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