Merge pull request 'Refactor Meshing/Rendering communication' (#13) from multithread-refactor into main

Reviewed-on: #13
pull/14/head
EmaMaker 2023-10-04 13:52:26 +02:00
commit 8544620899
10 changed files with 238 additions and 192 deletions

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@ -52,9 +52,6 @@ namespace Chunk
~Chunk();
public:
void createBuffers();
void deleteBuffers();
glm::vec3 getPosition() { return this->position; }
void setState(chunk_state_t nstate, bool value);
bool getState(chunk_state_t n) { return (this->state & n) == n; }
@ -72,7 +69,6 @@ namespace Chunk
std::unique_ptr<Block[]> getBlocksArray(int* len) { return (this->blocks.toArray(len)); }
public:
GLuint VAO{0}, VBO{0}, extentsBuffer{0}, texinfoBuffer{0}, numVertices{0};
std::atomic<float> unload_timer{0};
chunk_index_t getIndex(){ return this->index; }

36
include/chunkmeshdata.hpp Normal file
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@ -0,0 +1,36 @@
#ifndef CHUNK_MESH_DATA_H
#define CHUNK_MESH_DATA_H
#include <oneapi/tbb/concurrent_queue.h>
#include "chunk.hpp"
enum class ChunkMeshDataType{
MESH_UPDATE
};
typedef struct ChunkMeshData{
chunk_index_t index;
glm::vec3 position;
int num_vertices = 0;
std::vector<GLfloat> vertices;
std::vector<GLfloat> extents;
std::vector<GLfloat> texinfo;
ChunkMeshDataType message_type;
void clear(){
vertices.clear();
texinfo.clear();
extents.clear();
index = 0;
position = glm::vec3(0);
num_vertices = 0;
}
}ChunkMeshData;
typedef oneapi::tbb::concurrent_queue<ChunkMeshData*> ChunkMeshDataQueue;
#endif

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@ -5,10 +5,12 @@
#include <vector>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <GLFW/glfw3.h>
#include <oneapi/tbb/concurrent_queue.h>
#include "chunk.hpp"
#include "chunkmeshdata.hpp"
#include "globals.hpp"
#include "shader.hpp"
@ -21,13 +23,12 @@ namespace chunkmesher{
std::vector<GLfloat> extents;
std::vector<GLfloat> texinfo;
};
oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue();
ChunkMeshDataQueue& getMeshDataQueue();
void init();
void mesh(Chunk::Chunk* chunk);
void sendtogpu(MeshData* mesh_data);
void quad(MeshData* mesh_data, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight,
glm::vec3 bottomRight, glm::vec3 normal, Block block, int dim, bool backFace);
}
#endif

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@ -6,12 +6,43 @@
#include "chunk.hpp"
#include "chunkmesher.hpp"
#include "chunkmeshdata.hpp"
#include "shader.hpp"
namespace renderer{
typedef oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*> RenderSet;
typedef struct RenderInfo {
chunk_index_t index;
int num_vertices;
glm::vec3 position;
bool buffers_allocated=false;
GLuint VAO, VBO, extentsBuffer, texinfoBuffer;
void allocateBuffers(){
// Allocate buffers
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &extentsBuffer);
glGenBuffers(1, &texinfoBuffer);
buffers_allocated=true;
}
void deallocateBuffers(){
// Allocate buffers
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &extentsBuffer);
glDeleteBuffers(1, &texinfoBuffer);
glDeleteVertexArrays(1, &VAO);
buffers_allocated=false;
}
} RenderInfo;
typedef oneapi::tbb::concurrent_queue<int32_t> IndexQueue;
void init(GLFWwindow* window);
void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info);
void render();
void resize_framebuffer(int width, int height);
void framebuffer_size_callback(GLFWwindow *window, int width, int height);
@ -20,9 +51,11 @@ namespace renderer{
void saveScreenshot(bool forceFullHD=false);
Shader* getRenderShader();
RenderSet& getChunksToRender();
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue();
ChunkMeshDataQueue& getMeshDataQueue();
IndexQueue& getDeleteIndexQueue();
};
#endif

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@ -36,21 +36,6 @@ namespace Chunk
{
}
void Chunk::createBuffers(){
glGenVertexArrays(1, &(this->VAO));
glGenBuffers(1, &(this->VBO));
glGenBuffers(1, &(this->extentsBuffer));
glGenBuffers(1, &(this->texinfoBuffer));
}
void Chunk::deleteBuffers(){
glDeleteBuffers(1, &(this->VBO));
glDeleteBuffers(1, &(this->extentsBuffer));
glDeleteBuffers(1, &(this->texinfoBuffer));
glDeleteVertexArrays(1, &(this->VAO));
}
Block Chunk::getBlock(int x, int y, int z)
{
if(x < 0 || y < 0 || z < 0 || x > CHUNK_SIZE -1 || y > CHUNK_SIZE -1 || z > CHUNK_SIZE-1 ||

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@ -53,10 +53,6 @@ namespace chunkmanager
index++;
}
// Also init mesh data queue
for(int i = 0; i < 10; i++)
chunkmesher::getMeshDataQueue().push(new chunkmesher::MeshData());
should_run = true;
update_thread = std::thread(update);
gen_thread = std::thread(generate);
@ -85,7 +81,6 @@ namespace chunkmanager
if(chunks_to_mesh_queue.try_pop(entry)){
Chunk::Chunk* chunk = entry.first;
chunkmesher::mesh(chunk);
renderer::getChunksToRender().insert(chunk);
chunk->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, false);
}
}
@ -117,6 +112,7 @@ namespace chunkmanager
// Using the key doesn't work
if(chunks.erase(a)){
nUnloaded++;
renderer::getDeleteIndexQueue().push(index);
delete c;
} else {
c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, false);

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@ -11,15 +11,24 @@
#include "spacefilling.hpp"
#include "utils.hpp"
#define CHUNK_MESH_DATA_QUANTITY 100
#define CHUNK_MESH_WORLD_LIMIT_BORDERS 0
namespace chunkmesher{
oneapi::tbb::concurrent_queue<MeshData*> MeshDataQueue;
ChunkMeshDataQueue MeshDataQueue;
oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue(){ return MeshDataQueue; }
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
void init()
{
for(int i = 0; i < CHUNK_MESH_DATA_QUANTITY; i++)
MeshDataQueue.push(new ChunkMeshData{});
}
void mesh(Chunk::Chunk* chunk)
{
MeshData* mesh_data;
ChunkMeshData* mesh_data;
if(!MeshDataQueue.try_pop(mesh_data)) return;
/*
@ -38,34 +47,27 @@ void mesh(Chunk::Chunk* chunk)
*/
// Cleanup previous data
mesh_data->numVertices = 0;
mesh_data->chunk = chunk;
mesh_data->vertices.clear();
mesh_data->extents.clear();
mesh_data->texinfo.clear();
// Abort if chunk is empty
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)){
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
renderer::getMeshDataQueue().push(mesh_data);
return;
}
mesh_data->clear();
mesh_data->message_type = ChunkMeshDataType::MESH_UPDATE;
mesh_data->index = chunk->getIndex();
mesh_data->position = chunk->getPosition();
// convert tree to array since it is easier to work with it
int length{0};
std::unique_ptr<Block[]> blocks = chunk->getBlocksArray(&length);
if(length == 0) {
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
renderer::getMeshDataQueue().push(mesh_data);
return;
}
std::unique_ptr<Block[]> blocks;
int k, l, u, v, w, h, n, j, i;
int x[]{0, 0, 0};
int q[]{0, 0, 0};
int du[]{0, 0, 0};
int dv[]{0, 0, 0};
// Abort if chunk is empty
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)) goto end;
blocks = chunk->getBlocksArray(&length);
if(length == 0) goto end;
std::array<Block, CHUNK_SIZE * CHUNK_SIZE> mask;
for (bool backFace = true, b = false; b != backFace; backFace = backFace && b, b = !b)
{
@ -128,9 +130,15 @@ void mesh(Chunk::Chunk* chunk)
// The else case provides face culling for adjacent solid faces
// Checking for NULLBLK avoids creating empty faces if nearby chunk was not
// yet generated
#if CHUNK_MESH_WORLD_LIMIT_BORDERS == 1
mask[n++] = b1 == b2 ? Block::NULLBLK
: backFace ? b1 == Block::NULLBLK || b1 == Block::AIR ? b2 : Block::NULLBLK
: b2 == Block::NULLBLK || b2 == Block::AIR ? b1 : Block::NULLBLK;
#else
mask[n++] = b1 == b2 ? Block::NULLBLK
: backFace ? b1 == Block::AIR ? b2 : Block::NULLBLK
: b2 == Block::AIR ? b1 : Block::NULLBLK;
#endif
}
}
@ -191,7 +199,7 @@ void mesh(Chunk::Chunk* chunk)
mesh_data->texinfo.push_back(backFace ? 0.0 : 1.0);
mesh_data->texinfo.push_back((int)(mask[n]) - 2);
mesh_data->numVertices++;
mesh_data->num_vertices++;
}
for (l = 0; l < h; ++l)
@ -220,49 +228,8 @@ void mesh(Chunk::Chunk* chunk)
}
}
end:
chunk->setState(Chunk::CHUNK_STATE_MESHED, true);
renderer::getMeshDataQueue().push(mesh_data);
}
void sendtogpu(MeshData* mesh_data)
{
if (mesh_data->numVertices > 0)
{
if(mesh_data->chunk->VAO == 0) mesh_data->chunk->createBuffers();
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(mesh_data->chunk->VAO);
// position attribute
glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->VBO);
glBufferData(GL_ARRAY_BUFFER, mesh_data->vertices.size() * sizeof(GLfloat), &(mesh_data->vertices[0]), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// normal attribute
glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->extentsBuffer);
glBufferData(GL_ARRAY_BUFFER, mesh_data->extents.size() * sizeof(GLfloat), &(mesh_data->extents[0]), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(0));
glEnableVertexAttribArray(1);
// texcoords attribute
glBindBuffer(GL_ARRAY_BUFFER, mesh_data->chunk->texinfoBuffer);
glBufferData(GL_ARRAY_BUFFER, mesh_data->texinfo.size() * sizeof(GLfloat), &(mesh_data->texinfo[0]), GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glBindVertexArray(0);
// save the number of indices of the mesh, it is needed later for drawing
mesh_data->chunk->numVertices = (GLuint)(mesh_data->numVertices);
// once data has been sent to the GPU, it can be cleared from system RAM
mesh_data->vertices.clear();
mesh_data->extents.clear();
mesh_data->texinfo.clear();
}
// mark the chunk mesh has loaded on GPU
mesh_data->chunk->setState(Chunk::CHUNK_STATE_MESH_LOADED, true);
}
};

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@ -95,18 +95,15 @@ namespace debug{
}
if(ImGui::CollapsingHeader("Mesh")){
ImGui::Text("Total chunks updated: %d",
ImGui::Text("Total chunk meshed: %d",
std::any_cast<int>(parameters.at("render_chunks_total")));
ImGui::Text("Of which renderable (not empty): %d",
std::any_cast<int>(parameters.at("render_chunks_renderable")));
ImGui::Text("Chunks rendered: %d",
std::any_cast<int>(parameters.at("render_chunks_rendered")));
ImGui::Text("Frustum culled: %d",
std::any_cast<int>(parameters.at("render_chunks_culled")));
ImGui::Text("Chunks out of view: %d",
std::any_cast<int>(parameters.at("render_chunks_oof")));
if(parameters.find("render_chunks_deleted") != parameters.end())
ImGui::Text("Chunks deleted: %d",
std::any_cast<int>(parameters.at("render_chunks_deleted")));
ImGui::Text("Vertices in the scene: %d",
ImGui::Text("Total vertices in the scene: %d",
std::any_cast<int>(parameters.at("render_chunks_vertices")));
ImGui::Checkbox("Wireframe",
std::any_cast<bool*>(parameters.at("wireframe_return")));

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@ -69,6 +69,7 @@ int main()
SpaceFilling::initLUT();
controls::init();
chunkmanager::init();
chunkmesher::init();
debug::window::init(window);
renderer::init(window);

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@ -1,7 +1,8 @@
#include "renderer.hpp"
#include <oneapi/tbb/concurrent_vector.h>
#include <oneapi/tbb/concurrent_queue.h>
#include <glm/ext.hpp>
#include <glm/gtx/string_cast.hpp>
#include <oneapi/tbb/concurrent_hash_map.h>
#include "chunkmanager.hpp"
#include "chunkmesher.hpp"
@ -12,16 +13,18 @@
#include "stb_image_write.h"
namespace renderer{
RenderSet chunks_torender;
oneapi::tbb::concurrent_vector<Chunk::Chunk*> render_todelete;
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*> MeshDataQueue;
typedef oneapi::tbb::concurrent_hash_map<chunk_index_t, RenderInfo*> RenderTable;
RenderTable ChunksToRender;
ChunkMeshDataQueue MeshDataQueue;
IndexQueue MeshDataToDelete;
Shader* theShader, *quadShader;
GLuint chunkTexture;
Shader* getRenderShader() { return theShader; }
RenderSet& getChunksToRender(){ return chunks_torender; }
oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue(){ return MeshDataQueue; }
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
IndexQueue& getDeleteIndexQueue(){ return MeshDataToDelete; }
GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
int screenWidth, screenHeight;
@ -138,98 +141,95 @@ namespace renderer{
theShader->use();
theShader->setVec3("viewPos", cameraPos);
chunkmesher::MeshData* m;
/* Process incoming mesh data */
ChunkMeshData* m;
while(MeshDataQueue.try_pop(m)){
//chunkmesher::sendtogpu(m);
RenderTable::accessor a;
RenderInfo* render_info;
if(ChunksToRender.find(a, m->index)){
render_info = a->second;
render_info->position = m->position;
render_info->num_vertices = m->num_vertices;
}else{
render_info = new RenderInfo();
render_info->index = m->index;
render_info->position = m->position;
render_info->num_vertices = m->num_vertices;
ChunksToRender.emplace(a, std::make_pair(render_info->index, render_info));
}
send_chunk_to_gpu(m, render_info);
chunkmesher::getMeshDataQueue().push(m);
}
/*
for(auto& c : chunks_torender){
float dist = glm::distance(c->getPosition(), cameraChunkPos);
if(dist <= static_cast<float>(RENDER_DISTANCE)){
if(!c->getState(Chunk::CHUNK_STATE_MESH_LOADED)) continue;
/* Process chunks to be removed */
chunk_index_t queue_index;
while(MeshDataToDelete.try_pop(queue_index)){
RenderTable::accessor a;
if(c->numVertices > 0){
// Increase total vertex count
vertices += c->numVertices;
// reset out-of-vision and unload flags
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
// Perform frustum culling and eventually render
glm::vec3 chunk = c->getPosition();
glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
// Check if all the corners of the chunk are outside any of the planes
// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
// plane against each corner of the chunk
bool out=false;
int a{0};
for(int p = 0; p < 6; p++){
a = 0;
for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
if(a==8){
out=true;
break;
}
}
if (!out)
{
theShader->setMat4("model", model);
theShader->setMat4("view", theCamera.getView());
theShader->setMat4("projection", theCamera.getProjection());
glBindVertexArray(c->VAO);
glDrawArrays(GL_POINTS, 0, c->numVertices);
glBindVertexArray(0);
toGpu++;
}
}
}else{
// When the chunk is outside render distance
if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
oof++;
if(glfwGetTime() - c->unload_timer > UNLOAD_TIMEOUT){
// If chunk was already out and enough time has passed
// Mark the chunk to be unloaded
// And mark is to be removed from the render set
render_todelete.push_back(c);
}
} else{
// Mark has out of vision and annotate when it started
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
c->unload_timer = glfwGetTime();
}
if(ChunksToRender.find(a, queue_index)){
RenderInfo* render_info = a->second;
render_info->deallocateBuffers();
delete render_info;
ChunksToRender.erase(a);
}
}
*/
total = chunks_torender.size();
debug::window::set_parameter("render_chunks_total", total);
debug::window::set_parameter("render_chunks_rendered", toGpu);
debug::window::set_parameter("render_chunks_culled", total-toGpu);
debug::window::set_parameter("render_chunks_oof", oof);
debug::window::set_parameter("render_chunks_deleted", (int) (render_todelete.size()));
debug::window::set_parameter("render_chunks_vertices", vertices);
/* Render the chunks */
// parallel_for cannot be used since all the rendering needs to happen in a single thread
for(RenderTable::iterator i = ChunksToRender.begin(); i != ChunksToRender.end(); i++){
RenderInfo* render_info = i->second;
/*for(auto& c : render_todelete){
// we can get away with unsafe erase as access to the container is only done by this
// thread
c->deleteBuffers();
chunks_torender.unsafe_erase(c);
chunkmanager::getDeleteVector().push(c);
if(render_info->num_vertices > 0)
{
total++;
// Increase total vertex count
vertices += render_info->num_vertices;
// Perform frustum culling and eventually render
glm::vec3 chunk = render_info->position;
glm::vec4 chunkW = glm::vec4(chunk.x*static_cast<float>(CHUNK_SIZE), chunk.y*static_cast<float>(CHUNK_SIZE), chunk.z*static_cast<float>(CHUNK_SIZE),1.0);
glm::mat4 model = glm::translate(glm::mat4(1.0), ((float)CHUNK_SIZE) * chunk);
// Check if all the corners of the chunk are outside any of the planes
// TODO (?) implement frustum culling as per (Inigo Quilez)[https://iquilezles.org/articles/frustumcorrect/], and check each
// plane against each corner of the chunk
bool out=false;
int a{0};
for(int p = 0; p < 6; p++){
a = 0;
for(int i = 0; i < 8; i++) a += glm::dot(frustumPlanes[p], glm::vec4(chunkW.x + ((float)(i & 1))*CHUNK_SIZE, chunkW.y
+ ((float)((i & 2) >> 1))*CHUNK_SIZE, chunkW.z + ((float)((i & 4) >> 2))*CHUNK_SIZE, 1.0)) < 0.0;
if(a==8){
out=true;
break;
}
}
if (!out)
{
theShader->setMat4("model", model);
theShader->setMat4("view", theCamera.getView());
theShader->setMat4("projection", theCamera.getProjection());
glBindVertexArray(render_info->VAO);
glDrawArrays(GL_POINTS, 0, render_info->num_vertices);
glBindVertexArray(0);
toGpu++;
}
}
}
render_todelete.clear();*/
debug::window::set_parameter("render_chunks_total", (int)(ChunksToRender.size()));
debug::window::set_parameter("render_chunks_rendered", toGpu);
debug::window::set_parameter("render_chunks_renderable", total);
debug::window::set_parameter("render_chunks_culled", total-toGpu);
debug::window::set_parameter("render_chunks_vertices", vertices);
/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
// Now to render the quad, with the texture on top
@ -252,6 +252,40 @@ namespace renderer{
debug::window::render();
}
void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info)
{
if (render_info->num_vertices > 0)
{
if(!render_info->buffers_allocated) render_info->allocateBuffers();
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
glBindVertexArray(render_info->VAO);
// TODO: change GL_STATIC_DRAW to the one that means "few redraws and further in between"
// position attribute
glBindBuffer(GL_ARRAY_BUFFER, render_info->VBO);
glBufferData(GL_ARRAY_BUFFER, mesh_data->vertices.size() * sizeof(GLfloat), &(mesh_data->vertices[0]), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
// normal attribute
glBindBuffer(GL_ARRAY_BUFFER, render_info->extentsBuffer);
glBufferData(GL_ARRAY_BUFFER, mesh_data->extents.size() * sizeof(GLfloat), &(mesh_data->extents[0]), GL_STATIC_DRAW);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)(0));
glEnableVertexAttribArray(1);
// texcoords attribute
glBindBuffer(GL_ARRAY_BUFFER, render_info->texinfoBuffer);
glBufferData(GL_ARRAY_BUFFER, mesh_data->texinfo.size() * sizeof(GLfloat), &(mesh_data->texinfo[0]), GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void *)0);
glBindVertexArray(0);
}
}
void framebuffer_size_callback(GLFWwindow *window, int width, int height){
resize_framebuffer(width, height);
}