Added basic culling of underground terrain and sprites

This commit is contained in:
Joshua Barretto 2023-02-09 14:25:42 +00:00
parent 589fddab4e
commit 661b587c9f
7 changed files with 233 additions and 41 deletions

View File

@ -868,7 +868,7 @@ pub fn create_quad<O: Vertex, M>(
draw_dim: Vec2<Vec3<f32>>,
norm: Vec3<f32>,
meta: &M,
create_vertex: impl Fn(Vec2<u16>, Vec3<f32>, Vec3<f32>, &M) -> O,
mut create_vertex: impl FnMut(Vec2<u16>, Vec3<f32>, Vec3<f32>, &M) -> O,
) -> Quad<O> {
Quad::new(
create_vertex(atlas_pos, origin, norm, meta),

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@ -5,8 +5,8 @@ use crate::{
greedy::{self, GreedyConfig, GreedyMesh},
MeshGen,
},
render::{ColLightInfo, FluidVertex, Mesh, TerrainVertex},
scene::terrain::BlocksOfInterest,
render::{ColLightInfo, FluidVertex, Mesh, TerrainVertex, Vertex},
scene::terrain::{AltIndices, BlocksOfInterest, DEEP_ALT, SHALLOW_ALT},
};
use common::{
terrain::{Block, TerrainChunk},
@ -238,6 +238,7 @@ pub fn generate_mesh<'a>(
ColLightInfo,
Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
AltIndices,
),
> {
span!(
@ -275,6 +276,12 @@ pub fn generate_mesh<'a>(
let light = calc_light(true, SUNLIGHT, range, vol, core::iter::empty());
let glow = calc_light(false, 0, range, vol, glow_blocks.into_iter());
let (underground_alt, deep_alt) = vol
.get_key(vol.pos_key((range.min + range.max) / 2))
.map_or((0.0, 0.0), |c| {
(c.meta().alt() - SHALLOW_ALT, c.meta().alt() - DEEP_ALT)
});
let mut opaque_limits = None::<Limits>;
let mut fluid_limits = None::<Limits>;
let mut air_limits = None::<Limits>;
@ -424,7 +431,9 @@ pub fn generate_mesh<'a>(
let mut greedy =
GreedyMesh::<guillotiere::SimpleAtlasAllocator>::new(max_size, greedy::general_config());
let mut opaque_mesh = Mesh::new();
let mut opaque_deep = Vec::new();
let mut opaque_shallow = Vec::new();
let mut opaque_surface = Vec::new();
let mut fluid_mesh = Mesh::new();
greedy.push(GreedyConfig {
data: (),
@ -438,15 +447,31 @@ pub fn generate_mesh<'a>(
should_draw,
push_quad: |atlas_origin, dim, origin, draw_dim, norm, meta: &FaceKind| match meta {
FaceKind::Opaque(meta) => {
opaque_mesh.push_quad(greedy::create_quad(
let mut max_z = None;
let mut min_z = None;
let quad = greedy::create_quad(
atlas_origin,
dim,
origin,
draw_dim,
norm,
meta,
|atlas_pos, pos, norm, &meta| create_opaque(atlas_pos, pos, norm, meta),
));
|atlas_pos, pos, norm, &meta| {
max_z = Some(max_z.map_or(pos.z, |z: f32| z.max(pos.z)));
min_z = Some(min_z.map_or(pos.z, |z: f32| z.min(pos.z)));
create_opaque(atlas_pos, pos, norm, meta)
},
);
let max_alt = mesh_delta.z as f32 + max_z.unwrap_or(0.0);
let min_alt = mesh_delta.z as f32 + min_z.unwrap_or(0.0);
if max_alt < deep_alt {
opaque_deep.push(quad);
} else if min_alt > underground_alt {
opaque_surface.push(quad);
} else {
opaque_shallow.push(quad);
}
},
FaceKind::Fluid => {
fluid_mesh.push_quad(greedy::create_quad(
@ -472,8 +497,29 @@ pub fn generate_mesh<'a>(
};
let (col_lights, col_lights_size) = greedy.finalize();
let deep_end = opaque_deep.len()
* if TerrainVertex::QUADS_INDEX.is_some() {
4
} else {
6
};
let alt_indices = AltIndices {
deep_end,
underground_end: deep_end
+ opaque_shallow.len()
* if TerrainVertex::QUADS_INDEX.is_some() {
4
} else {
6
},
};
(
opaque_mesh,
opaque_deep
.into_iter()
.chain(opaque_shallow.into_iter())
.chain(opaque_surface.into_iter())
.collect(),
fluid_mesh,
Mesh::new(),
(
@ -481,6 +527,7 @@ pub fn generate_mesh<'a>(
(col_lights, col_lights_size),
Arc::new(light),
Arc::new(glow),
alt_indices,
),
)
}

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@ -1,5 +1,26 @@
use super::buffer::DynamicBuffer;
use bytemuck::Pod;
use std::ops::Range;
/// Represents a set of instances that has been sent to the GPU.
pub struct SubInstances<'a, T: Copy + Pod> {
pub inst_range: Range<u32>,
buf: &'a wgpu::Buffer,
phantom_data: std::marker::PhantomData<T>,
}
impl<'a, T: Copy + Pod> SubInstances<'a, T> {
pub(super) fn buf(&self) -> wgpu::BufferSlice<'a> {
let start = self.inst_range.start as wgpu::BufferAddress
* std::mem::size_of::<T>() as wgpu::BufferAddress;
let end = self.inst_range.end as wgpu::BufferAddress
* std::mem::size_of::<T>() as wgpu::BufferAddress;
self.buf.slice(start..end)
}
#[allow(clippy::len_without_is_empty)]
pub fn count(&self) -> u32 { self.inst_range.end - self.inst_range.start }
}
/// Represents a mesh that has been sent to the GPU.
pub struct Instances<T: Copy + Pod> {
@ -15,6 +36,16 @@ impl<T: Copy + Pod> Instances<T> {
}
}
/// Create a set of instances with a slice of a portion of these instances
/// to send to the renderer.
pub fn subinstances(&self, inst_range: Range<u32>) -> SubInstances<T> {
SubInstances {
inst_range,
buf: self.buf(),
phantom_data: std::marker::PhantomData,
}
}
// TODO: count vs len naming scheme??
pub fn count(&self) -> usize { self.buf.len() }

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@ -124,7 +124,11 @@ impl<V: Vertex> IntoIterator for Mesh<V> {
impl<V: Vertex> FromIterator<Tri<V>> for Mesh<V> {
fn from_iter<I: IntoIterator<Item = Tri<V>>>(tris: I) -> Self {
tris.into_iter().fold(Self::new(), |mut this, tri| {
let mut this = Self::new();
let tris = tris.into_iter();
let (lower, upper) = tris.size_hint();
this.verts.reserve(3 * upper.unwrap_or(lower));
tris.fold(this, |mut this, tri| {
this.push_tri(tri);
this
})
@ -133,7 +137,12 @@ impl<V: Vertex> FromIterator<Tri<V>> for Mesh<V> {
impl<V: Vertex> FromIterator<Quad<V>> for Mesh<V> {
fn from_iter<I: IntoIterator<Item = Quad<V>>>(quads: I) -> Self {
quads.into_iter().fold(Self::new(), |mut this, quad| {
let mut this = Self::new();
let quads = quads.into_iter();
let (lower, upper) = quads.size_hint();
this.verts
.reserve(if V::QUADS_INDEX.is_some() { 4 } else { 6 } * upper.unwrap_or(lower));
quads.fold(this, |mut this, quad| {
this.push_quad(quad);
this
})

View File

@ -975,7 +975,16 @@ impl<'pass_ref, 'pass: 'pass_ref> TerrainDrawer<'pass_ref, 'pass> {
model: &'data Model<terrain::Vertex>,
col_lights: &'data Arc<ColLights<terrain::Locals>>,
locals: &'data terrain::BoundLocals,
alt_indices: &'data crate::scene::terrain::AltIndices,
is_underground: bool,
) {
// Don't render anything if there's nothing to render!
if (alt_indices.underground_end == 0 && is_underground)
|| (alt_indices.deep_end == model.len() && !is_underground)
{
return;
}
if self.col_lights
// Check if we are still using the same atlas texture as the previous drawn
// chunk
@ -988,9 +997,16 @@ impl<'pass_ref, 'pass: 'pass_ref> TerrainDrawer<'pass_ref, 'pass> {
};
self.render_pass.set_bind_group(3, &locals.bind_group, &[]);
self.render_pass.set_vertex_buffer(0, model.buf().slice(..));
let submodel = if is_underground {
model.submodel(0..alt_indices.underground_end as u32)
} else {
model.submodel(alt_indices.deep_end as u32..model.len() as u32)
};
self.render_pass.set_vertex_buffer(0, submodel.buf());
self.render_pass
.draw_indexed(0..model.len() as u32 / 4 * 6, 0, 0..1);
.draw_indexed(0..submodel.len() as u32 / 4 * 6, 0, 0..1);
}
}
@ -1027,16 +1043,30 @@ impl<'pass_ref, 'pass: 'pass_ref> SpriteDrawer<'pass_ref, 'pass> {
&mut self,
terrain_locals: &'data terrain::BoundLocals,
instances: &'data Instances<sprite::Instance>,
alt_indices: &'data crate::scene::terrain::AltIndices,
is_underground: bool,
) {
// Don't render anything if there's nothing to render!
if (alt_indices.underground_end == 0 && is_underground)
|| (alt_indices.deep_end == instances.count() && !is_underground)
{
return;
}
self.render_pass
.set_bind_group(3, &terrain_locals.bind_group, &[]);
self.render_pass
.set_vertex_buffer(0, instances.buf().slice(..));
let subinstances = if is_underground {
instances.subinstances(0..alt_indices.underground_end as u32)
} else {
instances.subinstances(alt_indices.deep_end as u32..instances.count() as u32)
};
self.render_pass.set_vertex_buffer(0, subinstances.buf());
self.render_pass.draw_indexed(
0..sprite::VERT_PAGE_SIZE / 4 * 6,
0,
0..instances.count() as u32,
0..subinstances.count() as u32,
);
}
}

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@ -1246,6 +1246,13 @@ impl Scene {
let focus_pos = self.camera.get_focus_pos();
let cam_pos = self.camera.dependents().cam_pos + focus_pos.map(|e| e.trunc());
let is_rain = state.max_weather_near(cam_pos.xy()).rain > RAIN_THRESHOLD;
let is_underground = scene_data
.state
.terrain()
.get_key(scene_data.state.terrain().pos_key(focus_pos.as_()))
.map_or(false, |c| {
focus_pos.z < c.meta().alt() - (terrain::SHALLOW_ALT + terrain::DEEP_ALT) / 2.0
});
let camera_data = (&self.camera, scene_data.figure_lod_render_distance);
@ -1305,7 +1312,8 @@ impl Scene {
camera_data,
);
self.terrain.render(&mut first_pass, focus_pos);
self.terrain
.render(&mut first_pass, focus_pos, is_underground);
self.figure_mgr.render(
&mut first_pass.draw_figures(),
@ -1326,6 +1334,7 @@ impl Scene {
focus_pos,
cam_pos,
scene_data.sprite_render_distance,
is_underground,
);
// Render particle effects.

View File

@ -89,7 +89,7 @@ pub struct TerrainChunkData {
col_lights: Arc<ColLights<pipelines::terrain::Locals>>,
light_map: LightMapFn,
glow_map: LightMapFn,
sprite_instances: [Instances<SpriteInstance>; SPRITE_LOD_LEVELS],
sprite_instances: [(Instances<SpriteInstance>, AltIndices); SPRITE_LOD_LEVELS],
locals: pipelines::terrain::BoundLocals,
pub blocks_of_interest: BlocksOfInterest,
@ -98,6 +98,16 @@ pub struct TerrainChunkData {
can_shadow_sun: bool,
z_bounds: (f32, f32),
frustum_last_plane_index: u8,
alt_indices: AltIndices,
}
pub const SHALLOW_ALT: f32 = 24.0;
pub const DEEP_ALT: f32 = 96.0;
pub struct AltIndices {
pub deep_end: usize,
pub underground_end: usize,
}
#[derive(Copy, Clone)]
@ -117,13 +127,14 @@ pub struct MeshWorkerResponseMesh {
col_lights_info: ColLightInfo,
light_map: LightMapFn,
glow_map: LightMapFn,
alt_indices: AltIndices,
}
/// A type produced by mesh worker threads corresponding to the position and
/// mesh of a chunk.
struct MeshWorkerResponse {
pos: Vec2<i32>,
sprite_instances: [Vec<SpriteInstance>; SPRITE_LOD_LEVELS],
sprite_instances: [(Vec<SpriteInstance>, AltIndices); SPRITE_LOD_LEVELS],
/// If None, this update was requested without meshing.
mesh: Option<MeshWorkerResponseMesh>,
started_tick: u64,
@ -244,15 +255,19 @@ fn mesh_worker(
mesh = None;
(&**light_map, &**glow_map)
} else {
let (opaque_mesh, fluid_mesh, _shadow_mesh, (bounds, col_lights_info, light_map, glow_map)) =
generate_mesh(
&volume,
(
range,
Vec2::new(max_texture_size, max_texture_size),
&blocks_of_interest,
),
);
let (
opaque_mesh,
fluid_mesh,
_shadow_mesh,
(bounds, col_lights_info, light_map, glow_map, alt_indices),
) = generate_mesh(
&volume,
(
range,
Vec2::new(max_texture_size, max_texture_size),
&blocks_of_interest,
),
);
mesh = Some(MeshWorkerResponseMesh {
// TODO: Take sprite bounds into account somehow?
z_bounds: (bounds.min.z, bounds.max.z),
@ -261,6 +276,7 @@ fn mesh_worker(
col_lights_info,
light_map,
glow_map,
alt_indices,
});
// Pointer juggling so borrows work out.
let mesh = mesh.as_ref().unwrap();
@ -272,7 +288,19 @@ fn mesh_worker(
// Extract sprite locations from volume
sprite_instances: {
prof_span!("extract sprite_instances");
let mut instances = [(); SPRITE_LOD_LEVELS].map(|()| Vec::new());
let mut instances = [(); SPRITE_LOD_LEVELS].map(|()| {
(
Vec::new(), // Deep
Vec::new(), // Shallow
Vec::new(), // Surface
)
});
let (underground_alt, deep_alt) = volume
.get_key(volume.pos_key((range.min + range.max) / 2))
.map_or((0.0, 0.0), |c| {
(c.meta().alt() - SHALLOW_ALT, c.meta().alt() - DEEP_ALT)
});
for x in 0..TerrainChunk::RECT_SIZE.x as i32 {
for y in 0..TerrainChunk::RECT_SIZE.y as i32 {
@ -304,7 +332,7 @@ fn mesh_worker(
let light = light_map(wpos);
let glow = glow_map(wpos);
for (lod_level, sprite_data) in
for ((deep_level, shallow_level, surface_level), sprite_data) in
instances.iter_mut().zip(&sprite_data[&key])
{
let mat = Mat4::identity()
@ -332,7 +360,13 @@ fn mesh_worker(
page,
matches!(sprite, SpriteKind::Door),
);
lod_level.push(instance);
if (wpos.z as f32) < deep_alt {
deep_level.push(instance);
} else if wpos.z as f32 > underground_alt {
surface_level.push(instance);
} else {
shallow_level.push(instance);
}
}
}
}
@ -340,7 +374,21 @@ fn mesh_worker(
}
}
instances
instances.map(|(deep_level, shallow_level, surface_level)| {
let deep_end = deep_level.len();
let alt_indices = AltIndices {
deep_end,
underground_end: deep_end + shallow_level.len(),
};
(
deep_level
.into_iter()
.chain(shallow_level.into_iter())
.chain(surface_level.into_iter())
.collect(),
alt_indices,
)
})
},
mesh,
blocks_of_interest,
@ -1141,11 +1189,15 @@ impl<V: RectRasterableVol> Terrain<V> {
Some(todo) if response.started_tick <= todo.started_tick => {
let started_tick = todo.started_tick;
let sprite_instances = response.sprite_instances.map(|instances| {
renderer
.create_instances(&instances)
.expect("Failed to upload chunk sprite instances to the GPU!")
});
let sprite_instances =
response.sprite_instances.map(|(instances, alt_indices)| {
(
renderer
.create_instances(&instances)
.expect("Failed to upload chunk sprite instances to the GPU!"),
alt_indices,
)
});
if let Some(mesh) = response.mesh {
// Full update, insert the whole chunk.
@ -1226,6 +1278,7 @@ impl<V: RectRasterableVol> Terrain<V> {
blocks_of_interest: response.blocks_of_interest,
z_bounds: mesh.z_bounds,
frustum_last_plane_index: 0,
alt_indices: mesh.alt_indices,
});
} else if let Some(chunk) = self.chunks.get_mut(&response.pos) {
// There was an update that didn't require a remesh (probably related to
@ -1576,7 +1629,12 @@ impl<V: RectRasterableVol> Terrain<V> {
})
}
pub fn render<'a>(&'a self, drawer: &mut FirstPassDrawer<'a>, focus_pos: Vec3<f32>) {
pub fn render<'a>(
&'a self,
drawer: &mut FirstPassDrawer<'a>,
focus_pos: Vec3<f32>,
is_underground: bool,
) {
span!(_guard, "render", "Terrain::render");
let mut drawer = drawer.draw_terrain();
@ -1595,9 +1653,11 @@ impl<V: RectRasterableVol> Terrain<V> {
chunk
.opaque_model
.as_ref()
.map(|model| (model, &chunk.col_lights, &chunk.locals))
.map(|model| (model, &chunk.col_lights, &chunk.locals, &chunk.alt_indices))
})
.for_each(|(model, col_lights, locals)| drawer.draw(model, col_lights, locals));
.for_each(|(model, col_lights, locals, alt_indices)| {
drawer.draw(model, col_lights, locals, alt_indices, is_underground)
});
}
pub fn render_translucent<'a>(
@ -1606,6 +1666,7 @@ impl<V: RectRasterableVol> Terrain<V> {
focus_pos: Vec3<f32>,
cam_pos: Vec3<f32>,
sprite_render_distance: f32,
is_underground: bool,
) {
span!(_guard, "render_translucent", "Terrain::render_translucent");
let focus_chunk = Vec2::from(focus_pos).map2(TerrainChunk::RECT_SIZE, |e: f32, sz| {
@ -1636,7 +1697,7 @@ impl<V: RectRasterableVol> Terrain<V> {
.filter(|(_, c)| c.visible.is_visible())
.for_each(|(pos, chunk)| {
// Skip chunk if it has no sprites
if chunk.sprite_instances[0].count() == 0 {
if chunk.sprite_instances[0].0.count() == 0 {
return;
}
@ -1662,7 +1723,12 @@ impl<V: RectRasterableVol> Terrain<V> {
4
};
sprite_drawer.draw(&chunk.locals, &chunk.sprite_instances[lod_level]);
sprite_drawer.draw(
&chunk.locals,
&chunk.sprite_instances[lod_level].0,
&chunk.sprite_instances[lod_level].1,
is_underground,
);
}
});
drop(sprite_drawer);