renderer: also delete meshes of old chunks

pull/13/head
EmaMaker 2023-10-04 13:02:10 +02:00
parent 7c82a71dd0
commit ba95db4678
3 changed files with 19 additions and 1 deletions

View File

@ -39,6 +39,7 @@ namespace renderer{
} }
} RenderInfo; } RenderInfo;
typedef oneapi::tbb::concurrent_queue<int32_t> IndexQueue;
void init(GLFWwindow* window); void init(GLFWwindow* window);
void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info); void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info);
@ -51,6 +52,8 @@ namespace renderer{
Shader* getRenderShader(); Shader* getRenderShader();
ChunkMeshDataQueue& getMeshDataQueue(); ChunkMeshDataQueue& getMeshDataQueue();
IndexQueue& getDeleteIndexQueue();
}; };

View File

@ -112,6 +112,7 @@ namespace chunkmanager
// Using the key doesn't work // Using the key doesn't work
if(chunks.erase(a)){ if(chunks.erase(a)){
nUnloaded++; nUnloaded++;
renderer::getDeleteIndexQueue().push(index);
delete c; delete c;
} else { } else {
c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, false); c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, false);

View File

@ -17,12 +17,14 @@ namespace renderer{
RenderTable ChunksToRender; RenderTable ChunksToRender;
ChunkMeshDataQueue MeshDataQueue; ChunkMeshDataQueue MeshDataQueue;
IndexQueue MeshDataToDelete;
Shader* theShader, *quadShader; Shader* theShader, *quadShader;
GLuint chunkTexture; GLuint chunkTexture;
Shader* getRenderShader() { return theShader; } Shader* getRenderShader() { return theShader; }
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; } ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
IndexQueue& getDeleteIndexQueue(){ return MeshDataToDelete; }
GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO; GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
int screenWidth, screenHeight; int screenWidth, screenHeight;
@ -139,6 +141,7 @@ namespace renderer{
theShader->use(); theShader->use();
theShader->setVec3("viewPos", cameraPos); theShader->setVec3("viewPos", cameraPos);
/* Process incoming mesh data */
ChunkMeshData* m; ChunkMeshData* m;
while(MeshDataQueue.try_pop(m)){ while(MeshDataQueue.try_pop(m)){
RenderTable::accessor a; RenderTable::accessor a;
@ -161,7 +164,18 @@ namespace renderer{
chunkmesher::getMeshDataQueue().push(m); chunkmesher::getMeshDataQueue().push(m);
} }
// TODO: implement removal of chunks from rendering /* Process chunks to be removed */
chunk_index_t queue_index;
while(MeshDataToDelete.try_pop(queue_index)){
RenderTable::accessor a;
if(ChunksToRender.find(a, queue_index)){
RenderInfo* render_info = a->second;
render_info->deallocateBuffers();
delete render_info;
ChunksToRender.erase(a);
}
}
/* Render the chunks */ /* Render the chunks */
// parallel_for cannot be used since all the rendering needs to happen in a single thread // parallel_for cannot be used since all the rendering needs to happen in a single thread