighting.onChunkLoaded(chunk->x, chunk->y, chunk->z, true);
chunks.clear(false);
for (int i = 0; i < CLOSES_C; i++){
Chunk* other = closes[i];
@ -45,7 +59,7 @@ void ChunksLoader::_thread(){
}
}
void ChunksLoader::perform(Chunk* chunk, Chunk** closes_passed){
void ChunksLoader::perform(Chunk* chunk, Chunk** closes_passed, LoaderMode mode){
if (isBusy()){
std::cerr << "performing while busy" << std::endl;
return;
@ -64,4 +78,13 @@ void ChunksLoader::perform(Chunk* chunk, Chunk** closes_passed){
}
}
current = chunk;
state = mode;
}
void ChunksLoader::load(Chunk* chunk, Chunk** closes_passed){
perform(chunk, closes_passed, LOAD);
}
void ChunksLoader::render(Chunk* chunk, Chunk** closes_passed){
perform(chunk, closes_passed, RENDER);
}

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@ -12,19 +12,25 @@
class Chunk;
enum LoaderMode {
OFF, IDLE, LOAD, RENDER,
};
class ChunksLoader final {
private:
std::thread loaderThread;
void _thread();
std::atomic<Chunk*> current {nullptr};
std::atomic<Chunk**> closes {nullptr};
std::atomic<bool> working {true};
std::atomic<LoaderMode> state {IDLE};
void perform(Chunk* chunk, Chunk** closes_passed, LoaderMode mode);
public:
ChunksLoader() : loaderThread{} {
loaderThread = std::thread{&ChunksLoader::_thread, this};
}
~ChunksLoader(){
working = false;
state = OFF;
loaderThread.join();
}
@ -32,10 +38,11 @@ public:
return current != nullptr;
}
void perform(Chunk* chunk, Chunk** closes_passed);
void load(Chunk* chunk, Chunk** closes_passed);
void render(Chunk* chunk, Chunk** closes_passed);
void stop(){
working = false;
state = OFF;
}
};

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@ -57,6 +57,10 @@ void Window::setShouldClose(bool flag){
glfwSetWindowShouldClose(window, flag);
}
void Window::swapInterval(int interval){
glfwSwapInterval(interval);
}
void Window::swapBuffers(){
glfwSwapBuffers(window);
}

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@ -15,6 +15,7 @@ public:
static bool isShouldClose();
static void setShouldClose(bool flag);
static void swapBuffers();
static void swapInterval(int interval);
};
#endif /* WINDOW_WINDOW_H_ */

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@ -57,7 +57,7 @@ void init_renderer(){
uicamera->perspective = false;
uicamera->flipped = true;
renderer = new VoxelRenderer(1024*1024);
renderer = new VoxelRenderer();
}