Refactor Main/Update thread communication #14
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@ -1,14 +1,14 @@
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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 <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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@ -30,13 +30,12 @@ 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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void update();
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void stop();
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void destroy();
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WorldUpdateMsgQueue& getWorldUpdateQueue();
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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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}
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#endif
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@ -4,7 +4,7 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define BLOCKPICK_TIMEOUT 0.15f
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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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@ -0,0 +1,24 @@
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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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#include "block.hpp"
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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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Block block;
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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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@ -20,14 +20,20 @@
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namespace chunkmanager
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{
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void blockpick(WorldUpdateMsg& msg); // There's no need of passing by value again (check
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// controls.cpp)
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void generate();
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void mesh();
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/* Chunk holding data structures */
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// Concurrent hash table of chunks
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ChunkTable chunks;
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// Chunk indices. Centered at (0,0,0), going in concentric sphere outwards
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std::array<std::array<chunk_intcoord_t, 3>, chunks_volume> chunks_indices;
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/* World Update messaging data structure */
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WorldUpdateMsgQueue WorldUpdateQueue;
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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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@ -37,8 +43,8 @@ namespace chunkmanager
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// Queue of chunks to be meshed
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ChunkPriorityQueue chunks_to_mesh_queue;
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int block_to_place{2};
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WorldUpdateMsgQueue& getWorldUpdateQueue(){ return WorldUpdateQueue; }
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// Init chunkmanager. Chunk indices and start threads
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void init(){
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int index{0};
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@ -57,8 +63,6 @@ namespace chunkmanager
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update_thread = std::thread(update);
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gen_thread = std::thread(generate);
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mesh_thread = std::thread(mesh);
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debug::window::set_parameter("block_type_return", &block_to_place);
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}
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// Method for world generation thread(s)
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@ -97,15 +101,27 @@ namespace chunkmanager
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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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/* Process update messages before anything happens */
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WorldUpdateMsg msg;
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while(WorldUpdateQueue.try_pop(msg)){
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switch(msg.msg_type){
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case WorldUpdateMsgType::BLOCKPICK_BREAK:
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case WorldUpdateMsgType::BLOCKPICK_PLACE:
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blockpick(msg);
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break;
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}
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}
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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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chunk_index_t 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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const chunk_index_t 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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@ -255,13 +271,12 @@ namespace chunkmanager
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chunks.clear();
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}
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/*void blockpick(bool place){
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void blockpick(WorldUpdateMsg& msg){
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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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glm::vec3 pos = msg.cameraPos;
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for(float t = 0.0; t <= 10.0; t += 0.5){
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// traverse the ray a block at the time
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pos = theCamera.getPos() + t * theCamera.getFront();
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pos = msg.cameraPos + t*msg.cameraFront;
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// get which chunk and block the ray is at
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int px = ((int)(pos.x))/CHUNK_SIZE;
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@ -286,7 +301,7 @@ namespace chunkmanager
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if(b != Block::AIR){
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// if placing a new block
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if(place){
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if(msg.msg_type == WorldUpdateMsgType::BLOCKPICK_PLACE){
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// Go half a block backwards on the ray, to check the block where the ray was
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// coming from
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// Doing this and not using normal adds the unexpected (and unwanted) ability to
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@ -307,14 +322,14 @@ namespace chunkmanager
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if(!chunks.find(a1, Chunk::calculateIndex(px1, py1, pz1))) return;
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Chunk::Chunk* c1 = a1->second;
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// place the new block (only stone for now)
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c1->setBlock((Block)block_to_place, bx1, by1, bz1);
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c1->setBlock(msg.block, bx1, by1, bz1);
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// mark the mesh of the chunk the be updated
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chunks_to_mesh_queue.push(std::make_pair(c1, MESHING_PRIORITY_PLAYER_EDIT));
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chunks_to_mesh_queue.push(std::make_pair(c, MESHING_PRIORITY_PLAYER_EDIT));
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debug::window::set_parameter("block_last_action", place);
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debug::window::set_parameter("block_last_action_block_type", (int)(Block::STONE));
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debug::window::set_parameter("block_last_action", true);
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debug::window::set_parameter("block_last_action_block_type", (int)(msg.block));
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debug::window::set_parameter("block_last_action_x", px1*CHUNK_SIZE + bx1);
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debug::window::set_parameter("block_last_action_y", px1*CHUNK_SIZE + by1);
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debug::window::set_parameter("block_last_action_z", px1*CHUNK_SIZE + bz1);
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@ -339,7 +354,7 @@ namespace chunkmanager
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if(bz == CHUNK_SIZE - 1 && pz +1 < 1024 && chunks.find(c2, Chunk::calculateIndex(px, py, pz +1)))
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chunkmesher::mesh(c2->second);
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debug::window::set_parameter("block_last_action", place);
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debug::window::set_parameter("block_last_action", false);
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debug::window::set_parameter("block_last_action_block_type", (int) (Block::AIR));
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debug::window::set_parameter("block_last_action_x", px*CHUNK_SIZE + bx);
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debug::window::set_parameter("block_last_action_y", py*CHUNK_SIZE + by);
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@ -349,7 +364,7 @@ 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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@ -1,34 +1,61 @@
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#include "controls.hpp"
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#include "camera.hpp"
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#include "chunkmanager.hpp"
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#include "debugwindow.hpp"
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#include "globals.hpp"
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#include "renderer.hpp"
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namespace controls{
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/* Block picking */
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int block_to_place{2};
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float lastBlockPick=0.0;
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bool blockpick = false;
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/* Cursor */
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bool cursor = false;
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void init(){
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debug::window::set_parameter("block_type_return", &block_to_place);
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}
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void update(GLFWwindow* window){
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float current_time = glfwGetTime();
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// Reset blockpicking timeout has passed
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/* BlockPicking */
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// Reset blockpicking if enough time has passed
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if(current_time - lastBlockPick > BLOCKPICK_TIMEOUT) blockpick = false;
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// Reset blockpicking if both mouse buttons are released
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
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// Process block picking if a mouse button is pressed
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if((glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS ||
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glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2 == GLFW_PRESS)) && !blockpick){
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
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//chunkmanager::blockpick(false);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
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//chunkmanager::blockpick(true);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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// Start timeout for next block pick action
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blockpick = true;
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lastBlockPick = current_time;
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// Construct the message to send to chunkmanager
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// WorldUpdateMsg is allocated on the stack
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// unlike ChunkMeshData, the fields of WorldUpdateMsg are few and light, so there's no
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// problem in passing them by value each time.
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// It also has the advantage of having less memory to manage, since I'm not allocating
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// anything on the heap
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WorldUpdateMsg msg{};
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msg.cameraPos = theCamera.getPos();
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msg.cameraFront = theCamera.getFront();
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msg.time = current_time;
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msg.msg_type = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS ?
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WorldUpdateMsgType::BLOCKPICK_PLACE : WorldUpdateMsgType::BLOCKPICK_BREAK;
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msg.block = (Block)(block_to_place);
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// Send to chunk manager
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chunkmanager::getWorldUpdateQueue().push(msg);
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}
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/* SCREENSHOTS */
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if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
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if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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@ -79,6 +79,11 @@ namespace debug{
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ImGui::Text("Pointing in direction: %f, %f, %f",
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std::any_cast<float>(parameters.at("lx")),std::any_cast<float>(parameters.at("ly")),std::any_cast<float>(parameters.at("lz")) );
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ImGui::SliderInt("Crosshair type",
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std::any_cast<int*>(parameters.at("crosshair_type_return")), 0, 1);
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ImGui::SliderInt("Block to place",
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std::any_cast<int*>(parameters.at("block_type_return")), 2, 6);
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if(parameters.find("block_last_action") != parameters.end()){
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ImGui::Text("Last Block action: %s",
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std::any_cast<bool>(parameters.at("block_last_action")) ? "place" : "destroy");
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@ -87,11 +92,6 @@ namespace debug{
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ImGui::Text("Last Block action position: X: %d, Y: %d, Z: %d",
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std::any_cast<int>(parameters.at("block_last_action_x")),std::any_cast<int>(parameters.at("block_last_action_y")),std::any_cast<int>(parameters.at("block_last_action_z")) );
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}
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ImGui::SliderInt("Crosshair type",
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std::any_cast<int*>(parameters.at("crosshair_type_return")), 0, 1);
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ImGui::SliderInt("Block to place",
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std::any_cast<int*>(parameters.at("block_type_return")), 2, 6);
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}
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if(ImGui::CollapsingHeader("Mesh")){
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@ -1,6 +1,8 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include "main.hpp"
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#include <iostream>
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#include <thread>
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@ -98,6 +100,8 @@ int main()
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// the rest of input processing is handled by controls.cpp
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// Input processing
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controls::update(window);
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// Camera
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