stabilize delays of chunks meshes building

This commit is contained in:
MihailRis 2025-12-29 20:41:47 +03:00
parent f47ccd5f30
commit 88544183d0
13 changed files with 335 additions and 191 deletions

View file

@ -42,21 +42,22 @@ void BlocksRenderer::vertex(
const glm::vec3& normal,
float emission
) {
vertexBuffer[vertexCount].position = coord;
vertexBuffer[vertexCount].uv = {u,v};
vertexBuffer[vertexCount].normal[0] = static_cast<uint8_t>(normal.r * 127 + 128);
vertexBuffer[vertexCount].normal[1] = static_cast<uint8_t>(normal.g * 127 + 128);
vertexBuffer[vertexCount].normal[2] = static_cast<uint8_t>(normal.b * 127 + 128);
vertexBuffer[vertexCount].normal[3] = static_cast<uint8_t>(emission * 255);
vertexBuffer[vertexCount].color[0] = static_cast<uint8_t>(light.r * 255);
vertexBuffer[vertexCount].color[1] = static_cast<uint8_t>(light.g * 255);
vertexBuffer[vertexCount].color[2] = static_cast<uint8_t>(light.b * 255);
vertexBuffer[vertexCount].color[3] = static_cast<uint8_t>(light.a * 255);
vertexCount++;
vertexBuffer[vertexCount++] = {
coord,
{u, v},
{
static_cast<uint8_t>(light.r * 255),
static_cast<uint8_t>(light.g * 255),
static_cast<uint8_t>(light.b * 255),
static_cast<uint8_t>(light.a * 255),
}, {
static_cast<uint8_t>(normal.x * 127 + 128),
static_cast<uint8_t>(normal.y * 127 + 128),
static_cast<uint8_t>(normal.z * 127 + 128),
static_cast<uint8_t>(emission * 255)
}
};
}
void BlocksRenderer::index(uint32_t a, uint32_t b, uint32_t c, uint32_t d, uint32_t e, uint32_t f) {
@ -434,28 +435,11 @@ void BlocksRenderer::blockCube(
}
}
bool BlocksRenderer::isOpenForLight(int x, int y, int z) const {
blockid_t id = voxelsBuffer->pickBlockId(chunk->x * CHUNK_W + x,
y,
chunk->z * CHUNK_D + z);
if (id == BLOCK_VOID) {
return false;
}
const Block& block = *blockDefsCache[id];
if (block.lightPassing) {
return true;
}
return !id;
}
glm::vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
if (isOpenForLight(x, y, z)) {
light_t light = voxelsBuffer->pickLight(chunk->x * CHUNK_W + x, y,
chunk->z * CHUNK_D + z);
return Lightmap::extractNormalized(light);
} else {
return glm::vec4(0.0f);
}
light_t light = voxelsBuffer->pickLight(
chunk->x * CHUNK_W + x, y, chunk->z * CHUNK_D + z
);
return light ? Lightmap::extractNormalized(light) : glm::vec4(0.0f);
}
glm::vec4 BlocksRenderer::pickLight(const glm::ivec3& coord) const {
@ -694,7 +678,9 @@ SortingMeshData BlocksRenderer::renderTranslucent(
return sortingMesh;
}
void BlocksRenderer::build(const Chunk* chunk, const VoxelsVolume& volume) {
void BlocksRenderer::build(
const Chunk* chunk, const VoxelsRenderVolume& volume
) {
this->chunk = chunk;
this->voxelsBuffer = &volume;
if (voxelsBuffer->pickBlockId(
@ -707,16 +693,17 @@ void BlocksRenderer::build(const Chunk* chunk, const VoxelsVolume& volume) {
int totalBegin = chunk->bottom * (CHUNK_W * CHUNK_D);
int totalEnd = chunk->top * (CHUNK_W * CHUNK_D);
bool hasTranslucent = false;
int beginEnds[256][2] {};
for (int i = totalBegin; i < totalEnd; i++) {
const voxel& vox = voxels[i];
blockid_t id = vox.id;
const auto& def = *blockDefsCache[id];
const auto& variant = def.getVariantByBits(vox.state.userbits);
hasTranslucent = def.translucent || hasTranslucent;
if (beginEnds[variant.drawGroup][0] == 0) {
beginEnds[variant.drawGroup][0] = i+1;
beginEnds[variant.drawGroup][0] = i + 1;
}
beginEnds[variant.drawGroup][1] = i;
}
@ -729,7 +716,11 @@ void BlocksRenderer::build(const Chunk* chunk, const VoxelsVolume& volume) {
denseRender = false;
densePass = false;
sortingMesh = renderTranslucent(voxels, beginEnds);
if (hasTranslucent) {
sortingMesh = renderTranslucent(voxels, beginEnds);
} else {
sortingMesh = {};
}
overflow = false;
vertexCount = 0;
@ -775,7 +766,7 @@ ChunkMeshData BlocksRenderer::createMesh() {
}
ChunkMesh BlocksRenderer::render(
const Chunk* chunk, const VoxelsVolume& volume
const Chunk* chunk, const VoxelsRenderVolume& volume
) {
build(chunk, volume);

View file

@ -17,7 +17,6 @@ class Content;
class Block;
class Chunk;
class Chunks;
class VoxelsVolume;
class ContentGfxCache;
struct UVRegion;
@ -31,9 +30,9 @@ public:
);
~BlocksRenderer();
void build(const Chunk* chunk, const VoxelsVolume& volume);
void build(const Chunk* chunk, const VoxelsRenderVolume& volume);
ChunkMesh render(
const Chunk* chunk, const VoxelsVolume& volume
const Chunk* chunk, const VoxelsRenderVolume& volume
);
ChunkMeshData createMesh();
@ -58,7 +57,7 @@ private:
bool densePass = false;
bool denseRender = false;
const Chunk* chunk = nullptr;
const VoxelsVolume* voxelsBuffer = nullptr;
const VoxelsRenderVolume* voxelsBuffer = nullptr;
const Block* const* blockDefsCache;
const ContentGfxCache& cache;
@ -143,8 +142,6 @@ private:
bool ao
);
bool isOpenForLight(int x, int y, int z) const;
// Does block allow to see other blocks sides (is it transparent)
inline bool isOpen(const glm::ivec3& pos, const Block& def, const Variant& variant) const {
auto vox = voxelsBuffer->pickBlock(

View file

@ -19,6 +19,8 @@ static debug::Logger logger("chunks-render");
size_t ChunksRenderer::visibleChunks = 0;
static constexpr inline size_t MAX_CHUNKS_ENQUEUED_IN_FRAME = 4;
class RendererWorker : public util::Worker<RendererJob, RendererResult> {
BlocksRenderer renderer;
public:
@ -51,8 +53,7 @@ public:
}
};
static util::ObjectsPool<VoxelsVolume> voxelsVolumesPool {};
static inline const int VOXELS_BUFFER_PADDING = 2;
static util::ObjectsPool<VoxelsRenderVolume> voxelsVolumesPool {};
ChunksRenderer::ChunksRenderer(
const Level* level,
@ -69,7 +70,7 @@ ChunksRenderer::ChunksRenderer(
threadPool(
"chunks-render-pool",
[&]() {
return std::make_shared<RendererWorker>(
return std::make_unique<RendererWorker>(
*level, cache, settings
);
},
@ -105,14 +106,10 @@ ChunksRenderer::ChunksRenderer(
ChunksRenderer::~ChunksRenderer() = default;
std::shared_ptr<VoxelsVolume> ChunksRenderer::prepareVoxelsVolume(
std::shared_ptr<VoxelsRenderVolume> ChunksRenderer::prepareVoxelsVolume(
const Chunk& chunk
) {
auto voxelsBuffer = voxelsVolumesPool.create(
CHUNK_W + VOXELS_BUFFER_PADDING * 2,
CHUNK_H,
CHUNK_D + VOXELS_BUFFER_PADDING * 2
);
auto voxelsBuffer = voxelsVolumesPool.create();
voxelsBuffer->setPosition(
chunk.x * CHUNK_W - VOXELS_BUFFER_PADDING, 0,
chunk.z * CHUNK_D - VOXELS_BUFFER_PADDING
@ -123,8 +120,10 @@ std::shared_ptr<VoxelsVolume> ChunksRenderer::prepareVoxelsVolume(
return voxelsBuffer;
}
#include "util/timeutil.hpp"
const Mesh<ChunkVertex>* ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
) {
glm::ivec2 key(chunk->x, chunk->z);
chunk->flags.modified = false;
@ -136,16 +135,16 @@ const Mesh<ChunkVertex>* ChunksRenderer::render(
std::move(mesh.mesh), std::move(mesh.sortingMeshData), nullptr};
return meshes[key].mesh.get();
}
if (inwork.find(key) != inwork.end()) {
if (inwork.find(key) != inwork.end() ||
((inwork.size() >= threadPool.getWorkTotal() ||
enqueuedInFrame >= MAX_CHUNKS_ENQUEUED_IN_FRAME) &&
lowPriority)) {
return nullptr;
}
enqueuedInFrame++;
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
inwork[key] = true;
chunks.getVoxels(
*voxelsBuffer, settings.graphics.backlight.get(), chunk->top + 1
);
threadPool.enqueueJob({chunk, std::move(voxelsBuffer)});
inwork[key] = true;
return nullptr;
}
@ -163,20 +162,21 @@ void ChunksRenderer::clear() {
}
const Mesh<ChunkVertex>* ChunksRenderer::getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found == meshes.end()) {
return render(chunk, important);
return render(chunk, important, lowPriority);
}
if (chunk->flags.modified && chunk->flags.lighted) {
render(chunk, important);
render(chunk, important, lowPriority);
}
return found->second.mesh.get();
}
void ChunksRenderer::update() {
threadPool.pullResults();
enqueuedInFrame = 0;
}
const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
@ -202,7 +202,11 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
(chunk->z + 0.5f) * CHUNK_D
)
);
auto mesh = getOrRender(chunk, distance < CHUNK_W * 1.5f);
auto mesh = getOrRender(
chunk,
distance < CHUNK_W * 1.5f,
distance > CHUNK_W * settings.chunks.loadDistance.get() * 0.5
);
if (mesh == nullptr) {
return nullptr;
}

View file

@ -21,7 +21,6 @@ class Chunks;
class Frustum;
class BlocksRenderer;
class ContentGfxCache;
class VoxelsVolume;
struct EngineSettings;
struct ChunksSortEntry {
@ -41,7 +40,7 @@ struct RendererResult {
struct RendererJob {
std::shared_ptr<Chunk> chunk;
std::shared_ptr<VoxelsVolume> volume;
std::shared_ptr<VoxelsRenderVolume> volume;
};
class ChunksRenderer {
@ -58,7 +57,8 @@ class ChunksRenderer {
const Mesh<ChunkVertex>* retrieveChunk(
size_t index, const Camera& camera, bool culling
);
std::shared_ptr<VoxelsVolume> prepareVoxelsVolume(const Chunk& chunk);
std::shared_ptr<VoxelsRenderVolume> prepareVoxelsVolume(const Chunk& chunk);
size_t enqueuedInFrame = 0;
public:
ChunksRenderer(
const Level* level,
@ -71,13 +71,13 @@ public:
virtual ~ChunksRenderer();
const Mesh<ChunkVertex>* render(
const std::shared_ptr<Chunk>& chunk, bool important
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
);
void unload(const Chunk* chunk);
void clear();
const Mesh<ChunkVertex>* getOrRender(
const std::shared_ptr<Chunk>& chunk, bool important
const std::shared_ptr<Chunk>& chunk, bool important, bool lowPriority
);
void drawShadowsPass(

View file

@ -1,5 +1,6 @@
#pragma once
#include "constants.hpp"
#include "graphics/core/MeshData.hpp"
#include "util/Buffer.hpp"
@ -51,3 +52,12 @@ struct ChunkMesh {
SortingMeshData sortingMeshData;
std::unique_ptr<Mesh<ChunkVertex> > sortedMesh;
};
inline constexpr int VOXELS_BUFFER_PADDING = 2;
template<int, int, int> class StaticVoxelsVolume;
using VoxelsRenderVolume = StaticVoxelsVolume<
CHUNK_W + VOXELS_BUFFER_PADDING * 2,
CHUNK_H,
CHUNK_D + VOXELS_BUFFER_PADDING * 2>;