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951 lines
29 KiB
951 lines
29 KiB
// This file renders vertex buffers, converts raw meshes |
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// to GL meshes, and manages threads that do the raw-mesh |
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// building (found in cave_mesher.c) |
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#include "stb_voxel_render.h" |
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#define STB_GLEXT_DECLARE "glext_list.h" |
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#include "stb_gl.h" |
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#include "stb_image.h" |
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#include "stb_glprog.h" |
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#include "caveview.h" |
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#include "cave_parse.h" |
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#include "stb.h" |
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#include "sdl.h" |
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#include "sdl_thread.h" |
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#include <math.h> |
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#include <assert.h> |
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//#define STBVOX_CONFIG_TEX1_EDGE_CLAMP |
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// currently no dynamic way to set mesh cache size or view distance |
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//#define SHORTVIEW |
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stbvox_mesh_maker g_mesh_maker; |
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GLuint main_prog; |
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GLint uniform_locations[64]; |
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//#define MAX_QUADS_PER_DRAW (65536 / 4) // assuming 16-bit indices, 4 verts per quad |
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//#define FIXED_INDEX_BUFFER_SIZE (MAX_QUADS_PER_DRAW * 6 * 2) // 16*1024 * 12 == ~192KB |
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// while uploading texture data, this holds our each texture |
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#define TEX_SIZE 64 |
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uint32 texture[TEX_SIZE][TEX_SIZE]; |
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GLuint voxel_tex[2]; |
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// chunk state |
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enum |
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{ |
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STATE_invalid, |
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STATE_needed, |
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STATE_requested, |
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STATE_abandoned, |
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STATE_valid, |
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}; |
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// mesh is 32x32x255 ... this is hardcoded in that |
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// a mesh covers 2x2 minecraft chunks, no #defines for it |
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typedef struct |
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{ |
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int state; |
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int chunk_x, chunk_y; |
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int num_quads; |
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float priority; |
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int vbuf_size, fbuf_size; |
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float transform[3][3]; |
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float bounds[2][3]; |
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GLuint vbuf;// vbuf_tex; |
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GLuint fbuf, fbuf_tex; |
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} chunk_mesh; |
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void scale_texture(unsigned char *src, int x, int y, int w, int h) |
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{ |
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int i,j,k; |
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assert(w == 256 && h == 256); |
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for (j=0; j < TEX_SIZE; ++j) { |
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for (i=0; i < TEX_SIZE; ++i) { |
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uint32 val=0; |
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for (k=0; k < 4; ++k) { |
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val >>= 8; |
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val += src[ 4*(x+(i>>2)) + 4*w*(y+(j>>2)) + k]<<24; |
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} |
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texture[j][i] = val; |
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} |
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} |
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} |
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void build_base_texture(int n) |
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{ |
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int x,y; |
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uint32 color = stb_rand() | 0x808080; |
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for (y=0; y<TEX_SIZE; ++y) |
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for (x=0; x<TEX_SIZE; ++x) { |
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texture[y][x] = (color + (stb_rand()&0x1f1f1f))|0xff000000; |
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} |
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} |
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void build_overlay_texture(int n) |
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{ |
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int x,y; |
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uint32 color = stb_rand(); |
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if (color & 16) |
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color = 0xff000000; |
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else |
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color = 0xffffffff; |
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for (y=0; y<TEX_SIZE; ++y) |
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for (x=0; x<TEX_SIZE; ++x) { |
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texture[y][x] = 0; |
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} |
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for (y=0; y < TEX_SIZE/8; ++y) { |
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for (x=0; x < TEX_SIZE; ++x) { |
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texture[y][x] = color; |
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texture[TEX_SIZE-1-y][x] = color; |
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texture[x][y] = color; |
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texture[x][TEX_SIZE-1-y] = color; |
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} |
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} |
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} |
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// view radius of about 1024 = 2048 columns / 32 columns-per-mesh = 2^11 / 2^5 = 64x64 |
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// so we need bigger than 64x64 so we can precache, which means we have to be |
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// non-power-of-two, or we have to be pretty huge |
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#define CACHED_MESH_NUM_X 128 |
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#define CACHED_MESH_NUM_Y 128 |
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chunk_mesh cached_chunk_mesh[CACHED_MESH_NUM_Y][CACHED_MESH_NUM_X]; |
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void free_chunk(int slot_x, int slot_y) |
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{ |
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chunk_mesh *cm = &cached_chunk_mesh[slot_y][slot_x]; |
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if (cm->state == STATE_valid) { |
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glDeleteTextures(1, &cm->fbuf_tex); |
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glDeleteBuffersARB(1, &cm->vbuf); |
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glDeleteBuffersARB(1, &cm->fbuf); |
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cached_chunk_mesh[slot_y][slot_x].state = STATE_invalid; |
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} |
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} |
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void upload_mesh(chunk_mesh *cm, uint8 *build_buffer, uint8 *face_buffer) |
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{ |
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glGenBuffersARB(1, &cm->vbuf); |
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, cm->vbuf); |
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, cm->num_quads*4*sizeof(uint32), build_buffer, GL_STATIC_DRAW_ARB); |
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
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glGenBuffersARB(1, &cm->fbuf); |
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glBindBufferARB(GL_TEXTURE_BUFFER_ARB, cm->fbuf); |
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glBufferDataARB(GL_TEXTURE_BUFFER_ARB, cm->num_quads*sizeof(uint32), face_buffer , GL_STATIC_DRAW_ARB); |
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glBindBufferARB(GL_TEXTURE_BUFFER_ARB, 0); |
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glGenTextures(1, &cm->fbuf_tex); |
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glBindTexture(GL_TEXTURE_BUFFER_ARB, cm->fbuf_tex); |
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glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_RGBA8UI, cm->fbuf); |
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glBindTexture(GL_TEXTURE_BUFFER_ARB, 0); |
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} |
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static void upload_mesh_data(raw_mesh *rm) |
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{ |
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int cx = rm->cx; |
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int cy = rm->cy; |
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int slot_x = (cx >> 1) & (CACHED_MESH_NUM_X-1); |
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int slot_y = (cy >> 1) & (CACHED_MESH_NUM_Y-1); |
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chunk_mesh *cm; |
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free_chunk(slot_x, slot_y); |
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cm = &cached_chunk_mesh[slot_y][slot_x]; |
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cm->num_quads = rm->num_quads; |
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upload_mesh(cm, rm->build_buffer, rm->face_buffer); |
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cm->vbuf_size = rm->num_quads*4*sizeof(uint32); |
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cm->fbuf_size = rm->num_quads*sizeof(uint32); |
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cm->priority = 100000; |
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cm->chunk_x = cx; |
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cm->chunk_y = cy; |
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memcpy(cm->bounds, rm->bounds, sizeof(cm->bounds)); |
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memcpy(cm->transform, rm->transform, sizeof(cm->transform)); |
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// write barrier here |
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cm->state = STATE_valid; |
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} |
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GLint uniform_loc[16]; |
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float table3[128][3]; |
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float table4[64][4]; |
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GLint tablei[2]; |
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float step=0; |
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#ifdef SHORTVIEW |
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int view_dist_in_chunks = 50; |
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#else |
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int view_dist_in_chunks = 80; |
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#endif |
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void setup_uniforms(float pos[3]) |
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{ |
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int i,j; |
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step += 1.0f/60.0f; |
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for (i=0; i < STBVOX_UNIFORM_count; ++i) { |
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stbvox_uniform_info raw, *ui=&raw; |
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stbvox_get_uniform_info(&raw, i); |
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uniform_loc[i] = -1; |
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if (i == STBVOX_UNIFORM_texscale || i == STBVOX_UNIFORM_texgen || i == STBVOX_UNIFORM_color_table) |
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continue; |
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if (ui) { |
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void *data = ui->default_value; |
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uniform_loc[i] = stbgl_find_uniform(main_prog, ui->name); |
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switch (i) { |
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case STBVOX_UNIFORM_face_data: |
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tablei[0] = 2; |
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data = tablei; |
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break; |
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case STBVOX_UNIFORM_tex_array: |
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glActiveTextureARB(GL_TEXTURE0_ARB); |
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[0]); |
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glActiveTextureARB(GL_TEXTURE1_ARB); |
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]); |
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glActiveTextureARB(GL_TEXTURE0_ARB); |
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tablei[0] = 0; |
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tablei[1] = 1; |
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data = tablei; |
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break; |
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case STBVOX_UNIFORM_color_table: |
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data = ui->default_value; |
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((float *)data)[63*4+3] = 2.0f; // emissive |
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break; |
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case STBVOX_UNIFORM_camera_pos: |
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data = table3[0]; |
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table3[0][0] = pos[0]; |
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table3[0][1] = pos[1]; |
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table3[0][2] = pos[2]; |
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table3[0][3] = stb_max(0,(float)sin(step*2)*0.125f); |
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break; |
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case STBVOX_UNIFORM_ambient: { |
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float bright = 1.0; |
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//float bright = 0.75; |
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float amb[3][3]; |
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// ambient direction is sky-colored upwards |
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// "ambient" lighting is from above |
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table4[0][0] = 0.3f; |
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table4[0][1] = -0.5f; |
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table4[0][2] = 0.9f; |
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amb[1][0] = 0.3f; amb[1][1] = 0.3f; amb[1][2] = 0.3f; // dark-grey |
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amb[2][0] = 1.0; amb[2][1] = 1.0; amb[2][2] = 1.0; // white |
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// convert so (table[1]*dot+table[2]) gives |
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// above interpolation |
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// lerp((dot+1)/2, amb[1], amb[2]) |
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// amb[1] + (amb[2] - amb[1]) * (dot+1)/2 |
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// amb[1] + (amb[2] - amb[1]) * dot/2 + (amb[2]-amb[1])/2 |
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for (j=0; j < 3; ++j) { |
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table4[1][j] = (amb[2][j] - amb[1][j])/2 * bright; |
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table4[2][j] = (amb[1][j] + amb[2][j])/2 * bright; |
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} |
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// fog color |
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table4[3][0] = 0.6f, table4[3][1] = 0.7f, table4[3][2] = 0.9f; |
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table4[3][3] = 1.0f / (view_dist_in_chunks * 16); |
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table4[3][3] *= table4[3][3]; |
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data = table4; |
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break; |
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} |
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} |
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switch (ui->type) { |
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case STBVOX_UNIFORM_TYPE_sampler: stbglUniform1iv(uniform_loc[i], ui->array_length, data); break; |
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case STBVOX_UNIFORM_TYPE_vec2: stbglUniform2fv(uniform_loc[i], ui->array_length, data); break; |
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case STBVOX_UNIFORM_TYPE_vec3: stbglUniform3fv(uniform_loc[i], ui->array_length, data); break; |
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case STBVOX_UNIFORM_TYPE_vec4: stbglUniform4fv(uniform_loc[i], ui->array_length, data); break; |
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} |
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} |
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} |
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} |
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GLuint unitex[64], unibuf[64]; |
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void make_texture_buffer_for_uniform(int uniform, int slot) |
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{ |
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GLenum type; |
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stbvox_uniform_info raw, *ui=&raw; |
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GLint uloc; |
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stbvox_get_uniform_info(ui, uniform); |
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uloc = stbgl_find_uniform(main_prog, ui->name); |
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if (uniform == STBVOX_UNIFORM_color_table) |
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((float *)ui->default_value)[63*4+3] = 2.0f; // emissive |
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glGenBuffersARB(1, &unibuf[uniform]); |
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, unibuf[uniform]); |
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, ui->array_length * ui->bytes_per_element, ui->default_value, GL_STATIC_DRAW_ARB); |
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
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glGenTextures(1, &unitex[uniform]); |
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glBindTexture(GL_TEXTURE_BUFFER_ARB, unitex[uniform]); |
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switch (ui->type) { |
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case STBVOX_UNIFORM_TYPE_vec2: type = GL_RG32F; break; |
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case STBVOX_UNIFORM_TYPE_vec3: type = GL_RGB32F; break; |
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case STBVOX_UNIFORM_TYPE_vec4: type = GL_RGBA32F; break; |
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default: assert(0); |
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} |
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glTexBufferARB(GL_TEXTURE_BUFFER_ARB, type, unibuf[uniform]); |
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glBindTexture(GL_TEXTURE_BUFFER_ARB, 0); |
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glActiveTextureARB(GL_TEXTURE0 + slot); |
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glBindTexture(GL_TEXTURE_BUFFER_ARB, unitex[uniform]); |
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glActiveTextureARB(GL_TEXTURE0); |
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stbglUseProgram(main_prog); |
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stbglUniform1i(uloc, slot); |
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} |
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#define MAX_MESH_WORKERS 8 |
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#define MAX_CHUNK_LOAD_WORKERS 2 |
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int num_mesh_workers; |
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int num_chunk_load_workers; |
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typedef struct |
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{ |
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int state; |
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int request_cx; |
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int request_cy; |
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int padding[13]; |
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SDL_sem * request_received; |
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SDL_sem * chunk_server_done_processing; |
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int chunk_action; |
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int chunk_request_x; |
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int chunk_request_y; |
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fast_chunk *chunks[4][4]; |
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int padding2[16]; |
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raw_mesh rm; |
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int padding3[16]; |
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uint8 *build_buffer; |
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uint8 *face_buffer ; |
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} mesh_worker; |
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enum |
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{ |
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WSTATE_idle, |
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WSTATE_requested, |
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WSTATE_running, |
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WSTATE_mesh_ready, |
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}; |
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mesh_worker mesh_data[MAX_MESH_WORKERS]; |
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int num_meshes_started; // stats |
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int request_chunk(int chunk_x, int chunk_y); |
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void update_meshes_from_render_thread(void); |
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unsigned char tex2_data[64][4]; |
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void init_tex2_gradient(void) |
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{ |
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int i; |
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for (i=0; i < 16; ++i) { |
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tex2_data[i+ 0][0] = 64 + 12*i; |
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tex2_data[i+ 0][1] = 32; |
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tex2_data[i+ 0][2] = 64; |
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tex2_data[i+16][0] = 255; |
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tex2_data[i+16][1] = 32 + 8*i; |
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tex2_data[i+16][2] = 64; |
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tex2_data[i+32][0] = 255; |
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tex2_data[i+32][1] = 160; |
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tex2_data[i+32][2] = 64 + 12*i; |
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tex2_data[i+48][0] = 255; |
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tex2_data[i+48][1] = 160 + 6*i; |
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tex2_data[i+48][2] = 255; |
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} |
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} |
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void set_tex2_alpha(float fa) |
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{ |
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int i; |
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int a = (int) stb_lerp(fa, 0, 255); |
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if (a < 0) a = 0; else if (a > 255) a = 255; |
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]); |
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for (i=0; i < 64; ++i) { |
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tex2_data[i][3] = a; |
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glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, 1,1,1, GL_RGBA, GL_UNSIGNED_BYTE, tex2_data[i]); |
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} |
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} |
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void render_init(void) |
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{ |
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int i; |
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char *binds[] = { "attr_vertex", "attr_face", NULL }; |
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char *vertex; |
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char *fragment; |
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int w=0,h=0; |
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unsigned char *texdata = stbi_load("terrain.png", &w, &h, NULL, 4); |
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stbvox_init_mesh_maker(&g_mesh_maker); |
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for (i=0; i < num_mesh_workers; ++i) { |
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stbvox_init_mesh_maker(&mesh_data[i].rm.mm); |
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} |
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vertex = stbvox_get_vertex_shader(); |
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fragment = stbvox_get_fragment_shader(); |
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{ |
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char error_buffer[1024]; |
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char *main_vertex[] = { vertex, NULL }; |
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char *main_fragment[] = { fragment, NULL }; |
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main_prog = stbgl_create_program(main_vertex, main_fragment, binds, error_buffer, sizeof(error_buffer)); |
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if (main_prog == 0) { |
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ods("Compile error for main shader: %s\n", error_buffer); |
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assert(0); |
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exit(1); |
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} |
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} |
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//init_index_buffer(); |
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make_texture_buffer_for_uniform(STBVOX_UNIFORM_texscale , 3); |
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make_texture_buffer_for_uniform(STBVOX_UNIFORM_texgen , 4); |
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make_texture_buffer_for_uniform(STBVOX_UNIFORM_color_table , 5); |
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glGenTextures(2, voxel_tex); |
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[0]); |
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glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA, |
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TEX_SIZE,TEX_SIZE,256, |
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0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); |
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for (i=0; i < 256; ++i) { |
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if (texdata) |
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scale_texture(texdata, (i&15)*w/16, (h/16)*(i>>4), w,h); |
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else |
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build_base_texture(i); |
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glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, TEX_SIZE,TEX_SIZE,1, GL_RGBA, GL_UNSIGNED_BYTE, texture[0]); |
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} |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16); |
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#ifdef STBVOX_CONFIG_TEX1_EDGE_CLAMP |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
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#endif |
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glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT); |
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glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]); |
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glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA, |
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1,1,64, |
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0,GL_RGBA,GL_UNSIGNED_BYTE,NULL); |
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init_tex2_gradient(); |
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set_tex2_alpha(0.0); |
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#if 0 |
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for (i=0; i < 128; ++i) { |
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//build_overlay_texture(i); |
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glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, TEX_SIZE,TEX_SIZE,1, GL_RGBA, GL_UNSIGNED_BYTE, texture[0]); |
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} |
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#endif |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT); |
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} |
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void world_init(void) |
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{ |
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int a,b,x,y; |
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Uint64 start_time, end_time; |
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#ifdef NDEBUG |
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int range = 32; |
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#else |
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int range = 12; |
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#endif |
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start_time = SDL_GetPerformanceCounter(); |
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// iterate in 8x8 clusters of qchunks at a time to get better converted-chunk-cache reuse |
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// than a purely row-by-row ordering is (single-threaded this is a bigger win than |
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// any of the above optimizations were, since it halves zlib/mc-conversion costs) |
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for (x=-range; x <= range; x += 16) |
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for (y=-range; y <= range; y += 16) |
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for (b=y; b < y+16 && b <= range; b += 2) |
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for (a=x; a < x+16 && a <= range; a += 2) |
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while (!request_chunk(a, b)) { // if request fails, all threads are busy |
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update_meshes_from_render_thread(); |
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SDL_Delay(1); |
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} |
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|
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// wait until all the workers are done, |
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// (this is only needed if we want to time |
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// when the build finishes, or when we want to reset the |
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// cache size; otherwise we could just go ahead and |
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// start rendering whatever we've got) |
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for(;;) { |
|
int i; |
|
update_meshes_from_render_thread(); |
|
for (i=0; i < num_mesh_workers; ++i) |
|
if (mesh_data[i].state != WSTATE_idle) |
|
break; |
|
if (i == num_mesh_workers) |
|
break; |
|
SDL_Delay(3); |
|
} |
|
|
|
end_time = SDL_GetPerformanceCounter(); |
|
ods("Build time: %7.2fs\n", (end_time - start_time) / (float) SDL_GetPerformanceFrequency()); |
|
|
|
// don't waste lots of storage on chunk caches once it's finished starting-up; |
|
// this was only needed to be this large because we worked in large blocks |
|
// to maximize sharing |
|
reset_cache_size(32); |
|
} |
|
|
|
extern SDL_mutex * chunk_cache_mutex; |
|
|
|
int mesh_worker_handler(void *data) |
|
{ |
|
mesh_worker *mw = data; |
|
mw->face_buffer = malloc(FACE_BUFFER_SIZE); |
|
mw->build_buffer = malloc(BUILD_BUFFER_SIZE); |
|
|
|
// this loop only works because the compiler can't |
|
// tell that the SDL_calls don't access mw->state; |
|
// really we should barrier that stuff |
|
for(;;) { |
|
int i,j; |
|
int cx,cy; |
|
|
|
// wait for a chunk request |
|
SDL_SemWait(mw->request_received); |
|
|
|
// analyze the chunk request |
|
assert(mw->state == WSTATE_requested); |
|
cx = mw->request_cx; |
|
cy = mw->request_cy; |
|
|
|
// this is inaccurate as it can block while another thread has the cache locked |
|
mw->state = WSTATE_running; |
|
|
|
// get the chunks we need (this takes a lock and caches them) |
|
for (j=0; j < 4; ++j) |
|
for (i=0; i < 4; ++i) |
|
mw->chunks[j][i] = get_converted_fastchunk(cx-1 + i, cy-1 + j); |
|
|
|
// build the mesh based on the chunks |
|
mw->rm.build_buffer = mw->build_buffer; |
|
mw->rm.face_buffer = mw->face_buffer; |
|
build_chunk(cx, cy, mw->chunks, &mw->rm); |
|
mw->state = WSTATE_mesh_ready; |
|
// don't need to notify of this, because it gets polled |
|
|
|
// when done, free the chunks |
|
|
|
// for efficiency we just take the mutex once around the whole thing, |
|
// though this spreads the mutex logic over two files |
|
SDL_LockMutex(chunk_cache_mutex); |
|
for (j=0; j < 4; ++j) |
|
for (i=0; i < 4; ++i) { |
|
deref_fastchunk(mw->chunks[j][i]); |
|
mw->chunks[j][i] = NULL; |
|
} |
|
SDL_UnlockMutex(chunk_cache_mutex); |
|
} |
|
return 0; |
|
} |
|
|
|
int request_chunk(int chunk_x, int chunk_y) |
|
{ |
|
int i; |
|
for (i=0; i < num_mesh_workers; ++i) { |
|
mesh_worker *mw = &mesh_data[i]; |
|
if (mw->state == WSTATE_idle) { |
|
mw->request_cx = chunk_x; |
|
mw->request_cy = chunk_y; |
|
mw->state = WSTATE_requested; |
|
SDL_SemPost(mw->request_received); |
|
++num_meshes_started; |
|
return 1; |
|
} |
|
} |
|
return 0; |
|
} |
|
|
|
void prepare_threads(void) |
|
{ |
|
int i; |
|
int num_proc = SDL_GetCPUCount(); |
|
|
|
if (num_proc > 6) |
|
num_mesh_workers = num_proc/2; |
|
else if (num_proc > 4) |
|
num_mesh_workers = 4; |
|
else |
|
num_mesh_workers = num_proc-1; |
|
|
|
// @TODO |
|
// Thread usage is probably pretty terrible; need to make a |
|
// separate queue of needed chunks, instead of just generating |
|
// one request per thread per frame, and a separate queue of |
|
// results. (E.g. If it takes 1.5 frames to build mesh, thread |
|
// is idle for 0.5 frames.) To fake this for now, I've just |
|
// doubled the number of threads to let those serve as a 'queue', |
|
// but that's dumb. |
|
|
|
num_mesh_workers *= 2; // try to get better thread usage |
|
|
|
if (num_mesh_workers > MAX_MESH_WORKERS) |
|
num_mesh_workers = MAX_MESH_WORKERS; |
|
|
|
for (i=0; i < num_mesh_workers; ++i) { |
|
mesh_worker *data = &mesh_data[i]; |
|
data->request_received = SDL_CreateSemaphore(0); |
|
data->chunk_server_done_processing = SDL_CreateSemaphore(0); |
|
SDL_CreateThread(mesh_worker_handler, "mesh worker", data); |
|
} |
|
} |
|
|
|
|
|
// "better" buffer uploading |
|
#if 0 |
|
if (glBufferStorage) { |
|
glDeleteBuffersARB(1, &vb->vbuf); |
|
glGenBuffersARB(1, &vb->vbuf); |
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vb->vbuf); |
|
glBufferStorage(GL_ARRAY_BUFFER_ARB, sizeof(build_buffer), build_buffer, 0); |
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
|
} else { |
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vb->vbuf); |
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(build_buffer), build_buffer, GL_STATIC_DRAW_ARB); |
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
|
} |
|
#endif |
|
|
|
|
|
typedef struct |
|
{ |
|
float x,y,z,w; |
|
} plane; |
|
|
|
static plane frustum[6]; |
|
|
|
static void matd_mul(double out[4][4], double src1[4][4], double src2[4][4]) |
|
{ |
|
int i,j,k; |
|
for (j=0; j < 4; ++j) { |
|
for (i=0; i < 4; ++i) { |
|
double t=0; |
|
for (k=0; k < 4; ++k) |
|
t += src1[k][i] * src2[j][k]; |
|
out[i][j] = t; |
|
} |
|
} |
|
} |
|
|
|
// https://fgiesen.wordpress.com/2012/08/31/frustum-planes-from-the-projection-matrix/ |
|
static void compute_frustum(void) |
|
{ |
|
int i; |
|
GLdouble mv[4][4],proj[4][4], mvproj[4][4]; |
|
glGetDoublev(GL_MODELVIEW_MATRIX , mv[0]); |
|
glGetDoublev(GL_PROJECTION_MATRIX, proj[0]); |
|
matd_mul(mvproj, proj, mv); |
|
for (i=0; i < 4; ++i) { |
|
(&frustum[0].x)[i] = (float) (mvproj[3][i] + mvproj[0][i]); |
|
(&frustum[1].x)[i] = (float) (mvproj[3][i] - mvproj[0][i]); |
|
(&frustum[2].x)[i] = (float) (mvproj[3][i] + mvproj[1][i]); |
|
(&frustum[3].x)[i] = (float) (mvproj[3][i] - mvproj[1][i]); |
|
(&frustum[4].x)[i] = (float) (mvproj[3][i] + mvproj[2][i]); |
|
(&frustum[5].x)[i] = (float) (mvproj[3][i] - mvproj[2][i]); |
|
} |
|
} |
|
|
|
static int test_plane(plane *p, float x0, float y0, float z0, float x1, float y1, float z1) |
|
{ |
|
// return false if the box is entirely behind the plane |
|
float d=0; |
|
assert(x0 <= x1 && y0 <= y1 && z0 <= z1); |
|
if (p->x > 0) d += x1*p->x; else d += x0*p->x; |
|
if (p->y > 0) d += y1*p->y; else d += y0*p->y; |
|
if (p->z > 0) d += z1*p->z; else d += z0*p->z; |
|
return d + p->w >= 0; |
|
} |
|
|
|
static int is_box_in_frustum(float *bmin, float *bmax) |
|
{ |
|
int i; |
|
for (i=0; i < 6; ++i) |
|
if (!test_plane(&frustum[i], bmin[0], bmin[1], bmin[2], bmax[0], bmax[1], bmax[2])) |
|
return 0; |
|
return 1; |
|
} |
|
|
|
float compute_priority(int cx, int cy, float x, float y) |
|
{ |
|
float distx, disty, dist2; |
|
distx = (cx*16+8) - x; |
|
disty = (cy*16+8) - y; |
|
dist2 = distx*distx + disty*disty; |
|
return view_dist_in_chunks*view_dist_in_chunks * 16 * 16 - dist2; |
|
} |
|
|
|
int chunk_locations, chunks_considered, chunks_in_frustum; |
|
int quads_considered, quads_rendered; |
|
int chunk_storage_rendered, chunk_storage_considered, chunk_storage_total; |
|
int update_frustum = 1; |
|
|
|
#ifdef SHORTVIEW |
|
int max_chunk_storage = 450 << 20; |
|
int min_chunk_storage = 350 << 20; |
|
#else |
|
int max_chunk_storage = 900 << 20; |
|
int min_chunk_storage = 800 << 20; |
|
#endif |
|
|
|
float min_priority = -500; // this really wants to be in unit space, not squared space |
|
|
|
int num_meshes_uploaded; |
|
|
|
void update_meshes_from_render_thread(void) |
|
{ |
|
int i; |
|
for (i=0; i < num_mesh_workers; ++i) { |
|
mesh_worker *mw = &mesh_data[i]; |
|
if (mw->state == WSTATE_mesh_ready) { |
|
upload_mesh_data(&mw->rm); |
|
++num_meshes_uploaded; |
|
mw->state = WSTATE_idle; |
|
} |
|
} |
|
} |
|
|
|
extern float tex2_alpha; |
|
extern int global_hack; |
|
int num_threads_active; |
|
float chunk_server_activity; |
|
|
|
void render_caves(float campos[3]) |
|
{ |
|
float x = campos[0], y = campos[1]; |
|
int qchunk_x, qchunk_y; |
|
int cam_x, cam_y; |
|
int i,j, rad; |
|
|
|
compute_frustum(); |
|
|
|
chunk_locations = chunks_considered = chunks_in_frustum = 0; |
|
quads_considered = quads_rendered = 0; |
|
chunk_storage_total = chunk_storage_considered = chunk_storage_rendered = 0; |
|
|
|
cam_x = (int) floor(x+0.5); |
|
cam_y = (int) floor(y+0.5); |
|
|
|
qchunk_x = (((int) floor(x)+16) >> 5) << 1; |
|
qchunk_y = (((int) floor(y)+16) >> 5) << 1; |
|
|
|
glEnable(GL_ALPHA_TEST); |
|
glAlphaFunc(GL_GREATER, 0.5); |
|
|
|
stbglUseProgram(main_prog); |
|
setup_uniforms(campos); // set uniforms to default values inefficiently |
|
glActiveTextureARB(GL_TEXTURE2_ARB); |
|
stbglEnableVertexAttribArray(0); |
|
|
|
{ |
|
float lighting[2][3] = { { campos[0],campos[1],campos[2] }, { 0.75,0.75,0.65f } }; |
|
float bright = 8; |
|
lighting[1][0] *= bright; |
|
lighting[1][1] *= bright; |
|
lighting[1][2] *= bright; |
|
stbglUniform3fv(stbgl_find_uniform(main_prog, "light_source"), 2, lighting[0]); |
|
} |
|
|
|
if (global_hack) |
|
set_tex2_alpha(tex2_alpha); |
|
|
|
num_meshes_uploaded = 0; |
|
update_meshes_from_render_thread(); |
|
|
|
// traverse all in-range chunks and analyze them |
|
for (j=-view_dist_in_chunks; j <= view_dist_in_chunks; j += 2) { |
|
for (i=-view_dist_in_chunks; i <= view_dist_in_chunks; i += 2) { |
|
float priority; |
|
int cx = qchunk_x + i; |
|
int cy = qchunk_y + j; |
|
|
|
priority = compute_priority(cx, cy, x, y); |
|
if (priority >= min_priority) { |
|
int slot_x = (cx>>1) & (CACHED_MESH_NUM_X-1); |
|
int slot_y = (cy>>1) & (CACHED_MESH_NUM_Y-1); |
|
chunk_mesh *cm = &cached_chunk_mesh[slot_y][slot_x]; |
|
++chunk_locations; |
|
if (cm->state == STATE_valid && priority >= 0) { |
|
// check if chunk pos actually matches |
|
if (cm->chunk_x != cx || cm->chunk_y != cy) { |
|
// we have a stale chunk we need to recreate |
|
free_chunk(slot_x, slot_y); // it probably will have already gotten freed, but just in case |
|
} |
|
} |
|
if (cm->state == STATE_invalid) { |
|
cm->chunk_x = cx; |
|
cm->chunk_y = cy; |
|
cm->state = STATE_needed; |
|
} |
|
cm->priority = priority; |
|
} |
|
} |
|
} |
|
|
|
// draw front-to-back |
|
for (rad = 0; rad <= view_dist_in_chunks; rad += 2) { |
|
for (j=-rad; j <= rad; j += 2) { |
|
// if j is +- rad, then iterate i through all values |
|
// if j isn't +-rad, then i should be only -rad & rad |
|
int step = 2; |
|
if (abs(j) != rad) |
|
step = 2*rad; |
|
for (i=-rad; i <= rad; i += step) { |
|
int cx = qchunk_x + i; |
|
int cy = qchunk_y + j; |
|
int slot_x = (cx>>1) & (CACHED_MESH_NUM_X-1); |
|
int slot_y = (cy>>1) & (CACHED_MESH_NUM_Y-1); |
|
chunk_mesh *cm = &cached_chunk_mesh[slot_y][slot_x]; |
|
if (cm->state == STATE_valid && cm->priority >= 0) { |
|
++chunks_considered; |
|
quads_considered += cm->num_quads; |
|
if (is_box_in_frustum(cm->bounds[0], cm->bounds[1])) { |
|
++chunks_in_frustum; |
|
|
|
// @TODO if in range |
|
stbglUniform3fv(uniform_loc[STBVOX_UNIFORM_transform], 3, cm->transform[0]); |
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, cm->vbuf); |
|
glVertexAttribIPointer(0, 1, GL_UNSIGNED_INT, 4, (void*) 0); |
|
glBindTexture(GL_TEXTURE_BUFFER_ARB, cm->fbuf_tex); |
|
glDrawArrays(GL_QUADS, 0, cm->num_quads*4); |
|
quads_rendered += cm->num_quads; |
|
|
|
chunk_storage_rendered += cm->vbuf_size + cm->fbuf_size; |
|
} |
|
chunk_storage_considered += cm->vbuf_size + cm->fbuf_size; |
|
} |
|
} |
|
} |
|
} |
|
|
|
stbglDisableVertexAttribArray(0); |
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); |
|
glActiveTextureARB(GL_TEXTURE0_ARB); |
|
|
|
stbglUseProgram(0); |
|
num_meshes_started = 0; |
|
|
|
{ |
|
#define MAX_QUEUE 8 |
|
float highest_priority[MAX_QUEUE]; |
|
int highest_i[MAX_QUEUE], highest_j[MAX_QUEUE]; |
|
float lowest_priority = view_dist_in_chunks * view_dist_in_chunks * 16 * 16.0f; |
|
int lowest_i = -1, lowest_j = -1; |
|
|
|
for (i=0; i < MAX_QUEUE; ++i) { |
|
highest_priority[i] = min_priority; |
|
highest_i[i] = -1; |
|
highest_j[i] = -1; |
|
} |
|
|
|
for (j=0; j < CACHED_MESH_NUM_Y; ++j) { |
|
for (i=0; i < CACHED_MESH_NUM_X; ++i) { |
|
chunk_mesh *cm = &cached_chunk_mesh[j][i]; |
|
if (cm->state == STATE_valid) { |
|
cm->priority = compute_priority(cm->chunk_x, cm->chunk_y, x, y); |
|
chunk_storage_total += cm->vbuf_size + cm->fbuf_size; |
|
if (cm->priority < lowest_priority) { |
|
lowest_priority = cm->priority; |
|
lowest_i = i; |
|
lowest_j = j; |
|
} |
|
} |
|
if (cm->state == STATE_needed) { |
|
cm->priority = compute_priority(cm->chunk_x, cm->chunk_y, x, y); |
|
if (cm->priority < min_priority) |
|
cm->state = STATE_invalid; |
|
else if (cm->priority > highest_priority[0]) { |
|
int k; |
|
highest_priority[0] = cm->priority; |
|
highest_i[0] = i; |
|
highest_j[0] = j; |
|
// bubble this up to right place |
|
for (k=0; k < MAX_QUEUE-1; ++k) { |
|
if (highest_priority[k] > highest_priority[k+1]) { |
|
highest_priority[k] = highest_priority[k+1]; |
|
highest_priority[k+1] = cm->priority; |
|
highest_i[k] = highest_i[k+1]; |
|
highest_i[k+1] = i; |
|
highest_j[k] = highest_j[k+1]; |
|
highest_j[k+1] = j; |
|
} else { |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
|
|
// I couldn't find any straightforward logic that avoids |
|
// the hysteresis problem of continually creating & freeing |
|
// a block on the margin, so I just don't free a block until |
|
// it's out of range, but this doesn't actually correctly |
|
// handle when the cache is too small for the given range |
|
if (chunk_storage_total >= min_chunk_storage && lowest_i >= 0) { |
|
if (cached_chunk_mesh[lowest_j][lowest_i].priority < -1200) // -1000? 0? |
|
free_chunk(lowest_i, lowest_j); |
|
} |
|
|
|
if (chunk_storage_total < max_chunk_storage && highest_i[0] >= 0) { |
|
for (j=MAX_QUEUE-1; j >= 0; --j) { |
|
if (highest_j[0] >= 0) { |
|
chunk_mesh *cm = &cached_chunk_mesh[highest_j[j]][highest_i[j]]; |
|
if (request_chunk(cm->chunk_x, cm->chunk_y)) { |
|
cm->state = STATE_requested; |
|
} else { |
|
// if we couldn't queue this one, skip the remainder |
|
break; |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
update_meshes_from_render_thread(); |
|
|
|
num_threads_active = 0; |
|
for (i=0; i < num_mesh_workers; ++i) { |
|
num_threads_active += (mesh_data[i].state == WSTATE_running); |
|
} |
|
}
|
|
|