mirror of
https://github.com/Relintai/godot_voxel.git
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99 lines
1.8 KiB
C++
99 lines
1.8 KiB
C++
#ifndef VOXEL_MESH_UPDATER_H
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#define VOXEL_MESH_UPDATER_H
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#include <core/os/semaphore.h>
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#include <core/os/thread.h>
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#include <core/vector.h>
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#include "../meshers/blocky/voxel_mesher_blocky.h"
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#include "../meshers/dmc/voxel_mesher_dmc.h"
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#include "../voxel_buffer.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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VoxelMesher::Output blocky_surfaces;
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VoxelMesher::Output 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() :
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first(true),
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min_time(0),
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max_time(0),
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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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bool smooth_surface;
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MeshingParams() :
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baked_ao(true),
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baked_ao_darkness(0.75),
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smooth_surface(false) {}
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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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int get_required_padding() const;
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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<VoxelMesherBlocky> _blocky_mesher;
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Ref<VoxelMesherDMC> _dmc_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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