#include "voxel_mesh_updater.h" #include "../util/utility.h" #include "voxel_lod_terrain.h" #include VoxelMeshUpdater::VoxelMeshUpdater(Ref library, MeshingParams params) { if (library.is_valid()) { _blocky_mesher.instance(); _blocky_mesher->set_library(library); _blocky_mesher->set_occlusion_enabled(params.baked_ao); _blocky_mesher->set_occlusion_darkness(params.baked_ao_darkness); } if (params.smooth_surface) { _dmc_mesher.instance(); _dmc_mesher->set_geometric_error(0.05); _dmc_mesher->set_octree_mode(VoxelMesherDMC::OCTREE_NONE); } _input_mutex = Mutex::create(); _output_mutex = Mutex::create(); _thread_exit = false; _semaphore = Semaphore::create(); _thread = Thread::create(_thread_func, this); _needs_sort = true; } VoxelMeshUpdater::~VoxelMeshUpdater() { _thread_exit = true; _semaphore->post(); Thread::wait_to_finish(_thread); memdelete(_thread); memdelete(_semaphore); memdelete(_input_mutex); memdelete(_output_mutex); } void VoxelMeshUpdater::push(const Input &input) { bool should_run = false; int replaced_blocks = 0; { MutexLock lock(_input_mutex); for (int i = 0; i < input.blocks.size(); ++i) { const InputBlock &block = input.blocks[i]; // If a block is exactly on the priority position, update it instantly on the main thread // This is to eliminate latency for player's actions, assuming updating a block isn't slower than a frame /*if (pos == _shared_input.priority_position) { OutputBlock ob; process_block(_shared_input.blocks[i], ob); { MutexLock lock2(_output_mutex); _shared_output.blocks.push_back(ob); } continue; }*/ CRASH_COND(block.lod >= MAX_LOD) int *index = _block_indexes[block.lod].getptr(block.position); if (index) { // The block is already in the update queue, replace it ++replaced_blocks; _shared_input.blocks.write[*index] = block; } else { int j = _shared_input.blocks.size(); _shared_input.blocks.push_back(block); _block_indexes[block.lod][block.position] = j; } } if (_shared_input.priority_position != input.priority_position || input.blocks.size() > 0) { _needs_sort = true; } _shared_input.priority_position = input.priority_position; should_run = !_shared_input.is_empty(); } if (replaced_blocks > 0) { print_line(String("VoxelMeshUpdater: {0} blocks already in queue were replaced").format(varray(replaced_blocks))); } if (should_run) { _semaphore->post(); } } void VoxelMeshUpdater::pop(Output &output) { MutexLock lock(_output_mutex); output.blocks.append_array(_shared_output.blocks); output.stats = _shared_output.stats; _shared_output.blocks.clear(); } int VoxelMeshUpdater::get_required_padding() const { int padding = 0; if (_blocky_mesher.is_valid()) { padding = max(padding, _blocky_mesher->get_minimum_padding()); } if (_dmc_mesher.is_valid()) { padding = max(padding, _dmc_mesher->get_minimum_padding()); } return padding; } void VoxelMeshUpdater::_thread_func(void *p_self) { VoxelMeshUpdater *self = reinterpret_cast(p_self); self->thread_func(); } void VoxelMeshUpdater::thread_func() { while (!_thread_exit) { uint32_t sync_interval = 50.0; // milliseconds uint32_t sync_time = OS::get_singleton()->get_ticks_msec() + sync_interval; int queue_index = 0; Stats stats; thread_sync(queue_index, stats); while (!_input.blocks.empty() && !_thread_exit) { if (!_input.blocks.empty()) { InputBlock block = _input.blocks[queue_index]; ++queue_index; if (queue_index >= _input.blocks.size()) { _input.blocks.clear(); } uint64_t time_before = OS::get_singleton()->get_ticks_usec(); OutputBlock ob; process_block(block, ob); uint64_t time_taken = OS::get_singleton()->get_ticks_usec() - time_before; // Do some stats if (stats.first) { stats.first = false; stats.min_time = time_taken; stats.max_time = time_taken; } else { if (time_taken < stats.min_time) stats.min_time = time_taken; if (time_taken > stats.max_time) stats.max_time = time_taken; } _output.blocks.push_back(ob); } uint32_t time = OS::get_singleton()->get_ticks_msec(); if (time >= sync_time || _input.blocks.empty()) { thread_sync(queue_index, stats); sync_time = OS::get_singleton()->get_ticks_msec() + sync_interval; queue_index = 0; stats = Stats(); } } if (_thread_exit) { break; } // Wait for future wake-up _semaphore->wait(); } } static void scale_mesh_data(VoxelMesher::Output &data, float factor) { for (int i = 0; i < data.surfaces.size(); ++i) { Array &surface = data.surfaces.write[i]; // There is COW here too but should not happen, hopefully if (surface.empty()) { continue; } PoolVector3Array positions = surface[Mesh::ARRAY_VERTEX]; // Array of Variants here, implicit cast going on // Now dear COW, let's make sure there is only ONE ref to that PoolVector, // so you won't trash performance with pointless allocations surface[Mesh::ARRAY_VERTEX] = Variant(); PoolVector3Array::Write w = positions.write(); int len = positions.size(); for (int j = 0; j < len; ++j) { w[j] = w[j] * factor; } // Thank you surface[Mesh::ARRAY_VERTEX] = positions; } } void VoxelMeshUpdater::process_block(const InputBlock &block, OutputBlock &output) { CRASH_COND(block.voxels.is_null()); int padding = get_required_padding(); if (_blocky_mesher.is_valid()) { _blocky_mesher->build(output.blocky_surfaces, **block.voxels, padding); } if (_dmc_mesher.is_valid()) { _dmc_mesher->build(output.smooth_surfaces, **block.voxels, padding); } output.position = block.position; output.lod = block.lod; if (block.lod > 0) { float factor = 1 << block.lod; scale_mesh_data(output.blocky_surfaces, factor); scale_mesh_data(output.smooth_surfaces, factor); } } // Sorts distance to viewer // The closest block will be the first one in the array struct BlockUpdateComparator { Vector3i center; inline bool operator()(const VoxelMeshUpdater::InputBlock &a, const VoxelMeshUpdater::InputBlock &b) const { return a.position.distance_sq(center) < b.position.distance_sq(center); } }; void VoxelMeshUpdater::thread_sync(int queue_index, Stats stats) { if (!_input.blocks.empty()) { // Cleanup input vector if (queue_index >= _input.blocks.size()) { _input.blocks.clear(); } else if (queue_index > 0) { // Shift up remaining items since we use a Vector shift_up(_input.blocks, queue_index); } } stats.remaining_blocks = _input.blocks.size(); bool needs_sort; { // Get input MutexLock lock(_input_mutex); _input.blocks.append_array(_shared_input.blocks); _input.priority_position = _shared_input.priority_position; _shared_input.blocks.clear(); for (unsigned int lod_index = 0; lod_index < MAX_LOD; ++lod_index) { _block_indexes[lod_index].clear(); } needs_sort = _needs_sort; _needs_sort = false; } if (!_output.blocks.empty()) { // print_line(String("VoxelMeshUpdater: posting {0} blocks, {1} remaining ; cost [{2}..{3}] usec") // .format(varray(_output.blocks.size(), _input.blocks.size(), stats.min_time, stats.max_time))); // Post output MutexLock lock(_output_mutex); _shared_output.blocks.append_array(_output.blocks); _shared_output.stats = stats; _output.blocks.clear(); } if (!_input.blocks.empty() && needs_sort) { // Re-sort priority SortArray sorter; sorter.compare.center = _input.priority_position; sorter.sort(_input.blocks.ptrw(), _input.blocks.size()); } } Dictionary VoxelMeshUpdater::to_dictionary(const Stats &stats) { Dictionary d; d["min_time"] = stats.min_time; d["max_time"] = stats.max_time; d["remaining_blocks"] = stats.remaining_blocks; return d; }