#include "voxel_mesh_updater.h" #include "../meshers/transvoxel/voxel_mesher_transvoxel.h" #include "../util/utility.h" #include "voxel_lod_terrain.h" #include VoxelMeshUpdater::VoxelMeshUpdater(unsigned int thread_count, MeshingParams params) { print_line("Constructing VoxelMeshUpdater"); Ref blocky_mesher; Ref smooth_mesher; _minimum_padding = 0; _maximum_padding = 0; if (params.library.is_valid()) { blocky_mesher.instance(); blocky_mesher->set_library(params.library); blocky_mesher->set_occlusion_enabled(params.baked_ao); blocky_mesher->set_occlusion_darkness(params.baked_ao_darkness); _minimum_padding = max(_minimum_padding, blocky_mesher->get_minimum_padding()); _maximum_padding = max(_maximum_padding, blocky_mesher->get_maximum_padding()); } if (params.smooth_surface) { smooth_mesher.instance(); _minimum_padding = max(_minimum_padding, smooth_mesher->get_minimum_padding()); _maximum_padding = max(_maximum_padding, smooth_mesher->get_maximum_padding()); } FixedArray processors; for (unsigned int i = 0; i < thread_count; ++i) { if (i > 0) { // Need to clone them because they are not thread-safe due to memory pooling. // Also thanks to the wonders of ref_pointer() being private we trigger extra refs/unrefs for no reason if (blocky_mesher.is_valid()) { blocky_mesher = Ref(blocky_mesher->clone()); } if (smooth_mesher.is_valid()) { smooth_mesher = Ref(smooth_mesher->clone()); } } processors[i] = [this, blocky_mesher, smooth_mesher](const ArraySlice inputs, ArraySlice outputs, Mgr::ProcessorStats &_) { this->process_blocks_thread_func(inputs, outputs, blocky_mesher, smooth_mesher); }; } _mgr = memnew(Mgr(thread_count, 50, processors)); } VoxelMeshUpdater::~VoxelMeshUpdater() { print_line("Destroying VoxelMeshUpdater"); if (_mgr) { memdelete(_mgr); } } void VoxelMeshUpdater::process_blocks_thread_func( const ArraySlice inputs, ArraySlice outputs, Ref blocky_mesher, Ref smooth_mesher) { CRASH_COND(inputs.size() != outputs.size()); for (unsigned int i = 0; i < inputs.size(); ++i) { const InputBlock &ib = inputs[i]; const InputBlockData &block = ib.data; OutputBlockData &output = outputs[i].data; CRASH_COND(block.voxels.is_null()); VoxelMesher::Input input = { **block.voxels, ib.lod }; if (blocky_mesher.is_valid()) { blocky_mesher->build(output.blocky_surfaces, input); } if (smooth_mesher.is_valid()) { smooth_mesher->build(output.smooth_surfaces, input); } } }