godot_voxel/voxel_mesh_updater.h

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#ifndef VOXEL_MESH_UPDATER_H
#define VOXEL_MESH_UPDATER_H
#include <core/vector.h>
#include <core/os/semaphore.h>
#include <core/os/thread.h>
#include "voxel_buffer.h"
#include "voxel_mesher.h"
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#include "transvoxel/voxel_mesher_smooth.h"
class VoxelMeshUpdater {
public:
struct InputBlock {
Ref<VoxelBuffer> voxels;
Vector3i position;
};
struct Input {
Vector<InputBlock> blocks;
Vector3i priority_position;
bool is_empty() const {
return blocks.empty();
}
};
struct OutputBlock {
Array model_surfaces;
Array smooth_surfaces;
Vector3i position;
};
struct Stats {
bool first;
uint64_t min_time;
uint64_t max_time;
uint32_t remaining_blocks;
Stats() : first(true), min_time(0), max_time(0), remaining_blocks(0) {}
};
struct Output {
Vector<OutputBlock> blocks;
Stats stats;
};
struct MeshingParams {
bool baked_ao;
float baked_ao_darkness;
MeshingParams(): baked_ao(true), baked_ao_darkness(0.75)
{ }
};
VoxelMeshUpdater(Ref<VoxelLibrary> library, MeshingParams params);
~VoxelMeshUpdater();
void push(const Input &input);
void pop(Output &output);
private:
static void _thread_func(void *p_self);
void thread_func();
void thread_sync(int queue_index, Stats stats);
void process_block(const InputBlock &block, OutputBlock &output);
private:
Input _shared_input;
Mutex *_input_mutex;
HashMap<Vector3i, int, Vector3iHasher> _block_indexes;
bool _needs_sort;
Output _shared_output;
Mutex *_output_mutex;
Ref<VoxelMesher> _model_mesher;
Ref<VoxelMesherSmooth> _smooth_mesher;
Input _input;
Output _output;
Semaphore *_semaphore;
Thread *_thread;
bool _thread_exit;
};
#endif // VOXEL_MESH_UPDATER_H