Mesh building is now asynchronous.
- Added ChunkMeshBuilder to replace ChunkBuilder - Added ThreadPool Note: Surrounding chunks are not handled yet.
This commit is contained in:
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244
external/thread/ThreadPool.hpp
vendored
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244
external/thread/ThreadPool.hpp
vendored
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/**
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* The ThreadPool class.
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* Keeps a set of threads constantly waiting to execute incoming jobs.
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*
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* Written by Will Pearce
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* From http://roar11.com/2016/01/a-platform-independent-thread-pool-using-c14/
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* License: BSD-2 (http://roar11.com/2016/01/a-platform-independent-thread-pool-using-c14/#license)
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*/
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#ifndef THREADPOOL_HPP
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#define THREADPOOL_HPP
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#include "ThreadSafeQueue.hpp"
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#include <algorithm>
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#include <atomic>
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#include <cstdint>
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#include <functional>
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#include <future>
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#include <memory>
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#include <thread>
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#include <type_traits>
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#include <utility>
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#include <vector>
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namespace thread
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{
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class ThreadPool
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{
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private:
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class IThreadTask
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{
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public:
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IThreadTask(void) = default;
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virtual ~IThreadTask(void) = default;
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IThreadTask(const IThreadTask& rhs) = delete;
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IThreadTask& operator=(const IThreadTask& rhs) = delete;
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IThreadTask(IThreadTask&& other) = default;
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IThreadTask& operator=(IThreadTask&& other) = default;
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/**
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* Run the task.
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*/
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virtual void execute() = 0;
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};
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template <typename Func>
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class ThreadTask: public IThreadTask
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{
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public:
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ThreadTask(Func&& func)
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:m_func{std::move(func)}
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{
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}
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~ThreadTask(void) override = default;
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ThreadTask(const ThreadTask& rhs) = delete;
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ThreadTask& operator=(const ThreadTask& rhs) = delete;
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ThreadTask(ThreadTask&& other) = default;
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ThreadTask& operator=(ThreadTask&& other) = default;
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/**
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* Run the task.
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*/
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void execute() override
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{
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m_func();
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}
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private:
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Func m_func;
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};
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public:
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/**
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* A wrapper around a std::future that adds the behavior of futures returned from std::async.
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* Specifically, this object will block and wait for execution to finish before going out of scope.
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*/
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template <typename T>
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class TaskFuture
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{
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public:
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TaskFuture(std::future<T>&& future)
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:m_future{std::move(future)}
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{
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}
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TaskFuture(const TaskFuture& rhs) = delete;
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TaskFuture& operator=(const TaskFuture& rhs) = delete;
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TaskFuture(TaskFuture&& other) = default;
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TaskFuture& operator=(TaskFuture&& other) = default;
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~TaskFuture(void)
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{
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if(m_future.valid())
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{
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m_future.get();
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}
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}
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const std::future<T> &future() const { return m_future; }
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auto get(void)
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{
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return m_future.get();
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}
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private:
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std::future<T> m_future;
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};
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public:
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/**
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* Constructor.
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*/
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ThreadPool(void)
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:ThreadPool{std::max(std::thread::hardware_concurrency(), 2u) - 1u}
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{
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/*
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* Always create at least one thread. If hardware_concurrency() returns 0,
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* subtracting one would turn it to UINT_MAX, so get the maximum of
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* hardware_concurrency() and 2 before subtracting 1.
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*/
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}
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/**
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* Constructor.
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*/
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explicit ThreadPool(const std::uint32_t numThreads)
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:m_done{false},
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m_workQueue{},
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m_threads{}
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{
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try
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{
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for(std::uint32_t i = 0u; i < numThreads; ++i)
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{
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m_threads.emplace_back(&ThreadPool::worker, this);
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}
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}
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catch(...)
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{
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destroy();
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throw;
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}
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}
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/**
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* Non-copyable.
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*/
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ThreadPool(const ThreadPool& rhs) = delete;
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/**
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* Non-assignable.
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*/
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ThreadPool& operator=(const ThreadPool& rhs) = delete;
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/**
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* Destructor.
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*/
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~ThreadPool(void)
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{
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destroy();
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}
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/**
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* Submit a job to be run by the thread pool.
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*/
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template <typename Func, typename... Args>
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auto submit(Func&& func, Args&&... args)
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{
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auto boundTask = std::bind(std::forward<Func>(func), std::forward<Args>(args)...);
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using ResultType = std::result_of_t<decltype(boundTask)()>;
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using PackagedTask = std::packaged_task<ResultType()>;
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using TaskType = ThreadTask<PackagedTask>;
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PackagedTask task{std::move(boundTask)};
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TaskFuture<ResultType> result{task.get_future()};
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m_workQueue.push(std::make_unique<TaskType>(std::move(task)));
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return result;
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}
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private:
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/**
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* Constantly running function each thread uses to acquire work items from the queue.
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*/
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void worker(void)
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{
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while(!m_done)
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{
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std::unique_ptr<IThreadTask> pTask{nullptr};
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if(m_workQueue.waitPop(pTask))
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{
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pTask->execute();
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}
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}
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}
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/**
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* Invalidates the queue and joins all running threads.
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*/
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void destroy(void)
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{
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m_done = true;
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m_workQueue.invalidate();
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for(auto& thread : m_threads)
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{
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if(thread.joinable())
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{
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thread.join();
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}
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}
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}
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private:
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std::atomic_bool m_done;
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ThreadSafeQueue<std::unique_ptr<IThreadTask>> m_workQueue;
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std::vector<std::thread> m_threads;
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};
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namespace DefaultThreadPool
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{
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/**
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* Get the default thread pool for the application.
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* This pool is created with std::thread::hardware_concurrency() - 1 threads.
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*/
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inline ThreadPool& getThreadPool(void)
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{
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static ThreadPool defaultPool;
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return defaultPool;
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}
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/**
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* Submit a job to the default thread pool.
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*/
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template <typename Func, typename... Args>
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inline auto submitJob(Func&& func, Args&&... args)
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{
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return getThreadPool().submit(std::forward<Func>(func), std::forward<Args>(args)...);
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}
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}
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}
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#endif
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136
external/thread/ThreadSafeQueue.hpp
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external/thread/ThreadSafeQueue.hpp
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/**
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* The ThreadSafeQueue class.
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* Provides a wrapper around a basic queue to provide thread safety.
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*
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* Written by Will Pearce
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* From http://roar11.com/2016/01/a-platform-independent-thread-pool-using-c14/
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* License: BSD-2 (http://roar11.com/2016/01/a-platform-independent-thread-pool-using-c14/#license)
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*/
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#ifndef THREADSAFEQUEUE_HPP
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#define THREADSAFEQUEUE_HPP
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#include <atomic>
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#include <condition_variable>
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#include <mutex>
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#include <queue>
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#include <utility>
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namespace thread
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{
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template <typename T>
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class ThreadSafeQueue
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{
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public:
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/**
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* Destructor.
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*/
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~ThreadSafeQueue(void)
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{
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invalidate();
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}
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/**
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* Attempt to get the first value in the queue.
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* Returns true if a value was successfully written to the out parameter, false otherwise.
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*/
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bool tryPop(T& out)
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{
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std::lock_guard<std::mutex> lock{m_mutex};
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if(m_queue.empty() || !m_valid)
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{
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return false;
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}
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out = std::move(m_queue.front());
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m_queue.pop();
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return true;
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}
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/**
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* Get the first value in the queue.
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* Will block until a value is available unless clear is called or the instance is destructed.
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* Returns true if a value was successfully written to the out parameter, false otherwise.
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*/
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bool waitPop(T& out)
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{
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std::unique_lock<std::mutex> lock{m_mutex};
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m_condition.wait(lock, [this]()
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{
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return !m_queue.empty() || !m_valid;
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});
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/*
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* Using the condition in the predicate ensures that spurious wakeups with a valid
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* but empty queue will not proceed, so only need to check for validity before proceeding.
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*/
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if(!m_valid)
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{
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return false;
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}
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out = std::move(m_queue.front());
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m_queue.pop();
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return true;
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}
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/**
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* Push a new value onto the queue.
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*/
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void push(T value)
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{
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std::lock_guard<std::mutex> lock{m_mutex};
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m_queue.push(std::move(value));
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m_condition.notify_one();
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}
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/**
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* Check whether or not the queue is empty.
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*/
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bool empty(void) const
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{
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std::lock_guard<std::mutex> lock{m_mutex};
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return m_queue.empty();
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}
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/**
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* Clear all items from the queue.
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*/
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void clear(void)
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{
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std::lock_guard<std::mutex> lock{m_mutex};
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while(!m_queue.empty())
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{
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m_queue.pop();
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}
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m_condition.notify_all();
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}
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/**
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* Invalidate the queue.
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* Used to ensure no conditions are being waited on in waitPop when
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* a thread or the application is trying to exit.
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* The queue is invalid after calling this method and it is an error
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* to continue using a queue after this method has been called.
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*/
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void invalidate(void)
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{
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std::lock_guard<std::mutex> lock{m_mutex};
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m_valid = false;
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m_condition.notify_all();
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}
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/**
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* Returns whether or not this queue is valid.
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*/
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bool isValid(void) const
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{
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std::lock_guard<std::mutex> lock{m_mutex};
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return m_valid;
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}
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private:
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std::atomic_bool m_valid{true};
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mutable std::mutex m_mutex;
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std::queue<T> m_queue;
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std::condition_variable m_condition;
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};
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}
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#endif
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@ -51,18 +51,10 @@ std::array<std::size_t, ChunkBuilder::layers> ChunkBuilder::buildChunk(const Cli
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const BlockState &blockState = block.getState(block.param().hasParam(BlockParam::State)
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? block.param().getParam(BlockParam::State, blockParam) : 0);
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if (blockState.drawType() == BlockDrawType::Solid
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|| blockState.drawType() == BlockDrawType::Leaves
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|| blockState.drawType() == BlockDrawType::Liquid
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|| blockState.drawType() == BlockDrawType::Glass
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|| blockState.drawType() == BlockDrawType::Cactus
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|| blockState.drawType() == BlockDrawType::BoundingBox)
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{
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addCube(x, y, z, chunk, blockState, blockParam);
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}
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else if (blockState.drawType() == BlockDrawType::XShape) {
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if (blockState.drawType() == BlockDrawType::XShape)
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addCross(x, y, z, chunk, blockState);
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}
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else
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addCube(x, y, z, chunk, blockState, blockParam);
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}
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}
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}
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454
source/client/world/ChunkMeshBuilder.cpp
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454
source/client/world/ChunkMeshBuilder.cpp
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/*
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* =====================================================================================
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*
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* OpenMiner
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*
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* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
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* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
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*
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* This file is part of OpenMiner.
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*
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* OpenMiner is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* OpenMiner is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* =====================================================================================
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*/
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#include "BlockGeometry.hpp"
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#include "ChunkMeshBuilder.hpp"
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#include "ClientWorld.hpp"
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#include "TextureAtlas.hpp"
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using namespace BlockGeometry;
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void ChunkMeshBuilder::addMeshBuildingJob(const Chunk &chunk, const TextureAtlas &textureAtlas) {
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ChunkMeshBuildingJob job;
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job.textureAtlas = &textureAtlas;
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job.chunkData.x = chunk.x();
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job.chunkData.y = chunk.y();
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job.chunkData.z = chunk.z();
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std::memcpy(&job.chunkData.data, &chunk.data(), sizeof(Chunk::DataArray));
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std::memcpy(&job.chunkData.lightData, &chunk.lightmap().data(), sizeof(ChunkLightmap::LightMapArray));
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auto future = m_threadPool.submit([](ChunkMeshBuildingJob job) {
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for (s8f z = 0 ; z < CHUNK_HEIGHT ; z++) {
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for (s8f y = 0 ; y < CHUNK_DEPTH ; y++) {
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for (s8f x = 0 ; x < CHUNK_WIDTH ; x++) {
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u16 blockID = job.chunkData.getBlockID(x, y, z);
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if (!blockID) continue;
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u16 blockParam = job.chunkData.getBlockParam(x, y, z);
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const BlockState &blockState = job.chunkData.getBlockState(blockID, blockParam);
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if (blockState.drawType() == BlockDrawType::XShape)
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addCross(x, y, z, job, blockState);
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else
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addCube(x, y, z, job, blockState, blockParam);
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}
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}
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}
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return job;
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}, job);
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m_futures.emplace_back(std::move(future));
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}
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void ChunkMeshBuilder::update() {
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for (auto it = m_futures.begin() ; it != m_futures.end() ; ) {
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if (it->future().valid() && it->future().wait_for(std::chrono::milliseconds(0)) == std::future_status::ready) {
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ChunkMeshBuildingJob job = it->get();
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ClientChunk *chunk = (ClientChunk *)m_world.getChunk(job.chunkData.x, job.chunkData.y, job.chunkData.z);
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if (chunk) {
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for (u8 i = 0 ; i < ChunkBuilder::layers ; ++i) {
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job.vertices[i].shrink_to_fit();
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const gk::VertexBuffer &vbo = chunk->getVertexBuffer(i);
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gk::VertexBuffer::bind(&vbo);
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vbo.setData(job.vertices[i].size() * sizeof(Vertex), job.vertices[i].data(), GL_DYNAMIC_DRAW);
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gk::VertexBuffer::bind(nullptr);
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chunk->setVerticesCount(i, job.vertices[i].size());
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}
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}
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it = m_futures.erase(it);
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}
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else
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++it;
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||||
}
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}
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inline void ChunkMeshBuilder::addCube(s8f x, s8f y, s8f z, ChunkMeshBuildingJob &job, const BlockState &blockState, u16 blockParam) {
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const gk::FloatBox &boundingBox = blockState.boundingBox();
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u8f orientation = blockState.block().isRotatable()
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? blockState.block().param().getParam(BlockParam::Rotation, blockParam) : 0;
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const glm::mat3 &orientMatrix = orientMatrices[orientation];
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glm::vec3 vertexPos[nVertsPerCube]{
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// Order is important. It matches the bit order defined in BlockGeometry::cubeVerts.
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||||
{boundingBox.x, boundingBox.y, boundingBox.z},
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{boundingBox.x + boundingBox.sizeX, boundingBox.y, boundingBox.z},
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{boundingBox.x, boundingBox.y + boundingBox.sizeY, boundingBox.z},
|
||||
{boundingBox.x + boundingBox.sizeX, boundingBox.y + boundingBox.sizeY, boundingBox.z},
|
||||
{boundingBox.x, boundingBox.y, boundingBox.z + boundingBox.sizeZ},
|
||||
{boundingBox.x + boundingBox.sizeX, boundingBox.y, boundingBox.z + boundingBox.sizeZ},
|
||||
{boundingBox.x, boundingBox.y + boundingBox.sizeY, boundingBox.z + boundingBox.sizeZ},
|
||||
{boundingBox.x + boundingBox.sizeX, boundingBox.y + boundingBox.sizeY, boundingBox.z + boundingBox.sizeZ},
|
||||
};
|
||||
|
||||
if (blockState.drawType() == BlockDrawType::Cactus) {
|
||||
// Ignore bounding box, initialize it to full node coordinates
|
||||
for (u8f i = 0; i < nVertsPerCube; ++i) {
|
||||
vertexPos[i].x = (i >> 0) & 1;
|
||||
vertexPos[i].y = (i >> 1) & 1;
|
||||
vertexPos[i].z = (i >> 2) & 1;
|
||||
}
|
||||
}
|
||||
|
||||
// vNeighbour is used to find neighbouring cubes per vertex.
|
||||
// Same binary layout.
|
||||
glm::vec3 vNeighbour[nVertsPerCube] = {
|
||||
{-1,-1,-1}, { 1,-1,-1}, {-1, 1,-1}, { 1, 1,-1}, {-1,-1, 1}, { 1,-1, 1}, {-1, 1, 1}, {1, 1, 1},
|
||||
};
|
||||
|
||||
if (orientation) { // don't work extra if it's not oriented differently
|
||||
static const glm::vec3 half{0.5, 0.5, 0.5};
|
||||
// Rotate each vertex coordinate around the centre of the
|
||||
// cube, and each vertex neighbour around the origin
|
||||
for (int i = 0; i < nVertsPerCube; ++i) {
|
||||
vertexPos[i] = orientMatrix * (vertexPos[i] - half) + half;
|
||||
vNeighbour[i] = orientMatrix * vNeighbour[i];
|
||||
}
|
||||
}
|
||||
|
||||
for (s8f f = 0; f < nFaces ; ++f) {
|
||||
// Construct the normal vector to a face
|
||||
const glm::vec3 glmNormal = orientMatrix * faceNormals[f];
|
||||
const gk::Vector3i normal{int(glmNormal.x), int(glmNormal.y), int(glmNormal.z)};
|
||||
|
||||
// Construct an array with the 4 vertex positions of this face
|
||||
glm::vec3 *faceVerts[nVertsPerFace]{
|
||||
&vertexPos[cubeVerts[f][0]], &vertexPos[cubeVerts[f][1]],
|
||||
&vertexPos[cubeVerts[f][2]], &vertexPos[cubeVerts[f][3]]
|
||||
};
|
||||
|
||||
// Construct an array with the 4 vertex neighbours of this face
|
||||
// (as GameKit integer vectors)
|
||||
const gk::Vector3i corner0{int(vNeighbour[cubeVerts[f][0]].x), int(vNeighbour[cubeVerts[f][0]].y), int(vNeighbour[cubeVerts[f][0]].z)};
|
||||
const gk::Vector3i corner1{int(vNeighbour[cubeVerts[f][1]].x), int(vNeighbour[cubeVerts[f][1]].y), int(vNeighbour[cubeVerts[f][1]].z)};
|
||||
const gk::Vector3i corner2{int(vNeighbour[cubeVerts[f][2]].x), int(vNeighbour[cubeVerts[f][2]].y), int(vNeighbour[cubeVerts[f][2]].z)};
|
||||
const gk::Vector3i corner3{int(vNeighbour[cubeVerts[f][3]].x), int(vNeighbour[cubeVerts[f][3]].y), int(vNeighbour[cubeVerts[f][3]].z)};
|
||||
|
||||
const gk::Vector3i *vFaceNeighbours[nVertsPerFace]{&corner0, &corner1, &corner2, &corner3};
|
||||
|
||||
addCubeFace(x, y, z, f, job, blockState, normal, faceVerts, vFaceNeighbours);
|
||||
}
|
||||
}
|
||||
|
||||
inline void ChunkMeshBuilder::addCubeFace(s8f x, s8f y, s8f z, s8f f, ChunkMeshBuildingJob &job,
|
||||
const BlockState &blockState,
|
||||
const gk::Vector3i &normal,
|
||||
const glm::vec3 *const vertexPos[nVertsPerFace],
|
||||
const gk::Vector3i *const neighbourOfs[nVertsPerFace])
|
||||
{
|
||||
// Get surrounding block for the face
|
||||
s8f sx = x + normal.x;
|
||||
s8f sy = y + normal.y;
|
||||
s8f sz = z + normal.z;
|
||||
|
||||
const BlockState *surroundingBlockState = job.chunkData.getBlockState(sx, sy, sz);
|
||||
|
||||
// Skip hidden faces
|
||||
if (surroundingBlockState && surroundingBlockState->block().id()
|
||||
&& ((blockState.drawType() == BlockDrawType::Solid && surroundingBlockState->drawType() == BlockDrawType::Solid && surroundingBlockState->isOpaque())
|
||||
|| (blockState.block().id() == surroundingBlockState->block().id() && (blockState.drawType() == BlockDrawType::Liquid || blockState.drawType() == BlockDrawType::Glass))
|
||||
|| (blockState.drawType() == BlockDrawType::Liquid && surroundingBlockState->drawType() == BlockDrawType::Solid)
|
||||
|| (blockState.drawType() == BlockDrawType::Cactus && surroundingBlockState->block().id() == blockState.block().id() && f > 3)))
|
||||
return;
|
||||
|
||||
const gk::FloatBox &boundingBox = blockState.boundingBox();
|
||||
|
||||
const std::string &texture = blockState.tiles().getTextureForFace(f);
|
||||
const gk::FloatRect &blockTexCoords = job.textureAtlas->getTexCoords(texture);
|
||||
|
||||
// Calculate UV's
|
||||
// These are tough to obtain. Note that texture Y grows in the up-down direction, and so does V.
|
||||
// Vertex index in the bitmap array and U/V correspondence is:
|
||||
// U0V0 -> 3 2 <- U1V0
|
||||
// U0V1 -> 0 1 <- U1V1
|
||||
float U0, V0, U1, V1;
|
||||
if (blockState.drawType() == BlockDrawType::Cactus) {
|
||||
U0 = 0.f;
|
||||
V0 = 0.f;
|
||||
U1 = 1.f;
|
||||
V1 = 1.f;
|
||||
}
|
||||
else {
|
||||
U0 = (f == 0) ? 1.f - (boundingBox.y + boundingBox.sizeY) : (f == 1) ? boundingBox.y :
|
||||
(f == 3) ? 1.f - (boundingBox.x + boundingBox.sizeX) : boundingBox.x;
|
||||
V0 = (f <= 3) ? 1.f - (boundingBox.z + boundingBox.sizeZ) : (f == 4) ? boundingBox.y : 1.f - (boundingBox.y + boundingBox.sizeY);
|
||||
U1 = (f == 0) ? 1.f - boundingBox.y : (f == 1) ? boundingBox.y + boundingBox.sizeY :
|
||||
(f == 3) ? 1.f - boundingBox.x : boundingBox.x + boundingBox.sizeX;
|
||||
V1 = (f <= 3) ? 1.f - boundingBox.z : (f == 4) ? boundingBox.y + boundingBox.sizeY : 1.f - boundingBox.y;
|
||||
}
|
||||
|
||||
// Prepare vertex information for VBO
|
||||
Vertex vertices[nVertsPerFace];
|
||||
for (s8f v = 0; v < nVertsPerFace; ++v) {
|
||||
if (blockState.drawType() == BlockDrawType::Cactus) {
|
||||
vertices[v].coord3d[0] = x + vertexPos[v]->x - boundingBox.x * normal.x;
|
||||
vertices[v].coord3d[1] = y + vertexPos[v]->y - boundingBox.y * normal.y;
|
||||
vertices[v].coord3d[2] = z + vertexPos[v]->z - boundingBox.z * normal.z;
|
||||
}
|
||||
else {
|
||||
float blockHeight = vertexPos[v]->z;
|
||||
if (blockState.drawType() == BlockDrawType::Liquid && (f != BlockFace::Bottom || !surroundingBlockState || !surroundingBlockState->block().id())) {
|
||||
if (f == BlockFace::Bottom)
|
||||
blockHeight = vertexPos[v]->z - 2.f / 16.f;
|
||||
else
|
||||
blockHeight = vertexPos[v]->z * 14.f / 16.f;
|
||||
}
|
||||
|
||||
vertices[v].coord3d[0] = x + vertexPos[v]->x;
|
||||
vertices[v].coord3d[1] = y + vertexPos[v]->y;
|
||||
vertices[v].coord3d[2] = z + blockHeight;
|
||||
}
|
||||
|
||||
vertices[v].coord3d[0] += blockState.drawOffset().x;
|
||||
vertices[v].coord3d[1] += blockState.drawOffset().y;
|
||||
vertices[v].coord3d[2] += blockState.drawOffset().z;
|
||||
|
||||
vertices[v].coord3d[3] = f;
|
||||
|
||||
vertices[v].normal[0] = normal.x;
|
||||
vertices[v].normal[1] = normal.y;
|
||||
vertices[v].normal[2] = normal.z;
|
||||
|
||||
const gk::Color colorMultiplier = blockState.colorMultiplier();
|
||||
vertices[v].color[0] = colorMultiplier.r;
|
||||
vertices[v].color[1] = colorMultiplier.g;
|
||||
vertices[v].color[2] = colorMultiplier.b;
|
||||
vertices[v].color[3] = colorMultiplier.a;
|
||||
|
||||
float U = (v == 0 || v == 3) ? U0 : U1;
|
||||
float V = (v >= 2) ? V0 : V1;
|
||||
vertices[v].texCoord[0] = gk::qlerp(blockTexCoords.x, blockTexCoords.x + blockTexCoords.sizeX, U);
|
||||
vertices[v].texCoord[1] = gk::qlerp(blockTexCoords.y, blockTexCoords.y + blockTexCoords.sizeY, V);
|
||||
|
||||
if (Config::isSmoothLightingEnabled)
|
||||
vertices[v].lightValue[0] = getLightForVertex(Light::Sun, x, y, z, *neighbourOfs[v], normal, job.chunkData);
|
||||
else
|
||||
vertices[v].lightValue[0] = job.chunkData.getSunlight(sx, sy, sz);
|
||||
|
||||
if (Config::isSmoothLightingEnabled && !blockState.isLightSource())
|
||||
vertices[v].lightValue[1] = getLightForVertex(Light::Torch, x, y, z, *neighbourOfs[v], normal, job.chunkData);
|
||||
else if (blockState.isOpaque())
|
||||
vertices[v].lightValue[1] = job.chunkData.getTorchlight(sx, sy, sz);
|
||||
else
|
||||
vertices[v].lightValue[1] = job.chunkData.getTorchlight(x, y, z);
|
||||
|
||||
vertices[v].ambientOcclusion = getAmbientOcclusion(x, y, z, *neighbourOfs[v], normal, job.chunkData);
|
||||
}
|
||||
|
||||
auto addVertex = [&](u8 v) {
|
||||
if (Config::ambientOcclusion != 1 || blockState.isLightSource())
|
||||
vertices[v].ambientOcclusion = 5;
|
||||
|
||||
if (blockState.drawType() == BlockDrawType::Liquid)
|
||||
job.vertices[Layer::Liquid].emplace_back(vertices[v]);
|
||||
else if (blockState.drawType() == BlockDrawType::Glass)
|
||||
job.vertices[Layer::Glass].emplace_back(vertices[v]);
|
||||
else if (blockState.colorMultiplier() != gk::Color::White)
|
||||
job.vertices[Layer::NoMipMap].emplace_back(vertices[v]);
|
||||
else
|
||||
job.vertices[Layer::Solid].emplace_back(vertices[v]);
|
||||
};
|
||||
|
||||
// Flipping quad to fix anisotropy issue
|
||||
if (vertices[0].ambientOcclusion + vertices[2].ambientOcclusion >
|
||||
vertices[1].ambientOcclusion + vertices[3].ambientOcclusion) {
|
||||
addVertex(0);
|
||||
addVertex(1);
|
||||
addVertex(2);
|
||||
addVertex(2);
|
||||
addVertex(3);
|
||||
addVertex(0);
|
||||
} else {
|
||||
addVertex(0);
|
||||
addVertex(1);
|
||||
addVertex(3);
|
||||
addVertex(3);
|
||||
addVertex(1);
|
||||
addVertex(2);
|
||||
}
|
||||
}
|
||||
|
||||
inline void ChunkMeshBuilder::addCross(s8f x, s8f y, s8f z, ChunkMeshBuildingJob &job, const BlockState &blockState) {
|
||||
glm::vec3 vertexPos[nVertsPerCube]{
|
||||
{0, 0, 0},
|
||||
{1, 0, 0},
|
||||
{0, 1, 0},
|
||||
{1, 1, 0},
|
||||
{0, 0, 1},
|
||||
{1, 0, 1},
|
||||
{0, 1, 1},
|
||||
{1, 1, 1},
|
||||
};
|
||||
|
||||
const glm::vec3 *const faceVertices[nCrossFaces][nVertsPerFace]{
|
||||
{&vertexPos[crossVerts[0][0]], &vertexPos[crossVerts[0][1]],
|
||||
&vertexPos[crossVerts[0][2]], &vertexPos[crossVerts[0][3]]},
|
||||
{&vertexPos[crossVerts[1][0]], &vertexPos[crossVerts[1][1]],
|
||||
&vertexPos[crossVerts[1][2]], &vertexPos[crossVerts[1][3]]},
|
||||
};
|
||||
|
||||
const std::string &texture = blockState.tiles().getTextureForFace(0);
|
||||
const gk::FloatRect &blockTexCoords = job.textureAtlas->getTexCoords(texture);
|
||||
|
||||
float faceTexCoords[nVertsPerFace][nCoordsPerUV] = {
|
||||
{blockTexCoords.x, blockTexCoords.y + blockTexCoords.sizeY},
|
||||
{blockTexCoords.x + blockTexCoords.sizeX, blockTexCoords.y + blockTexCoords.sizeY},
|
||||
{blockTexCoords.x + blockTexCoords.sizeX, blockTexCoords.y},
|
||||
{blockTexCoords.x, blockTexCoords.y},
|
||||
};
|
||||
|
||||
for (int f = 0; f < nCrossFaces ; ++f) {
|
||||
Vertex vertices[nVertsPerFace];
|
||||
for (int v = 0 ; v < nVertsPerFace ; ++v) {
|
||||
vertices[v].coord3d[0] = x + faceVertices[f][v]->x + blockState.drawOffset().x;
|
||||
vertices[v].coord3d[1] = y + faceVertices[f][v]->y + blockState.drawOffset().y;
|
||||
vertices[v].coord3d[2] = z + faceVertices[f][v]->z + blockState.drawOffset().z;
|
||||
vertices[v].coord3d[3] = 6;
|
||||
|
||||
vertices[v].normal[0] = 0;
|
||||
vertices[v].normal[1] = 0;
|
||||
vertices[v].normal[2] = 0;
|
||||
|
||||
const gk::Color colorMultiplier = blockState.colorMultiplier();
|
||||
vertices[v].color[0] = colorMultiplier.r;
|
||||
vertices[v].color[1] = colorMultiplier.g;
|
||||
vertices[v].color[2] = colorMultiplier.b;
|
||||
vertices[v].color[3] = colorMultiplier.a;
|
||||
|
||||
vertices[v].texCoord[0] = faceTexCoords[v][0];
|
||||
vertices[v].texCoord[1] = faceTexCoords[v][1];
|
||||
|
||||
vertices[v].lightValue[0] = job.chunkData.getSunlight(x, y, z);
|
||||
vertices[v].lightValue[1] = job.chunkData.getTorchlight(x, y, z);
|
||||
|
||||
vertices[v].ambientOcclusion = 5;
|
||||
}
|
||||
|
||||
job.vertices[Layer::Flora].emplace_back(vertices[0]);
|
||||
job.vertices[Layer::Flora].emplace_back(vertices[1]);
|
||||
job.vertices[Layer::Flora].emplace_back(vertices[3]);
|
||||
job.vertices[Layer::Flora].emplace_back(vertices[3]);
|
||||
job.vertices[Layer::Flora].emplace_back(vertices[1]);
|
||||
job.vertices[Layer::Flora].emplace_back(vertices[2]);
|
||||
}
|
||||
}
|
||||
|
||||
// Based on this article: https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/
|
||||
inline u8 ChunkMeshBuilder::getAmbientOcclusion(s8f x, s8f y, s8f z, const gk::Vector3i &offset, const gk::Vector3i &normal, const ChunkData &chunk) {
|
||||
gk::Vector3i minOffset{
|
||||
(normal.x != 0) ? offset.x : 0,
|
||||
(normal.y != 0) ? offset.y : 0,
|
||||
(normal.z != 0) ? offset.z : 0
|
||||
};
|
||||
|
||||
const BlockState *blocks[4] = {
|
||||
chunk.getBlockState(x + minOffset.x, y + minOffset.y, z + offset.z),
|
||||
chunk.getBlockState(x + offset.x, y + minOffset.y, z + minOffset.z),
|
||||
chunk.getBlockState(x + minOffset.x, y + offset.y, z + minOffset.z),
|
||||
chunk.getBlockState(x + offset.x, y + offset.y, z + offset.z)
|
||||
};
|
||||
|
||||
bool blockPresence[4] = {
|
||||
blocks[0] && blocks[0]->block().id() != 0 && blocks[0]->isOpaque(),
|
||||
blocks[1] && blocks[1]->block().id() != 0 && blocks[1]->isOpaque(),
|
||||
blocks[2] && blocks[2]->block().id() != 0 && blocks[2]->isOpaque(),
|
||||
blocks[3] && blocks[3]->block().id() != 0 && blocks[3]->isOpaque()
|
||||
};
|
||||
|
||||
bool side1 = blockPresence[(minOffset.x != 0) ? 2 : 1];
|
||||
bool side2 = blockPresence[(minOffset.z != 0) ? 2 : 0];
|
||||
bool corner = blockPresence[3];
|
||||
|
||||
return (side1 && side2) ? 0 : 3 - (side1 + side2 + corner);
|
||||
}
|
||||
|
||||
inline u8 ChunkMeshBuilder::getLightForVertex(Light light, s8f x, s8f y, s8f z, const gk::Vector3i &offset, const gk::Vector3i &normal, const ChunkData &chunk) {
|
||||
std::function<s8(const ChunkData &chunk, s8, s8, s8)> getLight = [&](const ChunkData &chunk, s8 x, s8 y, s8 z) -> s8 {
|
||||
// if (x < 0) return chunk->getSurroundingChunk(0) && chunk->getSurroundingChunk(0)->isInitialized() ? getLight(chunk->getSurroundingChunk(0), x + CHUNK_WIDTH, y, z) : -1;
|
||||
// if (x >= CHUNK_WIDTH) return chunk->getSurroundingChunk(1) && chunk->getSurroundingChunk(1)->isInitialized() ? getLight(chunk->getSurroundingChunk(1), x - CHUNK_WIDTH, y, z) : -1;
|
||||
// if (y < 0) return chunk->getSurroundingChunk(2) && chunk->getSurroundingChunk(2)->isInitialized() ? getLight(chunk->getSurroundingChunk(2), x, y + CHUNK_DEPTH, z) : -1;
|
||||
// if (y >= CHUNK_DEPTH) return chunk->getSurroundingChunk(3) && chunk->getSurroundingChunk(3)->isInitialized() ? getLight(chunk->getSurroundingChunk(3), x, y - CHUNK_DEPTH, z) : -1;
|
||||
// if (z < 0) return chunk->getSurroundingChunk(4) && chunk->getSurroundingChunk(4)->isInitialized() ? getLight(chunk->getSurroundingChunk(4), x, y, z + CHUNK_HEIGHT) : -1;
|
||||
// if (z >= CHUNK_HEIGHT) return chunk->getSurroundingChunk(5) && chunk->getSurroundingChunk(5)->isInitialized() ? getLight(chunk->getSurroundingChunk(5), x, y, z - CHUNK_HEIGHT) : -1;
|
||||
//
|
||||
// if (light == Light::Sun)
|
||||
// return chunk->isInitialized() ? chunk->lightmap().getSunlight(x, y, z) : -1;
|
||||
// else
|
||||
// return chunk->isInitialized() ? chunk->lightmap().getTorchlight(x, y, z) : -1;
|
||||
|
||||
return (light == Light::Sun)
|
||||
? chunk.getSunlight(x, y, z)
|
||||
: chunk.getTorchlight(x, y, z);
|
||||
};
|
||||
|
||||
gk::Vector3i minOffset{
|
||||
(normal.x != 0) ? offset.x : 0,
|
||||
(normal.y != 0) ? offset.y : 0,
|
||||
(normal.z != 0) ? offset.z : 0
|
||||
};
|
||||
|
||||
gk::Vector3i surroundingBlocks[4]{
|
||||
{x + minOffset.x, y + minOffset.y, z + offset.z},
|
||||
{x + offset.x, y + minOffset.y, z + minOffset.z},
|
||||
{x + minOffset.x, y + offset.y, z + minOffset.z},
|
||||
{x + offset.x, y + offset.y, z + offset.z}
|
||||
};
|
||||
|
||||
// Get light values for surrounding nodes
|
||||
s8 lightValues[4] = {
|
||||
getLight(chunk, surroundingBlocks[0].x, surroundingBlocks[0].y, surroundingBlocks[0].z),
|
||||
getLight(chunk, surroundingBlocks[1].x, surroundingBlocks[1].y, surroundingBlocks[1].z),
|
||||
getLight(chunk, surroundingBlocks[2].x, surroundingBlocks[2].y, surroundingBlocks[2].z),
|
||||
getLight(chunk, surroundingBlocks[3].x, surroundingBlocks[3].y, surroundingBlocks[3].z),
|
||||
};
|
||||
|
||||
float count = 0, total = 0;
|
||||
for (u8 i = 0 ; i < 4 ; ++i) {
|
||||
// Fix light approximation
|
||||
// if (i == 3 && lightValues[i] > lightValues[0] && !lightValues[1] && !lightValues[2])
|
||||
// continue;
|
||||
|
||||
// If the chunk is initialized, add the light value to the total
|
||||
// But only add dark blocks if AO is set on Smooth Lighting
|
||||
if (lightValues[i] != -1 && (Config::ambientOcclusion == 2 || lightValues[i] != 0)) {
|
||||
total += lightValues[i];
|
||||
++count;
|
||||
}
|
||||
}
|
||||
|
||||
if (count)
|
||||
return total / count;
|
||||
else
|
||||
return 0;
|
||||
}
|
124
source/client/world/ChunkMeshBuilder.hpp
Normal file
124
source/client/world/ChunkMeshBuilder.hpp
Normal file
@ -0,0 +1,124 @@
|
||||
/*
|
||||
* =====================================================================================
|
||||
*
|
||||
* OpenMiner
|
||||
*
|
||||
* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
|
||||
* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
|
||||
*
|
||||
* This file is part of OpenMiner.
|
||||
*
|
||||
* OpenMiner is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU Lesser General Public
|
||||
* License as published by the Free Software Foundation; either
|
||||
* version 2.1 of the License, or (at your option) any later version.
|
||||
*
|
||||
* OpenMiner is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* Lesser General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU Lesser General Public License
|
||||
* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
|
||||
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
|
||||
*
|
||||
* =====================================================================================
|
||||
*/
|
||||
#ifndef CHUNKMESHBUILDER_HPP_
|
||||
#define CHUNKMESHBUILDER_HPP_
|
||||
|
||||
#include <thread/ThreadPool.hpp>
|
||||
|
||||
#include "Chunk.hpp"
|
||||
#include "ChunkBuilder.hpp"
|
||||
#include "Registry.hpp"
|
||||
|
||||
struct ChunkData {
|
||||
s32 x, y, z;
|
||||
Chunk::DataArray data;
|
||||
ChunkLightmap::LightMapArray lightData;
|
||||
|
||||
u16 getBlockID(s8f x, s8f y, s8f z) const { return data[z][y][x] & 0xffff; }
|
||||
u16 getBlockParam(s8f x, s8f y, s8f z) const { return (data[z][y][x] >> 16) & 0xffff; }
|
||||
|
||||
u8 getTorchlight(s8f x, s8f y, s8f z) const { return lightData[z][y][x] & 0xf; }
|
||||
u8 getSunlight(s8f x, s8f y, s8f z) const { return (lightData[z][y][x] >> 4) & 0xf; }
|
||||
|
||||
const BlockState &getBlockState(u16 blockID, u16 blockParam) const {
|
||||
const Block &block = Registry::getInstance().getBlock(blockID);
|
||||
return block.getState(block.param().hasParam(BlockParam::State) ?
|
||||
block.param().getParam(BlockParam::State, blockParam) : 0);
|
||||
}
|
||||
|
||||
const BlockState *getBlockState(s8f x, s8f y, s8f z) const {
|
||||
if (x >= 0 && x < CHUNK_WIDTH
|
||||
&& y >= 0 && y < CHUNK_DEPTH
|
||||
&& z >= 0 && z < CHUNK_HEIGHT) {
|
||||
u16 blockID = getBlockID(x, y, z);
|
||||
u16 blockParam = getBlockParam(x, y, z);
|
||||
|
||||
return &getBlockState(blockID, blockParam);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
struct ChunkMeshBuildingJob {
|
||||
using VerticesArray = std::array<std::vector<Vertex>, ChunkBuilder::layers>;
|
||||
|
||||
ChunkData chunkData;
|
||||
|
||||
VerticesArray vertices;
|
||||
|
||||
const TextureAtlas *textureAtlas;
|
||||
};
|
||||
|
||||
class ClientWorld;
|
||||
|
||||
class ChunkMeshBuilder {
|
||||
public:
|
||||
ChunkMeshBuilder(ClientWorld &world) : m_world(world) {}
|
||||
|
||||
void addMeshBuildingJob(const Chunk &chunk, const TextureAtlas &textureAtlas);
|
||||
|
||||
void update();
|
||||
|
||||
enum Layer {
|
||||
Solid,
|
||||
NoMipMap,
|
||||
Flora,
|
||||
Glass,
|
||||
Liquid,
|
||||
|
||||
Count
|
||||
};
|
||||
|
||||
private:
|
||||
static void addCross(s8f x, s8f y, s8f z, ChunkMeshBuildingJob &job, const BlockState &blockState);
|
||||
|
||||
static void addCube(s8f x, s8f y, s8f z, ChunkMeshBuildingJob &job, const BlockState &blockState, u16 blockParam);
|
||||
static void addCubeFace(s8f x, s8f y, s8f z, s8f f, ChunkMeshBuildingJob &job,
|
||||
const BlockState &blockState,
|
||||
const gk::Vector3i &normal, const glm::vec3 *const vertexPos[4],
|
||||
const gk::Vector3i *const neighbourOfs[4]);
|
||||
|
||||
enum class Light {
|
||||
Sun,
|
||||
Torch
|
||||
};
|
||||
|
||||
static u8 getAmbientOcclusion(s8f x, s8f y, s8f z, const gk::Vector3i &offset,
|
||||
const gk::Vector3i &normal, const ChunkData &chunk);
|
||||
|
||||
static u8 getLightForVertex(Light light, s8f x, s8f y, s8f z, const gk::Vector3i &offset,
|
||||
const gk::Vector3i &normal, const ChunkData &chunk);
|
||||
|
||||
ClientWorld &m_world;
|
||||
|
||||
thread::ThreadPool m_threadPool;
|
||||
|
||||
std::vector<thread::ThreadPool::TaskFuture<ChunkMeshBuildingJob>> m_futures;
|
||||
};
|
||||
|
||||
#endif // CHUNKMESHBUILDER_HPP_
|
@ -27,6 +27,7 @@
|
||||
#include <gk/gl/GLCheck.hpp>
|
||||
|
||||
#include "ClientChunk.hpp"
|
||||
#include "ClientWorld.hpp"
|
||||
#include "TextureAtlas.hpp"
|
||||
#include "World.hpp"
|
||||
|
||||
@ -49,7 +50,8 @@ void ClientChunk::update() {
|
||||
|
||||
void ClientChunk::process() {
|
||||
if (m_isReadyForMeshing) {
|
||||
m_verticesCount = m_builder.buildChunk(*this, m_vbo);
|
||||
// m_verticesCount = m_builder.buildChunk(*this, m_vbo);
|
||||
m_world.buildChunk(*this);
|
||||
|
||||
++ClientChunk::chunkUpdateCounter;
|
||||
}
|
||||
|
@ -34,12 +34,14 @@
|
||||
#include "Config.hpp"
|
||||
#include "Dimension.hpp"
|
||||
|
||||
class ClientWorld;
|
||||
class TextureAtlas;
|
||||
|
||||
class ClientChunk : public Chunk {
|
||||
public:
|
||||
ClientChunk(s32 x, s32 y, s32 z, const Dimension &dimension, World &world, TextureAtlas &textureAtlas)
|
||||
: Chunk(x, y, z, world), m_dimension(dimension), m_textureAtlas(textureAtlas), m_builder{textureAtlas} {}
|
||||
ClientChunk(s32 x, s32 y, s32 z, const Dimension &dimension, ClientWorld &world, TextureAtlas &textureAtlas)
|
||||
: Chunk(x, y, z, (World &)world), m_world(world), m_dimension(dimension),
|
||||
m_textureAtlas(textureAtlas), m_builder(textureAtlas) {}
|
||||
|
||||
void update() final;
|
||||
void process() final;
|
||||
@ -61,6 +63,10 @@ class ClientChunk : public Chunk {
|
||||
|
||||
bool areAllNeighboursTooFar() const;
|
||||
|
||||
const gk::VertexBuffer &getVertexBuffer(u8 layer) { return m_vbo[layer]; }
|
||||
|
||||
void setVerticesCount(u8 layer, std::size_t count) { m_verticesCount[layer] = count; }
|
||||
|
||||
int debugTimesReceived = 0; // Only used by Minimap
|
||||
|
||||
static u32 chunkUpdatesPerSec;
|
||||
@ -68,6 +74,8 @@ class ClientChunk : public Chunk {
|
||||
static u64 chunkUpdateTime;
|
||||
|
||||
private:
|
||||
ClientWorld &m_world;
|
||||
|
||||
const Dimension &m_dimension;
|
||||
|
||||
TextureAtlas &m_textureAtlas;
|
||||
|
@ -73,6 +73,8 @@ void ClientWorld::update(bool allowWorldReload) {
|
||||
requestClosestChunkMeshing();
|
||||
|
||||
m_scene.update();
|
||||
|
||||
m_chunkMeshBuilder.update();
|
||||
}
|
||||
|
||||
void ClientWorld::requestClosestChunkMeshing() {
|
||||
|
@ -34,6 +34,7 @@
|
||||
#include <gk/core/EventHandler.hpp>
|
||||
#include <gk/gl/Camera.hpp>
|
||||
|
||||
#include "ChunkMeshBuilder.hpp"
|
||||
#include "ClientChunk.hpp"
|
||||
#include "ClientScene.hpp"
|
||||
#include "Network.hpp"
|
||||
@ -62,6 +63,8 @@ class ClientWorld : public World, public gk::Drawable {
|
||||
|
||||
Chunk *getChunk(int cx, int cy, int cz) const override;
|
||||
|
||||
void buildChunk(Chunk &chunk) { m_chunkMeshBuilder.addMeshBuildingJob(chunk, m_textureAtlas); }
|
||||
|
||||
const ClientScene &scene() const { return m_scene; }
|
||||
ClientScene &scene() { return m_scene; }
|
||||
|
||||
@ -97,6 +100,8 @@ class ClientWorld : public World, public gk::Drawable {
|
||||
const Sky *m_sky = nullptr;
|
||||
|
||||
mutable std::set<gk::Vector3i> m_chunksToRemove;
|
||||
|
||||
ChunkMeshBuilder m_chunkMeshBuilder{*this};
|
||||
};
|
||||
|
||||
#endif // CLIENTWORLD_HPP_
|
||||
|
@ -73,12 +73,14 @@ class ChunkLightmap {
|
||||
bool hasChanged() const { return m_hasChanged; }
|
||||
void resetChangedFlag() { m_hasChanged = false; }
|
||||
|
||||
using LightMapArray = u8[CHUNK_HEIGHT][CHUNK_DEPTH][CHUNK_WIDTH];
|
||||
const LightMapArray &data() const { return m_lightMap; }
|
||||
|
||||
private:
|
||||
bool setTorchlight(int x, int y, int z, u8 val);
|
||||
|
||||
Chunk *m_chunk = nullptr;
|
||||
|
||||
using LightMapArray = u8[CHUNK_HEIGHT][CHUNK_DEPTH][CHUNK_WIDTH];
|
||||
LightMapArray m_lightMap;
|
||||
|
||||
std::queue<LightNode> m_torchlightBfsQueue;
|
||||
|
Loading…
x
Reference in New Issue
Block a user