veloren/voxygen/src/scene/terrain.rs

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// Standard
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use std::{
collections::{HashMap, LinkedList},
sync::mpsc,
time::Duration,
};
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// Library
use vek::*;
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// Project
use client::Client;
use common::{
terrain::TerrainMap,
volumes::vol_map::VolMapErr,
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vol::SampleVol,
};
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// Crate
use crate::{
render::{
Consts,
Globals,
Mesh,
Model,
Renderer,
TerrainPipeline,
TerrainLocals,
},
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mesh::Meshable,
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};
struct TerrainChunk {
// GPU data
model: Model<TerrainPipeline>,
locals: Consts<TerrainLocals>,
}
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struct ChunkMeshState {
pos: Vec3<i32>,
started_tick: u64,
active_worker: bool,
}
/// A type produced by mesh worker threads corresponding to the position and mesh of a chunk
struct MeshWorkerResponse {
pos: Vec3<i32>,
mesh: Mesh<TerrainPipeline>,
started_tick: u64,
}
/// Function executed by worker threads dedicated to chunk meshing
fn mesh_worker(
pos: Vec3<i32>,
started_tick: u64,
volume: <TerrainMap as SampleVol>::Sample,
) -> MeshWorkerResponse {
MeshWorkerResponse {
pos,
mesh: volume.generate_mesh(()),
started_tick,
}
}
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pub struct Terrain {
chunks: HashMap<Vec3<i32>, TerrainChunk>,
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// The mpsc sender and receiver used for talking to meshing worker threads.
// We keep the sender component for no reason othe than to clone it and send it to new workers.
mesh_send_tmp: mpsc::Sender<MeshWorkerResponse>,
mesh_recv: mpsc::Receiver<MeshWorkerResponse>,
mesh_todo: LinkedList<ChunkMeshState>,
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}
impl Terrain {
pub fn new() -> Self {
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// Create a new mpsc (Multiple Produced, Single Consumer) pair for communicating with
// worker threads that are meshing chunks.
let (send, recv) = mpsc::channel();
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Self {
chunks: HashMap::new(),
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mesh_send_tmp: send,
mesh_recv: recv,
mesh_todo: LinkedList::new(),
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}
}
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/// Maintain terrain data. To be called once per tick.
pub fn maintain(&mut self, renderer: &mut Renderer, client: &Client) {
let current_tick = client.get_tick();
// Add any recently created or changed chunks to the list of chunks to be meshed
for pos in client.state().changes().new_chunks.iter()
.chain(client.state().changes().changed_chunks.iter())
{
// TODO: ANOTHER PROBLEM HERE!
// What happens if the block on the edge of a chunk gets modified? We need to spawn
// a mesh worker to remesh its neighbour(s) too since their ambient occlusion and face
// elision information changes too!
for i in -1..2 {
for j in -1..2 {
for k in -1..2 {
let pos = pos + Vec3::new(i, j, k);
match self.mesh_todo.iter_mut().find(|todo| todo.pos == pos) {
Some(todo) => todo.started_tick = current_tick,
// The chunk it's queued yet, add it to the queue
None => self.mesh_todo.push_back(ChunkMeshState {
pos,
started_tick: current_tick,
active_worker: false,
}),
}
}
}
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}
}
// Remove any models for chunks that have been recently removed
for pos in &client.state().changes().removed_chunks {
self.chunks.remove(pos);
self.mesh_todo.drain_filter(|todo| todo.pos == *pos);
}
// Clone the sender to the thread can send us the chunk data back
// TODO: It's a bit hacky cloning it here and then cloning it again below. Fix this.
let send = self.mesh_send_tmp.clone();
self.mesh_todo
.iter_mut()
// Only spawn workers for meshing jobs without an active worker already
.filter(|todo| !todo.active_worker)
.for_each(|todo| {
// Find the area of the terrain we want. Because meshing needs to compute things like
// ambient occlusion and edge elision, we also need to borders of the chunk's
// neighbours too (hence the `- 1` and `+ 1`).
let aabb = Aabb {
min: todo.pos.map2(TerrainMap::chunk_size(), |e, sz| e * sz as i32 - 1),
max: todo.pos.map2(TerrainMap::chunk_size(), |e, sz| (e + 1) * sz as i32 + 1),
};
// Copy out the chunk data we need to perform the meshing. We do this by taking a
// sample of the terrain that includes both the chunk we want and
let volume = match client.state().terrain().sample(aabb) {
Ok(sample) => sample,
// If either this chunk or its neighbours doesn't yet exist, so we keep it in the
// todo queue to be processed at a later date when we have its neighbours.
Err(VolMapErr::NoSuchChunk) => return,
_ => panic!("Unhandled edge case"),
};
// Clone various things to that they can be moved into the thread
let send = send.clone();
let pos = todo.pos;
// Queue the worker thread
client.thread_pool().execute(move || {
send.send(mesh_worker(pos, current_tick, volume))
.expect("Failed to send chunk mesh to main thread");
});
todo.active_worker = true;
});
// Receive chunk meshes from worker threads, upload them to the GPU and then store them
while let Ok(response) = self.mesh_recv.recv_timeout(Duration::new(0, 0)) {
match self.mesh_todo.iter().find(|todo| todo.pos == response.pos) {
// It's the mesh we want, insert the newly finished model into the terrain model
// data structure (convert the mesh to a model first of course)
Some(todo) if response.started_tick == todo.started_tick => {
self.chunks.insert(response.pos, TerrainChunk {
model: renderer.create_model(&response.mesh).expect("Failed to upload chunk mesh to the GPU"),
locals: renderer.create_consts(&[TerrainLocals {
model_offs: response.pos.map2(TerrainMap::chunk_size(), |e, sz| e as f32 * sz as f32).into_array(),
}]).expect("Failed to upload chunk locals to the GPU"),
});
},
// Chunk must have been removed, or it was spawned on an old tick. Drop the mesh
// since it's either out of date or no longer needed
_ => continue,
}
}
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}
pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
for (_, chunk) in &self.chunks {
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renderer.render_terrain_chunk(
&chunk.model,
globals,
&chunk.locals,
);
}
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}
}