godot_voxel/terrain/voxel_lod_terrain.h

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#ifndef VOXEL_LOD_TERRAIN_HPP
#define VOXEL_LOD_TERRAIN_HPP
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#include "../server/voxel_server.h"
#include "lod_octree.h"
#include "voxel_map.h"
#include "voxel_node.h"
#include <core/set.h>
#include <scene/3d/spatial.h>
#ifdef TOOLS_ENABLED
#include "../editor/voxel_debug.h"
#endif
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class VoxelTool;
class VoxelStream;
class VoxelInstancer;
// Paged terrain made of voxel blocks of variable level of detail.
// Designed for highest view distances, preferably using smooth voxels.
// Voxels are polygonized around the viewer by distance in a very large sphere, usually extending beyond far clip.
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// Data is streamed using a VoxelStream, which must support LOD.
class VoxelLodTerrain : public VoxelNode {
GDCLASS(VoxelLodTerrain, VoxelNode)
public:
VoxelLodTerrain();
~VoxelLodTerrain();
Ref<Material> get_material() const;
void set_material(Ref<Material> p_material);
Ref<VoxelStream> get_stream() const override;
void set_stream(Ref<VoxelStream> p_stream) override;
Ref<VoxelGenerator> get_generator() const override;
void set_generator(Ref<VoxelGenerator> p_stream) override;
Ref<VoxelMesher> get_mesher() const override;
void set_mesher(Ref<VoxelMesher> p_mesher) override;
int get_view_distance() const;
void set_view_distance(int p_distance_in_voxels);
void set_lod_split_scale(float p_lod_split_scale);
float get_lod_split_scale() const;
void set_lod_count(int p_lod_count);
int get_lod_count() const;
void set_generate_collisions(bool enabled);
bool get_generate_collisions() const { return _generate_collisions; }
// Sets up to which amount of LODs collision will generate. -1 means all of them.
void set_collision_lod_count(int lod_count);
int get_collision_lod_count() const;
int get_block_region_extent() const;
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Vector3 voxel_to_block_position(Vector3 vpos, int lod_index) const;
unsigned int get_block_size_pow2() const;
void set_block_size_po2(unsigned int p_block_size_po2);
unsigned int get_block_size() const;
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// These must be called after an edit
void post_edit_area(Rect3i p_box);
void post_edit_block_lod0(Vector3i bpos);
void set_voxel_bounds(Rect3i p_box);
inline Rect3i get_voxel_bounds() const { return _bounds_in_voxels; }
enum ProcessMode {
PROCESS_MODE_IDLE = 0,
PROCESS_MODE_PHYSICS,
PROCESS_MODE_DISABLED
};
// This was originally added to fix a problem with rigidbody teleportation and floating world origin:
// The player teleported at a different rate than the rest of the world due to delays in transform updates,
// which caused the world to unload and then reload entirely over the course of 3 frames,
// producing flickers and CPU lag. Changing process mode allows to align update rate,
// and freeze LOD for the duration of the teleport.
void set_process_mode(ProcessMode mode);
ProcessMode get_process_mode() const { return _process_mode; }
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Ref<VoxelTool> get_voxel_tool();
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struct Stats {
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int blocked_lods = 0;
int updated_blocks = 0;
int dropped_block_loads = 0;
int dropped_block_meshs = 0;
int remaining_main_thread_blocks = 0;
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uint64_t time_detect_required_blocks = 0;
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uint64_t time_request_blocks_to_load = 0;
uint64_t time_process_load_responses = 0;
uint64_t time_request_blocks_to_update = 0;
uint64_t time_process_update_responses = 0;
};
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const Stats &get_stats() const;
void restart_stream() override;
void remesh_all_blocks() override;
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struct BlockToSave {
Ref<VoxelBuffer> voxels;
Vector3i position;
uint8_t lod;
};
// Debugging
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Array debug_raycast_block(Vector3 world_origin, Vector3 world_direction) const;
Dictionary debug_get_block_info(Vector3 fbpos, int lod_index) const;
Array debug_get_octrees() const;
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// Editor
void set_run_stream_in_editor(bool enable);
bool is_stream_running_in_editor() const;
#ifdef TOOLS_ENABLED
void set_show_gizmos(bool enable);
bool is_showing_gizmos() const { return _show_gizmos_enabled; }
#endif
// Internal
void set_instancer(VoxelInstancer *instancer);
uint32_t get_volume_id() const { return _volume_id; }
Array get_block_surface(Vector3i block_pos, int lod_index);
protected:
static void _bind_methods();
void _notification(int p_what);
void _process();
private:
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void immerge_block(Vector3i block_pos, int lod_index);
void start_updater();
void stop_updater();
void start_streamer();
void stop_streamer();
void reset_maps();
Vector3 get_local_viewer_pos() const;
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void try_schedule_loading_with_neighbors(const Vector3i &p_bpos, int lod_index);
bool is_block_surrounded(const Vector3i &p_bpos, int lod_index, const VoxelMap &map) const;
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bool check_block_loaded_and_updated(const Vector3i &p_bpos, int lod_index);
bool check_block_mesh_updated(VoxelBlock *block);
void _set_lod_count(int p_lod_count);
void _set_block_size_po2(int p_block_size_po2);
void _on_stream_params_changed();
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void flush_pending_lod_edits();
void save_all_modified_blocks(bool with_copy);
void send_block_data_requests();
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void add_transition_update(VoxelBlock *block);
void add_transition_updates_around(Vector3i block_pos, int lod_index);
void process_transition_updates();
uint8_t get_transition_mask(Vector3i block_pos, int lod_index) const;
void _b_save_modified_blocks();
void _b_set_voxel_bounds(AABB aabb);
AABB _b_get_voxel_bounds() const;
Array _b_debug_print_sdf_top_down(Vector3 center, Vector3 extents) const;
int _b_debug_get_block_count() const;
Error _b_debug_dump_as_scene(String fpath) const;
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Dictionary _b_get_statistics() const;
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struct OctreeItem {
LodOctree octree;
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};
#ifdef TOOLS_ENABLED
void update_gizmos();
#endif
private:
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// This terrain type is a sparse grid of octrees.
// Indexed by a grid coordinate whose step is the size of the highest-LOD block.
// Not using a pointer because Map storage is stable.
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Map<Vector3i, OctreeItem> _lod_octrees;
Rect3i _last_octree_region_box;
// Area within which voxels can exist.
// Note, these bounds might not be exactly represented. This volume is chunk-based, so the result will be
// approximated to the closest chunk.
Rect3i _bounds_in_voxels;
//Rect3i _prev_bounds_in_voxels;
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Ref<VoxelStream> _stream;
Ref<VoxelGenerator> _generator;
Ref<VoxelMesher> _mesher;
// TODO Might put this batch into VoxelServer directly instead of here
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std::vector<BlockToSave> _blocks_to_save;
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VoxelServer::ReceptionBuffers _reception_buffers;
uint32_t _volume_id = 0;
ProcessMode _process_mode = PROCESS_MODE_IDLE;
// Only populated and then cleared inside _process, so lifetime of pointers should be valid
std::vector<VoxelBlock *> _blocks_pending_transition_update;
Ref<Material> _material;
std::vector<Ref<ShaderMaterial> > _shader_material_pool;
bool _generate_collisions = true;
int _collision_lod_count = -1;
VoxelInstancer *_instancer = nullptr;
// Each LOD works in a set of coordinates spanning 2x more voxels the higher their index is
struct Lod {
VoxelMap map;
Set<Vector3i> loading_blocks;
std::vector<Vector3i> blocks_pending_update;
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// Blocks that were edited and need their LOD counterparts to be updated
std::vector<Vector3i> blocks_pending_lodding;
// These are relative to this LOD, in block coordinates
Vector3i last_viewer_block_pos;
int last_view_distance_blocks = 0;
// Members for memory caching
std::vector<Vector3i> blocks_to_load;
};
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FixedArray<Lod, VoxelConstants::MAX_LOD> _lods;
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int _lod_count = 0;
float _lod_split_scale = 0.f;
unsigned int _view_distance_voxels = 512;
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bool _run_stream_in_editor = true;
#ifdef TOOLS_ENABLED
bool _show_gizmos_enabled = false;
VoxelDebug::DebugRenderer _debug_renderer;
#endif
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Stats _stats;
};
VARIANT_ENUM_CAST(VoxelLodTerrain::ProcessMode)
#endif // VOXEL_LOD_TERRAIN_HPP