chunks rendering multithreading

This commit is contained in:
MihailRis
2024-02-24 20:08:51 +03:00
parent 00bd8c64d7
commit 089e87da69
10 changed files with 726 additions and 557 deletions
+7 -2
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@@ -8,7 +8,6 @@
#include "../window/Window.h" #include "../window/Window.h"
#include "../window/Camera.h" #include "../window/Camera.h"
#include "../content/Content.h" #include "../content/Content.h"
#include "../graphics/ChunksRenderer.h"
#include "../graphics/Mesh.h" #include "../graphics/Mesh.h"
#include "../graphics/Atlas.h" #include "../graphics/Atlas.h"
#include "../graphics/Shader.h" #include "../graphics/Shader.h"
@@ -33,6 +32,7 @@
#include "../items/Inventory.h" #include "../items/Inventory.h"
#include "LevelFrontend.h" #include "LevelFrontend.h"
#include "graphics/Skybox.h" #include "graphics/Skybox.h"
#include "graphics/ChunksRenderer.h"
using glm::vec3; using glm::vec3;
using glm::vec4; using glm::vec4;
@@ -74,7 +74,11 @@ bool WorldRenderer::drawChunk(size_t index,
if (!chunk->isLighted()) { if (!chunk->isLighted()) {
return false; return false;
} }
auto mesh = renderer->getOrRender(chunk.get()); float distance = glm::distance(
camera->position,
glm::vec3((chunk->x + 0.5f) * CHUNK_W, camera->position.y, (chunk->z + 0.5f) * CHUNK_D)
);
auto mesh = renderer->getOrRender(chunk, distance < CHUNK_W*1.5f);
if (mesh == nullptr) { if (mesh == nullptr) {
return false; return false;
} }
@@ -98,6 +102,7 @@ bool WorldRenderer::drawChunk(size_t index,
void WorldRenderer::drawChunks(Chunks* chunks, void WorldRenderer::drawChunks(Chunks* chunks,
Camera* camera, Camera* camera,
Shader* shader) { Shader* shader) {
renderer->update();
std::vector<size_t> indices; std::vector<size_t> indices;
for (size_t i = 0; i < chunks->volume; i++){ for (size_t i = 0; i < chunks->volume; i++){
if (chunks->chunks[i] == nullptr) if (chunks->chunks[i] == nullptr)
@@ -2,16 +2,16 @@
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "Mesh.h" #include "../../graphics/Mesh.h"
#include "UVRegion.h" #include "../../graphics/UVRegion.h"
#include "../constants.h" #include "../../constants.h"
#include "../content/Content.h" #include "../../content/Content.h"
#include "../voxels/Block.h" #include "../../voxels/Block.h"
#include "../voxels/Chunk.h" #include "../../voxels/Chunk.h"
#include "../voxels/VoxelsVolume.h" #include "../../voxels/VoxelsVolume.h"
#include "../voxels/ChunksStorage.h" #include "../../voxels/ChunksStorage.h"
#include "../lighting/Lightmap.h" #include "../../lighting/Lightmap.h"
#include "../frontend/ContentGfxCache.h" #include "../../frontend/ContentGfxCache.h"
using glm::ivec3; using glm::ivec3;
using glm::vec3; using glm::vec3;
@@ -444,7 +444,7 @@ void BlocksRenderer::render(const voxel* voxels) {
} }
} }
Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) { void BlocksRenderer::build(const Chunk* chunk, const ChunksStorage* chunks) {
this->chunk = chunk; this->chunk = chunk;
voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1); voxelsBuffer->setPosition(chunk->x * CHUNK_W - 1, 0, chunk->z * CHUNK_D - 1);
chunks->getVoxels(voxelsBuffer, settings.graphics.backlight); chunks->getVoxels(voxelsBuffer, settings.graphics.backlight);
@@ -453,13 +453,20 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
indexOffset = indexSize = 0; indexOffset = indexSize = 0;
const voxel* voxels = chunk->voxels; const voxel* voxels = chunk->voxels;
render(voxels); render(voxels);
}
Mesh* BlocksRenderer::createMesh() {
const vattr attrs[]{ {3}, {2}, {1}, {0} }; const vattr attrs[]{ {3}, {2}, {1}, {0} };
size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE; size_t vcount = vertexOffset / BlocksRenderer::VERTEX_SIZE;
Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs); Mesh* mesh = new Mesh(vertexBuffer, vcount, indexBuffer, indexSize, attrs);
return mesh; return mesh;
} }
Mesh* BlocksRenderer::render(const Chunk* chunk, const ChunksStorage* chunks) {
build(chunk, chunks);
return createMesh();
}
VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const { VoxelsVolume* BlocksRenderer::getVoxelsBuffer() const {
return voxelsBuffer; return voxelsBuffer;
} }
@@ -4,10 +4,10 @@
#include <stdlib.h> #include <stdlib.h>
#include <vector> #include <vector>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "UVRegion.h" #include "../../graphics/UVRegion.h"
#include "../typedefs.h" #include "../../voxels/voxel.h"
#include "../voxels/voxel.h" #include "../../typedefs.h"
#include "../settings.h" #include "../../settings.h"
class Content; class Content;
class Mesh; class Mesh;
@@ -93,7 +93,9 @@ public:
BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings); BlocksRenderer(size_t capacity, const Content* content, const ContentGfxCache* cache, const EngineSettings& settings);
virtual ~BlocksRenderer(); virtual ~BlocksRenderer();
void build(const Chunk* chunk, const ChunksStorage* chunks);
Mesh* render(const Chunk* chunk, const ChunksStorage* chunks); Mesh* render(const Chunk* chunk, const ChunksStorage* chunks);
Mesh* createMesh();
VoxelsVolume* getVoxelsBuffer() const; VoxelsVolume* getVoxelsBuffer() const;
}; };
+150
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@@ -0,0 +1,150 @@
#include "ChunksRenderer.h"
#include "../../graphics/Mesh.h"
#include "BlocksRenderer.h"
#include "../../voxels/Chunk.h"
#include "../../world/Level.h"
#include <iostream>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings)
: level(level), cache(cache), settings(settings) {
const int MAX_FULL_CUBES = 3000;
renderer = std::make_unique<BlocksRenderer>(
9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
);
const uint num_threads = std::thread::hardware_concurrency();
for (uint i = 0; i < num_threads; i++) {
threads.emplace_back(&ChunksRenderer::threadLoop, this, i);
workersBlocked.emplace_back();
}
std::cout << "created " << num_threads << " chunks rendering threads" << std::endl;
}
ChunksRenderer::~ChunksRenderer() {
{
std::unique_lock<std::mutex> lock(jobsMutex);
working = false;
}
resultsMutex.lock();
while (!results.empty()) {
mesh_entry entry = results.front();
results.pop();
entry.locked = false;
entry.variable.notify_all();
}
resultsMutex.unlock();
jobsMutexCondition.notify_all();
for (auto& thread : threads) {
thread.join();
}
}
void ChunksRenderer::threadLoop(int index) {
const int MAX_FULL_CUBES = 3000;
BlocksRenderer renderer(
9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
);
std::condition_variable variable;
std::mutex mutex;
bool locked = false;
while (working) {
std::shared_ptr<Chunk> chunk;
{
std::unique_lock<std::mutex> lock(jobsMutex);
jobsMutexCondition.wait(lock, [this] {
return !jobs.empty() || !working;
});
if (!working) {
break;
}
chunk = jobs.front();
jobs.pop();
}
process(chunk, renderer);
{
resultsMutex.lock();
results.push(mesh_entry {renderer, variable, index, locked, glm::ivec2(chunk->x, chunk->z)});
locked = true;
resultsMutex.unlock();
}
{
std::unique_lock<std::mutex> lock(mutex);
variable.wait(lock, [&] {
return !working || !locked;
});
}
}
}
void ChunksRenderer::process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer) {
renderer.build(chunk.get(), level->chunksStorage);
}
std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool important) {
chunk->setModified(false);
if (important) {
Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage);
auto sptr = std::shared_ptr<Mesh>(mesh);
meshes[glm::ivec2(chunk->x, chunk->z)] = sptr;
return sptr;
}
glm::ivec2 key(chunk->x, chunk->z);
if (inwork.find(key) != inwork.end()) {
return nullptr;
}
inwork[key] = true;
jobsMutex.lock();
jobs.push(chunk);
jobsMutex.unlock();
jobsMutexCondition.notify_one();
return nullptr;
}
void ChunksRenderer::unload(Chunk* chunk) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
meshes.erase(found);
}
}
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(std::shared_ptr<Chunk> chunk, bool important) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found != meshes.end()){
if (chunk->isModified()) {
render(chunk, important);
}
return found->second;
}
return render(chunk, important);
}
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
return found->second;
}
return nullptr;
}
void ChunksRenderer::update() {
resultsMutex.lock();
while (!results.empty()) {
mesh_entry entry = results.front();
results.pop();
meshes[entry.key] = std::shared_ptr<Mesh>(entry.renderer.createMesh());
inwork.erase(entry.key);
entry.locked = false;
entry.variable.notify_all();
}
resultsMutex.unlock();
}
+67
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@@ -0,0 +1,67 @@
#ifndef SRC_GRAPHICS_CHUNKSRENDERER_H_
#define SRC_GRAPHICS_CHUNKSRENDERER_H_
#include <queue>
#include <mutex>
#include <thread>
#include <memory>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
#include <condition_variable>
#include "../../voxels/Block.h"
#include "../../voxels/ChunksStorage.h"
#include "../../settings.h"
class Mesh;
class Chunk;
class Level;
class BlocksRenderer;
class ContentGfxCache;
struct mesh_entry {
BlocksRenderer& renderer;
std::condition_variable& variable;
int workerIndex;
bool& locked;
glm::ivec2 key;
};
class ChunksRenderer {
std::unique_ptr<BlocksRenderer> renderer;
Level* level;
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
std::unordered_map<glm::ivec2, bool> inwork;
std::vector<std::thread> threads;
std::queue<mesh_entry> results;
std::mutex resultsMutex;
std::queue<std::shared_ptr<Chunk>> jobs;
std::condition_variable jobsMutexCondition;
std::mutex jobsMutex;
bool working = true;
const ContentGfxCache* cache;
const EngineSettings& settings;
std::vector<std::unique_lock<std::mutex>> workersBlocked;
void threadLoop(int index);
void process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer);
public:
ChunksRenderer(Level* level,
const ContentGfxCache* cache,
const EngineSettings& settings);
virtual ~ChunksRenderer();
std::shared_ptr<Mesh> render(std::shared_ptr<Chunk> chunk, bool important);
void unload(Chunk* chunk);
std::shared_ptr<Mesh> getOrRender(std::shared_ptr<Chunk> chunk, bool important);
std::shared_ptr<Mesh> get(Chunk* chunk);
void update();
};
#endif // SRC_GRAPHICS_CHUNKSRENDERER_H_
-51
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@@ -1,51 +0,0 @@
#include "ChunksRenderer.h"
#include "Mesh.h"
#include "BlocksRenderer.h"
#include "../voxels/Chunk.h"
#include "../world/Level.h"
#include <glm/glm.hpp>
#include <glm/ext.hpp>
using glm::ivec2;
ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings) : level(level) {
const int MAX_FULL_CUBES = 3000;
renderer = new BlocksRenderer(9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings);
}
ChunksRenderer::~ChunksRenderer() {
delete renderer;
}
std::shared_ptr<Mesh> ChunksRenderer::render(Chunk* chunk) {
chunk->setModified(false);
Mesh* mesh = renderer->render(chunk, level->chunksStorage);
auto sptr = std::shared_ptr<Mesh>(mesh);
meshes[ivec2(chunk->x, chunk->z)] = sptr;
return sptr;
}
void ChunksRenderer::unload(Chunk* chunk) {
auto found = meshes.find(ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
meshes.erase(found);
}
}
std::shared_ptr<Mesh> ChunksRenderer::getOrRender(Chunk* chunk) {
auto found = meshes.find(ivec2(chunk->x, chunk->z));
if (found != meshes.end() && !chunk->isModified()){
return found->second;
}
return render(chunk);
}
std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
auto found = meshes.find(ivec2(chunk->x, chunk->z));
if (found != meshes.end()) {
return found->second;
}
return nullptr;
}
-35
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@@ -1,35 +0,0 @@
#ifndef SRC_GRAPHICS_CHUNKSRENDERER_H_
#define SRC_GRAPHICS_CHUNKSRENDERER_H_
#include <memory>
#include <unordered_map>
#include <glm/glm.hpp>
#include "../voxels/Block.h"
#include "../voxels/ChunksStorage.h"
#include "../settings.h"
class Mesh;
class Chunk;
class Level;
class BlocksRenderer;
class ContentGfxCache;
class ChunksRenderer {
BlocksRenderer* renderer;
Level* level;
std::unordered_map<glm::ivec2, std::shared_ptr<Mesh>> meshes;
public:
ChunksRenderer(Level* level,
const ContentGfxCache* cache,
const EngineSettings& settings);
virtual ~ChunksRenderer();
std::shared_ptr<Mesh> render(Chunk* chunk);
void unload(Chunk* chunk);
std::shared_ptr<Mesh> getOrRender(Chunk* chunk);
std::shared_ptr<Mesh> get(Chunk* chunk);
};
#endif // SRC_GRAPHICS_CHUNKSRENDERER_H_
+20
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@@ -291,3 +291,23 @@ double util::parse_double(const std::string& str) {
double util::parse_double(const std::string& str, size_t offset, size_t len) { double util::parse_double(const std::string& str, size_t offset, size_t len) {
return parse_double(str.substr(offset, len)); return parse_double(str.substr(offset, len));
} }
std::vector<std::string> util::split(const std::string& str, char delimiter) {
std::vector<std::string> result;
std::stringstream ss(str);
std::string tmp;
while (std::getline(ss, tmp, delimiter)) {
result.push_back(tmp);
}
return result;
}
std::vector<std::wstring> util::split(const std::wstring& str, char delimiter) {
std::vector<std::wstring> result;
std::wstringstream ss(str);
std::wstring tmp;
while (std::getline(ss, tmp, static_cast<wchar_t>(delimiter))) {
result.push_back(tmp);
}
return result;
}
+3
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@@ -33,6 +33,9 @@ namespace util {
extern double parse_double(const std::string& str); extern double parse_double(const std::string& str);
extern double parse_double(const std::string& str, size_t offset, size_t len); extern double parse_double(const std::string& str, size_t offset, size_t len);
extern std::vector<std::string> split(const std::string& str, char delimiter);
extern std::vector<std::wstring> split(const std::wstring& str, char delimiter);
} }
#endif // UTIL_STRINGUTIL_H_ #endif // UTIL_STRINGUTIL_H_
+1
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@@ -21,6 +21,7 @@ protected:
blockid_t const idBazalt; blockid_t const idBazalt;
public: public:
WorldGenerator(const Content* content); WorldGenerator(const Content* content);
virtual ~WorldGenerator() = default;
virtual void generate(voxel* voxels, int x, int z, int seed) = 0; virtual void generate(voxel* voxels, int x, int z, int seed) = 0;
}; };