Converted both of the BiThreadQueue implementations to BiThreadPools in world.
parent
6da513a52c
commit
caeda8c680
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@ -22,4 +22,4 @@ zeus.register_block('default:dirt', {
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zeus.register_block('default:stone', {
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name = "Stone",
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textures = {"default_stone"}
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})
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})
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@ -5,7 +5,6 @@
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#ifndef ZEUS_LREGISTERBLOCK_H
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#define ZEUS_LREGISTERBLOCK_H
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#include "../world/GameInstance.h"
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class LRegisterBlock {
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@ -8,14 +8,18 @@
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BlockChunk::BlockChunk(std::vector<int>* blocks) {
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this->blocks = blocks;
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this->empty = true;
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// this->empty = true;
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//
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for (int i : *blocks) {
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if (i != 0) {
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empty = false;
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break;
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}
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// std::cout << i << std::endl;
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// if (i != 0) {
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// empty = false;
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// break;
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// }
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}
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empty = false;
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}
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int BlockChunk::getBlock(glm::vec3* pos) {
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@ -26,14 +26,16 @@ void GameInstance::initialize(Renderer* renderer) {
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//The world requires the blockAtlas for meshing and handling inputs.
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world = new World(blockAtlas);
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// int SIZE = 8;
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// for (int i = -SIZE; i < SIZE; i++) {
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// for (int j = -4; j < 4; j++) {
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// for (int k = -SIZE; k < SIZE; k++) {
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// world->genChunk(glm::vec3(i, j, k));
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// }
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// }
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// }
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// world->genNewChunk(glm::vec3(0,0,0));
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int SIZE = 16;
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for (int i = -SIZE; i < SIZE; i++) {
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for (int j = -4; j < 4; j++) {
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for (int k = -SIZE; k < SIZE; k++) {
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world->genNewChunk(glm::vec3(i, j, k));
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}
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}
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}
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}
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void GameInstance::update(GLfloat deltaTime) {
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@ -50,15 +52,15 @@ void GameInstance::update(GLfloat deltaTime) {
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chunk.y = round(chunk.y / 16);
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chunk.z = round(chunk.z / 16);
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int SIZE = 16;
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for (int i = -SIZE; i < SIZE; i++) {
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for (int j = -4; j < 4; j++) {
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for (int k = -SIZE; k < SIZE; k++) {
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glm::vec3 adjustedPos(i + chunk.x, j + chunk.y, k + chunk.z);
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world->genChunk(adjustedPos);
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}
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}
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}
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// int SIZE = 16;
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// for (int i = -SIZE; i < SIZE; i++) {
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// for (int j = -4; j < 4; j++) {
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// for (int k = -SIZE; k < SIZE; k++) {
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// glm::vec3 adjustedPos(i + chunk.x, j + chunk.y, k + chunk.z);
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// world->genNewChunk(adjustedPos);
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// }
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// }
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// }
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}
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void GameInstance::draw() {
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@ -2,133 +2,38 @@
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// Created by aurailus on 14/12/18.
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//
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wmissing-noreturn"
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#include "World.h"
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#include "../engine/PerlinNoise.h"
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#include "../engine/helpers/ArrayTrans3D.h"
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World::World() {
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blockAtlas = nullptr;
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}
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World::World(BlockAtlas *atlas) {
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blockAtlas = atlas;
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for (int i = 0; i < CHUNK_THREADS; i++) {
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chunkThreads.push_back(new ChunkThreadDef());
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}
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for (int i = 0; i < MESH_THREADS; i++) {
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meshThreads.push_back(new MeshThreadDef());
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}
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}
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void World::genChunk(glm::vec3 pos) {
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void World::genNewChunk(glm::vec3 pos) {
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if (!blockChunks.count(pos)) {
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chunkGenQueue.insert(pos);
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}
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}
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void World::newChunk(glm::vec3 pos, BlockChunk *c) {
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void World::commitChunk(glm::vec3 pos, BlockChunk *c) {
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blockChunks.insert(std::pair<glm::vec3, BlockChunk*>(pos, c));
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if (!c->isEmpty()) {
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meshGenQueue.insert(pos);
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}
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}
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void chunkGenThread(World::ChunkThreadData *t) {
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PerlinNoise p(0);
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PerlinNoise p2(10);
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auto* blocks = new std::vector<int>();
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blocks->reserve(4096);
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glm::vec3 innerPos, pos;
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for (int ind = 0; ind < 4096; ind++) {
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ArrayTrans3D::indAssignVec(ind, &innerPos);
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pos.x = innerPos.x + t->pos.x * CHUNK_SIZE;
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pos.y = innerPos.y + t->pos.y * CHUNK_SIZE;
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pos.z = innerPos.z + t->pos.z * CHUNK_SIZE;
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double val = p.noise(pos.x / (double) 32, pos.z / (double) 32, 0) * 16;
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val *= p2.noise((pos.x + 16) / (double) 48, (pos.z + 16) / (double) 48, 0) * 8;
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val /= 16;
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val *= pow(p.noise(pos.x / (double) 64, pos.z / (double) 64, 0), 2) * 40 + 1;
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val -= pos.y;
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int block = (val > 0) ? (val > 1 ) ? (val > 4) ? 3 : 2 : 1 : 0;
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blocks->push_back(block);
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}
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t->chunk = new BlockChunk(blocks);
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t->done = true;
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}
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void meshGenThread(World::MeshThreadData *t) {
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MeshGenerator().build(t->chunk, t->atlas, *(t->vertices), *(t->indices));
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t->done = true;
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}
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void World::handleChunkGenQueue() {
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//Finalize finished threads by added the BlockChunks to the world via newChunk().
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for (auto iter = chunkGenThreads.begin(); iter != chunkGenThreads.end(); ) {
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ChunkThreadData* threadData = (*iter);
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if (threadData->done) {
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newChunk(threadData->pos, threadData->chunk);
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delete threadData;
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iter = chunkGenThreads.erase(iter);
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}
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else {
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iter++;
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}
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}
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//Create new chunk gen threads if there are chunks to be generated.
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while (!chunkGenQueue.empty() && chunkGenThreads.size() < MAX_CHUNK_GEN_THREADS) {
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auto it = chunkGenQueue.begin();
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chunkGenQueue.erase(chunkGenQueue.begin());
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glm::vec3 pos = (*it);
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auto t = new ChunkThreadData(pos, blockAtlas);
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auto thread = new std::thread(chunkGenThread, t);
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thread->detach();
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t->thread = thread;
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chunkGenThreads.push_back(t);
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}
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}
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void World::handleMeshGenQueue() {
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//Finalize finished threads by creating a MeshChunk object from the thread data.
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for (auto iter = meshGenThreads.begin(); iter != meshGenThreads.end(); ) {
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MeshThreadData* threadData = (*iter);
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if (threadData->done) {
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//Only create the MeshChunk object if there's vertices in it.
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if (!threadData->vertices->empty()) {
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auto meshChunk = new MeshChunk();
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meshChunk->build(threadData->vertices, threadData->indices);
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glm::vec3 pos = threadData->pos * glm::vec3(CHUNK_SIZE);
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meshChunk->setPosition(pos);
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meshChunks.insert(std::pair<glm::vec3, MeshChunk *>(threadData->pos, meshChunk));
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}
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delete threadData;
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iter = meshGenThreads.erase(iter);
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}
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else {
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iter++;
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}
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}
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//Create new mesh gen threads if there are meshes to be made.
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while (!meshGenQueue.empty() && meshGenThreads.size() < MAX_MESH_GEN_THREADS) {
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auto it = meshGenQueue.begin();
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meshGenQueue.erase(meshGenQueue.begin());
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glm::vec3 pos = (*it);
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auto t = new MeshThreadData(pos, blockChunks.at(pos), blockAtlas);
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auto thread = new std::thread(meshGenThread, t);
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thread->detach();
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t->thread = thread;
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meshGenThreads.push_back(t);
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}
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}
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void World::update() {
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//Create / Finalize BlockChunks
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handleChunkGenQueue();
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@ -137,13 +42,206 @@ void World::update() {
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handleMeshGenQueue();
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}
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void World::handleChunkGenQueue() {
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std::vector<ChunkThreadData*> finishedThreads;
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for (auto threadDef : chunkThreads) {
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std::unique_lock<std::mutex> lock(threadDef->lock, std::defer_lock);
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lock.lock();
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for (auto iter = threadDef->tasks.begin(); iter != threadDef->tasks.end();) {
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auto threadData = *iter;
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if (threadData->done) {
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finishedThreads.push_back(threadData);
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iter = threadDef->tasks.erase(iter);
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} else iter++;
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}
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while (!chunkGenQueue.empty() && threadDef->tasks.size() < CHUNK_THREAD_QUEUE) {
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auto it = chunkGenQueue.begin();
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chunkGenQueue.erase(it);
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glm::vec3 pos = *it;
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threadDef->tasks.push_back(new ChunkThreadData(*it, blockAtlas));
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}
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}
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// std::cout << "Finished Chunks: " << finishedThreads.size() << std::endl;
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for (auto iter = finishedThreads.begin(); iter != finishedThreads.end(); ) {
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ChunkThreadData* threadData = *iter;
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commitChunk(threadData->pos, threadData->chunk);
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iter = finishedThreads.erase(iter);
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delete threadData;
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}
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}
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//Function that runs on each ChunkGenThread in the chunk generation threadpool.
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//Takes a threadDef object which contains a vector of tasks to do, and infinitely loops, completing tasks and
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//re-inserting them into the vector to be further manipulated by the main thread.
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void World::chunkGenThread(World::ChunkThreadDef* threadDef) {
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PerlinNoise p(0);
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PerlinNoise p2(10);
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//Infinite loop
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while (true) {
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std::unique_lock<std::mutex> lock(threadDef->lock, std::defer_lock);
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lock.lock();
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//Find the first unfinished task
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World::ChunkThreadData* data = nullptr;
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for (auto iter = threadDef->tasks.begin(); iter != threadDef->tasks.end(); ) {
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if (!(*iter)->done) {
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data = (*iter);
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threadDef->tasks.erase(iter);
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break;
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}
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iter++;
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}
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lock.unlock();
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if (data != nullptr) {
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auto *blocks = new std::vector<int>();
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blocks->reserve(4096);
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glm::vec3 innerPos, pos;
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for (int ind = 0; ind < 4096; ind++) {
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ArrayTrans3D::indAssignVec(ind, &innerPos);
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pos.x = innerPos.x + data->pos.x * CHUNK_SIZE;
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pos.y = innerPos.y + data->pos.y * CHUNK_SIZE;
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pos.z = innerPos.z + data->pos.z * CHUNK_SIZE;
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double val = p.noise(pos.x / (double) 32, pos.z / (double) 32, 0) * 16;
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val *= p2.noise((pos.x + 16) / (double) 48, (pos.z + 16) / (double) 48, 0) * 8;
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val /= 16;
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val *= pow(p.noise(pos.x / (double) 64, pos.z / (double) 64, 0), 2) * 40 + 1;
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val -= pos.y;
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int block = (val > 0) ? (val > 1) ? (val > 4) ? 3 : 2 : 1 : 0;
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blocks->push_back(block);
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}
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data->chunk = new BlockChunk(blocks);
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data->done = true;
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lock.lock();
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threadDef->tasks.push_back(data);
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lock.unlock();
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}
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this_thread::sleep_for(1ms);
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}
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}
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void World::handleMeshGenQueue() {
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std::vector<MeshThreadData*> finishedThreads;
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for (auto threadDef : meshThreads) {
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std::unique_lock<std::mutex> lock(threadDef->lock, std::defer_lock);
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lock.lock();
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for (auto iter = threadDef->tasks.begin(); iter != threadDef->tasks.end();) {
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auto threadData = *iter;
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if (threadData->done) {
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finishedThreads.push_back(threadData);
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iter = threadDef->tasks.erase(iter);
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} else iter++;
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}
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while (!meshGenQueue.empty() && threadDef->tasks.size() < MESH_THREAD_QUEUE) {
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auto it = meshGenQueue.begin();
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meshGenQueue.erase(it);
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glm::vec3 pos = *it;
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threadDef->tasks.push_back(new MeshThreadData(*it, blockChunks.at(pos), blockAtlas));
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}
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}
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std::cout << "Finished Meshes: " << finishedThreads.size() << std::endl;
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for (auto iter = finishedThreads.begin(); iter != finishedThreads.end(); ) {
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MeshThreadData* threadData = *iter;
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if (!threadData->vertices->empty()) {
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auto meshChunk = new MeshChunk();
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meshChunk->build(threadData->vertices, threadData->indices);
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glm::vec3 pos = threadData->pos * glm::vec3(CHUNK_SIZE);
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meshChunk->setPosition(pos);
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meshChunks.insert(std::pair<glm::vec3, MeshChunk *>(threadData->pos, meshChunk));
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}
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iter = finishedThreads.erase(iter);
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delete threadData;
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}
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}
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//Function that runs on each MeshGenThread in the mesh generation threadpool.
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//Processes tasks and returns meshes in the same vector to be handled by the main thread.
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void World::meshGenThread(MeshThreadDef* threadDef) {
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//Infinite loop
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while (true) {
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std::unique_lock<std::mutex> lock(threadDef->lock, std::defer_lock);
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lock.lock();
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//Find the first unfinished task
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World::MeshThreadData* data = nullptr;
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for (auto iter = threadDef->tasks.begin(); iter != threadDef->tasks.end(); ) {
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if (!(*iter)->done) {
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data = (*iter);
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threadDef->tasks.erase(iter);
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break;
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}
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iter++;
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}
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lock.unlock();
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if (data != nullptr) {
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MeshGenerator().build(data->chunk, data->atlas, *(data->vertices), *(data->indices));
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data->done = true;
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lock.lock();
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threadDef->tasks.push_back(data);
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lock.unlock();
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}
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this_thread::sleep_for(1ms);
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}
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}
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std::unordered_map<glm::vec3, MeshChunk*, World::vec3cmp>* World::getMeshChunks() {
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return &meshChunks;
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}
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//
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//Constructors and Destructors for the MeshThreadData / ChunkThreadData structs.
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//
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World::ChunkThreadData::ChunkThreadData(glm::vec3 pos, BlockAtlas *atlas) {
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this->pos = pos;
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this->atlas = atlas;
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this->done = false;
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this->chunk = nullptr;
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}
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World::ChunkThreadDef::ChunkThreadDef() {
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thread = new std::thread(chunkGenThread, this);
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sched_param sch_params;
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sch_params.sched_priority = 1;
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pthread_setschedparam(thread->native_handle(), SCHED_RR, &sch_params);
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thread->detach();
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}
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World::ChunkThreadDef::~ChunkThreadDef() {
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delete thread;
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}
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World::MeshThreadData::MeshThreadData(glm::vec3 pos, BlockChunk *chunk, BlockAtlas *atlas) {
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this->pos = pos;
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this->chunk = chunk;
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@ -156,18 +254,18 @@ World::MeshThreadData::MeshThreadData(glm::vec3 pos, BlockChunk *chunk, BlockAtl
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World::MeshThreadData::~MeshThreadData() {
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delete vertices;
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delete indices;
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//Delete the thread, when the deconstructor is called, the thread is done.
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delete thread;
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}
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World::ChunkThreadData::ChunkThreadData(glm::vec3 pos, BlockAtlas *atlas) {
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this->pos = pos;
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this->atlas = atlas;
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this->done = false;
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this->chunk = nullptr;
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World::MeshThreadDef::MeshThreadDef() {
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thread = new std::thread(meshGenThread, this);
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sched_param sch_params;
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sch_params.sched_priority = 1;
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pthread_setschedparam(thread->native_handle(), SCHED_RR, &sch_params);
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thread->detach();
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}
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World::ChunkThreadData::~ChunkThreadData() {
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//Delete the thread, when the deconstructor is called, the thread is done.
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World::MeshThreadDef::~MeshThreadDef() {
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delete thread;
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}
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@ -11,36 +11,63 @@
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#include <vec3.hpp>
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#include <thread>
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#include <bits/unordered_map.h>
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#include <mutex>
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#include "BlockChunk.h"
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#include "MeshChunk.h"
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#include "../blocks/BlockAtlas.h"
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class World {
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||||
private:
|
||||
//Predeclare structs
|
||||
struct MeshThreadData;
|
||||
struct MeshThreadDef;
|
||||
struct ChunkThreadData;
|
||||
struct ChunkThreadDef;
|
||||
public:
|
||||
//Hashing function for glm::vec3 in maps and lists
|
||||
struct vec3cmp {
|
||||
size_t operator()(const glm::vec3& k)const {
|
||||
return std::hash<float>()(k.x) ^ std::hash<float>()(k.y) ^ std::hash<float>()(k.z);
|
||||
}
|
||||
};
|
||||
|
||||
World();
|
||||
//Functions for the thread pool implementations
|
||||
static void chunkGenThread(ChunkThreadDef* threadDef);
|
||||
static void meshGenThread(MeshThreadDef* threadDef);
|
||||
|
||||
explicit World(BlockAtlas* atlas);
|
||||
|
||||
void genChunk(glm::vec3 pos);
|
||||
void newChunk(glm::vec3 pos, BlockChunk* c);
|
||||
void genNewChunk(glm::vec3 pos);
|
||||
void commitChunk(glm::vec3 pos, BlockChunk *c);
|
||||
|
||||
void update();
|
||||
|
||||
std::unordered_map<glm::vec3, MeshChunk*, vec3cmp>* getMeshChunks();
|
||||
private:
|
||||
//Global lists for storing blockChunks and meshChunks
|
||||
std::unordered_map<glm::vec3, BlockChunk*, vec3cmp> blockChunks;
|
||||
std::unordered_map<glm::vec3, MeshChunk*, vec3cmp> meshChunks;
|
||||
|
||||
~World() = default;
|
||||
void handleChunkGenQueue();
|
||||
void handleMeshGenQueue();
|
||||
|
||||
const int CHUNK_THREADS = 8;
|
||||
const int CHUNK_THREAD_QUEUE = 16;
|
||||
std::unordered_set<glm::vec3, vec3cmp> chunkGenQueue;
|
||||
std::vector<ChunkThreadDef*> chunkThreads;
|
||||
|
||||
const int MESH_THREADS = 8;
|
||||
const int MESH_THREAD_QUEUE = 16;
|
||||
std::unordered_set<glm::vec3, vec3cmp> meshGenQueue;
|
||||
std::vector<MeshThreadDef*> meshThreads;
|
||||
|
||||
BlockAtlas* blockAtlas;
|
||||
|
||||
//Structs for the thread pool implementations
|
||||
struct MeshThreadData {
|
||||
MeshThreadData(glm::vec3 pos, BlockChunk* chunk, BlockAtlas* atlas);
|
||||
|
||||
std::thread* thread;
|
||||
|
||||
glm::vec3 pos;
|
||||
BlockChunk* chunk;
|
||||
BlockAtlas* atlas;
|
||||
|
@ -53,41 +80,35 @@ public:
|
|||
~MeshThreadData();
|
||||
};
|
||||
|
||||
struct ChunkThreadData {
|
||||
ChunkThreadData(glm::vec3 pos, BlockAtlas* atlas);
|
||||
struct MeshThreadDef {
|
||||
MeshThreadDef();
|
||||
|
||||
std::thread* thread;
|
||||
std::mutex lock;
|
||||
std::vector<MeshThreadData*> tasks;
|
||||
|
||||
~MeshThreadDef();
|
||||
};
|
||||
|
||||
struct ChunkThreadData {
|
||||
ChunkThreadData(glm::vec3 pos, BlockAtlas* atlas);
|
||||
|
||||
glm::vec3 pos;
|
||||
BlockAtlas* atlas;
|
||||
|
||||
bool done;
|
||||
|
||||
BlockChunk* chunk;
|
||||
|
||||
~ChunkThreadData();
|
||||
};
|
||||
private:
|
||||
std::unordered_map<glm::vec3, BlockChunk*, vec3cmp> blockChunks;
|
||||
std::unordered_map<glm::vec3, MeshChunk*, vec3cmp> meshChunks;
|
||||
|
||||
void handleChunkGenQueue();
|
||||
void handleMeshGenQueue();
|
||||
struct ChunkThreadDef {
|
||||
ChunkThreadDef();
|
||||
|
||||
//TODO: Replace this BiQueueThreadArray model with a BiQueueThreadPool model (it's in the name)
|
||||
std::thread* thread;
|
||||
std::mutex lock;
|
||||
std::vector<ChunkThreadData*> tasks;
|
||||
|
||||
//Chunk Gen BiQueue Variables
|
||||
const int MAX_CHUNK_GEN_THREADS = 32;
|
||||
std::unordered_set<glm::vec3, vec3cmp> chunkGenQueue;
|
||||
std::vector<ChunkThreadData*> chunkGenThreads;
|
||||
|
||||
//Mesh Gen BiQueue Variables
|
||||
const int MAX_MESH_GEN_THREADS = 32;
|
||||
std::unordered_set<glm::vec3, vec3cmp> meshGenQueue;
|
||||
std::vector<MeshThreadData*> meshGenThreads;
|
||||
|
||||
BlockAtlas* blockAtlas;
|
||||
~ChunkThreadDef();
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
#endif //GLPROJECT_WORLD_H
|
||||
|
|
Loading…
Reference in New Issue