mirror of
https://github.com/Relintai/godot_voxel.git
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247 lines
6.1 KiB
C++
247 lines
6.1 KiB
C++
#include "voxel_mesh_updater.h"
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#include "utility.h"
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#include <core/os/os.h>
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VoxelMeshUpdater::VoxelMeshUpdater(Ref<VoxelLibrary> library, MeshingParams params) {
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CRASH_COND(library.is_null());
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//CRASH_COND(params.materials.size() == 0);
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_model_mesher.instance();
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_model_mesher->set_library(library);
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_model_mesher->set_occlusion_enabled(params.baked_ao);
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_model_mesher->set_occlusion_darkness(params.baked_ao_darkness);
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_smooth_mesher.instance();
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_input_mutex = Mutex::create();
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_output_mutex = Mutex::create();
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_thread_exit = false;
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_semaphore = Semaphore::create();
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_thread = Thread::create(_thread_func, this);
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_needs_sort = true;
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}
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VoxelMeshUpdater::~VoxelMeshUpdater() {
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_thread_exit = true;
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_semaphore->post();
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Thread::wait_to_finish(_thread);
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memdelete(_thread);
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memdelete(_semaphore);
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memdelete(_input_mutex);
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memdelete(_output_mutex);
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}
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void VoxelMeshUpdater::push(const Input &input) {
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bool should_run = false;
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int replaced_blocks = 0;
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{
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MutexLock lock(_input_mutex);
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for (int i = 0; i < input.blocks.size(); ++i) {
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Vector3i pos = input.blocks[i].position;
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// If a block is exactly on the priority position, update it instantly on the main thread
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// This is to eliminate latency for player's actions, assuming updating a block isn't slower than a frame
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/*if (pos == _shared_input.priority_position) {
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OutputBlock ob;
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process_block(_shared_input.blocks[i], ob);
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{
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MutexLock lock2(_output_mutex);
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_shared_output.blocks.push_back(ob);
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}
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continue;
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}*/
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int *index = _block_indexes.getptr(pos);
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if (index) {
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// The block is already in the update queue, replace it
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++replaced_blocks;
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_shared_input.blocks.write[*index] = input.blocks[i];
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} else {
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int j = _shared_input.blocks.size();
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_shared_input.blocks.push_back(input.blocks[i]);
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_block_indexes[pos] = j;
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}
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}
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if (_shared_input.priority_position != input.priority_position || input.blocks.size() > 0) {
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_needs_sort = true;
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}
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_shared_input.priority_position = input.priority_position;
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should_run = !_shared_input.is_empty();
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}
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if (replaced_blocks > 0)
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print_line(String("VoxelMeshUpdater: {0} blocks already in queue were replaced").format(varray(replaced_blocks)));
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if (should_run) {
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_semaphore->post();
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}
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}
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void VoxelMeshUpdater::pop(Output &output) {
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MutexLock lock(_output_mutex);
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output.blocks.append_array(_shared_output.blocks);
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output.stats = _shared_output.stats;
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_shared_output.blocks.clear();
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}
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void VoxelMeshUpdater::_thread_func(void *p_self) {
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VoxelMeshUpdater *self = reinterpret_cast<VoxelMeshUpdater *>(p_self);
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self->thread_func();
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}
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void VoxelMeshUpdater::thread_func() {
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while (!_thread_exit) {
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uint32_t sync_interval = 50.0; // milliseconds
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uint32_t sync_time = OS::get_singleton()->get_ticks_msec() + sync_interval;
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int queue_index = 0;
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Stats stats;
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thread_sync(queue_index, stats);
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while (!_input.blocks.empty() && !_thread_exit) {
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if (!_input.blocks.empty()) {
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InputBlock block = _input.blocks[queue_index];
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++queue_index;
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if (queue_index >= _input.blocks.size()) {
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_input.blocks.clear();
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}
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uint64_t time_before = OS::get_singleton()->get_ticks_usec();
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OutputBlock ob;
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process_block(block, ob);
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uint64_t time_taken = OS::get_singleton()->get_ticks_usec() - time_before;
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// Do some stats
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if (stats.first) {
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stats.first = false;
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stats.min_time = time_taken;
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stats.max_time = time_taken;
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} else {
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if (time_taken < stats.min_time)
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stats.min_time = time_taken;
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if (time_taken > stats.max_time)
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stats.max_time = time_taken;
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}
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_output.blocks.push_back(ob);
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}
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uint32_t time = OS::get_singleton()->get_ticks_msec();
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if (time >= sync_time || _input.blocks.empty()) {
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thread_sync(queue_index, stats);
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sync_time = OS::get_singleton()->get_ticks_msec() + sync_interval;
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queue_index = 0;
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stats = Stats();
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}
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}
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if (_thread_exit)
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break;
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// Wait for future wake-up
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_semaphore->wait();
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}
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}
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void VoxelMeshUpdater::process_block(const InputBlock &block, OutputBlock &output) {
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CRASH_COND(block.voxels.is_null());
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// Build cubic parts of the mesh
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output.model_surfaces = _model_mesher->build(**block.voxels, Voxel::CHANNEL_TYPE, Vector3i(0, 0, 0), block.voxels->get_size() - Vector3(1, 1, 1));
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// Build smooth parts of the mesh
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output.smooth_surfaces = _smooth_mesher->build(**block.voxels, Voxel::CHANNEL_ISOLEVEL);
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output.position = block.position;
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}
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// Sorts distance to viewer
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// The closest block will be the first one in the array
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struct BlockUpdateComparator {
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Vector3i center;
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inline bool operator()(const VoxelMeshUpdater::InputBlock &a, const VoxelMeshUpdater::InputBlock &b) const {
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return a.position.distance_sq(center) < b.position.distance_sq(center);
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}
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};
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void VoxelMeshUpdater::thread_sync(int queue_index, Stats stats) {
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if (!_input.blocks.empty()) {
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// Cleanup input vector
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if (queue_index >= _input.blocks.size()) {
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_input.blocks.clear();
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} else if (queue_index > 0) {
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// Shift up remaining items since we use a Vector
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shift_up(_input.blocks, queue_index);
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}
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}
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stats.remaining_blocks = _input.blocks.size();
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bool needs_sort;
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{
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// Get input
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MutexLock lock(_input_mutex);
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_input.blocks.append_array(_shared_input.blocks);
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_input.priority_position = _shared_input.priority_position;
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_shared_input.blocks.clear();
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_block_indexes.clear();
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needs_sort = _needs_sort;
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_needs_sort = false;
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}
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if (!_output.blocks.empty()) {
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// print_line(String("VoxelMeshUpdater: posting {0} blocks, {1} remaining ; cost [{2}..{3}] usec")
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// .format(varray(_output.blocks.size(), _input.blocks.size(), stats.min_time, stats.max_time)));
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// Post output
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MutexLock lock(_output_mutex);
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_shared_output.blocks.append_array(_output.blocks);
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_shared_output.stats = stats;
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_output.blocks.clear();
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}
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if (!_input.blocks.empty() && needs_sort) {
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// Re-sort priority
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SortArray<VoxelMeshUpdater::InputBlock, BlockUpdateComparator> sorter;
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sorter.compare.center = _input.priority_position;
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sorter.sort(_input.blocks.ptrw(), _input.blocks.size());
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}
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}
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