move BlocksRenderer voxels buffer fill to main thread

This commit is contained in:
MihailRis 2025-12-18 00:30:33 +03:00
parent 0c62951062
commit c46a6ad3bd
4 changed files with 81 additions and 45 deletions

View file

@ -28,10 +28,6 @@ BlocksRenderer::BlocksRenderer(
cache(cache),
settings(settings)
{
voxelsBuffer = std::make_unique<VoxelsVolume>(
CHUNK_W + voxelBufferPadding*2,
CHUNK_H,
CHUNK_D + voxelBufferPadding*2);
blockDefsCache = content.getIndices()->blocks.getDefs();
}
@ -687,12 +683,9 @@ SortingMeshData BlocksRenderer::renderTranslucent(
return sortingMesh;
}
void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
void BlocksRenderer::build(const Chunk* chunk, const VoxelsVolume& volume) {
this->chunk = chunk;
voxelsBuffer->setPosition(
chunk->x * CHUNK_W - voxelBufferPadding, 0,
chunk->z * CHUNK_D - voxelBufferPadding);
chunks->getVoxels(*voxelsBuffer, settings.graphics.backlight.get(), chunk->top + 1);
this->voxelsBuffer = &volume;
if (voxelsBuffer->pickBlockId(
chunk->x * CHUNK_W, 0, chunk->z * CHUNK_D
) == BLOCK_VOID) {
@ -733,7 +726,7 @@ void BlocksRenderer::build(const Chunk* chunk, const Chunks* chunks) {
indexCount = 0;
denseIndexCount = 0;
denseRender = false; //settings.graphics.denseRender.get();
denseRender = false;
densePass = false;
render(voxels, beginEnds);
@ -762,15 +755,18 @@ ChunkMeshData BlocksRenderer::createMesh() {
util::Buffer(denseIndexBuffer.get(), denseIndexCount),
},
util::Buffer(
ChunkVertex::ATTRIBUTES, sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
ChunkVertex::ATTRIBUTES,
sizeof(ChunkVertex::ATTRIBUTES) / sizeof(VertexAttribute)
)
),
std::move(sortingMesh)
};
}
ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
build(chunk, chunks);
ChunkMesh BlocksRenderer::render(
const Chunk* chunk, const VoxelsVolume& volume
) {
build(chunk, volume);
return ChunkMesh{std::make_unique<Mesh<ChunkVertex>>(
vertexBuffer.get(), vertexCount,
@ -781,11 +777,6 @@ ChunkMesh BlocksRenderer::render(const Chunk *chunk, const Chunks *chunks) {
), std::move(sortingMesh)};
}
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
return voxelsBuffer.get();
}
size_t BlocksRenderer::getMemoryConsumption() const {
size_t volume = voxelsBuffer->getW() * voxelsBuffer->getH() * voxelsBuffer->getD();
return capacity * (sizeof(ChunkVertex) + sizeof(uint32_t) * 2) + volume * (sizeof(voxel) + sizeof(light_t));
return capacity * (sizeof(ChunkVertex) + sizeof(uint32_t) * 2);
}

View file

@ -32,13 +32,12 @@ class BlocksRenderer {
size_t indexCount;
size_t denseIndexCount;
size_t capacity;
int voxelBufferPadding = 2;
bool overflow = false;
bool cancelled = false;
bool densePass = false;
bool denseRender = false;
const Chunk* chunk = nullptr;
std::unique_ptr<VoxelsVolume> voxelsBuffer;
const VoxelsVolume* voxelsBuffer = nullptr;
const Block* const* blockDefsCache;
const ContentGfxCache& cache;
@ -152,9 +151,13 @@ class BlocksRenderer {
glm::vec4 pickLight(int x, int y, int z) const;
glm::vec4 pickLight(const glm::ivec3& coord) const;
glm::vec4 pickSoftLight(const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up) const;
glm::vec4 pickSoftLight(float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up) const;
glm::vec4 pickSoftLight(
const glm::ivec3& coord, const glm::ivec3& right, const glm::ivec3& up
) const;
glm::vec4 pickSoftLight(
float x, float y, float z, const glm::ivec3& right, const glm::ivec3& up
) const;
void render(const voxel* voxels, const int beginEnds[256][2]);
SortingMeshData renderTranslucent(const voxel* voxels, int beginEnds[256][2]);
public:
@ -166,10 +169,11 @@ public:
);
virtual ~BlocksRenderer();
void build(const Chunk* chunk, const Chunks* chunks);
ChunkMesh render(const Chunk* chunk, const Chunks* chunks);
void build(const Chunk* chunk, const VoxelsVolume& volume);
ChunkMesh render(
const Chunk* chunk, const VoxelsVolume& volume
);
ChunkMeshData createMesh();
VoxelsVolume* getVoxelsBuffer() const;
size_t getMemoryConsumption() const;

View file

@ -12,24 +12,22 @@
#include "window/Camera.hpp"
#include "maths/FrustumCulling.hpp"
#include "util/listutil.hpp"
#include "util/ObjectsPool.hpp"
#include "settings.hpp"
static debug::Logger logger("chunks-render");
size_t ChunksRenderer::visibleChunks = 0;
class RendererWorker : public util::Worker<std::shared_ptr<Chunk>, RendererResult> {
const Chunks& chunks;
class RendererWorker : public util::Worker<RendererJob, RendererResult> {
BlocksRenderer renderer;
public:
RendererWorker(
const Level& level,
const Chunks& chunks,
const ContentGfxCache& cache,
const EngineSettings& settings
)
: chunks(chunks),
renderer(
: renderer(
settings.graphics.denseRender.get()
? settings.graphics.chunkMaxVerticesDense.get()
: settings.graphics.chunkMaxVertices.get(),
@ -39,8 +37,10 @@ public:
) {
}
RendererResult operator()(const std::shared_ptr<Chunk>& chunk) override {
renderer.build(chunk.get(), &chunks);
RendererResult operator()(const RendererJob& job) override {
auto chunk = job.chunk;
auto volume = job.volume;
renderer.build(chunk.get(), *volume);
if (renderer.isCancelled()) {
return RendererResult {
glm::ivec2(chunk->x, chunk->z), true, ChunkMeshData {}};
@ -51,6 +51,9 @@ public:
}
};
static util::ObjectsPool<VoxelsVolume> voxelsVolumesPool {};
static inline const int VOXELS_BUFFER_PADDING = 2;
ChunksRenderer::ChunksRenderer(
const Level* level,
const Chunks& chunks,
@ -67,7 +70,7 @@ ChunksRenderer::ChunksRenderer(
"chunks-render-pool",
[&]() {
return std::make_shared<RendererWorker>(
*level, chunks, cache, settings
*level, cache, settings
);
},
[&](RendererResult& result) {
@ -87,30 +90,61 @@ ChunksRenderer::ChunksRenderer(
level->content, cache, settings
);
logger.info() << "created " << threadPool.getWorkersCount() << " workers";
logger.info() << "memory consumption is "
<< renderer->getMemoryConsumption() * threadPool.getWorkersCount()
<< " B";
logger.info() << "memory consumption is "
<< renderer->getMemoryConsumption() *
threadPool.getWorkersCount() +
voxelsVolumesPool.countTotal() *
(sizeof(VoxelsVolume) +
(CHUNK_W + VOXELS_BUFFER_PADDING * 2) * CHUNK_H *
(CHUNK_D + VOXELS_BUFFER_PADDING * 2) *
(sizeof(voxel) + sizeof(light_t)))
<< " B";
}
ChunksRenderer::~ChunksRenderer() = default;
std::shared_ptr<VoxelsVolume> ChunksRenderer::prepareVoxelsVolume(
const Chunk& chunk
) {
auto voxelsBuffer = voxelsVolumesPool.create(
CHUNK_W + VOXELS_BUFFER_PADDING * 2,
CHUNK_H,
CHUNK_D + VOXELS_BUFFER_PADDING * 2
);
voxelsBuffer->setPosition(
chunk.x * CHUNK_W - VOXELS_BUFFER_PADDING, 0,
chunk.z * CHUNK_D - VOXELS_BUFFER_PADDING
);
chunks.getVoxels(
*voxelsBuffer, settings.graphics.backlight.get(), chunk.top + 1
);
return voxelsBuffer;
}
const Mesh<ChunkVertex>* ChunksRenderer::render(
const std::shared_ptr<Chunk>& chunk, bool important
) {
glm::ivec2 key(chunk->x, chunk->z);
chunk->flags.modified = false;
if (important) {
auto mesh = renderer->render(chunk.get(), &chunks);
meshes[glm::ivec2(chunk->x, chunk->z)] = ChunkMesh {
std::move(mesh.mesh), std::move(mesh.sortingMeshData)
};
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
inwork[key] = true;
auto mesh = renderer->render(chunk.get(), *voxelsBuffer);
meshes[glm::ivec2(chunk->x, chunk->z)] =
ChunkMesh {std::move(mesh.mesh), std::move(mesh.sortingMeshData)};
return meshes[glm::ivec2(chunk->x, chunk->z)].mesh.get();
}
glm::ivec2 key(chunk->x, chunk->z);
if (inwork.find(key) != inwork.end()) {
return nullptr;
}
auto voxelsBuffer = prepareVoxelsVolume(*chunk);
inwork[key] = true;
threadPool.enqueueJob(chunk);
chunks.getVoxels(
*voxelsBuffer, settings.graphics.backlight.get(), chunk->top + 1
);
threadPool.enqueueJob({chunk, std::move(voxelsBuffer)});
return nullptr;
}

View file

@ -21,6 +21,7 @@ class Chunks;
class Frustum;
class BlocksRenderer;
class ContentGfxCache;
class VoxelsVolume;
struct EngineSettings;
struct ChunksSortEntry {
@ -38,6 +39,11 @@ struct RendererResult {
ChunkMeshData meshData;
};
struct RendererJob {
std::shared_ptr<Chunk> chunk;
std::shared_ptr<VoxelsVolume> volume;
};
class ChunksRenderer {
const Chunks& chunks;
const Assets& assets;
@ -48,10 +54,11 @@ class ChunksRenderer {
std::unordered_map<glm::ivec2, ChunkMesh> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<ChunksSortEntry> indices;
util::ThreadPool<std::shared_ptr<Chunk>, RendererResult> threadPool;
util::ThreadPool<RendererJob, RendererResult> threadPool;
const Mesh<ChunkVertex>* retrieveChunk(
size_t index, const Camera& camera, bool culling
);
std::shared_ptr<VoxelsVolume> prepareVoxelsVolume(const Chunk& chunk);
public:
ChunksRenderer(
const Level* level,