391 lines
12 KiB
C++
391 lines
12 KiB
C++
#ifndef VOXEL_LOD_TERRAIN_HPP
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#define VOXEL_LOD_TERRAIN_HPP
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#include "../../server/mesh_block_task.h"
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#include "../../server/voxel_server.h"
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#include "../../storage/voxel_data_map.h"
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#include "../voxel_mesh_map.h"
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#include "../voxel_node.h"
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#include "lod_octree.h"
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#include "voxel_lod_terrain_update_data.h"
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#include "voxel_mesh_block_vlt.h"
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#include <map>
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#include <unordered_set>
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#ifdef TOOLS_ENABLED
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#include "../../editor/voxel_debug.h"
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#endif
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namespace zylann::voxel {
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class VoxelTool;
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class VoxelStream;
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class VoxelInstancer;
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// Paged terrain made of voxel blocks of variable level of detail.
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// Designed for highest view distances, preferably using smooth voxels.
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// Voxels are polygonized around the viewer by distance in a very large sphere, usually extending beyond far clip.
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// VoxelStream and VoxelGenerator must support LOD.
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class VoxelLodTerrain : public VoxelNode {
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GDCLASS(VoxelLodTerrain, VoxelNode)
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public:
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VoxelLodTerrain();
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~VoxelLodTerrain();
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Ref<Material> get_material() const;
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void set_material(Ref<Material> p_material);
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Ref<VoxelStream> get_stream() const override;
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void set_stream(Ref<VoxelStream> p_stream) override;
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Ref<VoxelGenerator> get_generator() const override;
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void set_generator(Ref<VoxelGenerator> p_stream) override;
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Ref<VoxelMesher> get_mesher() const override;
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void set_mesher(Ref<VoxelMesher> p_mesher) override;
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int get_view_distance() const;
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void set_view_distance(int p_distance_in_voxels);
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void set_lod_distance(float p_lod_distance);
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float get_lod_distance() const;
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void set_lod_count(int p_lod_count);
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int get_lod_count() const;
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void set_generate_collisions(bool enabled);
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bool get_generate_collisions() const {
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return _generate_collisions;
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}
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// Sets up to which amount of LODs collision will generate. -1 means all of them.
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void set_collision_lod_count(int lod_count);
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int get_collision_lod_count() const;
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void set_collision_layer(int layer);
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int get_collision_layer() const;
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void set_collision_mask(int mask);
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int get_collision_mask() const;
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void set_collision_margin(float margin);
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float get_collision_margin() const;
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int get_data_block_region_extent() const;
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int get_mesh_block_region_extent() const;
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Vector3i voxel_to_data_block_position(Vector3 vpos, int lod_index) const;
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Vector3i voxel_to_mesh_block_position(Vector3 vpos, int lod_index) const;
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unsigned int get_data_block_size_pow2() const;
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unsigned int get_data_block_size() const;
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//void set_data_block_size_po2(unsigned int p_block_size_po2);
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unsigned int get_mesh_block_size_pow2() const;
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unsigned int get_mesh_block_size() const;
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void set_mesh_block_size(unsigned int mesh_block_size);
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void set_full_load_mode_enabled(bool enabled);
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bool is_full_load_mode_enabled() const;
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void set_threaded_update_enabled(bool enabled);
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bool is_threaded_update_enabled() const;
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bool is_area_editable(Box3i p_box) const;
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VoxelSingleValue get_voxel(Vector3i pos, unsigned int channel, VoxelSingleValue defval);
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bool try_set_voxel_without_update(Vector3i pos, unsigned int channel, uint64_t value);
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void copy(Vector3i p_origin_voxels, VoxelBufferInternal &dst_buffer, uint8_t channels_mask);
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template <typename F>
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void write_box(const Box3i &p_voxel_box, unsigned int channel, F action) {
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const Box3i voxel_box = p_voxel_box.clipped(get_voxel_bounds());
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if (is_full_load_mode_enabled() == false && !is_area_editable(voxel_box)) {
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ZN_PRINT_VERBOSE("Area not editable");
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return;
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}
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Ref<VoxelGenerator> generator = _generator;
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VoxelDataLodMap::Lod &data_lod0 = _data->lods[0];
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{
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RWLockWrite wlock(data_lod0.map_lock);
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data_lod0.map.write_box(
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voxel_box, channel, action, [&generator](VoxelBufferInternal &voxels, Vector3i pos) {
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if (generator.is_valid()) {
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VoxelGenerator::VoxelQueryData q{ voxels, pos, 0 };
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generator->generate_block(q);
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}
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});
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}
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post_edit_area(voxel_box);
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}
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template <typename F>
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void write_box_2(const Box3i &p_voxel_box, unsigned int channel1, unsigned int channel2, F action) {
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const Box3i voxel_box = p_voxel_box.clipped(get_voxel_bounds());
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if (is_full_load_mode_enabled() == false && !is_area_editable(voxel_box)) {
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ZN_PRINT_VERBOSE("Area not editable");
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return;
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}
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Ref<VoxelGenerator> generator = _generator;
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VoxelDataLodMap::Lod &data_lod0 = _data->lods[0];
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{
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RWLockWrite wlock(data_lod0.map_lock);
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data_lod0.map.write_box_2(
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voxel_box, channel1, channel2, action, [&generator](VoxelBufferInternal &voxels, Vector3i pos) {
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if (generator.is_valid()) {
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VoxelGenerator::VoxelQueryData q{ voxels, pos, 0 };
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generator->generate_block(q);
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}
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});
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}
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post_edit_area(voxel_box);
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}
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// These must be called after an edit
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void post_edit_area(Box3i p_box);
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void post_edit_modifiers(Box3i p_voxel_box);
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// TODO This still sucks atm cuz the edit will still run on the main thread
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void push_async_edit(IThreadedTask *task, Box3i box, std::shared_ptr<AsyncDependencyTracker> tracker);
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void abort_async_edits();
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void set_voxel_bounds(Box3i p_box);
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inline Box3i get_voxel_bounds() const {
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CRASH_COND(_update_data == nullptr);
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return _update_data->settings.bounds_in_voxels;
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}
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void set_collision_update_delay(int delay_msec);
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int get_collision_update_delay() const;
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void set_lod_fade_duration(float seconds);
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float get_lod_fade_duration() const;
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enum ProcessCallback { //
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PROCESS_CALLBACK_IDLE = 0,
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PROCESS_CALLBACK_PHYSICS,
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PROCESS_CALLBACK_DISABLED
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};
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// This was originally added to fix a problem with rigidbody teleportation and floating world origin:
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// The player teleported at a different rate than the rest of the world due to delays in transform updates,
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// which caused the world to unload and then reload entirely over the course of 3 frames,
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// producing flickers and CPU lag. Changing process mode allows to align update rate,
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// and freeze LOD for the duration of the teleport.
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void set_process_callback(ProcessCallback mode);
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ProcessCallback get_process_callback() const {
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return _process_callback;
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}
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Ref<VoxelTool> get_voxel_tool();
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struct Stats {
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// Amount of octree nodes waiting for data. It should reach zero when everything is loaded.
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uint32_t blocked_lods = 0;
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// How many data blocks were rejected this frame (due to loading too late for example).
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uint32_t dropped_block_loads = 0;
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// How many mesh blocks were rejected this frame (due to loading too late for example).
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uint32_t dropped_block_meshs = 0;
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// Time spent in the last update unloading unused blocks and detecting required ones, in microseconds
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uint32_t time_detect_required_blocks = 0;
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// Time spent in the last update requesting data blocks, in microseconds
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uint32_t time_io_requests = 0;
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// Time spent in the last update requesting meshes, in microseconds
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uint32_t time_mesh_requests = 0;
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// Total time spent in the last update task, in microseconds.
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// This only includes the threadable part, not the whole `process` function.
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uint32_t time_update_task = 0;
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};
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const Stats &get_stats() const;
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void restart_stream() override;
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void remesh_all_blocks() override;
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// Debugging
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Array debug_raycast_mesh_block(Vector3 world_origin, Vector3 world_direction) const;
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Dictionary debug_get_data_block_info(Vector3 fbpos, int lod_index) const;
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Dictionary debug_get_mesh_block_info(Vector3 fbpos, int lod_index) const;
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Array debug_get_octree_positions() const;
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Array debug_get_octrees_detailed() const;
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enum DebugDrawFlag {
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DEBUG_DRAW_OCTREE_NODES = 0,
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DEBUG_DRAW_OCTREE_BOUNDS = 1,
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DEBUG_DRAW_MESH_UPDATES = 2,
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DEBUG_DRAW_EDIT_BOXES = 3,
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DEBUG_DRAW_VOLUME_BOUNDS = 4,
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DEBUG_DRAW_EDITED_BLOCKS = 5,
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DEBUG_DRAW_FLAGS_COUNT = 6
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};
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void debug_set_draw_enabled(bool enabled);
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bool debug_is_draw_enabled() const;
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void debug_set_draw_flag(DebugDrawFlag flag_index, bool enabled);
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bool debug_get_draw_flag(DebugDrawFlag flag_index) const;
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// Editor
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void set_run_stream_in_editor(bool enable);
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bool is_stream_running_in_editor() const;
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#ifdef TOOLS_ENABLED
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TypedArray<String> get_configuration_warnings() const override;
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#endif // TOOLS_ENABLED
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// Internal
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void set_instancer(VoxelInstancer *instancer);
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uint32_t get_volume_id() const override {
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return _volume_id;
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}
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std::shared_ptr<StreamingDependency> get_streaming_dependency() const override {
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return _streaming_dependency;
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}
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Array get_mesh_block_surface(Vector3i block_pos, int lod_index) const;
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void get_meshed_block_positions_at_lod(int lod_index, std::vector<Vector3i> &out_positions) const;
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std::shared_ptr<VoxelDataLodMap> get_storage() const {
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return _data;
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}
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protected:
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void _notification(int p_what);
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void _on_gi_mode_changed() override;
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private:
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void _process(float delta);
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void apply_main_thread_update_tasks();
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void apply_mesh_update(VoxelServer::BlockMeshOutput &ob);
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void apply_data_block_response(VoxelServer::BlockDataOutput &ob);
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void start_updater();
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void stop_updater();
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void start_streamer();
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void stop_streamer();
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void reset_maps();
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void reset_mesh_maps();
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Vector3 get_local_viewer_pos() const;
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void _set_lod_count(int p_lod_count);
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void set_mesh_block_active(VoxelMeshBlockVLT &block, bool active);
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void _on_stream_params_changed();
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void save_all_modified_blocks(bool with_copy);
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// TODO Put in common with VoxelLodTerrainUpdateTask
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// void send_block_save_requests(Span<BlockToSave> blocks_to_save);
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void process_deferred_collision_updates(uint32_t timeout_msec);
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void process_fading_blocks(float delta);
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void _b_save_modified_blocks();
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void _b_set_voxel_bounds(AABB aabb);
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AABB _b_get_voxel_bounds() const;
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Array _b_debug_print_sdf_top_down(Vector3i center, Vector3i extents);
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int _b_debug_get_mesh_block_count() const;
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int _b_debug_get_data_block_count() const;
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Error _b_debug_dump_as_scene(String fpath, bool include_instancer) const;
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Dictionary _b_get_statistics() const;
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#ifdef TOOLS_ENABLED
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void update_gizmos();
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#endif
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static void _bind_methods();
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private:
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friend class BuildTransitionMeshTask;
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uint32_t _volume_id = 0;
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ProcessCallback _process_callback = PROCESS_CALLBACK_IDLE;
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Ref<Material> _material;
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std::vector<Ref<ShaderMaterial>> _shader_material_pool;
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FixedArray<VoxelMeshMap<VoxelMeshBlockVLT>, constants::MAX_LOD> _mesh_maps_per_lod;
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bool _generate_collisions = true;
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unsigned int _collision_lod_count = 0;
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unsigned int _collision_layer = 1;
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unsigned int _collision_mask = 1;
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float _collision_margin = constants::DEFAULT_COLLISION_MARGIN;
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int _collision_update_delay = 0;
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FixedArray<std::vector<Vector3i>, constants::MAX_LOD> _deferred_collision_updates_per_lod;
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float _lod_fade_duration = 0.f;
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// Note, direct pointers to mesh blocks should be safe because these blocks are always destroyed from the same
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// thread that updates fading blocks. If a mesh block is destroyed, these maps should be updated at the same time.
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// TODO Optimization: use FlatMap? Need to check how many blocks get in there, probably not many
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FixedArray<std::map<Vector3i, VoxelMeshBlockVLT *>, constants::MAX_LOD> _fading_blocks_per_lod;
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VoxelInstancer *_instancer = nullptr;
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Ref<VoxelMesher> _mesher;
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Ref<VoxelGenerator> _generator;
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Ref<VoxelStream> _stream;
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// Data stored with a shared pointer so it can be sent to asynchronous tasks
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bool _threaded_update_enabled = false;
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std::shared_ptr<VoxelDataLodMap> _data;
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std::shared_ptr<VoxelLodTerrainUpdateData> _update_data;
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std::shared_ptr<StreamingDependency> _streaming_dependency;
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std::shared_ptr<MeshingDependency> _meshing_dependency;
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struct ApplyMeshUpdateTask : public ITimeSpreadTask {
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void run(TimeSpreadTaskContext &ctx) override;
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uint32_t volume_id = 0;
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VoxelLodTerrain *self = nullptr;
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VoxelServer::BlockMeshOutput data;
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};
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FixedArray<std::unordered_map<Vector3i, RefCount>, constants::MAX_LOD> _queued_main_thread_mesh_updates;
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#ifdef TOOLS_ENABLED
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bool _debug_draw_enabled = false;
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uint8_t _debug_draw_flags = 0;
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uint8_t _edited_blocks_gizmos_lod_index = 0;
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DebugRenderer _debug_renderer;
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struct DebugMeshUpdateItem {
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static constexpr uint32_t LINGER_FRAMES = 10;
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Vector3i position;
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uint32_t lod;
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uint32_t remaining_frames;
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};
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std::vector<DebugMeshUpdateItem> _debug_mesh_update_items;
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struct DebugEditItem {
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static constexpr uint32_t LINGER_FRAMES = 10;
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Box3i voxel_box;
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uint32_t remaining_frames;
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};
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std::vector<DebugEditItem> _debug_edit_items;
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#endif
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Stats _stats;
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};
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} // namespace zylann::voxel
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VARIANT_ENUM_CAST(zylann::voxel::VoxelLodTerrain::ProcessCallback)
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VARIANT_ENUM_CAST(zylann::voxel::VoxelLodTerrain::DebugDrawFlag)
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#endif // VOXEL_LOD_TERRAIN_HPP
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