#include "voxel_lod_terrain.h" #include "../math/rect3i.h" #include "../streams/voxel_stream_file.h" #include "../util/profiling_clock.h" #include "../voxel_tool_lod_terrain.h" #include "voxel_map.h" #include #include #ifdef VOXEL_DEBUG_BOXES #include #endif const uint32_t MAIN_THREAD_MESHING_BUDGET_MS = 8; VoxelLodTerrain::VoxelLodTerrain() { // Note: don't do anything heavy in the constructor. // Godot may create and destroy dozens of instances of all node types on startup, // due to how ClassDB gets its default values. print_line("Construct VoxelLodTerrain"); _lods[0].map.instance(); // TODO Being able to set a LOD smaller than the stream is probably a bad idea, // Because it prevents edits from propagating up to the last one, they will be left out of sync set_lod_count(4); set_lod_split_scale(3); } VoxelLodTerrain::~VoxelLodTerrain() { print_line("Destroy VoxelLodTerrain"); if (_stream_thread) { // Schedule saving of all modified blocks, // without copy because we are destroying the map anyways save_all_modified_blocks(false); memdelete(_stream_thread); } if (_block_updater) { memdelete(_block_updater); } } Ref VoxelLodTerrain::get_material() const { return _material; } void VoxelLodTerrain::set_material(Ref p_material) { _material = p_material; } Ref VoxelLodTerrain::get_stream() const { return _stream; } unsigned int VoxelLodTerrain::get_block_size() const { return _lods[0].map->get_block_size(); } unsigned int VoxelLodTerrain::get_block_size_pow2() const { return _lods[0].map->get_block_size_pow2(); } void VoxelLodTerrain::set_stream(Ref p_stream) { if (p_stream == _stream) { return; } if (_stream.is_valid()) { if (_stream->is_connected(CoreStringNames::get_singleton()->changed, this, "_on_stream_params_changed")) { _stream->disconnect(CoreStringNames::get_singleton()->changed, this, "_on_stream_params_changed"); } } _stream = p_stream; if (_stream.is_valid()) { _stream->connect(CoreStringNames::get_singleton()->changed, this, "_on_stream_params_changed"); } _on_stream_params_changed(); } void VoxelLodTerrain::_on_stream_params_changed() { stop_streamer(); bool was_updater_running = _block_updater != nullptr; stop_updater(); Ref file_stream = _stream; if (file_stream.is_valid()) { int stream_block_size_po2 = file_stream->get_block_size_po2(); _set_block_size_po2(stream_block_size_po2); int stream_lod_count = file_stream->get_lod_count(); _set_lod_count(min(stream_lod_count, get_lod_count())); } if (_stream.is_valid()) { start_streamer(); } if (was_updater_running) { start_updater(); } // The whole map might change, so make all area dirty // TODO Actually, we should regenerate the whole map, not just update all its blocks for (int i = 0; i < get_lod_count(); ++i) { Lod &lod = _lods[i]; lod.last_view_distance_blocks = 0; } } void VoxelLodTerrain::set_block_size_po2(unsigned int p_block_size_po2) { ERR_FAIL_COND(p_block_size_po2 < 1); ERR_FAIL_COND(p_block_size_po2 > 32); unsigned int block_size_po2 = p_block_size_po2; Ref file_stream = _stream; if (file_stream.is_valid()) { block_size_po2 = file_stream->get_block_size_po2(); } if (block_size_po2 == get_block_size_pow2()) { return; } bool updater_was_running = _block_updater != nullptr; stop_streamer(); stop_updater(); _set_block_size_po2(p_block_size_po2); reset_maps(); if (_stream.is_valid()) { start_streamer(); } if (updater_was_running) { start_updater(); } } void VoxelLodTerrain::_set_block_size_po2(int p_block_size_po2) { _lods[0].map->create(p_block_size_po2, 0); } // Marks intersecting blocks in the area as modified, updates LODs and schedules remeshing. // The provided box must be at LOD0 coordinates. void VoxelLodTerrain::post_edit_area(Rect3i p_box) { Rect3i box = p_box.padded(1); Rect3i bbox = box.downscaled(get_block_size()); bbox.for_each_cell([this](Vector3i block_pos_lod0) { post_edit_block_lod0(block_pos_lod0); }); } void VoxelLodTerrain::post_edit_block_lod0(Vector3i block_pos_lod0) { Lod &lod0 = _lods[0]; VoxelBlock *block = lod0.map->get_block(block_pos_lod0); ERR_FAIL_COND(block == nullptr); block->set_modified(true); if (!block->get_needs_lodding()) { block->set_needs_lodding(true); lod0.blocks_pending_lodding.push_back(block_pos_lod0); } } Ref VoxelLodTerrain::get_voxel_tool() { VoxelToolLodTerrain *vt = memnew(VoxelToolLodTerrain(this, _lods[0].map)); // Set to most commonly used channel on this kind of terrain vt->set_channel(VoxelBuffer::CHANNEL_ISOLEVEL); return Ref(vt); } int VoxelLodTerrain::get_view_distance() const { return _view_distance_voxels; } void VoxelLodTerrain::set_view_distance(int p_distance_in_voxels) { ERR_FAIL_COND(p_distance_in_voxels <= 0); ERR_FAIL_COND(p_distance_in_voxels > 8192); // Note: this is a hint distance, the terrain will attempt to have this radius filled with loaded voxels. // It is possible for blocks to still load beyond that distance. _view_distance_voxels = p_distance_in_voxels; } Spatial *VoxelLodTerrain::get_viewer() const { if (!is_inside_tree()) { return nullptr; } if (_viewer_path.is_empty()) { return nullptr; } Node *node = get_node(_viewer_path); if (node == nullptr) { return nullptr; } return Object::cast_to(node); } void VoxelLodTerrain::start_updater() { ERR_FAIL_COND(_block_updater != nullptr); // TODO Thread-safe way to change those parameters VoxelMeshUpdater::MeshingParams params; params.smooth_surface = true; _block_updater = memnew(VoxelMeshUpdater(2, params)); } void VoxelLodTerrain::stop_updater() { struct ResetMeshStateAction { void operator()(VoxelBlock *block) { if (block->get_mesh_state() == VoxelBlock::MESH_UPDATE_SENT) { block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT); } } }; if (_block_updater) { memdelete(_block_updater); _block_updater = NULL; } _blocks_pending_main_thread_update.clear(); for (int i = 0; i < MAX_LOD; ++i) { Lod &lod = _lods[i]; lod.blocks_pending_update.clear(); if (lod.map.is_valid()) { ResetMeshStateAction a; lod.map->for_all_blocks(a); } } } void VoxelLodTerrain::start_streamer() { ERR_FAIL_COND(_stream_thread != nullptr); ERR_FAIL_COND(_stream.is_null()); _stream_thread = memnew(VoxelDataLoader(1, _stream, get_block_size_pow2())); } void VoxelLodTerrain::stop_streamer() { if (_stream_thread) { memdelete(_stream_thread); _stream_thread = nullptr; } for (int i = 0; i < MAX_LOD; ++i) { Lod &lod = _lods[i]; lod.blocks_to_load.clear(); } } void VoxelLodTerrain::set_lod_split_scale(float p_lod_split_scale) { if (p_lod_split_scale == _lod_split_scale) { return; } _lod_split_scale = p_lod_split_scale; for (Map::Element *E = _lod_octrees.front(); E; E = E->next()) { OctreeItem &item = E->value(); item.octree.set_split_scale(_lod_split_scale); // Because `set_split_scale` may clamp it... _lod_split_scale = item.octree.get_split_scale(); } } float VoxelLodTerrain::get_lod_split_scale() const { return _lod_split_scale; } void VoxelLodTerrain::set_lod_count(int p_lod_count) { ERR_FAIL_COND(p_lod_count >= MAX_LOD); ERR_FAIL_COND(p_lod_count < 1); if (get_lod_count() != p_lod_count) { _set_lod_count(p_lod_count); } } void VoxelLodTerrain::_set_lod_count(int p_lod_count) { CRASH_COND(p_lod_count >= MAX_LOD); CRASH_COND(p_lod_count < 1); _lod_count = p_lod_count; LodOctree::NoDestroyAction nda; for (Map::Element *E = _lod_octrees.front(); E; E = E->next()) { OctreeItem &item = E->value(); item.octree.create_from_lod_count(get_block_size(), p_lod_count, nda); #ifdef VOXEL_DEBUG_BOXES destroy_octree_debug_box(item, E->key()); create_octree_debug_box(item, E->key()); #endif } reset_maps(); } void VoxelLodTerrain::reset_maps() { // Clears all blocks and reconfigures maps to account for new LOD count and block sizes for (int lod_index = 0; lod_index < MAX_LOD; ++lod_index) { Lod &lod = _lods[lod_index]; // Instance new maps if we have more lods, or clear them otherwise if (lod_index < get_lod_count()) { if (lod.map.is_null()) { lod.map.instance(); } lod.map->create(get_block_size_pow2(), lod_index); } else { if (lod.map.is_valid()) { lod.map.unref(); } } } } int VoxelLodTerrain::get_lod_count() const { return _lod_count; } void VoxelLodTerrain::set_generate_collisions(bool enabled) { _generate_collisions = enabled; } void VoxelLodTerrain::set_collision_lod_count(int lod_count) { _collision_lod_count = CLAMP(lod_count, -1, get_lod_count()); } int VoxelLodTerrain::get_collision_lod_count() const { return _collision_lod_count; } void VoxelLodTerrain::set_viewer_path(NodePath path) { _viewer_path = path; } NodePath VoxelLodTerrain::get_viewer_path() const { return _viewer_path; } int VoxelLodTerrain::get_block_region_extent() const { // This is the radius of blocks around the viewer in which we may load them. // It depends on the LOD split scale, which tells how close to a block we need to be for it to subdivide. // Each LOD is fractal so that value is the same for each of them. return static_cast(_lod_split_scale) * 2 + 2; } Dictionary VoxelLodTerrain::get_block_info(Vector3 fbpos, int lod_index) const { // Gets some info useful for debugging Dictionary d; ERR_FAIL_COND_V(lod_index < 0, d); ERR_FAIL_COND_V(lod_index >= get_lod_count(), d); const Lod &lod = _lods[lod_index]; Vector3i bpos(fbpos); bool meshed = false; bool visible = false; int loading_state = 0; const VoxelBlock *block = lod.map->get_block(bpos); if (block) { meshed = !block->has_mesh() && block->get_mesh_state() != VoxelBlock::MESH_UP_TO_DATE; visible = block->is_visible(); loading_state = 2; } else if (lod.loading_blocks.has(bpos)) { loading_state = 1; } #ifdef TOOLS_ENABLED int debug_unexpected_drop_time = -10000; const int *ptr = lod.debug_unexpected_load_drop_time.getptr(bpos); if (ptr) { debug_unexpected_drop_time = *ptr; } d["debug_unexpected_drop_time"] = debug_unexpected_drop_time; #endif d["loading"] = loading_state; d["meshed"] = meshed; d["visible"] = visible; return d; } Vector3 VoxelLodTerrain::voxel_to_block_position(Vector3 vpos, int lod_index) const { ERR_FAIL_COND_V(lod_index < 0, Vector3()); ERR_FAIL_COND_V(lod_index >= get_lod_count(), Vector3()); const Lod &lod = _lods[lod_index]; Vector3i bpos = lod.map->voxel_to_block(Vector3i(vpos)) >> lod_index; return bpos.to_vec3(); } void VoxelLodTerrain::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: if (_block_updater == nullptr) { start_updater(); } set_process(true); break; case NOTIFICATION_PROCESS: if (!Engine::get_singleton()->is_editor_hint()) { _process(); } break; case NOTIFICATION_EXIT_TREE: break; case NOTIFICATION_ENTER_WORLD: { World *world = *get_world(); for (int lod_index = 0; lod_index < MAX_LOD; ++lod_index) { if (_lods[lod_index].map.is_valid()) { _lods[lod_index].map->for_all_blocks([world](VoxelBlock *block) { block->set_world(world); }); } } } break; case NOTIFICATION_EXIT_WORLD: { for (int lod_index = 0; lod_index < MAX_LOD; ++lod_index) { if (_lods[lod_index].map.is_valid()) { _lods[lod_index].map->for_all_blocks([](VoxelBlock *block) { block->set_world(nullptr); }); } } } break; case NOTIFICATION_VISIBILITY_CHANGED: { bool visible = is_visible(); for (int lod_index = 0; lod_index < MAX_LOD; ++lod_index) { if (_lods[lod_index].map.is_valid()) { _lods[lod_index].map->for_all_blocks([visible](VoxelBlock *block) { block->set_parent_visible(visible); }); } } } break; // TODO Listen for transform changes default: break; } } void VoxelLodTerrain::get_viewer_pos_and_direction(Vector3 &out_pos, Vector3 &out_direction) const { if (Engine::get_singleton()->is_editor_hint()) { // TODO Use editor's camera here out_pos = Vector3(); out_direction = Vector3(0, -1, 0); } else { // TODO Have option to use viewport camera Spatial *viewer = get_viewer(); if (viewer) { Transform gt = viewer->get_global_transform(); out_pos = gt.origin; out_direction = -gt.basis.get_axis(Vector3::AXIS_Z); } else { // TODO Just remember last viewer pos out_pos = (_lods[0].last_viewer_block_pos << _lods[0].map->get_block_size_pow2()).to_vec3(); out_direction = Vector3(0, -1, 0); } } } void VoxelLodTerrain::try_schedule_loading_with_neighbors(const Vector3i &p_bpos, int lod_index) { CRASH_COND(lod_index < 0); CRASH_COND(lod_index >= get_lod_count()); Lod &lod = _lods[lod_index]; Vector3i bpos; for (int y = -1; y < 2; ++y) { for (int z = -1; z < 2; ++z) { for (int x = -1; x < 2; ++x) { bpos.x = p_bpos.x + x; bpos.y = p_bpos.y + y; bpos.z = p_bpos.z + z; VoxelBlock *block = lod.map->get_block(bpos); if (block == nullptr) { if (!lod.loading_blocks.has(bpos)) { lod.blocks_to_load.push_back(bpos); lod.loading_blocks.insert(bpos); } } } } } } bool VoxelLodTerrain::check_block_loaded_and_updated(const Vector3i &p_bpos, int lod_index) { CRASH_COND(lod_index < 0); CRASH_COND(lod_index >= get_lod_count()); Lod &lod = _lods[lod_index]; VoxelBlock *block = lod.map->get_block(p_bpos); if (block == nullptr) { try_schedule_loading_with_neighbors(p_bpos, lod_index); return false; } return check_block_loaded_and_updated(block); } bool VoxelLodTerrain::check_block_loaded_and_updated(VoxelBlock *block) { CRASH_COND(block == nullptr); Lod &lod = _lods[block->lod_index]; switch (block->get_mesh_state()) { case VoxelBlock::MESH_NEVER_UPDATED: case VoxelBlock::MESH_NEED_UPDATE: if (lod.map->is_block_surrounded(block->position)) { lod.blocks_pending_update.push_back(block->position); block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT); } else { try_schedule_loading_with_neighbors(block->position, block->lod_index); } return false; case VoxelBlock::MESH_UPDATE_NOT_SENT: case VoxelBlock::MESH_UPDATE_SENT: return false; default: // MESH_UP_TO_DATE break; } return true; } template inline void unordered_remove_if(std::vector &vec, F predicate) { for (unsigned int i = 0; i < vec.size(); ++i) { if (predicate(vec[i])) { vec[i] = vec.back(); vec.pop_back(); --i; } } } void VoxelLodTerrain::send_block_data_requests() { VoxelDataLoader::Input input; Vector3 viewer_pos; get_viewer_pos_and_direction(viewer_pos, input.priority_direction); input.priority_position = _lods[0].map->voxel_to_block(Vector3i(viewer_pos)); input.use_exclusive_region = true; // The last LOD may spread until end of view distance, it should not be discarded input.exclusive_region_max_lod = get_lod_count() - 1; input.exclusive_region_extent = get_block_region_extent(); for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) { Lod &lod = _lods[lod_index]; for (unsigned int i = 0; i < lod.blocks_to_load.size(); ++i) { VoxelDataLoader::InputBlock input_block; input_block.position = lod.blocks_to_load[i]; input_block.lod = lod_index; input.blocks.push_back(input_block); } lod.blocks_to_load.clear(); } for (unsigned int i = 0; i < _blocks_to_save.size(); ++i) { print_line(String("Requesting save of block {0} lod {1}") .format(varray(_blocks_to_save[i].position.to_vec3(), _blocks_to_save[i].lod))); input.blocks.push_back(_blocks_to_save[i]); } _blocks_to_save.clear(); //print_line(String("Sending {0}").format(varray(input.blocks_to_emerge.size()))); _stream_thread->push(input); } void VoxelLodTerrain::_process() { if (get_lod_count() == 0) { // If there isn't a LOD 0, there is nothing to load return; } OS &os = *OS::get_singleton(); // Get viewer location // TODO Transform to local (Spatial Transform) Vector3 viewer_pos; Vector3 viewer_direction; get_viewer_pos_and_direction(viewer_pos, viewer_direction); Vector3i viewer_block_pos = _lods[0].map->voxel_to_block(Vector3i(viewer_pos)); _stats.dropped_block_loads = 0; _stats.dropped_block_meshs = 0; _stats.blocked_lods = 0; // Here we go... // Update pending LOD data modifications due to edits. // These are deferred from edits so we can batch them. // It has to happen first because blocks can be unloaded afterwards. flush_pending_lod_edits(); ProfilingClock profiling_clock; // Unload blocks falling out of block region extent // TODO Obsoleted by octree grid? { // TODO Could it actually be enough to have a rolling update on all blocks? // This should be the same distance relatively to each LOD int block_region_extent = get_block_region_extent(); for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) { Lod &lod = _lods[lod_index]; // Each LOD keeps a box of loaded blocks, and only some of the blocks will get polygonized. // The player can edit them so changes can be propagated to lower lods. unsigned int block_size_po2 = _lods[0].map->get_block_size_pow2() + lod_index; Vector3i viewer_block_pos_within_lod = VoxelMap::voxel_to_block_b(viewer_pos, block_size_po2); Rect3i new_box = Rect3i::from_center_extents(viewer_block_pos_within_lod, Vector3i(block_region_extent)); Rect3i prev_box = Rect3i::from_center_extents(lod.last_viewer_block_pos, Vector3i(lod.last_view_distance_blocks)); // Eliminate pending blocks that aren't needed // This vector must be empty at this point. // Let's assert so it will pop on your face the day that assumption changes CRASH_COND(!lod.blocks_to_load.empty()); if (prev_box != new_box) { prev_box.difference(new_box, [this, lod_index](Rect3i out_of_range_box) { out_of_range_box.for_each_cell([=](Vector3i pos) { immerge_block(pos, lod_index); }); }); } // Cancel block updates that are not within the padded region (since neighbors are always required to remesh) Rect3i padded_new_box = new_box.padded(-1); unordered_remove_if(lod.blocks_pending_update, [&lod, padded_new_box](Vector3i bpos) { if (padded_new_box.contains(bpos)) { return false; } else { VoxelBlock *block = lod.map->get_block(bpos); if (block != nullptr) { block->set_mesh_state(VoxelBlock::MESH_NEED_UPDATE); } return true; } }); lod.last_viewer_block_pos = viewer_block_pos_within_lod; lod.last_view_distance_blocks = block_region_extent; } } // Create and remove octrees in a grid around the viewer { // TODO Investigate if multi-octree can produce cracks in the terrain (so far I haven't noticed) const unsigned int octree_size_po2 = get_block_size_pow2() + get_lod_count() - 1; const unsigned int octree_size = 1 << octree_size_po2; const unsigned int octree_region_extent = 1 + _view_distance_voxels / (1 << octree_size_po2); Vector3i viewer_octree_pos = (Vector3i(viewer_pos) + Vector3i(octree_size / 2)) >> octree_size_po2; Rect3i new_box = Rect3i::from_center_extents(viewer_octree_pos, Vector3i(octree_region_extent)); Rect3i prev_box = _last_octree_region_box; if (new_box != prev_box) { struct CleanOctreeAction { VoxelLodTerrain *self; Vector3i block_offset_lod0; void operator()(LodOctree::Node *node, Vector3i node_pos, unsigned int lod_index) { Lod &lod = self->_lods[lod_index]; Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index); VoxelBlock *block = lod.map->get_block(bpos); if (block) { block->set_visible(false); } } }; struct ExitAction { VoxelLodTerrain *self; void operator()(const Vector3i &pos) { Map::Element *E = self->_lod_octrees.find(pos); if (E == nullptr) { return; } OctreeItem &item = E->value(); Vector3i block_pos_maxlod = E->key(); #ifdef VOXEL_DEBUG_BOXES self->destroy_octree_debug_box(item, block_pos_maxlod); #endif int last_lod_index = self->get_lod_count() - 1; // We just drop the octree and hide blocks it was considering as visible. // Normally such octrees shouldn't bee too deep as they will likely be at the edge // of the loaded area, unless the player teleported far away. CleanOctreeAction a; a.self = self; a.block_offset_lod0 = block_pos_maxlod << last_lod_index; item.octree.clear(a); self->_lod_octrees.erase(E); } }; struct EnterAction { VoxelLodTerrain *self; int block_size; void operator()(const Vector3i &pos) { // That's a new cell we are entering, shouldn't be anything there CRASH_COND(self->_lod_octrees.has(pos)); // Create new octree // TODO Use ObjectPool to store them, deletion won't be cheap Map::Element *E = self->_lod_octrees.insert(pos, OctreeItem()); CRASH_COND(E == nullptr); OctreeItem &item = E->value(); LodOctree::NoDestroyAction nda; item.octree.create_from_lod_count(block_size, self->get_lod_count(), nda); item.octree.set_split_scale(self->_lod_split_scale); #ifdef VOXEL_DEBUG_BOXES self->create_octree_debug_box(item, pos); #endif } }; ExitAction exit_action; exit_action.self = this; EnterAction enter_action; enter_action.self = this; enter_action.block_size = get_block_size(); prev_box.difference(new_box, [exit_action](Rect3i out_of_range_box) { out_of_range_box.for_each_cell(exit_action); }); new_box.difference(prev_box, [enter_action](Rect3i box_to_load) { box_to_load.for_each_cell(enter_action); }); } _last_octree_region_box = new_box; } // Find which blocks we need to load and see, within each octree { // TODO Maintain a vector to make iteration faster? for (Map::Element *E = _lod_octrees.front(); E; E = E->next()) { OctreeItem &item = E->value(); Vector3i block_pos_maxlod = E->key(); Vector3i block_offset_lod0 = block_pos_maxlod << (get_lod_count() - 1); struct SubdivideAction { VoxelLodTerrain *self; Vector3i block_offset_lod0; unsigned int blocked_count = 0; bool can_do_root(unsigned int lod_index) { Vector3i offset = block_offset_lod0 >> lod_index; return self->check_block_loaded_and_updated(offset, lod_index); } bool can_do_children(LodOctree::Node *node, Vector3i node_pos, unsigned int child_lod_index) { Vector3i offset = block_offset_lod0 >> child_lod_index; bool can = true; // Can only subdivide if higher detail meshes are ready to be shown, otherwise it will produce holes for (int i = 0; i < 8; ++i) { // Get block pos local-to-region Vector3i child_pos = LodOctree::get_child_position(node_pos, i); // Convert to local-to-terrain child_pos += offset; // We have to ping ALL children, because the reason we are here is we want them loaded can &= self->check_block_loaded_and_updated(child_pos, child_lod_index); } if (!can) { ++blocked_count; } return can; } bool operator()(LodOctree::Node *node, Vector3i node_pos, unsigned int lod_index) { Lod &lod = self->_lods[lod_index]; Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index); VoxelBlock *block = lod.map->get_block(bpos); CRASH_COND(block == nullptr); // Never show a block that hasn't been meshed CRASH_COND(block->get_mesh_state() != VoxelBlock::MESH_UP_TO_DATE); block->set_visible(true); return true; } }; struct UnsubdivideAction { VoxelLodTerrain *self; Vector3i block_offset_lod0; unsigned int blocked_count = 0; bool can_do(LodOctree::Node *node, Vector3i node_pos, unsigned int parent_lod_index) { // Can only unsubdivide if the parent mesh is ready Vector3i bpos = node_pos + (block_offset_lod0 >> parent_lod_index); bool can = self->check_block_loaded_and_updated(bpos, parent_lod_index); if (!can) { ++blocked_count; } return can; } void operator()(LodOctree::Node *node, Vector3i node_pos, unsigned int lod_index) { Lod &lod = self->_lods[lod_index]; Vector3i bpos = node_pos + (block_offset_lod0 >> lod_index); VoxelBlock *block = lod.map->get_block(bpos); if (block) { block->set_visible(false); } } }; SubdivideAction subdivide_action; subdivide_action.self = this; subdivide_action.block_offset_lod0 = block_offset_lod0; UnsubdivideAction unsubdivide_action; unsubdivide_action.self = this; unsubdivide_action.block_offset_lod0 = block_offset_lod0; Vector3 relative_viewer_pos = viewer_pos - get_block_size() * block_offset_lod0.to_vec3(); item.octree.update(relative_viewer_pos, subdivide_action, unsubdivide_action); // Ideally, this stat should stabilize to zero. // If not, something in block management prevents LODs to properly show up and should be fixed. _stats.blocked_lods += subdivide_action.blocked_count + unsubdivide_action.blocked_count; } } _stats.time_detect_required_blocks = profiling_clock.restart(); send_block_data_requests(); _stats.time_request_blocks_to_load = profiling_clock.restart(); // Get block loading responses // Note: if block loading is too fast, this can cause stutters. // It should only happen on first load, though. { VoxelDataLoader::Output output; _stream_thread->pop(output); _stats.stream = output.stats; //print_line(String("Loaded {0} blocks").format(varray(output.emerged_blocks.size()))); for (int i = 0; i < output.blocks.size(); ++i) { const VoxelDataLoader::OutputBlock &ob = output.blocks[i]; if (ob.lod >= get_lod_count()) { // That block was requested at a time where LOD was higher... drop it ++_stats.dropped_block_loads; continue; } Lod &lod = _lods[ob.lod]; { Set::Element *E = lod.loading_blocks.find(ob.position); if (E == nullptr) { // That block was not requested, or is no longer needed. drop it... ++_stats.dropped_block_loads; continue; } lod.loading_blocks.erase(E); } if (ob.drop_hint) { // That block was dropped by the data loader thread, but we were still expecting it... // This is not good, because it means the loader is out of sync due to a bug. // We can recover with the removal from `loading_blocks` so it will be re-queried again later... print_line(String("Received a block loading drop while we were still expecting it: lod{0} ({1}, {2}, {3})") .format(varray(ob.lod, ob.position.x, ob.position.y, ob.position.z))); #ifdef TOOLS_ENABLED lod.debug_unexpected_load_drop_time[ob.position] = OS::get_singleton()->get_ticks_msec(); #endif ++_stats.dropped_block_loads; continue; } if (ob.data.voxels_loaded->get_size() != lod.map->get_block_size()) { // Voxel block size is incorrect, drop it ERR_PRINT("Block size obtained from stream is different from expected size"); ++_stats.dropped_block_loads; continue; } // Store buffer VoxelBlock *block = lod.map->set_block_buffer(ob.position, ob.data.voxels_loaded); //print_line(String("Adding block {0} at lod {1}").format(varray(eo.block_position.to_vec3(), eo.lod))); // The block will be made visible and meshed only by LodOctree block->set_visible(false); block->set_parent_visible(is_visible()); } } _stats.time_process_load_responses = profiling_clock.restart(); // Send mesh updates { VoxelMeshUpdater::Input input; input.priority_position = viewer_block_pos; input.priority_direction = viewer_direction; input.use_exclusive_region = true; input.exclusive_region_max_lod = get_lod_count() - 1; input.exclusive_region_extent = get_block_region_extent(); for (int lod_index = 0; lod_index < get_lod_count(); ++lod_index) { Lod &lod = _lods[lod_index]; for (unsigned int i = 0; i < lod.blocks_pending_update.size(); ++i) { Vector3i block_pos = lod.blocks_pending_update[i]; VoxelBlock *block = lod.map->get_block(block_pos); CRASH_COND(block == nullptr); // All blocks we get here must be in the scheduled state CRASH_COND(block->get_mesh_state() != VoxelBlock::MESH_UPDATE_NOT_SENT); // TODO Perhaps we could do a bit of early-rejection before spending time in buffer copy? // Create buffer padded with neighbor voxels Ref nbuffer; nbuffer.instance(); // TODO Make the buffer re-usable unsigned int block_size = lod.map->get_block_size(); unsigned int padding = _block_updater->get_required_padding(); nbuffer->create( block_size + 2 * padding, block_size + 2 * padding, block_size + 2 * padding); unsigned int channels_mask = (1 << VoxelBuffer::CHANNEL_ISOLEVEL); lod.map->get_buffer_copy(lod.map->block_to_voxel(block_pos) - Vector3i(padding), **nbuffer, channels_mask); VoxelMeshUpdater::InputBlock iblock; iblock.data.voxels = nbuffer; iblock.position = block_pos; iblock.lod = lod_index; input.blocks.push_back(iblock); block->set_mesh_state(VoxelBlock::MESH_UPDATE_SENT); } lod.blocks_pending_update.clear(); } //print_line(String("Sending {0} updates").format(varray(input.blocks.size()))); _block_updater->push(input); } _stats.time_request_blocks_to_update = profiling_clock.restart(); // Receive mesh updates { { VoxelMeshUpdater::Output output; _block_updater->pop(output); _stats.updater = output.stats; _stats.updated_blocks = output.blocks.size(); for (int i = 0; i < output.blocks.size(); ++i) { const VoxelMeshUpdater::OutputBlock &ob = output.blocks[i]; if (ob.lod >= get_lod_count()) { // Sorry, LOD configuration changed, drop that mesh ++_stats.dropped_block_meshs; continue; } _blocks_pending_main_thread_update.push_back(ob); } } uint32_t timeout = os.get_ticks_msec() + MAIN_THREAD_MESHING_BUDGET_MS; // Allocate milliseconds max to upload meshes unsigned int queue_index = 0; // The following is done on the main thread because Godot doesn't really support multithreaded Mesh allocation. // This also proved to be very slow compared to the meshing process itself... // hopefully Vulkan will allow us to upload graphical resources without stalling rendering as they upload? for (; queue_index < _blocks_pending_main_thread_update.size() && os.get_ticks_msec() < timeout; ++queue_index) { const VoxelMeshUpdater::OutputBlock &ob = _blocks_pending_main_thread_update[queue_index]; if (ob.lod >= get_lod_count()) { // Sorry, LOD configuration changed, drop that mesh ++_stats.dropped_block_meshs; continue; } Lod &lod = _lods[ob.lod]; VoxelBlock *block = lod.map->get_block(ob.position); if (block == NULL) { // That block is no longer loaded, drop the result ++_stats.dropped_block_meshs; continue; } if (ob.drop_hint) { // That block is loaded, but its meshing request was dropped. // TODO Not sure what to do in this case, the code sending update queries has to be tweaked print_line("Received a block mesh drop while we were still expecting it"); ++_stats.dropped_block_meshs; continue; } if (block->get_mesh_state() == VoxelBlock::MESH_UPDATE_SENT) { block->set_mesh_state(VoxelBlock::MESH_UP_TO_DATE); } Ref mesh; mesh.instance(); // TODO Allow multiple collision surfaces Array collidable_surface; unsigned int surface_index = 0; const VoxelMeshUpdater::OutputBlockData &data = ob.data; for (int i = 0; i < data.smooth_surfaces.surfaces.size(); ++i) { Array surface = data.smooth_surfaces.surfaces[i]; if (surface.empty()) { continue; } CRASH_COND(surface.size() != Mesh::ARRAY_MAX); if (!is_surface_triangulated(surface)) { continue; } if (collidable_surface.empty()) { collidable_surface = surface; } mesh->add_surface_from_arrays(data.smooth_surfaces.primitive_type, surface, Array(), data.smooth_surfaces.compression_flags); mesh->surface_set_material(surface_index, _material); // No multi-material supported yet ++surface_index; } if (is_mesh_empty(mesh)) { mesh = Ref(); } bool has_collision = _generate_collisions; if (has_collision && _collision_lod_count != -1) { has_collision = ob.lod < _collision_lod_count; } block->set_mesh(mesh, this, has_collision, collidable_surface, get_tree()->is_debugging_collisions_hint()); } shift_up(_blocks_pending_main_thread_update, queue_index); } _stats.time_process_update_responses = profiling_clock.restart(); } void VoxelLodTerrain::flush_pending_lod_edits() { // Propagates edits performed so far to other LODs. // These LODs must be currently in memory, otherwise terrain data will miss it. // This is currently ensured by the fact we load blocks in a "pyramidal" way, // i.e there is no way for a block to be loaded if its parent LOD isn't loaded already. // In the future we may implement storing of edits to be applied later if blocks can't be found. //ProfilingClock profiling_clock; struct L { static inline void schedule_update(VoxelBlock *block, std::vector &blocks_pending_update) { if (block->get_mesh_state() != VoxelBlock::MESH_UPDATE_NOT_SENT) { if (block->is_visible()) { // Schedule an update block->set_mesh_state(VoxelBlock::MESH_UPDATE_NOT_SENT); blocks_pending_update.push_back(block->position); } else { // Just mark it as needing update, so the visibility system will schedule its update when needed block->set_mesh_state(VoxelBlock::MESH_NEED_UPDATE); } } } }; // Make sure LOD0 gets updates even if _lod_count is 1 Lod &lod0 = _lods[0]; for (unsigned int i = 0; i < lod0.blocks_pending_lodding.size(); ++i) { Vector3i bpos = lod0.blocks_pending_lodding[i]; VoxelBlock *block = lod0.map->get_block(bpos); block->set_needs_lodding(false); L::schedule_update(block, lod0.blocks_pending_update); } int half_bs = get_block_size() >> 1; // Process downscales upwards in pairs of consecutive LODs. // This ensures we don't process multiple times the same blocks. // Only LOD0 is editable at the moment, so we'll downscale from there for (int dst_lod_index = 1; dst_lod_index < _lod_count; ++dst_lod_index) { Lod &src_lod = _lods[dst_lod_index - 1]; Lod &dst_lod = _lods[dst_lod_index]; for (unsigned int i = 0; i < src_lod.blocks_pending_lodding.size(); ++i) { Vector3i src_bpos = src_lod.blocks_pending_lodding[i]; Vector3i dst_bpos = src_bpos >> 1; VoxelBlock *src_block = src_lod.map->get_block(src_bpos); VoxelBlock *dst_block = dst_lod.map->get_block(dst_bpos); // The block and its lower LODs are expected to be available. // Otherwise it means the function was called too late CRASH_COND(src_block == nullptr); CRASH_COND(dst_block == nullptr); CRASH_COND(src_block->voxels.is_null()); CRASH_COND(dst_block->voxels.is_null()); L::schedule_update(dst_block, dst_lod.blocks_pending_update); src_block->set_needs_lodding(false); dst_block->set_modified(true); if (dst_lod_index != _lod_count - 1 && !dst_block->get_needs_lodding()) { dst_block->set_needs_lodding(true); dst_lod.blocks_pending_lodding.push_back(dst_bpos); } Vector3i rel = src_bpos - (dst_bpos << 1); // Update lower LOD // This must always be done after an edit before it gets saved, otherwise LODs won't match and it will look ugly. // TODO Try to narrow to edited region instead of taking whole block src_block->voxels->downscale_to(**dst_block->voxels, Vector3i(), src_block->voxels->get_size(), rel * half_bs); } src_lod.blocks_pending_lodding.clear(); } // uint64_t time_spent = profiling_clock.restart(); // if (time_spent > 10) { // print_line(String("Took {0} us to update lods").format(varray(time_spent))); // } } namespace { struct ScheduleSaveAction { std::vector &blocks_to_save; bool with_copy; void operator()(VoxelBlock *block) { if (block->is_modified()) { print_line(String("Scheduling save for block {0}").format(varray(block->position.to_vec3()))); VoxelDataLoader::InputBlock b; b.data.voxels_to_save = with_copy ? block->voxels->duplicate() : block->voxels; b.position = block->position; b.can_be_discarded = false; b.lod = block->lod_index; blocks_to_save.push_back(b); block->set_modified(false); } } }; } // namespace void VoxelLodTerrain::immerge_block(Vector3i block_pos, int lod_index) { ERR_FAIL_COND(lod_index >= get_lod_count()); ERR_FAIL_COND(_lods[lod_index].map.is_null()); Lod &lod = _lods[lod_index]; lod.map->remove_block(block_pos, ScheduleSaveAction{ _blocks_to_save, false }); lod.loading_blocks.erase(block_pos); // Blocks in the update queue will be cancelled in _process, // because it's too expensive to linear-search all blocks for each block // No need to remove things from blocks_pending_load, // This vector is filled and cleared immediately in the main process. // It is a member only to re-use its capacity memory over frames. } void VoxelLodTerrain::save_all_modified_blocks(bool with_copy) { ERR_FAIL_COND(_stream_thread == nullptr); flush_pending_lod_edits(); for (int i = 0; i < _lod_count; ++i) { // That may cause a stutter, so should be used when the player won't notice _lods[i].map->for_all_blocks(ScheduleSaveAction{ _blocks_to_save, with_copy }); } // And flush immediately send_block_data_requests(); } Dictionary VoxelLodTerrain::get_statistics() const { Dictionary d; d["stream"] = VoxelDataLoader::Mgr::to_dictionary(_stats.stream); d["updater"] = VoxelMeshUpdater::Mgr::to_dictionary(_stats.updater); // Breakdown of time spent in _process d["time_detect_required_blocks"] = _stats.time_detect_required_blocks; d["time_request_blocks_to_load"] = _stats.time_request_blocks_to_load; d["time_process_load_responses"] = _stats.time_process_load_responses; d["time_request_blocks_to_update"] = _stats.time_request_blocks_to_update; d["time_process_update_responses"] = _stats.time_process_update_responses; d["remaining_main_thread_blocks"] = (int)_blocks_pending_main_thread_update.size(); d["dropped_block_loads"] = _stats.dropped_block_loads; d["dropped_block_meshs"] = _stats.dropped_block_meshs; d["updated_blocks"] = _stats.updated_blocks; d["blocked_lods"] = _stats.blocked_lods; return d; } void VoxelLodTerrain::_bind_methods() { ClassDB::bind_method(D_METHOD("set_stream", "stream"), &VoxelLodTerrain::set_stream); ClassDB::bind_method(D_METHOD("get_stream"), &VoxelLodTerrain::get_stream); ClassDB::bind_method(D_METHOD("set_material", "material"), &VoxelLodTerrain::set_material); ClassDB::bind_method(D_METHOD("get_material"), &VoxelLodTerrain::get_material); ClassDB::bind_method(D_METHOD("set_view_distance", "distance_in_voxels"), &VoxelLodTerrain::set_view_distance); ClassDB::bind_method(D_METHOD("get_view_distance"), &VoxelLodTerrain::get_view_distance); ClassDB::bind_method(D_METHOD("get_generate_collisions"), &VoxelLodTerrain::get_generate_collisions); ClassDB::bind_method(D_METHOD("set_generate_collisions", "enabled"), &VoxelLodTerrain::set_generate_collisions); ClassDB::bind_method(D_METHOD("get_collision_lod_count"), &VoxelLodTerrain::get_collision_lod_count); ClassDB::bind_method(D_METHOD("set_collision_lod_count", "count"), &VoxelLodTerrain::set_collision_lod_count); ClassDB::bind_method(D_METHOD("get_viewer_path"), &VoxelLodTerrain::get_viewer_path); ClassDB::bind_method(D_METHOD("set_viewer_path", "path"), &VoxelLodTerrain::set_viewer_path); ClassDB::bind_method(D_METHOD("set_lod_count", "lod_count"), &VoxelLodTerrain::set_lod_count); ClassDB::bind_method(D_METHOD("get_lod_count"), &VoxelLodTerrain::get_lod_count); ClassDB::bind_method(D_METHOD("set_lod_split_scale", "lod_split_scale"), &VoxelLodTerrain::set_lod_split_scale); ClassDB::bind_method(D_METHOD("get_lod_split_scale"), &VoxelLodTerrain::get_lod_split_scale); ClassDB::bind_method(D_METHOD("get_block_region_extent"), &VoxelLodTerrain::get_block_region_extent); ClassDB::bind_method(D_METHOD("get_block_info", "block_pos", "lod"), &VoxelLodTerrain::get_block_info); ClassDB::bind_method(D_METHOD("get_statistics"), &VoxelLodTerrain::get_statistics); ClassDB::bind_method(D_METHOD("voxel_to_block_position", "lod_index"), &VoxelLodTerrain::voxel_to_block_position); ClassDB::bind_method(D_METHOD("get_voxel_tool"), &VoxelLodTerrain::get_voxel_tool); ClassDB::bind_method(D_METHOD("_on_stream_params_changed"), &VoxelLodTerrain::_on_stream_params_changed); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "VoxelStream"), "set_stream", "get_stream"); ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance"); ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_count"), "set_lod_count", "get_lod_count"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_split_scale"), "set_lod_split_scale", "get_lod_split_scale"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"), "set_generate_collisions", "get_generate_collisions"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_lod_count"), "set_collision_lod_count", "get_collision_lod_count"); } #ifdef VOXEL_DEBUG_BOXES void VoxelLodTerrain::create_octree_debug_box(OctreeItem &item, Vector3i pos) { CRASH_COND(item.debug_box != nullptr); MeshInstance *mi = memnew(MeshInstance); mi->set_mesh(VoxelDebug::get_debug_box_mesh()); float s = 1 << (get_block_size_pow2() + get_lod_count() - 1); mi->set_scale(Vector3(s, s, s)); mi->set_translation(pos.to_vec3() * s); add_child(mi); item.debug_box = mi; } void VoxelLodTerrain::destroy_octree_debug_box(OctreeItem &item, Vector3i pos) { if (item.debug_box == nullptr) { return; } item.debug_box->queue_delete(); item.debug_box = nullptr; } #endif