1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951
|
// This file renders vertex buffers, converts raw meshes
// to GL meshes, and manages threads that do the raw-mesh
// building (found in cave_mesher.c)
#include "stb_voxel_render.h"
#define STB_GLEXT_DECLARE "glext_list.h"
#include "stb_gl.h"
#include "stb_image.h"
#include "stb_glprog.h"
#include "caveview.h"
#include "cave_parse.h"
#include "stb.h"
#include "sdl.h"
#include "sdl_thread.h"
#include <math.h>
#include <assert.h>
//#define STBVOX_CONFIG_TEX1_EDGE_CLAMP
// currently no dynamic way to set mesh cache size or view distance
//#define SHORTVIEW
stbvox_mesh_maker g_mesh_maker;
GLuint main_prog;
GLint uniform_locations[64];
//#define MAX_QUADS_PER_DRAW (65536 / 4) // assuming 16-bit indices, 4 verts per quad
//#define FIXED_INDEX_BUFFER_SIZE (MAX_QUADS_PER_DRAW * 6 * 2) // 16*1024 * 12 == ~192KB
// while uploading texture data, this holds our each texture
#define TEX_SIZE 64
uint32 texture[TEX_SIZE][TEX_SIZE];
GLuint voxel_tex[2];
// chunk state
enum
{
STATE_invalid,
STATE_needed,
STATE_requested,
STATE_abandoned,
STATE_valid,
};
// mesh is 32x32x255 ... this is hardcoded in that
// a mesh covers 2x2 minecraft chunks, no #defines for it
typedef struct
{
int state;
int chunk_x, chunk_y;
int num_quads;
float priority;
int vbuf_size, fbuf_size;
float transform[3][3];
float bounds[2][3];
GLuint vbuf;// vbuf_tex;
GLuint fbuf, fbuf_tex;
} chunk_mesh;
void scale_texture(unsigned char *src, int x, int y, int w, int h)
{
int i,j,k;
assert(w == 256 && h == 256);
for (j=0; j < TEX_SIZE; ++j) {
for (i=0; i < TEX_SIZE; ++i) {
uint32 val=0;
for (k=0; k < 4; ++k) {
val >>= 8;
val += src[ 4*(x+(i>>2)) + 4*w*(y+(j>>2)) + k]<<24;
}
texture[j][i] = val;
}
}
}
void build_base_texture(int n)
{
int x,y;
uint32 color = stb_rand() | 0x808080;
for (y=0; y<TEX_SIZE; ++y)
for (x=0; x<TEX_SIZE; ++x) {
texture[y][x] = (color + (stb_rand()&0x1f1f1f))|0xff000000;
}
}
void build_overlay_texture(int n)
{
int x,y;
uint32 color = stb_rand();
if (color & 16)
color = 0xff000000;
else
color = 0xffffffff;
for (y=0; y<TEX_SIZE; ++y)
for (x=0; x<TEX_SIZE; ++x) {
texture[y][x] = 0;
}
for (y=0; y < TEX_SIZE/8; ++y) {
for (x=0; x < TEX_SIZE; ++x) {
texture[y][x] = color;
texture[TEX_SIZE-1-y][x] = color;
texture[x][y] = color;
texture[x][TEX_SIZE-1-y] = color;
}
}
}
// view radius of about 1024 = 2048 columns / 32 columns-per-mesh = 2^11 / 2^5 = 64x64
// so we need bigger than 64x64 so we can precache, which means we have to be
// non-power-of-two, or we have to be pretty huge
#define CACHED_MESH_NUM_X 128
#define CACHED_MESH_NUM_Y 128
chunk_mesh cached_chunk_mesh[CACHED_MESH_NUM_Y][CACHED_MESH_NUM_X];
void free_chunk(int slot_x, int slot_y)
{
chunk_mesh *cm = &cached_chunk_mesh[slot_y][slot_x];
if (cm->state == STATE_valid) {
glDeleteTextures(1, &cm->fbuf_tex);
glDeleteBuffersARB(1, &cm->vbuf);
glDeleteBuffersARB(1, &cm->fbuf);
cached_chunk_mesh[slot_y][slot_x].state = STATE_invalid;
}
}
void upload_mesh(chunk_mesh *cm, uint8 *build_buffer, uint8 *face_buffer)
{
glGenBuffersARB(1, &cm->vbuf);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, cm->vbuf);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, cm->num_quads*4*sizeof(uint32), build_buffer, GL_STATIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glGenBuffersARB(1, &cm->fbuf);
glBindBufferARB(GL_TEXTURE_BUFFER_ARB, cm->fbuf);
glBufferDataARB(GL_TEXTURE_BUFFER_ARB, cm->num_quads*sizeof(uint32), face_buffer , GL_STATIC_DRAW_ARB);
glBindBufferARB(GL_TEXTURE_BUFFER_ARB, 0);
glGenTextures(1, &cm->fbuf_tex);
glBindTexture(GL_TEXTURE_BUFFER_ARB, cm->fbuf_tex);
glTexBufferARB(GL_TEXTURE_BUFFER_ARB, GL_RGBA8UI, cm->fbuf);
glBindTexture(GL_TEXTURE_BUFFER_ARB, 0);
}
static void upload_mesh_data(raw_mesh *rm)
{
int cx = rm->cx;
int cy = rm->cy;
int slot_x = (cx >> 1) & (CACHED_MESH_NUM_X-1);
int slot_y = (cy >> 1) & (CACHED_MESH_NUM_Y-1);
chunk_mesh *cm;
free_chunk(slot_x, slot_y);
cm = &cached_chunk_mesh[slot_y][slot_x];
cm->num_quads = rm->num_quads;
upload_mesh(cm, rm->build_buffer, rm->face_buffer);
cm->vbuf_size = rm->num_quads*4*sizeof(uint32);
cm->fbuf_size = rm->num_quads*sizeof(uint32);
cm->priority = 100000;
cm->chunk_x = cx;
cm->chunk_y = cy;
memcpy(cm->bounds, rm->bounds, sizeof(cm->bounds));
memcpy(cm->transform, rm->transform, sizeof(cm->transform));
// write barrier here
cm->state = STATE_valid;
}
GLint uniform_loc[16];
float table3[128][3];
float table4[64][4];
GLint tablei[2];
float step=0;
#ifdef SHORTVIEW
int view_dist_in_chunks = 50;
#else
int view_dist_in_chunks = 80;
#endif
void setup_uniforms(float pos[3])
{
int i,j;
step += 1.0f/60.0f;
for (i=0; i < STBVOX_UNIFORM_count; ++i) {
stbvox_uniform_info raw, *ui=&raw;
stbvox_get_uniform_info(&raw, i);
uniform_loc[i] = -1;
if (i == STBVOX_UNIFORM_texscale || i == STBVOX_UNIFORM_texgen || i == STBVOX_UNIFORM_color_table)
continue;
if (ui) {
void *data = ui->default_value;
uniform_loc[i] = stbgl_find_uniform(main_prog, ui->name);
switch (i) {
case STBVOX_UNIFORM_face_data:
tablei[0] = 2;
data = tablei;
break;
case STBVOX_UNIFORM_tex_array:
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[0]);
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]);
glActiveTextureARB(GL_TEXTURE0_ARB);
tablei[0] = 0;
tablei[1] = 1;
data = tablei;
break;
case STBVOX_UNIFORM_color_table:
data = ui->default_value;
((float *)data)[63*4+3] = 2.0f; // emissive
break;
case STBVOX_UNIFORM_camera_pos:
data = table3[0];
table3[0][0] = pos[0];
table3[0][1] = pos[1];
table3[0][2] = pos[2];
table3[0][3] = stb_max(0,(float)sin(step*2)*0.125f);
break;
case STBVOX_UNIFORM_ambient: {
float bright = 1.0;
//float bright = 0.75;
float amb[3][3];
// ambient direction is sky-colored upwards
// "ambient" lighting is from above
table4[0][0] = 0.3f;
table4[0][1] = -0.5f;
table4[0][2] = 0.9f;
amb[1][0] = 0.3f; amb[1][1] = 0.3f; amb[1][2] = 0.3f; // dark-grey
amb[2][0] = 1.0; amb[2][1] = 1.0; amb[2][2] = 1.0; // white
// convert so (table[1]*dot+table[2]) gives
// above interpolation
// lerp((dot+1)/2, amb[1], amb[2])
// amb[1] + (amb[2] - amb[1]) * (dot+1)/2
// amb[1] + (amb[2] - amb[1]) * dot/2 + (amb[2]-amb[1])/2
for (j=0; j < 3; ++j) {
table4[1][j] = (amb[2][j] - amb[1][j])/2 * bright;
table4[2][j] = (amb[1][j] + amb[2][j])/2 * bright;
}
// fog color
table4[3][0] = 0.6f, table4[3][1] = 0.7f, table4[3][2] = 0.9f;
table4[3][3] = 1.0f / (view_dist_in_chunks * 16);
table4[3][3] *= table4[3][3];
data = table4;
break;
}
}
switch (ui->type) {
case STBVOX_UNIFORM_TYPE_sampler: stbglUniform1iv(uniform_loc[i], ui->array_length, data); break;
case STBVOX_UNIFORM_TYPE_vec2: stbglUniform2fv(uniform_loc[i], ui->array_length, data); break;
case STBVOX_UNIFORM_TYPE_vec3: stbglUniform3fv(uniform_loc[i], ui->array_length, data); break;
case STBVOX_UNIFORM_TYPE_vec4: stbglUniform4fv(uniform_loc[i], ui->array_length, data); break;
}
}
}
}
GLuint unitex[64], unibuf[64];
void make_texture_buffer_for_uniform(int uniform, int slot)
{
GLenum type;
stbvox_uniform_info raw, *ui=&raw;
GLint uloc;
stbvox_get_uniform_info(ui, uniform);
uloc = stbgl_find_uniform(main_prog, ui->name);
if (uniform == STBVOX_UNIFORM_color_table)
((float *)ui->default_value)[63*4+3] = 2.0f; // emissive
glGenBuffersARB(1, &unibuf[uniform]);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, unibuf[uniform]);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, ui->array_length * ui->bytes_per_element, ui->default_value, GL_STATIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glGenTextures(1, &unitex[uniform]);
glBindTexture(GL_TEXTURE_BUFFER_ARB, unitex[uniform]);
switch (ui->type) {
case STBVOX_UNIFORM_TYPE_vec2: type = GL_RG32F; break;
case STBVOX_UNIFORM_TYPE_vec3: type = GL_RGB32F; break;
case STBVOX_UNIFORM_TYPE_vec4: type = GL_RGBA32F; break;
default: assert(0);
}
glTexBufferARB(GL_TEXTURE_BUFFER_ARB, type, unibuf[uniform]);
glBindTexture(GL_TEXTURE_BUFFER_ARB, 0);
glActiveTextureARB(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_BUFFER_ARB, unitex[uniform]);
glActiveTextureARB(GL_TEXTURE0);
stbglUseProgram(main_prog);
stbglUniform1i(uloc, slot);
}
#define MAX_MESH_WORKERS 8
#define MAX_CHUNK_LOAD_WORKERS 2
int num_mesh_workers;
int num_chunk_load_workers;
typedef struct
{
int state;
int request_cx;
int request_cy;
int padding[13];
SDL_sem * request_received;
SDL_sem * chunk_server_done_processing;
int chunk_action;
int chunk_request_x;
int chunk_request_y;
fast_chunk *chunks[4][4];
int padding2[16];
raw_mesh rm;
int padding3[16];
uint8 *build_buffer;
uint8 *face_buffer ;
} mesh_worker;
enum
{
WSTATE_idle,
WSTATE_requested,
WSTATE_running,
WSTATE_mesh_ready,
};
mesh_worker mesh_data[MAX_MESH_WORKERS];
int num_meshes_started; // stats
int request_chunk(int chunk_x, int chunk_y);
void update_meshes_from_render_thread(void);
unsigned char tex2_data[64][4];
void init_tex2_gradient(void)
{
int i;
for (i=0; i < 16; ++i) {
tex2_data[i+ 0][0] = 64 + 12*i;
tex2_data[i+ 0][1] = 32;
tex2_data[i+ 0][2] = 64;
tex2_data[i+16][0] = 255;
tex2_data[i+16][1] = 32 + 8*i;
tex2_data[i+16][2] = 64;
tex2_data[i+32][0] = 255;
tex2_data[i+32][1] = 160;
tex2_data[i+32][2] = 64 + 12*i;
tex2_data[i+48][0] = 255;
tex2_data[i+48][1] = 160 + 6*i;
tex2_data[i+48][2] = 255;
}
}
void set_tex2_alpha(float fa)
{
int i;
int a = (int) stb_lerp(fa, 0, 255);
if (a < 0) a = 0; else if (a > 255) a = 255;
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]);
for (i=0; i < 64; ++i) {
tex2_data[i][3] = a;
glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, 1,1,1, GL_RGBA, GL_UNSIGNED_BYTE, tex2_data[i]);
}
}
void render_init(void)
{
int i;
char *binds[] = { "attr_vertex", "attr_face", NULL };
char *vertex;
char *fragment;
int w=0,h=0;
unsigned char *texdata = stbi_load("terrain.png", &w, &h, NULL, 4);
stbvox_init_mesh_maker(&g_mesh_maker);
for (i=0; i < num_mesh_workers; ++i) {
stbvox_init_mesh_maker(&mesh_data[i].rm.mm);
}
vertex = stbvox_get_vertex_shader();
fragment = stbvox_get_fragment_shader();
{
char error_buffer[1024];
char *main_vertex[] = { vertex, NULL };
char *main_fragment[] = { fragment, NULL };
main_prog = stbgl_create_program(main_vertex, main_fragment, binds, error_buffer, sizeof(error_buffer));
if (main_prog == 0) {
ods("Compile error for main shader: %s\n", error_buffer);
assert(0);
exit(1);
}
}
//init_index_buffer();
make_texture_buffer_for_uniform(STBVOX_UNIFORM_texscale , 3);
make_texture_buffer_for_uniform(STBVOX_UNIFORM_texgen , 4);
make_texture_buffer_for_uniform(STBVOX_UNIFORM_color_table , 5);
glGenTextures(2, voxel_tex);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[0]);
glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA,
TEX_SIZE,TEX_SIZE,256,
0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
for (i=0; i < 256; ++i) {
if (texdata)
scale_texture(texdata, (i&15)*w/16, (h/16)*(i>>4), w,h);
else
build_base_texture(i);
glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, TEX_SIZE,TEX_SIZE,1, GL_RGBA, GL_UNSIGNED_BYTE, texture[0]);
}
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAX_ANISOTROPY_EXT, 16);
#ifdef STBVOX_CONFIG_TEX1_EDGE_CLAMP
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#endif
glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT);
glBindTexture(GL_TEXTURE_2D_ARRAY_EXT, voxel_tex[1]);
glTexImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, GL_RGBA,
1,1,64,
0,GL_RGBA,GL_UNSIGNED_BYTE,NULL);
init_tex2_gradient();
set_tex2_alpha(0.0);
#if 0
for (i=0; i < 128; ++i) {
//build_overlay_texture(i);
glTexSubImage3DEXT(GL_TEXTURE_2D_ARRAY_EXT, 0, 0,0,i, TEX_SIZE,TEX_SIZE,1, GL_RGBA, GL_UNSIGNED_BYTE, texture[0]);
}
#endif
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateMipmapEXT(GL_TEXTURE_2D_ARRAY_EXT);
}
void world_init(void)
{
int a,b,x,y;
Uint64 start_time, end_time;
#ifdef NDEBUG
int range = 32;
#else
int range = 12;
#endif
start_time = SDL_GetPerformanceCounter();
// iterate in 8x8 clusters of qchunks at a time to get better converted-chunk-cache reuse
// than a purely row-by-row ordering is (single-threaded this is a bigger win than
// any of the above optimizations were, since it halves zlib/mc-conversion costs)
for (x=-range; x <= range; x += 16)
for (y=-range; y <= range; y += 16)
for (b=y; b < y+16 && b <= range; b += 2)
for (a=x; a < x+16 && a <= range; a += 2)
while (!request_chunk(a, b)) { // if request fails, all threads are busy
update_meshes_from_render_thread();
SDL_Delay(1);
}
// wait until all the workers are done,
// (this is only needed if we want to time
// when the build finishes, or when we want to reset the
// cache size; otherwise we could just go ahead and
// start rendering whatever we've got)
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);
}
}
|