multithread: refactor update thread, communication between mesh/gen/upd threads
- Use parallel_for to iterate over all the stored chunks - Only push a chunk to a queue if it is not already present, using chunk state bitfield (solves memory leak, continously adding new elements to a queue) - Properly delete an element from chunks concurrent_hash_map using accessor, then free the memory (solves memory leak: not being able to delete old elements and always adding new ones) Breaks: - Rendering (will be properly refactored in a future commit) - Block picking (will be refactored in a future commit)pull/12/head
parent
f4947d5f70
commit
88abf21502
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@ -30,11 +30,10 @@ namespace chunkmanager
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typedef oneapi::tbb::concurrent_priority_queue<ChunkPQEntry, compare_f> ChunkPriorityQueue;
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void init();
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void blockpick(bool place);
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//void blockpick(bool place);
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void stop();
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void destroy();
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oneapi::tbb::concurrent_queue<Chunk::Chunk*>& getDeleteVector();
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std::array<std::array<chunk_intcoord_t, 3>, chunks_volume>& getChunksIndices();
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Block getBlockAtPos(int x, int y, int z);
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void update();
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@ -8,6 +8,8 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <oneapi/tbb/parallel_for.h>
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#include "block.hpp"
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#include "chunk.hpp"
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#include "chunkgenerator.hpp"
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@ -29,6 +31,7 @@ namespace chunkmanager
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/* Multithreading */
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std::atomic_bool should_run;
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std::thread gen_thread, mesh_thread, update_thread;
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// Queue of chunks to be generated
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ChunkPriorityQueue chunks_to_generate_queue;
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// Queue of chunks to be meshed
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@ -66,7 +69,11 @@ namespace chunkmanager
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void generate(){
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while(should_run){
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ChunkPQEntry entry;
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if(chunks_to_generate_queue.try_pop(entry)) generateChunk(entry.first);
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if(chunks_to_generate_queue.try_pop(entry)){
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Chunk::Chunk* chunk = entry.first;
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generateChunk(chunk);
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chunk->setState(Chunk::CHUNK_STATE_IN_GENERATION_QUEUE, false);
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}
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}
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chunks_to_generate_queue.clear();
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}
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@ -77,78 +84,160 @@ namespace chunkmanager
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ChunkPQEntry entry;
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if(chunks_to_mesh_queue.try_pop(entry)){
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Chunk::Chunk* chunk = entry.first;
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if(chunk->getState(Chunk::CHUNK_STATE_GENERATED)){
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chunkmesher::mesh(chunk);
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renderer::getChunksToRender().insert(chunk);
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}
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chunkmesher::mesh(chunk);
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renderer::getChunksToRender().insert(chunk);
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chunk->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, false);
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}
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}
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chunks_to_mesh_queue.clear();
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}
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oneapi::tbb::concurrent_queue<Chunk::Chunk*> chunks_todelete;
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int nUnloaded{0};
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oneapi::tbb::concurrent_queue<chunk_index_t> chunks_todelete;
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void update(){
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while(should_run) {
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int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
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int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
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int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
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/* Setup variables for the whole loop */
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// Atomic is needed by parallel_for
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std::atomic_int nUnloaded{0}, nMarkUnload{0}, nExplored{0}, nMeshed{0}, nGenerated{0};
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std::atomic_int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
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std::atomic_int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
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std::atomic_int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
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// Update other chunks
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/* Delete old chunks */
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// In my head it makes sense to first delete old chunks, then create new ones
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// I think it's easier for memory allocator to re-use the memory that was freed just
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// before, but this isn't backed be any evidence and I might be wrong. Anyway this way
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// works fine so I'm gonna keep it.
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int i;
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ChunkTable::accessor a;
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while(chunks_todelete.try_pop(i)){
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const int index = i;
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if(chunks.find(a, index)){
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Chunk::Chunk* c = a->second;
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// Use the accessor to erase the element
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// Using the key doesn't work
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if(chunks.erase(a)){
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nUnloaded++;
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delete c;
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} else {
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c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, false);
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std::cout << "failed to delete " << index << std::endl;
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}
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} else std::cout << "no such element found to delete\n";
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}
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/* Create new chunks around the player */
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for(int i = 0; i < chunks_volume; i++) {
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const chunk_intcoord_t x = chunks_indices[i][0] + chunkX;
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const chunk_intcoord_t y = chunks_indices[i][1] + chunkY;
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const chunk_intcoord_t z = chunks_indices[i][2] + chunkZ;
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if(x < 0 || y < 0 || z < 0 || x > 1023 || y > 1023 || z > 1023) continue;
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nExplored++;
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const chunk_index_t index = Chunk::calculateIndex(x, y, z);
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ChunkTable::accessor a;
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if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new
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Chunk::Chunk(glm::vec3(x,y,z))));
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}
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ChunkTable::accessor a, a1, a2, b1, b2, c1, c2;
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if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new Chunk::Chunk(glm::vec3(x,y,z))));
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/* Update all the chunks */
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oneapi::tbb::parallel_for(chunks.range(), [&](ChunkTable::range_type &r){
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for(ChunkTable::iterator a = r.begin(); a != r.end(); a++){
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Chunk::Chunk* c = a->second;
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int x = c->getPosition().x;
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int y = c->getPosition().y;
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int z = c->getPosition().z;
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int distx = x - chunkX;
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int disty = y - chunkY;
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int distz = z - chunkZ;
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// Local variables avoid continously having to call atomic variables
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int gen{0}, mesh{0}, unload{0};
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if(! (a->second->getState(Chunk::CHUNK_STATE_GENERATED))) {
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chunks_to_generate_queue.push(std::make_pair(a->second, GENERATION_PRIORITY_NORMAL));
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}else if(! (a->second->getState(Chunk::CHUNK_STATE_MESHED))){
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if(
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(x + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x+1, y, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(x - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x-1, y, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(y + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y+1, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(y - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y-1, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(z + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y, z+1)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(z - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y, z-1)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED)))
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)
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chunks_to_mesh_queue.push(std::make_pair(a->second, MESHING_PRIORITY_NORMAL));
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distx >= -RENDER_DISTANCE && distx < RENDER_DISTANCE &&
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disty >= -RENDER_DISTANCE && disty < RENDER_DISTANCE &&
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distz >= -RENDER_DISTANCE && distz < RENDER_DISTANCE
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){
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// If within distance
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// Reset out-of-view flags
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c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
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c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
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// If not yet generated
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if(!c->getState(Chunk::CHUNK_STATE_GENERATED)){
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if(c->isFree()){
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// Generate
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// Mark as present in the queue before sending to avoid strange
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// a chunk being marked as in the queue after it was already
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// processed
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c->setState(Chunk::CHUNK_STATE_IN_GENERATION_QUEUE, true);
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chunks_to_generate_queue.push(std::make_pair(c, GENERATION_PRIORITY_NORMAL));
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}
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}else{
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gen++;
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// If generated but not yet meshed
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if(!c->getState(Chunk::CHUNK_STATE_MESHED)){
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ChunkTable::accessor a1;
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// Checking if nearby chunks have been generated allows for seamless
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// borders between chunks
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if(c->isFree() &&
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(distx+1 >= RENDER_DISTANCE || x + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x+1, y, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(distx-1 < -RENDER_DISTANCE || x - 1 < 0 || (chunks.find(a1, Chunk::calculateIndex(x-1, y, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(disty+1 >= RENDER_DISTANCE || y + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y+1, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(disty-1 < -RENDER_DISTANCE || y - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y-1, z)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(distz+1 >= RENDER_DISTANCE || z + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y, z+1)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
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(distz-1 < -RENDER_DISTANCE || z - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y, z-1)) &&
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a1->second->getState(Chunk::CHUNK_STATE_GENERATED)))
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)
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{
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// Mesh
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// Mark as present in the queue before sending to avoid strange
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// a chunk being marked as in the queue after it was already
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// processed
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c->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, true);
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chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_NORMAL));
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}
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}else mesh++;
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}
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}else{
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// If not within distance
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if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
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// If enough time has passed, set to be deleted
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if(c->isFree() && glfwGetTime() - c->unload_timer >= UNLOAD_TIMEOUT){
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c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, true);
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chunks_todelete.push(c->getIndex());
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unload++;
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}
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}else{
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// Mark as out of view, and start waiting time
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c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
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c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
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c->unload_timer = glfwGetTime();
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}
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}
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// Update atomic variables only once at the end
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nGenerated += gen;
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nMeshed += mesh;
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nMarkUnload += unload;
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}
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});
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a.release();
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}
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debug::window::set_parameter("update_chunks_total", (int) (chunks.size()));
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debug::window::set_parameter("update_chunks_bucket", (int) (chunks.max_size()));
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Chunk::Chunk* n;
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nUnloaded = 0;
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while(chunks_todelete.try_pop(n)){
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chunk_intcoord_t x = static_cast<chunk_intcoord_t>(n->getPosition().x);
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chunk_intcoord_t y = static_cast<chunk_intcoord_t>(n->getPosition().y);
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chunk_intcoord_t z = static_cast<chunk_intcoord_t>(n->getPosition().z);
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if(x > 1023 || y > 1023 || z > 1023) continue;
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const uint32_t index = Chunk::calculateIndex(x, y, z);
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chunks.erase(index);
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//delete n;
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nUnloaded++;
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}
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}
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}
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oneapi::tbb::concurrent_queue<Chunk::Chunk*>& getDeleteVector(){ return chunks_todelete; }
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std::array<std::array<chunk_intcoord_t, 3>, chunks_volume>& getChunksIndices(){ return chunks_indices; }
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void stop() {
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@ -164,12 +253,13 @@ namespace chunkmanager
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}
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void destroy(){
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/*for(const auto& n : chunks){
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for(const auto& n : chunks){
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delete n.second;
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}*/
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}
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chunks.clear();
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}
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void blockpick(bool place){
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/*void blockpick(bool place){
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// cast a ray from the camera in the direction pointed by the camera itself
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glm::vec3 pos = glm::vec3(theCamera.getAtomicPosX(), theCamera.getAtomicPosY(),
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theCamera.getAtomicPosZ());
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@ -263,7 +353,7 @@ namespace chunkmanager
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break;
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}
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}
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}
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}*/
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Block getBlockAtPos(int x, int y, int z){
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if(x < 0 || y < 0 || z < 0) return Block::NULLBLK;
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@ -140,10 +140,11 @@ namespace renderer{
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chunkmesher::MeshData* m;
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while(MeshDataQueue.try_pop(m)){
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chunkmesher::sendtogpu(m);
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//chunkmesher::sendtogpu(m);
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chunkmesher::getMeshDataQueue().push(m);
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}
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/*
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for(auto& c : chunks_torender){
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float dist = glm::distance(c->getPosition(), cameraChunkPos);
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if(dist <= static_cast<float>(RENDER_DISTANCE)){
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@ -211,6 +212,7 @@ namespace renderer{
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}
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}
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*/
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total = chunks_torender.size();
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debug::window::set_parameter("render_chunks_total", total);
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@ -220,14 +222,14 @@ namespace renderer{
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debug::window::set_parameter("render_chunks_deleted", (int) (render_todelete.size()));
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debug::window::set_parameter("render_chunks_vertices", vertices);
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for(auto& c : render_todelete){
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/*for(auto& c : render_todelete){
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// we can get away with unsafe erase as access to the container is only done by this
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// thread
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c->deleteBuffers();
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chunks_torender.unsafe_erase(c);
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chunkmanager::getDeleteVector().push(c);
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}
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render_todelete.clear();
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render_todelete.clear();*/
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/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
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// Now to render the quad, with the texture on top
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