frontend/graphics moved to graphics/render
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@@ -0,0 +1,150 @@
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#include "ChunksRenderer.h"
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#include "../../graphics/core/Mesh.h"
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#include "BlocksRenderer.h"
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#include "../../voxels/Chunk.h"
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#include "../../world/Level.h"
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#include <iostream>
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#include <glm/glm.hpp>
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#include <glm/ext.hpp>
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ChunksRenderer::ChunksRenderer(Level* level, const ContentGfxCache* cache, const EngineSettings& settings)
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: level(level), cache(cache), settings(settings) {
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const int MAX_FULL_CUBES = 3000;
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renderer = std::make_unique<BlocksRenderer>(
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9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
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);
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const uint num_threads = std::thread::hardware_concurrency();
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for (uint i = 0; i < num_threads; i++) {
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threads.emplace_back(&ChunksRenderer::threadLoop, this, i);
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workersBlocked.emplace_back();
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}
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std::cout << "created " << num_threads << " chunks rendering threads" << std::endl;
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}
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ChunksRenderer::~ChunksRenderer() {
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{
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std::unique_lock<std::mutex> lock(jobsMutex);
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working = false;
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}
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resultsMutex.lock();
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while (!results.empty()) {
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mesh_entry entry = results.front();
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results.pop();
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entry.locked = false;
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entry.variable.notify_all();
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}
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resultsMutex.unlock();
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jobsMutexCondition.notify_all();
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for (auto& thread : threads) {
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thread.join();
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}
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}
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void ChunksRenderer::threadLoop(int index) {
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const int MAX_FULL_CUBES = 3000;
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BlocksRenderer renderer(
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9 * 6 * 6 * MAX_FULL_CUBES, level->content, cache, settings
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);
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std::condition_variable variable;
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std::mutex mutex;
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bool locked = false;
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while (working) {
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std::shared_ptr<Chunk> chunk;
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{
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std::unique_lock<std::mutex> lock(jobsMutex);
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jobsMutexCondition.wait(lock, [this] {
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return !jobs.empty() || !working;
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});
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if (!working) {
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break;
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}
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chunk = jobs.front();
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jobs.pop();
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}
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process(chunk, renderer);
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{
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resultsMutex.lock();
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results.push(mesh_entry {renderer, variable, index, locked, glm::ivec2(chunk->x, chunk->z)});
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locked = true;
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resultsMutex.unlock();
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}
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{
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std::unique_lock<std::mutex> lock(mutex);
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variable.wait(lock, [&] {
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return !working || !locked;
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});
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}
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}
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}
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void ChunksRenderer::process(std::shared_ptr<Chunk> chunk, BlocksRenderer& renderer) {
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renderer.build(chunk.get(), level->chunksStorage.get());
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}
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std::shared_ptr<Mesh> ChunksRenderer::render(std::shared_ptr<Chunk> chunk, bool important) {
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chunk->setModified(false);
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if (important) {
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Mesh* mesh = renderer->render(chunk.get(), level->chunksStorage.get());
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auto sptr = std::shared_ptr<Mesh>(mesh);
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meshes[glm::ivec2(chunk->x, chunk->z)] = sptr;
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return sptr;
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}
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glm::ivec2 key(chunk->x, chunk->z);
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if (inwork.find(key) != inwork.end()) {
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return nullptr;
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}
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inwork[key] = true;
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jobsMutex.lock();
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jobs.push(chunk);
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jobsMutex.unlock();
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jobsMutexCondition.notify_one();
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return nullptr;
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}
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void ChunksRenderer::unload(Chunk* chunk) {
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found != meshes.end()) {
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meshes.erase(found);
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}
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}
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std::shared_ptr<Mesh> ChunksRenderer::getOrRender(std::shared_ptr<Chunk> chunk, bool important) {
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found != meshes.end()){
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if (chunk->isModified()) {
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render(chunk, important);
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}
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return found->second;
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}
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return render(chunk, important);
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}
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std::shared_ptr<Mesh> ChunksRenderer::get(Chunk* chunk) {
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auto found = meshes.find(glm::ivec2(chunk->x, chunk->z));
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if (found != meshes.end()) {
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return found->second;
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}
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return nullptr;
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}
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void ChunksRenderer::update() {
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resultsMutex.lock();
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while (!results.empty()) {
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mesh_entry entry = results.front();
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results.pop();
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meshes[entry.key] = std::shared_ptr<Mesh>(entry.renderer.createMesh());
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inwork.erase(entry.key);
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entry.locked = false;
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entry.variable.notify_all();
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}
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resultsMutex.unlock();
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}
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