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fix-multit
Author | SHA1 | Date |
---|---|---|
EmaMaker | e593696af3 | |
EmaMaker | df933bebdd | |
EmaMaker | 950e8c68ab | |
EmaMaker | 4c46811a25 | |
EmaMaker | bc3c5587f8 | |
EmaMaker | b95ea49c93 | |
EmaMaker | 90fabf73ee | |
EmaMaker | 96bf3c651d | |
EmaMaker | 170deaccf7 | |
EmaMaker | da6ceeb605 | |
EmaMaker | ca44c0f284 | |
EmaMaker | a05d019c69 | |
EmaMaker | 49edf2de85 | |
EmaMaker | 8a3c963721 | |
EmaMaker | 1ec529fae5 | |
EmaMaker | 00cdd22e10 | |
EmaMaker | a65fc44069 | |
EmaMaker | 3f02ca91db | |
EmaMaker | 01f1f9da16 | |
EmaMaker | 5f396a9801 |
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@ -3,8 +3,8 @@ cmake_minimum_required(VERSION 3.2)
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project(cmake-project-template)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -O3")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11 -g")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -O3")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17 -g")
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set(CMAKE_INSTALL_PREFIX ${PROJECT_SOURCE_DIR})
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@ -8,6 +8,9 @@
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#include <atomic>
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#include "chunk.hpp"
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#include "debugwindow.hpp"
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class Camera
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{
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@ -18,6 +21,10 @@ public:
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// This matrix needs to be also updated in viewPortCallback whenever it is changed
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projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 1200.0f);
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posX = cameraPos.x;
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posY = cameraPos.y;
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posZ = cameraPos.z;
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}
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void update(GLFWwindow *window, float deltaTime)
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@ -48,6 +55,16 @@ public:
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cameraFront = glm::normalize(direction);
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view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
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debug::window::set_parameter("px", cameraPos.x);
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debug::window::set_parameter("py", cameraPos.y);
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debug::window::set_parameter("pz", cameraPos.z);
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debug::window::set_parameter("cx", (int)(cameraPos.x / CHUNK_SIZE));
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debug::window::set_parameter("cy", (int)(cameraPos.y / CHUNK_SIZE));
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debug::window::set_parameter("cz", (int)(cameraPos.z / CHUNK_SIZE));
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debug::window::set_parameter("lx", cameraFront.x);
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debug::window::set_parameter("ly", cameraFront.y);
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debug::window::set_parameter("lz", cameraFront.z);
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}
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void viewPortCallBack(GLFWwindow *window, int width, int height)
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@ -112,7 +129,7 @@ public:
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private:
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glm::vec3 cameraPos = glm::vec3(256.0, 80.0f, 256.0f);
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glm::vec3 cameraPos = glm::vec3(512.0, 256.0f, 512.0f);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 direction = glm::vec3(0.0f);
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@ -23,31 +23,35 @@
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namespace Chunk
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{
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constexpr uint8_t CHUNK_STATE_GENERATED = 1;
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constexpr uint8_t CHUNK_STATE_MESHED = 2;
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constexpr uint8_t CHUNK_STATE_MESH_LOADED = 4;
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constexpr uint8_t CHUNK_STATE_LOADED = 8;
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constexpr uint8_t CHUNK_STATE_OUTOFVISION = 16;
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constexpr uint8_t CHUNK_STATE_UNLOADED = 32;
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constexpr uint8_t CHUNK_STATE_EMPTY = 64;
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constexpr uint16_t CHUNK_STATE_GENERATED = 1;
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constexpr uint16_t CHUNK_STATE_MESHED = 2;
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constexpr uint16_t CHUNK_STATE_OUTOFVISION = 4;
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constexpr uint16_t CHUNK_STATE_UNLOADED = 8;
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constexpr uint16_t CHUNK_STATE_EMPTY = 16;
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constexpr uint16_t CHUNK_STATE_IN_GENERATION_QUEUE = 32;
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constexpr uint16_t CHUNK_STATE_IN_MESHING_QUEUE = 64;
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constexpr uint16_t CHUNK_STATE_IN_DELETING_QUEUE = 128;
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int coord3DTo1D(int x, int y, int z);
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int32_t calculateIndex(int16_t x, int16_t y, int16_t z);
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int32_t calculateIndex(glm::vec3 pos);
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class Chunk
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{
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public:
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Chunk(glm::vec3 pos = glm::vec3(0.0f)); // a default value for the argument satisfies the need for a default constructor when using the type in an unordered_map (i.e. in chunkmanager)
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~Chunk();
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public:
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void createBuffers();
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void deleteBuffers();
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glm::vec3 getPosition() { return this->position; }
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uint8_t getTotalState() { return this->state; }
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bool getState(uint8_t n) { return (this->state & n) == n; }
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void setState(uint8_t nstate, bool value);
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void setState(uint16_t nstate, bool value);
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uint16_t getTotalState() { return this->state; }
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bool getState(uint16_t n) { return (this->state & n) == n; }
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bool isFree(){ return !(getState(CHUNK_STATE_IN_GENERATION_QUEUE) ||
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getState(CHUNK_STATE_IN_MESHING_QUEUE)); }
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void setBlock(Block b, int x, int y, int z);
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void setBlocks(int start, int end, Block b);
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@ -58,12 +62,15 @@ namespace Chunk
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public:
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GLuint VAO{0}, VBO{0}, extentsBuffer{0}, texinfoBuffer{0}, numVertices{0};
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std::atomic<float> unload_timer{0};
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// uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1023). There's actually two spare bits
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int32_t getIndex(){ return index; }
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private:
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glm::vec3 position{};
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IntervalMap<Block> blocks{};
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std::atomic_uint8_t state{0};
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int32_t index;
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std::atomic_uint16_t state{0};
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};
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};
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@ -1,17 +1,19 @@
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#ifndef CHUNKMANAGER_H
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#define CHUNKMANAGER_H
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#include "chunk.hpp"
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#include <oneapi/tbb/concurrent_hash_map.h>
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#include <oneapi/tbb/concurrent_queue.h>
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#include <oneapi/tbb/concurrent_priority_queue.h>
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#include <unordered_map>
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#include <thread>
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#include "chunk.hpp"
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#include "globals.hpp"
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#include "worldupdatemessage.h"
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// Seconds to be passed outside of render distance for a chunk to be destroyed
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#define UNLOAD_TIMEOUT 10
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#define UNLOAD_TIMEOUT 5
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#define MESHING_PRIORITY_NORMAL 0
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#define MESHING_PRIORITY_PLAYER_EDIT 10
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@ -19,7 +21,10 @@
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namespace chunkmanager
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{
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typedef oneapi::tbb::concurrent_hash_map<uint32_t, Chunk::Chunk*> ChunkTable;
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typedef oneapi::tbb::concurrent_hash_map<int32_t, Chunk::Chunk*> ChunkTable;
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typedef oneapi::tbb::concurrent_queue<int> IntQueue;
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//typedef std::unordered_map<int32_t, Chunk::Chunk*> ChunkTable;
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typedef std::pair<Chunk::Chunk*, uint8_t> ChunkPQEntry;
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// The comparing function to use
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struct compare_f {
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@ -30,15 +35,12 @@ 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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uint32_t calculateIndex(uint16_t i, uint16_t j, uint16_t k);
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void update();
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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<int, 3>, chunks_volume>& getChunksIndices();
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WorldUpdateMsgQueue& getWorldUpdateQueue();
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std::array<std::array<int16_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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}
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#endif
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@ -0,0 +1,32 @@
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#ifndef CHUNK_MESH_DATA_H
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#define CHUNK_MESH_DATA_H
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enum class ChunkMeshDataType{
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MESH_UPDATE
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};
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typedef struct ChunkMeshData{
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int32_t index;
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glm::vec3 position;
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int num_vertices = 0;
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std::vector<GLfloat> vertices;
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std::vector<GLfloat> extents;
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std::vector<GLfloat> texinfo;
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ChunkMeshDataType message_type;
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void clear(){
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vertices.clear();
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texinfo.clear();
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extents.clear();
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index = 0;
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position = glm::vec3(0);
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num_vertices = 0;
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}
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}ChunkMeshData;
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typedef oneapi::tbb::concurrent_queue<ChunkMeshData*> ChunkMeshDataQueue;
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#endif
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@ -5,28 +5,19 @@
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#include <vector>
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <GLFW/glfw3.h>
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#include <oneapi/tbb/concurrent_queue.h>
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#include "chunk.hpp"
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#include "chunkmeshdata.hpp"
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#include "globals.hpp"
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#include "shader.hpp"
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namespace chunkmesher{
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struct MeshData{
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Chunk::Chunk* chunk;
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GLuint numVertices{0};
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std::vector<GLfloat> vertices;
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std::vector<GLfloat> extents;
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std::vector<GLfloat> texinfo;
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};
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oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue();
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ChunkMeshDataQueue& getMeshDataQueue();
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void init();
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void mesh(Chunk::Chunk* chunk);
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void sendtogpu(MeshData* mesh_data);
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void quad(MeshData* mesh_data, glm::vec3 bottomLeft, glm::vec3 topLeft, glm::vec3 topRight,
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glm::vec3 bottomRight, glm::vec3 normal, Block block, int dim, bool backFace);
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}
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@ -0,0 +1,18 @@
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#ifndef CONTROLS_H
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#define CONTROLS_H
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "worldupdatemessage.h"
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#define BLOCKPICK_TIMEOUT 0.1f
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namespace controls{
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void init();
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void update(GLFWwindow* window);
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WorldUpdateMsgQueue& getWorldUpdateQueue();
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};
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#endif
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@ -10,10 +10,11 @@
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#define extr extern
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#endif
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#define RENDER_DISTANCE 16
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#define RENDER_DISTANCE 8
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extr Camera theCamera;
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constexpr int chunks_volume = static_cast<int>(1.333333333333*M_PI*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE));
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//constexpr int chunks_volume = static_cast<int>(1.333333333333*M_PI*(RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE));
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constexpr int chunks_volume = RENDER_DISTANCE*RENDER_DISTANCE*RENDER_DISTANCE*8;
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extr bool wireframe;
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extr float sines[360];
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@ -3,6 +3,5 @@
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void framebuffer_size_callback(GLFWwindow *, int, int);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void processInput(GLFWwindow *);
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#endif
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@ -1,17 +1,47 @@
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#ifndef RENDERER_H
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#define RENDERER_H
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#include <oneapi/tbb/concurrent_unordered_set.h>
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#include <oneapi/tbb/concurrent_queue.h>
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#include <glm/glm.hpp>
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#include "chunk.hpp"
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#include "chunkmesher.hpp"
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#include "chunkmeshdata.hpp"
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#include "shader.hpp"
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namespace renderer{
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typedef oneapi::tbb::concurrent_unordered_set<Chunk::Chunk*> RenderSet;
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typedef struct RenderInfo {
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int32_t index;
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int num_vertices;
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glm::vec3 position;
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bool buffers_allocated=false;
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GLuint VAO, VBO, extentsBuffer, texinfoBuffer;
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void allocateBuffers(){
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// Allocate buffers
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &extentsBuffer);
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glGenBuffers(1, &texinfoBuffer);
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buffers_allocated=true;
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}
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void deallocateBuffers(){
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// Allocate buffers
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glDeleteBuffers(1, &VBO);
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glDeleteBuffers(1, &extentsBuffer);
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glDeleteBuffers(1, &texinfoBuffer);
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glDeleteVertexArrays(1, &VAO);
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buffers_allocated=false;
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}
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} RenderInfo;
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typedef oneapi::tbb::concurrent_queue<int32_t> IndexQueue;
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void init(GLFWwindow* window);
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void send_chunk_to_gpu(ChunkMeshData* mesh_data, RenderInfo* render_info);
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void render();
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void resize_framebuffer(int width, int height);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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@ -20,8 +50,8 @@ namespace renderer{
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void saveScreenshot(bool forceFullHD=false);
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Shader* getRenderShader();
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RenderSet& getChunksToRender();
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oneapi::tbb::concurrent_queue<chunkmesher::MeshData*>& getMeshDataQueue();
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ChunkMeshDataQueue& getMeshDataQueue();
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IndexQueue& getDeleteIndexQueue();
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};
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@ -0,0 +1,21 @@
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#ifndef WORLD_UPDATE_MSG_H
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#define WORLD_UPDATE_MSG_H
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#include <glm/glm.hpp>
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#include <oneapi/tbb/concurrent_queue.h>
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enum class WorldUpdateMsgType{
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BLOCKPICK_PLACE,
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BLOCKPICK_BREAK
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};
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typedef struct WorldUpdateMsg{
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WorldUpdateMsgType msg_type;
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glm::vec3 cameraPos;
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glm::vec3 cameraFront;
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float time;
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} WorldUpdateMsg;
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typedef oneapi::tbb::concurrent_queue<WorldUpdateMsg> WorldUpdateMsgQueue;
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#endif
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@ -1,10 +1,10 @@
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cmake_minimum_required(VERSION 3.2)
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project(OpenGLTest)
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set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
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set(SOURCE_FILES main.cpp controls.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
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debugwindow.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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add_executable(OpenGLTest ${SOURCE_FILES})
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target_link_libraries(OpenGLTest glfw tbb glad glm imgui)
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install(TARGETS OpenGLTest DESTINATION ${DIVISIBLE_INSTALL_BIN_DIR})
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install(TARGETS OpenGLTest DESTINATION)
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@ -15,30 +15,20 @@ namespace Chunk
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return utils::coord3DTo1D(x, y, z, CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE);
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}
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int32_t calculateIndex(glm::vec3 pos){
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return calculateIndex(static_cast<int16_t>(pos.x), static_cast<int16_t>(pos.y),
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static_cast<int16_t>(pos.z));
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}
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int32_t calculateIndex(int16_t x, int16_t y, int16_t z){
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return x | (y << 10) | (z << 20);
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}
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Chunk::Chunk(glm::vec3 pos)
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{
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this->position = pos;
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this->setState(CHUNK_STATE_EMPTY, true);
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this->setBlocks(0, CHUNK_MAX_INDEX, Block::AIR);
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}
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Chunk ::~Chunk()
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{
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}
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void Chunk::createBuffers(){
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glGenVertexArrays(1, &(this->VAO));
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glGenBuffers(1, &(this->VBO));
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glGenBuffers(1, &(this->extentsBuffer));
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glGenBuffers(1, &(this->texinfoBuffer));
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}
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void Chunk::deleteBuffers(){
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glDeleteBuffers(1, &(this->VBO));
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glDeleteBuffers(1, &(this->extentsBuffer));
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glDeleteBuffers(1, &(this->texinfoBuffer));
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glDeleteVertexArrays(1, &(this->VAO));
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this->index = calculateIndex(pos);
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}
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Block Chunk::getBlock(int x, int y, int z)
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@ -59,7 +49,7 @@ namespace Chunk
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this->blocks.insert(start < 0 ? 0 : start, end >= CHUNK_VOLUME ? CHUNK_VOLUME : end, b);
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}
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void Chunk::setState(uint8_t nstate, bool value)
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void Chunk::setState(uint16_t nstate, bool value)
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{
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if (value)
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this->state.fetch_or(nstate);
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|
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@ -63,9 +63,9 @@ std::array<TreeCellInfo, TREE_LUT_SIZE*TREE_LUT_SIZE> treeLUT;
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void generateNoise(Chunk::Chunk *chunk)
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{
|
||||
int cx = chunk->getPosition().x * CHUNK_SIZE;
|
||||
int cy = chunk->getPosition().y * CHUNK_SIZE;
|
||||
int cz = chunk->getPosition().z * CHUNK_SIZE;
|
||||
int cx = static_cast<int>(chunk->getPosition().x) * CHUNK_SIZE;
|
||||
int cy = static_cast<int>(chunk->getPosition().y) * CHUNK_SIZE;
|
||||
int cz = static_cast<int>(chunk->getPosition().z) * CHUNK_SIZE;
|
||||
|
||||
// Precalculate LUTs
|
||||
|
||||
|
|
|
@ -1,11 +1,15 @@
|
|||
#include "chunkmanager.hpp"
|
||||
|
||||
#include <oneapi/tbb.h>
|
||||
|
||||
#include <atomic>
|
||||
#include <math.h>
|
||||
#include <vector>
|
||||
#include <queue>
|
||||
#include <thread>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/ext.hpp>
|
||||
#include <glm/gtx/string_cast.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "block.hpp"
|
||||
|
@ -18,13 +22,21 @@
|
|||
|
||||
namespace chunkmanager
|
||||
{
|
||||
void blockpick(WorldUpdateMsg& msg); // There's no need of passing by value again (check
|
||||
// controls.cpp)
|
||||
void generate();
|
||||
void mesh();
|
||||
|
||||
/* Chunk holding data structures */
|
||||
// Concurrent hash table of chunks
|
||||
ChunkTable chunks;
|
||||
// Concurrent queue for chunks to be deleted
|
||||
IntQueue chunks_todelete;
|
||||
// Chunk indices. Centered at (0,0,0), going in concentric sphere outwards
|
||||
std::array<std::array<int, 3>, chunks_volume> chunks_indices;
|
||||
std::array<std::array<int16_t, 3>, chunks_volume> chunks_indices;
|
||||
|
||||
/* World Update messaging data structure */
|
||||
WorldUpdateMsgQueue WorldUpdateQueue;
|
||||
|
||||
/* Multithreading */
|
||||
std::atomic_bool should_run;
|
||||
|
@ -34,54 +46,27 @@ namespace chunkmanager
|
|||
// Queue of chunks to be meshed
|
||||
ChunkPriorityQueue chunks_to_mesh_queue;
|
||||
|
||||
/* Block picking */
|
||||
int block_to_place{2};
|
||||
|
||||
WorldUpdateMsgQueue& getWorldUpdateQueue(){ return WorldUpdateQueue; }
|
||||
|
||||
// Init chunkmanager. Chunk indices and start threads
|
||||
int chunks_volume_real;
|
||||
void init(){
|
||||
int index{0};
|
||||
int rr{RENDER_DISTANCE * RENDER_DISTANCE};
|
||||
constexpr int rr{RENDER_DISTANCE * RENDER_DISTANCE};
|
||||
|
||||
int xp{0}, x{0};
|
||||
bool b = true;
|
||||
|
||||
// Iterate over all chunks, in concentric spheres starting fron the player and going outwards. Alternate left and right
|
||||
// Eq. of the sphere (x - a)² + (y - b)² + (z - c)² = r²
|
||||
while (xp <= RENDER_DISTANCE)
|
||||
{
|
||||
// Alternate between left and right
|
||||
if (b) x = +xp;
|
||||
else x = -xp;
|
||||
for(int16_t i = -RENDER_DISTANCE; i < RENDER_DISTANCE; i++)
|
||||
for(int16_t j = -RENDER_DISTANCE; j < RENDER_DISTANCE; j++)
|
||||
for(int16_t k = -RENDER_DISTANCE; k < RENDER_DISTANCE; k++){
|
||||
|
||||
// Step 1. At current x, get the corresponding y values (2nd degree equation, up to 2
|
||||
// possible results)
|
||||
int y1 = static_cast<int>(sqrt((rr) - x*x));
|
||||
|
||||
for (int y = -y1 + 1 ; y <= y1; y++)
|
||||
{
|
||||
// Step 2. At both y's, get the corresponding z values
|
||||
int z1 = static_cast<int>(sqrt( rr - x*x - y*y));
|
||||
|
||||
for (int z = -z1 + 1; z <= z1; z++){
|
||||
chunks_indices[index][0] = x;
|
||||
chunks_indices[index][1] = y;
|
||||
chunks_indices[index][2] = z;
|
||||
chunks_indices[index][0]=i;
|
||||
chunks_indices[index][1]=j;
|
||||
chunks_indices[index][2]=k;
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
if (!b)
|
||||
{
|
||||
xp++;
|
||||
b = true;
|
||||
}
|
||||
else b = false;
|
||||
}
|
||||
chunks_volume_real = 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);
|
||||
|
@ -95,8 +80,12 @@ namespace chunkmanager
|
|||
void generate(){
|
||||
while(should_run){
|
||||
ChunkPQEntry entry;
|
||||
while(chunks_to_generate_queue.try_pop(entry)) generateChunk(entry.first);
|
||||
if(chunks_to_generate_queue.try_pop(entry)){
|
||||
generateChunk(entry.first);
|
||||
entry.first->setState(Chunk::CHUNK_STATE_IN_GENERATION_QUEUE, false);
|
||||
}
|
||||
}
|
||||
//chunks_to_generate_queue.clear();
|
||||
}
|
||||
|
||||
// Method for chunk meshing thread(s)
|
||||
|
@ -105,113 +94,181 @@ namespace chunkmanager
|
|||
ChunkPQEntry entry;
|
||||
if(chunks_to_mesh_queue.try_pop(entry)){
|
||||
Chunk::Chunk* chunk = entry.first;
|
||||
if(chunk->getState(Chunk::CHUNK_STATE_GENERATED)){
|
||||
chunkmesher::mesh(chunk);
|
||||
renderer::getChunksToRender().insert(chunk);
|
||||
}
|
||||
chunkmesher::mesh(chunk);
|
||||
chunk->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, false);
|
||||
}
|
||||
}
|
||||
//chunks_to_mesh_queue.clear();
|
||||
}
|
||||
|
||||
oneapi::tbb::concurrent_queue<Chunk::Chunk*> chunks_todelete;
|
||||
int nUnloaded{0};
|
||||
void update(){
|
||||
while(should_run) {
|
||||
int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
|
||||
int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
|
||||
int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
|
||||
// Setup variables for the whole loop
|
||||
// Atomic is needed by parallel_for
|
||||
std::atomic_int nUnloaded{0}, nMarkUnload{0}, nExplored{0}, nMeshed{0}, nGenerated{0};
|
||||
std::atomic_int chunkX=static_cast<int>(theCamera.getAtomicPosX() / CHUNK_SIZE);
|
||||
std::atomic_int chunkY=static_cast<int>(theCamera.getAtomicPosY() / CHUNK_SIZE);
|
||||
std::atomic_int chunkZ=static_cast<int>(theCamera.getAtomicPosZ() / CHUNK_SIZE);
|
||||
|
||||
debug::window::set_parameter("px", theCamera.getAtomicPosX());
|
||||
debug::window::set_parameter("py", theCamera.getAtomicPosY());
|
||||
debug::window::set_parameter("pz", theCamera.getAtomicPosZ());
|
||||
debug::window::set_parameter("cx", chunkX);
|
||||
debug::window::set_parameter("cy", chunkY);
|
||||
debug::window::set_parameter("cz", chunkZ);
|
||||
debug::window::set_parameter("lx", theCamera.getFront().x);
|
||||
debug::window::set_parameter("ly", theCamera.getFront().y);
|
||||
debug::window::set_parameter("lz", theCamera.getFront().z);
|
||||
|
||||
// Update other chunks
|
||||
for(int i = 0; i < chunks_volume_real; i++) {
|
||||
const uint16_t x = chunks_indices[i][0] + chunkX;
|
||||
const uint16_t y = chunks_indices[i][1] + chunkY;
|
||||
const uint16_t z = chunks_indices[i][2] + chunkZ;
|
||||
const uint32_t index = calculateIndex(x, y, z);
|
||||
|
||||
if(x > 1023 || y > 1023 || z > 1023) continue;
|
||||
|
||||
ChunkTable::accessor a, a1, a2, b1, b2, c1, c2;
|
||||
if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new Chunk::Chunk(glm::vec3(x,y,z))));
|
||||
|
||||
if(! (a->second->getState(Chunk::CHUNK_STATE_GENERATED))) {
|
||||
chunks_to_generate_queue.push(std::make_pair(a->second, GENERATION_PRIORITY_NORMAL));
|
||||
}else if(! (a->second->getState(Chunk::CHUNK_STATE_MESHED))){
|
||||
if(
|
||||
(x + 1 > 1023 || (chunks.find(a1, calculateIndex(x+1, y, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(x - 1 < 0|| (chunks.find(a1, calculateIndex(x-1, y, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(y + 1 > 1023 || (chunks.find(a1, calculateIndex(x, y+1, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(y - 1 < 0|| (chunks.find(a1, calculateIndex(x, y-1, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(z + 1 > 1023 || (chunks.find(a1, calculateIndex(x, y, z+1)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(z - 1 < 0|| (chunks.find(a1, calculateIndex(x, y, z-1)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED)))
|
||||
)
|
||||
chunks_to_mesh_queue.push(std::make_pair(a->second, MESHING_PRIORITY_NORMAL));
|
||||
/* Process update messages before anything happens */
|
||||
WorldUpdateMsg msg;
|
||||
while(WorldUpdateQueue.try_pop(msg)){
|
||||
switch(msg.msg_type){
|
||||
case WorldUpdateMsgType::BLOCKPICK_BREAK:
|
||||
case WorldUpdateMsgType::BLOCKPICK_PLACE:
|
||||
blockpick(msg);
|
||||
break;
|
||||
}
|
||||
|
||||
a.release();
|
||||
}
|
||||
|
||||
debug::window::set_parameter("update_chunks_total", (int) (chunks.size()));
|
||||
debug::window::set_parameter("update_chunks_bucket", (int) (chunks.max_size()));
|
||||
|
||||
Chunk::Chunk* n;
|
||||
nUnloaded = 0;
|
||||
while(chunks_todelete.try_pop(n)){
|
||||
int x = static_cast<uint16_t>(n->getPosition().x);
|
||||
int y = static_cast<uint16_t>(n->getPosition().y);
|
||||
int z = static_cast<uint16_t>(n->getPosition().z);
|
||||
if(x > 1023 || y > 1023 || z > 1023) continue;
|
||||
const uint32_t index = calculateIndex(x, y, z);
|
||||
|
||||
chunks.erase(index);
|
||||
//delete n;
|
||||
nUnloaded++;
|
||||
// Eventually delete old chunks
|
||||
int i;
|
||||
ChunkTable::accessor a;
|
||||
while(chunks_todelete.try_pop(i)){
|
||||
const int index = i;
|
||||
if(chunks.find(a, index)){
|
||||
Chunk::Chunk* c = a->second;
|
||||
if(chunks.erase(a)){
|
||||
nUnloaded++;
|
||||
renderer::getDeleteIndexQueue().push(index);
|
||||
delete c;
|
||||
} else std::cout << "failed to delete " << index << std::endl;
|
||||
} else std::cout << "no such element found to delete\n";
|
||||
}
|
||||
|
||||
// Eventually create new chunks near the player
|
||||
for(int i = 0; i < chunks_volume; i++) {
|
||||
const int16_t x = chunks_indices[i][0] + chunkX;
|
||||
const int16_t y = chunks_indices[i][1] + chunkY;
|
||||
const int16_t z = chunks_indices[i][2] + chunkZ;
|
||||
|
||||
if(x < 0 || y < 0 || z < 0 || x > 1023 || y > 1023 || z > 1023) continue;
|
||||
nExplored++;
|
||||
|
||||
const int32_t index = Chunk::calculateIndex(x, y, z);
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, index)) chunks.emplace(a, std::make_pair(index, new
|
||||
Chunk::Chunk(glm::vec3(x,y,z))));
|
||||
}
|
||||
|
||||
// Now update all the chunks
|
||||
oneapi::tbb::parallel_for(chunks.range(), [&](ChunkTable::range_type &r){
|
||||
for(ChunkTable::iterator a = r.begin(); a != r.end(); a++){
|
||||
Chunk::Chunk* c = a->second;
|
||||
|
||||
int x = c->getPosition().x;
|
||||
int y = c->getPosition().y;
|
||||
int z = c->getPosition().z;
|
||||
int distx = x - chunkX;
|
||||
int disty = y - chunkY;
|
||||
int distz = z - chunkZ;
|
||||
|
||||
int gen{0}, mesh{0}, unload{0};
|
||||
|
||||
if(
|
||||
distx >= -RENDER_DISTANCE && distx < RENDER_DISTANCE &&
|
||||
disty >= -RENDER_DISTANCE && disty < RENDER_DISTANCE &&
|
||||
distz >= -RENDER_DISTANCE && distz < RENDER_DISTANCE
|
||||
){
|
||||
|
||||
// If within distance
|
||||
// Reset out-of-view flags
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, false);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
|
||||
// If not yet generated
|
||||
if(!c->getState(Chunk::CHUNK_STATE_GENERATED)){
|
||||
if(c->isFree()){
|
||||
// Generate
|
||||
c->setState(Chunk::CHUNK_STATE_IN_GENERATION_QUEUE, true);
|
||||
chunks_to_generate_queue.push(std::make_pair(c, GENERATION_PRIORITY_NORMAL));
|
||||
}
|
||||
}else{
|
||||
gen++;
|
||||
// If generated but not yet meshed
|
||||
// TODO: not getting meshed
|
||||
if(!c->getState(Chunk::CHUNK_STATE_MESHED)){
|
||||
ChunkTable::accessor a1;
|
||||
if(c->isFree() &&
|
||||
(distx+1 >= RENDER_DISTANCE || x + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x+1, y, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(distx-1 < -RENDER_DISTANCE || x - 1 < 0 || (chunks.find(a1, Chunk::calculateIndex(x-1, y, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(disty+1 >= RENDER_DISTANCE || y + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y+1, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(disty-1 < -RENDER_DISTANCE || y - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y-1, z)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(distz+1 >= RENDER_DISTANCE || z + 1 > 1023 || (chunks.find(a1, Chunk::calculateIndex(x, y, z+1)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED))) &&
|
||||
(distz-1 < -RENDER_DISTANCE || z - 1 < 0|| (chunks.find(a1, Chunk::calculateIndex(x, y, z-1)) &&
|
||||
a1->second->getState(Chunk::CHUNK_STATE_GENERATED)))
|
||||
)
|
||||
{
|
||||
// Mesh
|
||||
c->setState(Chunk::CHUNK_STATE_IN_MESHING_QUEUE, true);
|
||||
chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_NORMAL));
|
||||
}
|
||||
}else{
|
||||
mesh++;
|
||||
// If generated & meshed, render
|
||||
}
|
||||
}
|
||||
|
||||
}else{
|
||||
// If not within distance
|
||||
if(c->getState(Chunk::CHUNK_STATE_OUTOFVISION)){
|
||||
// If enough time has passed, set to be deleted
|
||||
if(c->isFree() && glfwGetTime() - c->unload_timer >= UNLOAD_TIMEOUT){
|
||||
c->setState(Chunk::CHUNK_STATE_IN_DELETING_QUEUE, true);
|
||||
chunks_todelete.push(c->getIndex());
|
||||
unload++;
|
||||
}
|
||||
}else{
|
||||
// Mark as out of view, and start waiting time
|
||||
c->setState(Chunk::CHUNK_STATE_OUTOFVISION, true);
|
||||
c->setState(Chunk::CHUNK_STATE_UNLOADED, false);
|
||||
c->unload_timer = glfwGetTime();
|
||||
}
|
||||
}
|
||||
|
||||
nGenerated += gen;
|
||||
nMeshed += mesh;
|
||||
nMarkUnload += unload;
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
std::cout << "time: " << glfwGetTime() << "\ntotal: " << chunks.size() << "\ngenerated: " << nGenerated << "\nmeshed: "
|
||||
<< nMeshed << "\nunloaded from prev loop: " << nUnloaded << "\nnew marked for unload: " << nMarkUnload << std::endl;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// uint32_t is fine, since i'm limiting the coordinate to only use up to ten bits (1023). There's actually two spare bits
|
||||
uint32_t calculateIndex(uint16_t i, uint16_t j, uint16_t k){
|
||||
return i | (j << 10) | (k << 20);
|
||||
}
|
||||
|
||||
oneapi::tbb::concurrent_queue<Chunk::Chunk*>& getDeleteVector(){ return chunks_todelete; }
|
||||
std::array<std::array<int, 3>, chunks_volume>& getChunksIndices(){ return chunks_indices; }
|
||||
std::array<std::array<int16_t, 3>, chunks_volume>& getChunksIndices(){ return chunks_indices; }
|
||||
|
||||
void stop() {
|
||||
should_run=false;
|
||||
|
||||
std::cout << "waiting for secondary threads to finish\n";
|
||||
update_thread.join();
|
||||
std::cout << "update thread terminated\n";
|
||||
gen_thread.join();
|
||||
std::cout << "generation thread terminated\n";
|
||||
mesh_thread.join();
|
||||
}
|
||||
void destroy(){
|
||||
/*for(const auto& n : chunks){
|
||||
delete n.second;
|
||||
}*/
|
||||
std::cout << "meshing thread terminated\n";
|
||||
|
||||
}
|
||||
|
||||
void blockpick(bool place){
|
||||
void destroy(){
|
||||
}
|
||||
|
||||
void blockpick(WorldUpdateMsg& msg){
|
||||
// cast a ray from the camera in the direction pointed by the camera itself
|
||||
glm::vec3 pos = glm::vec3(theCamera.getAtomicPosX(), theCamera.getAtomicPosY(),
|
||||
theCamera.getAtomicPosZ());
|
||||
glm::vec3 pos = msg.cameraPos;
|
||||
for(float t = 0.0; t <= 10.0; t += 0.5){
|
||||
// traverse the ray a block at the time
|
||||
pos = theCamera.getPos() + t * theCamera.getFront();
|
||||
pos = msg.cameraPos + t*msg.cameraFront;
|
||||
|
||||
// get which chunk and block the ray is at
|
||||
int px = ((int)(pos.x))/CHUNK_SIZE;
|
||||
|
@ -225,7 +282,7 @@ namespace chunkmanager
|
|||
if(px < 0 || py < 0 || pz < 0 || px >= 1024 || py >= 1024 || pz >= 1024) continue;
|
||||
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, calculateIndex(px, py, pz))) continue;
|
||||
if(!chunks.find(a, Chunk::calculateIndex(px, py, pz))) continue;
|
||||
Chunk::Chunk* c = a->second;
|
||||
if(!c->getState(Chunk::CHUNK_STATE_GENERATED) || c->getState(Chunk::CHUNK_STATE_EMPTY)) continue;
|
||||
|
||||
|
@ -236,7 +293,7 @@ namespace chunkmanager
|
|||
if(b != Block::AIR){
|
||||
|
||||
// if placing a new block
|
||||
if(place){
|
||||
if(msg.msg_type == WorldUpdateMsgType::BLOCKPICK_PLACE){
|
||||
// Go half a block backwards on the ray, to check the block where the ray was
|
||||
// coming from
|
||||
// Doing this and not using normal adds the unexpected (and unwanted) ability to
|
||||
|
@ -254,7 +311,7 @@ namespace chunkmanager
|
|||
// exit early if the position is invalid or the chunk does not exist
|
||||
if(px1 < 0 || py1 < 0 || pz1 < 0 || px1 >= 1024 || py1 >= 1024 || pz1 >= 1024) return;
|
||||
ChunkTable::accessor a1;
|
||||
if(!chunks.find(a1, calculateIndex(px1, py1, pz1))) return;
|
||||
if(!chunks.find(a1, Chunk::calculateIndex(px1, py1, pz1))) return;
|
||||
Chunk::Chunk* c1 = a1->second;
|
||||
// place the new block (only stone for now)
|
||||
c1->setBlock((Block)block_to_place, bx1, by1, bz1);
|
||||
|
@ -263,8 +320,9 @@ namespace chunkmanager
|
|||
chunks_to_mesh_queue.push(std::make_pair(c1, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
|
||||
debug::window::set_parameter("block_last_action", place);
|
||||
debug::window::set_parameter("block_last_action_block_type", (int)(Block::STONE));
|
||||
debug::window::set_parameter("block_last_action", (int)msg.msg_type);
|
||||
debug::window::set_parameter("block_last_action_block_type",
|
||||
(int)(block_to_place));
|
||||
debug::window::set_parameter("block_last_action_x", px1*CHUNK_SIZE + bx1);
|
||||
debug::window::set_parameter("block_last_action_y", px1*CHUNK_SIZE + by1);
|
||||
debug::window::set_parameter("block_last_action_z", px1*CHUNK_SIZE + bz1);
|
||||
|
@ -276,20 +334,20 @@ namespace chunkmanager
|
|||
|
||||
// When necessary, also mesh nearby chunks
|
||||
ChunkTable::accessor a1, a2, b1, b2, c1, c2;
|
||||
if(bx == 0 && px - 1 >= 0 && chunks.find(a1, calculateIndex(px - 1, py, pz)))
|
||||
chunkmesher::mesh(a1->second);
|
||||
if(by == 0 && py - 1 >= 0 && chunks.find(b1, calculateIndex(px, py - 1, pz)))
|
||||
chunkmesher::mesh(b1->second);
|
||||
if(bz == 0 && pz - 1 >= 0 && chunks.find(c1, calculateIndex(px, py, pz - 1)))
|
||||
chunkmesher::mesh(c1->second);
|
||||
if(bx == CHUNK_SIZE - 1 && px +1 < 1024 && chunks.find(a2, calculateIndex(px +1, py, pz)))
|
||||
chunkmesher::mesh(a2->second);
|
||||
if(by == CHUNK_SIZE - 1 && py +1 < 1024 && chunks.find(b2, calculateIndex(px, py +1, pz)))
|
||||
chunkmesher::mesh(b2->second);
|
||||
if(bz == CHUNK_SIZE - 1 && pz +1 < 1024 && chunks.find(c2, calculateIndex(px, py, pz +1)))
|
||||
chunkmesher::mesh(c2->second);
|
||||
if(bx == 0 && px - 1 >= 0 && chunks.find(a1, Chunk::calculateIndex(px - 1, py, pz)))
|
||||
chunks_to_mesh_queue.push(std::make_pair(a1->second, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
if(by == 0 && py - 1 >= 0 && chunks.find(b1, Chunk::calculateIndex(px, py - 1, pz)))
|
||||
chunks_to_mesh_queue.push(std::make_pair(a2->second, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
if(bz == 0 && pz - 1 >= 0 && chunks.find(c1, Chunk::calculateIndex(px, py, pz - 1)))
|
||||
chunks_to_mesh_queue.push(std::make_pair(b1->second, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
if(bx == CHUNK_SIZE - 1 && px +1 < 1024 && chunks.find(a2, Chunk::calculateIndex(px +1, py, pz)))
|
||||
chunks_to_mesh_queue.push(std::make_pair(b2->second, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
if(by == CHUNK_SIZE - 1 && py +1 < 1024 && chunks.find(b2, Chunk::calculateIndex(px, py +1, pz)))
|
||||
chunks_to_mesh_queue.push(std::make_pair(c1->second, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
if(bz == CHUNK_SIZE - 1 && pz +1 < 1024 && chunks.find(c2, Chunk::calculateIndex(px, py, pz +1)))
|
||||
chunks_to_mesh_queue.push(std::make_pair(c2->second, MESHING_PRIORITY_PLAYER_EDIT));
|
||||
|
||||
debug::window::set_parameter("block_last_action", place);
|
||||
debug::window::set_parameter("block_last_action", (int)msg.msg_type);
|
||||
debug::window::set_parameter("block_last_action_block_type", (int) (Block::AIR));
|
||||
debug::window::set_parameter("block_last_action_x", px*CHUNK_SIZE + bx);
|
||||
debug::window::set_parameter("block_last_action_y", py*CHUNK_SIZE + by);
|
||||
|
@ -312,7 +370,7 @@ namespace chunkmanager
|
|||
|
||||
//std::cout << "Block at " << x << ", " << y << ", " << z << " is in chunk " << cx << "," << cy << "," << cz << "\n";
|
||||
ChunkTable::accessor a;
|
||||
if(!chunks.find(a, calculateIndex(cx, cy, cz))) return Block::NULLBLK;
|
||||
if(!chunks.find(a, Chunk::calculateIndex(cx, cy, cz))) return Block::NULLBLK;
|
||||
else {
|
||||
int bx = x % CHUNK_SIZE;
|
||||
int by = y % CHUNK_SIZE;
|
||||
|
|
|
@ -11,15 +11,21 @@
|
|||
#include "spacefilling.hpp"
|
||||
#include "utils.hpp"
|
||||
|
||||
#define CHUNKMESHER_BORDERS 0
|
||||
|
||||
namespace chunkmesher{
|
||||
|
||||
oneapi::tbb::concurrent_queue<MeshData*> MeshDataQueue;
|
||||
ChunkMeshDataQueue MeshDataQueue;
|
||||
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
|
||||
oneapi::tbb::concurrent_queue<MeshData*>& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
void init(){
|
||||
for(int i = 0; i < 10; i++)
|
||||
MeshDataQueue.push(new ChunkMeshData{});
|
||||
}
|
||||
|
||||
void mesh(Chunk::Chunk* chunk)
|
||||
{
|
||||
MeshData* mesh_data;
|
||||
ChunkMeshData* mesh_data;
|
||||
if(!MeshDataQueue.try_pop(mesh_data)) return;
|
||||
|
||||
/*
|
||||
|
@ -38,28 +44,13 @@ 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();
|
||||
mesh_data->clear();
|
||||
mesh_data->message_type = ChunkMeshDataType::MESH_UPDATE;
|
||||
mesh_data->index = chunk->getIndex();
|
||||
mesh_data->position = chunk->getPosition();
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// convert tree to array since it is easier to work with it
|
||||
std::unique_ptr<Block[]> blocks;
|
||||
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;
|
||||
}
|
||||
|
||||
int k, l, u, v, w, h, n, j, i;
|
||||
int x[]{0, 0, 0};
|
||||
int q[]{0, 0, 0};
|
||||
|
@ -67,6 +58,14 @@ void mesh(Chunk::Chunk* chunk)
|
|||
int dv[]{0, 0, 0};
|
||||
|
||||
std::array<Block, CHUNK_SIZE * CHUNK_SIZE> mask;
|
||||
|
||||
// Abort if chunk is empty
|
||||
if(chunk->getState(Chunk::CHUNK_STATE_EMPTY)) goto end;
|
||||
|
||||
// convert tree to array since it is easier to work with it
|
||||
blocks = chunk->getBlocksArray(&length);
|
||||
if(length == 0) goto end;
|
||||
|
||||
for (bool backFace = true, b = false; b != backFace; backFace = backFace && b, b = !b)
|
||||
{
|
||||
// iterate over 3 dimensions
|
||||
|
@ -98,6 +97,7 @@ void mesh(Chunk::Chunk* chunk)
|
|||
Block b1, b2;
|
||||
if(x[dim] >= 0) b1 = blocks[HILBERT_XYZ_ENCODE[x[0]][x[1]][x[2]]];
|
||||
else{
|
||||
// b1 = Block::NULLBLK;
|
||||
int cx = chunk->getPosition().x*CHUNK_SIZE;
|
||||
int cy = chunk->getPosition().y*CHUNK_SIZE;
|
||||
int cz = chunk->getPosition().z*CHUNK_SIZE;
|
||||
|
@ -112,6 +112,7 @@ void mesh(Chunk::Chunk* chunk)
|
|||
if(x[dim] < CHUNK_SIZE - 1) b2 = blocks[HILBERT_XYZ_ENCODE[x[0] + q[0]][x[1]
|
||||
+ q[1]][x[2] + q[2]]];
|
||||
else{
|
||||
//b2 = Block::NULLBLK;
|
||||
int cx = chunk->getPosition().x*CHUNK_SIZE;
|
||||
int cy = chunk->getPosition().y*CHUNK_SIZE;
|
||||
int cz = chunk->getPosition().z*CHUNK_SIZE;
|
||||
|
@ -128,9 +129,15 @@ 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 CHUNKMESHER_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
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -184,14 +191,15 @@ void mesh(Chunk::Chunk* chunk)
|
|||
mesh_data->vertices.push_back(x[1]); //bottomLeft.y
|
||||
mesh_data->vertices.push_back(x[2]); //bottomLeft.z
|
||||
|
||||
// extents, use normals for now
|
||||
// extents
|
||||
mesh_data->extents.push_back(du[0] + dv[0]);
|
||||
mesh_data->extents.push_back(du[1] + dv[1]);
|
||||
mesh_data->extents.push_back(du[2] + dv[2]);
|
||||
|
||||
// texture info (block type, backFace)
|
||||
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);
|
||||
}
|
||||
};
|
||||
|
|
|
@ -0,0 +1,63 @@
|
|||
#include "controls.hpp"
|
||||
|
||||
#include "camera.hpp"
|
||||
#include "chunkmanager.hpp"
|
||||
#include "globals.hpp"
|
||||
#include "renderer.hpp"
|
||||
|
||||
namespace controls{
|
||||
WorldUpdateMsgQueue MsgQueue;
|
||||
float lastBlockPick=0.0;
|
||||
bool blockpick = false;
|
||||
bool cursor = false;
|
||||
|
||||
void init(){
|
||||
}
|
||||
|
||||
void update(GLFWwindow* window){
|
||||
// Reset blockping timeout have passed
|
||||
float current_time = glfwGetTime();
|
||||
|
||||
/* BlockPicking */
|
||||
// Reset blockpicking if enough time has passed
|
||||
if(current_time - lastBlockPick > BLOCKPICK_TIMEOUT) blockpick = false;
|
||||
// Reset blockpicking if both mouse buttons are released
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
|
||||
// Process block picking if a mouse button is pressed
|
||||
if((glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS ||
|
||||
glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2 == GLFW_PRESS)) && !blockpick){
|
||||
|
||||
// Start timeout for next block pick action
|
||||
blockpick = true;
|
||||
lastBlockPick = current_time;
|
||||
|
||||
// Construct the message to send to chunkmanager
|
||||
|
||||
// WorldUpdateMsg is allocated on the stack
|
||||
// unlike ChunkMeshData, the fields of WorldUpdateMsg are few and light, so there's no
|
||||
// problem in passing them by value each time.
|
||||
// It also has the advantage of having less memory to manage, since I'm not allocating
|
||||
// anything on the heap
|
||||
|
||||
WorldUpdateMsg msg{};
|
||||
msg.cameraPos = theCamera.getPos();
|
||||
msg.cameraFront = theCamera.getFront();
|
||||
msg.time = current_time;
|
||||
msg.msg_type = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS ?
|
||||
WorldUpdateMsgType::BLOCKPICK_PLACE : WorldUpdateMsgType::BLOCKPICK_BREAK;
|
||||
|
||||
// Send to chunk manager
|
||||
chunkmanager::getWorldUpdateQueue().push(msg);
|
||||
}
|
||||
|
||||
/* SCREENSHOTS */
|
||||
if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
|
||||
if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
|
||||
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
|
||||
cursor = !cursor;
|
||||
glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
}
|
||||
|
||||
WorldUpdateMsgQueue& getWorldUpdateQueue(){ return MsgQueue; }
|
||||
};
|
|
@ -1,3 +1,6 @@
|
|||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "debugwindow.hpp"
|
||||
|
||||
#include <imgui/imgui.h>
|
||||
|
@ -62,13 +65,14 @@ namespace debug{
|
|||
void show_debug_window(){
|
||||
ImGui::Begin("Debug Window");
|
||||
|
||||
ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
|
||||
//ImGui::PushItemWidth(ImGui::GetFontSize() * -12);
|
||||
|
||||
try{
|
||||
if (ImGui::CollapsingHeader("Frametimes")){
|
||||
ImGui::Text("FPS: %d", std::any_cast<int>(parameters.at("fps")));
|
||||
ImGui::Text("Frametime (ms): %f",
|
||||
std::any_cast<float>(parameters.at("frametime"))*1000);
|
||||
ImGui::Text("GPU: %s %s", glGetString(GL_VENDOR), glGetString(GL_RENDERER));
|
||||
//ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr);
|
||||
}
|
||||
|
||||
|
@ -95,18 +99,15 @@ 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")));
|
||||
|
@ -115,13 +116,21 @@ namespace debug{
|
|||
if(ImGui::CollapsingHeader("Chunks")){
|
||||
ImGui::Text("Total chunks present: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_total")));
|
||||
/*ImGui::Text("Chunks freed from memory: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_delete")));*/
|
||||
ImGui::Text("Bucket size: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_bucket")));
|
||||
ImGui::Text("Buckets in hash map: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_buckets")));
|
||||
ImGui::Text("Chunks generated: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_generated")));
|
||||
ImGui::Text("Chunks meshed: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_meshed")));
|
||||
ImGui::Text("Chunks actually freed from memory: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_freed")));
|
||||
ImGui::Text("Chunks explored: %d",
|
||||
std::any_cast<int>(parameters.at("update_chunks_explored")));
|
||||
}
|
||||
}catch(const std::bad_any_cast& e){
|
||||
std::cout << e.what();
|
||||
}catch(const std::out_of_range& e){
|
||||
std::cout << e.what();
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
|
|
56
src/main.cpp
56
src/main.cpp
|
@ -1,15 +1,16 @@
|
|||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "main.hpp"
|
||||
|
||||
#include <iostream>
|
||||
#include <thread>
|
||||
|
||||
#define GLOBALS_DEFINER
|
||||
#include "globals.hpp"
|
||||
#undef GLOBALS_DEFINER
|
||||
|
||||
#include "chunkmanager.hpp"
|
||||
#include "main.hpp"
|
||||
#include "controls.hpp"
|
||||
#include "debugwindow.hpp"
|
||||
#include "renderer.hpp"
|
||||
#include "spacefilling.hpp"
|
||||
|
@ -20,10 +21,6 @@ float lastFrame = 0.0f; // Time of last frame
|
|||
float lastFPSFrame = 0.0f;
|
||||
int frames = 0;
|
||||
|
||||
float lastBlockPick=0.0;
|
||||
bool blockpick = false;
|
||||
bool cursor = false;
|
||||
|
||||
int main()
|
||||
{
|
||||
|
||||
|
@ -61,8 +58,6 @@ int main()
|
|||
//glEnable(GL_FRAMEBUFFER_SRGB); //gamma correction done in fragment shader
|
||||
//glEnable(GL_CULL_FACE); //GL_BACK GL_CCW by default
|
||||
|
||||
std::cout << "Using GPU: " << glGetString(GL_VENDOR) << " " << glGetString(GL_RENDERER) << "\n";
|
||||
|
||||
wireframe = false;
|
||||
for(int i = 0; i < 360; i++){
|
||||
sines[i] = sin(3.14 / 180 * i);
|
||||
|
@ -70,7 +65,9 @@ int main()
|
|||
}
|
||||
|
||||
SpaceFilling::initLUT();
|
||||
controls::init();
|
||||
chunkmanager::init();
|
||||
chunkmesher::init();
|
||||
debug::window::init(window);
|
||||
renderer::init(window);
|
||||
|
||||
|
@ -94,15 +91,16 @@ int main()
|
|||
glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Only handle window closing here
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
// Input processing
|
||||
processInput(window);
|
||||
controls::update(window);
|
||||
|
||||
// Camera
|
||||
theCamera.update(window, deltaTime);
|
||||
|
||||
// Reset blockping timeout if 200ms have passed
|
||||
if(glfwGetTime() - lastBlockPick > 0.1) blockpick = false;
|
||||
|
||||
// Render pass
|
||||
renderer::render();
|
||||
|
||||
|
@ -115,9 +113,9 @@ int main()
|
|||
chunkmanager::stop();
|
||||
|
||||
// Cleanup allocated memory
|
||||
chunkmanager::destroy();
|
||||
renderer::destroy();
|
||||
debug::window::destroy();
|
||||
renderer::destroy();
|
||||
chunkmanager::destroy();
|
||||
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
|
@ -134,33 +132,3 @@ void mouse_callback(GLFWwindow *window, double xpos, double ypos)
|
|||
{
|
||||
theCamera.mouseCallback(window, xpos, ypos);
|
||||
}
|
||||
|
||||
void processInput(GLFWwindow *window)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||
glfwSetWindowShouldClose(window, true);
|
||||
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
|
||||
chunkmanager::blockpick(false);
|
||||
blockpick=true;
|
||||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
|
||||
chunkmanager::blockpick(true);
|
||||
blockpick=true;
|
||||
lastBlockPick=glfwGetTime();
|
||||
}
|
||||
|
||||
// Reset blockpicking if enough time has passed
|
||||
if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
|
||||
|
||||
if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
|
||||
if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
|
||||
if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
|
||||
cursor = !cursor;
|
||||
glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
159
src/renderer.cpp
159
src/renderer.cpp
|
@ -1,7 +1,9 @@
|
|||
#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"
|
||||
|
@ -12,23 +14,25 @@
|
|||
#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<int32_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; }
|
||||
|
||||
GLuint renderTexFrameBuffer, renderTex, renderTexDepthBuffer, quadVAO, quadVBO;
|
||||
int screenWidth, screenHeight;
|
||||
|
||||
int crosshair_type{0};
|
||||
bool wireframe{false};
|
||||
|
||||
Shader* getRenderShader() { return theShader; }
|
||||
ChunkMeshDataQueue& getMeshDataQueue(){ return MeshDataQueue; }
|
||||
IndexQueue& getDeleteIndexQueue(){ return MeshDataToDelete; }
|
||||
|
||||
void init(GLFWwindow* window){
|
||||
// Setup rendering
|
||||
// We will render the image to a texture, then display the texture on a quad that fills the
|
||||
|
@ -138,26 +142,56 @@ namespace renderer{
|
|||
theShader->use();
|
||||
theShader->setVec3("viewPos", cameraPos);
|
||||
|
||||
chunkmesher::MeshData* m;
|
||||
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;
|
||||
std::cout << "index collision on " << render_info->index << std::endl;
|
||||
}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;
|
||||
// TODO: implement removal of chunks from rendering
|
||||
int32_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
|
||||
// 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;
|
||||
|
||||
if(render_info->num_vertices > 0)
|
||||
{
|
||||
total++;
|
||||
|
||||
// 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);
|
||||
vertices += render_info->num_vertices;
|
||||
|
||||
// Perform frustum culling and eventually render
|
||||
glm::vec3 chunk = c->getPosition();
|
||||
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);
|
||||
|
||||
|
@ -179,57 +213,25 @@ namespace renderer{
|
|||
|
||||
if (!out)
|
||||
{
|
||||
if(c->numVertices > 0)
|
||||
{
|
||||
theShader->setMat4("model", model);
|
||||
theShader->setMat4("view", theCamera.getView());
|
||||
theShader->setMat4("projection", theCamera.getProjection());
|
||||
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);
|
||||
glBindVertexArray(render_info->VAO);
|
||||
glDrawArrays(GL_POINTS, 0, render_info->num_vertices);
|
||||
glBindVertexArray(0);
|
||||
|
||||
toGpu++;
|
||||
}
|
||||
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();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
total = chunks_torender.size();
|
||||
debug::window::set_parameter("render_chunks_total", total);
|
||||
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_oof", oof);
|
||||
debug::window::set_parameter("render_chunks_deleted", (int) (render_todelete.size()));
|
||||
debug::window::set_parameter("render_chunks_vertices", vertices);
|
||||
|
||||
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);
|
||||
}
|
||||
render_todelete.clear();
|
||||
|
||||
/* DISPLAY TEXTURE ON A QUAD THAT FILLS THE SCREEN */
|
||||
// Now to render the quad, with the texture on top
|
||||
// Switch to the default frame buffer
|
||||
|
@ -251,6 +253,39 @@ 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);
|
||||
}
|
||||
|
|
|
@ -0,0 +1,34 @@
|
|||
#include <iostream>
|
||||
#include <string>
|
||||
#include <thread>
|
||||
|
||||
#include "oneapi/tbb/concurrent_hash_map.h"
|
||||
#include "oneapi/tbb/tbb_allocator.h"
|
||||
|
||||
typedef oneapi::tbb::concurrent_hash_map<int, int, oneapi::tbb::tbb_allocator<int>> CTable;
|
||||
|
||||
CTable table;
|
||||
void f(){
|
||||
/*while(table.size() > 0){
|
||||
std::cout << "---------------\n";
|
||||
oneapi::tbb::parallel_for(table.range(), [=](Table::range_type &r){
|
||||
for(Table::const_iterator a = r.begin(); a != r.end(); a++){
|
||||
std::cout << a->first << ": " << a->second << std::endl;
|
||||
}
|
||||
});
|
||||
}*/
|
||||
}
|
||||
|
||||
int main(){
|
||||
std::thread t = std::thread(f);
|
||||
|
||||
//Table::accessor a;
|
||||
/*table.emplace(a, std::make_pair(0, "zero"));
|
||||
table.emplace(a, std::make_pair(1, "one"));
|
||||
table.emplace(a, std::make_pair(2, "two"));
|
||||
table.emplace(a, std::make_pair(3, "three"));
|
||||
table.emplace(a, std::make_pair(4, "four"));
|
||||
table.emplace(a, std::make_pair(5, "five"));*/
|
||||
|
||||
t.join();
|
||||
}
|
Loading…
Reference in New Issue