build_phase() and _build_phase() in Chunk now won't return/need to return a value, as get_build_phase_done() is equivalent. Also now chunk building is actually threaded, as it seems like I managed to remove thread creation in one of the refactor commits. Also fixed a few smaller issues/inconsistencies.

This commit is contained in:
Relintai 2020-03-06 14:22:04 +01:00
parent b9f1de7dd9
commit 656f0ba9fa
2 changed files with 71 additions and 52 deletions

View File

@ -40,7 +40,7 @@ _FORCE_INLINE_ void VoxelChunk::set_is_build_threaded(bool value) {
bool VoxelChunk::get_build_phase_done() const {
_build_phase_done_mutex->lock();
bool v = _build_phase_done_mutex;
bool v = _build_phase_done;
_build_phase_done_mutex->unlock();
return v;
@ -616,15 +616,20 @@ void VoxelChunk::_create_meshers() {
void VoxelChunk::build_deferred() {
if (_current_build_phase == BUILD_PHASE_DONE) {
_build_prioritized = false;
set_process_internal(true);
_build_prioritized = true;
wait_and_finish_thread();
set_process_internal(true);
_is_generating = true;
next_phase();
if (!_voxel_world->can_chunk_do_build_step())
return;
build_step();
}
}
@ -632,53 +637,64 @@ void VoxelChunk::build_prioritized() {
if (_current_build_phase == BUILD_PHASE_DONE) {
_build_prioritized = true;
set_process_internal(true);
wait_and_finish_thread();
set_process_internal(true);
_is_generating = true;
next_phase();
_build_step();
if (!_voxel_world->can_chunk_do_build_step())
return;
build_step();
}
}
void VoxelChunk::_build_step() {
void VoxelChunk::build_step() {
ERR_FAIL_COND(!has_next_phase());
while (has_next_phase() && build_phase())
;
if (get_is_build_threaded()) {
if (_build_thread) {
wait_and_finish_thread();
}
//call the next non-threaded phase aswell
if (has_next_phase())
_build_thread = Thread::create(_build_step_threaded, this);
return;
}
while (has_next_phase() && get_build_phase_done()) {
build_phase();
}
}
void VoxelChunk::_build_threaded(void *_userdata) {
void VoxelChunk::_build_step_threaded(void *_userdata) {
VoxelChunk *vc = (VoxelChunk *)_userdata;
while (vc->has_next_phase() && vc->build_phase())
;
while (vc->has_next_phase() && vc->get_build_phase_done()) {
vc->build_phase();
}
}
bool VoxelChunk::build_phase() {
void VoxelChunk::build_phase() {
_THREAD_SAFE_METHOD_
if (_abort_build)
return false;
return;
set_build_phase_done(false);
return call("_build_phase", _current_build_phase);
call("_build_phase", _current_build_phase);
}
bool VoxelChunk::_build_phase(int phase) {
ERR_FAIL_COND_V(!_library.is_valid(), true);
void VoxelChunk::_build_phase(int phase) {
ERR_FAIL_COND(!_library.is_valid());
switch (phase) {
case BUILD_PHASE_DONE:
return true;
return;
case BUILD_PHASE_SETUP: {
if (_meshers.size() == 0) {
create_meshers();
@ -695,7 +711,7 @@ bool VoxelChunk::_build_phase(int phase) {
next_phase();
return true;
return;
}
case BUILD_PHASE_TERRARIN_MESH_SETUP: {
for (int i = 0; i < _meshers.size(); ++i) {
@ -708,7 +724,7 @@ bool VoxelChunk::_build_phase(int phase) {
next_phase();
return true;
return;
}
case BUILD_PHASE_TERRARIN_MESH_COLLIDER: {
if (get_create_collider()) {
@ -727,7 +743,7 @@ bool VoxelChunk::_build_phase(int phase) {
next_phase();
return true;
return;
}
case BUILD_PHASE_TERRARIN_MESH: {
for (int i = 0; i < _meshers.size(); ++i) {
@ -746,10 +762,6 @@ bool VoxelChunk::_build_phase(int phase) {
mesher->set_library(_library);
}
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
Ref<VoxelMesher> mesher;
for (int i = 0; i < _meshers.size(); ++i) {
Ref<VoxelMesher> m = _meshers.get(i);
@ -766,26 +778,35 @@ bool VoxelChunk::_build_phase(int phase) {
mesher->add_mesher(m);
}
ERR_FAIL_COND_V(!mesher.is_valid(), false);
ERR_FAIL_COND_V(_mesh_rid == RID(), false);
ERR_FAIL_COND(!mesher.is_valid());
VS::get_singleton()->mesh_clear(_mesh_rid);
temp_mesh_arr = mesher->build_mesh();
if (mesher->get_vertex_count() == 0) {
if (_mesh_rid != RID())
VS::get_singleton()->mesh_clear(_mesh_rid);
PoolVector3Array v = temp_mesh_arr[VisualServer::ARRAY_VERTEX];
if (temp_mesh_arr.size() == 0 || v.size() == 0) {
temp_mesh_arr.clear();
next_phase();
return true;
return;
}
Array arr = mesher->build_mesh();
if (_mesh_rid == RID()) {
allocate_main_mesh();
}
VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
VS::get_singleton()->mesh_add_surface_from_arrays(_mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (_library->get_material().is_valid())
VS::get_singleton()->mesh_surface_set_material(_mesh_rid, 0, _library->get_material()->get_rid());
temp_mesh_arr.clear();
next_phase();
return true;
return;
}
case BUILD_PHASE_PROP_MESH: {
for (int i = 0; i < _meshers.size(); ++i) {
@ -809,13 +830,13 @@ bool VoxelChunk::_build_phase(int phase) {
mesher->bake_colors(this);
mesher->set_material(get_library()->get_material());
ERR_FAIL_COND_V(_prop_mesh_rid == RID(), false);
ERR_FAIL_COND(_prop_mesh_rid == RID());
VS::get_singleton()->mesh_clear(_prop_mesh_rid);
if (mesher->get_vertex_count() == 0) {
next_phase();
return true;
return;
}
Array arr = mesher->build_mesh();
@ -829,7 +850,7 @@ bool VoxelChunk::_build_phase(int phase) {
next_phase();
return false;
return;
}
case BUILD_PHASE_PROP_COLLIDER: {
@ -849,7 +870,7 @@ bool VoxelChunk::_build_phase(int phase) {
next_phase();
return true;
return;
}
/*
case BUILD_PHASE_LIQUID: {
@ -876,12 +897,9 @@ bool VoxelChunk::_build_phase(int phase) {
next_phase();
return true;
return;
}
}
return true;
//next_phase();
}
bool VoxelChunk::has_next_phase() {
@ -1426,13 +1444,13 @@ void VoxelChunk::_notification(int p_what) {
}
}
case NOTIFICATION_INTERNAL_PROCESS: {
if (has_next_phase() && get_build_phase_done()) {
if (get_is_generating() && has_next_phase() && get_build_phase_done()) {
if (!_voxel_world->can_chunk_do_build_step())
return;
wait_and_finish_thread();
_build_step();
build_step();
}
}
}
@ -1651,7 +1669,7 @@ void VoxelChunk::_bind_methods() {
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
//Meshes
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "is_done"), "_build_phase", PropertyInfo(Variant::INT, "phase")));
BIND_VMETHOD(MethodInfo("_build_phase", PropertyInfo(Variant::INT, "phase")));
ClassDB::bind_method(D_METHOD("build_deferred"), &VoxelChunk::build_deferred);
ClassDB::bind_method(D_METHOD("build_prioritized"), &VoxelChunk::build_prioritized);
@ -1722,8 +1740,8 @@ void VoxelChunk::_bind_methods() {
BIND_CONSTANT(BUILD_PHASE_SETUP);
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_SETUP);
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH_COLLIDER);
BIND_CONSTANT(BUILD_PHASE_LIGHTS);
BIND_CONSTANT(BUILD_PHASE_TERRARIN_MESH);
BIND_CONSTANT(BUILD_PHASE_LIGHTS);
BIND_CONSTANT(BUILD_PHASE_PROP_MESH);
BIND_CONSTANT(BUILD_PHASE_PROP_COLLIDER);
BIND_CONSTANT(BUILD_PHASE_FINALIZE);

View File

@ -236,11 +236,11 @@ public:
void build_deferred();
void build_prioritized();
static void _build_threaded(void *_userdata);
static void _build_step_threaded(void *_userdata);
bool build_phase();
void _build_step();
bool _build_phase(int phase);
void build_phase();
void build_step();
void _build_phase(int phase);
bool has_next_phase();
void next_phase();
@ -393,6 +393,7 @@ protected:
Mutex *_build_phase_done_mutex;
bool _build_phase_done;
Thread *_build_thread;
Array temp_mesh_arr;
};
VARIANT_ENUM_CAST(VoxelChunk::DefaultChannels);