async chunk meshing

This commit is contained in:
Tyler Murphy 2022-09-27 13:35:49 -04:00
parent 6f9d3befb4
commit 965ff9cc09
11 changed files with 168 additions and 143 deletions

View file

@ -32,18 +32,18 @@ void Engine::loadDescriptorPool() {
.build(); .build();
} }
std::shared_ptr<Model> Engine::loadModelFromFile(const std::string &filename) { Model* Engine::loadModelFromFile(const std::string &filename) {
return Model::createModelFromFile(xeDevice, filename); return Model::createModelFromFile(xeDevice, filename);
} }
std::shared_ptr<Model> Engine::loadModelFromData(std::vector<unsigned char> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices) { Model* Engine::loadModelFromData(std::vector<unsigned char> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices) {
Model::Builder builder{}; Model::Builder builder{};
builder.vertexData.data = vertexData; builder.vertexData.data = vertexData;
builder.vertexSize = vertexSize; builder.vertexSize = vertexSize;
if(indices.size() > 0) { if(indices.size() > 0) {
builder.indices = indices; builder.indices = indices;
} }
return std::make_shared<Model>(xeDevice, builder); return new Model(xeDevice, builder);
} }
Image* Engine::loadImageFromFile(const std::string &filename, bool anisotropic) { Image* Engine::loadImageFromFile(const std::string &filename, bool anisotropic) {

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@ -7,6 +7,7 @@
#include "xe_image.hpp" #include "xe_image.hpp"
#include "xe_input.hpp" #include "xe_input.hpp"
#include "xe_sound.hpp" #include "xe_sound.hpp"
#include "xe_model.hpp"
#include <chrono> #include <chrono>
#include <string> #include <string>
@ -31,8 +32,8 @@ class Engine {
Camera& getCamera() {return xeCamera;} Camera& getCamera() {return xeCamera;}
Device& getDevice() {return xeDevice;} Device& getDevice() {return xeDevice;}
std::shared_ptr<Model> loadModelFromFile(const std::string &filename); Model* loadModelFromFile(const std::string &filename);
std::shared_ptr<Model> loadModelFromData(std::vector<unsigned char> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices); Model* loadModelFromData(std::vector<unsigned char> vertexData, uint32_t vertexSize, std::vector<uint32_t> indices);
Image* loadImageFromFile(const std::string &filename, bool anisotropic = true); Image* loadImageFromFile(const std::string &filename, bool anisotropic = true);
bool beginFrame() { return xeRenderer.beginFrame(); } bool beginFrame() { return xeRenderer.beginFrame(); }

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@ -37,8 +37,7 @@ class GameObject {
id_t getId() { return id; } id_t getId() { return id; }
std::shared_ptr<Model> model{}; Model* model{};
// glm::vec3 color{};
TransformComponent transform; TransformComponent transform;
private: private:

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@ -20,10 +20,10 @@ Model::Model(Device &device, const Model::Builder &builder) : xeDevice{device} {
Model::~Model() {} Model::~Model() {}
std::unique_ptr<Model> Model::createModelFromFile(Device &device, const std::string &filepath) { Model* Model::createModelFromFile(Device &device, const std::string &filepath) {
Builder builder{}; Builder builder{};
builder.loadModel(filepath); builder.loadModel(filepath);
return std::make_unique<Model>(device, builder); return new Model(device, builder);
} }
void Model::createVertexBuffers(const std::vector<unsigned char> &vertexData, uint32_t vertexSize) { void Model::createVertexBuffers(const std::vector<unsigned char> &vertexData, uint32_t vertexSize) {

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@ -40,7 +40,7 @@ class Model {
Model(const Model &) = delete; Model(const Model &) = delete;
Model operator=(const Model &) = delete; Model operator=(const Model &) = delete;
static std::unique_ptr<Model> createModelFromFile(Device &device, const std::string &filepath); static Model* createModelFromFile(Device &device, const std::string &filepath);
void bind(VkCommandBuffer commandBuffer); void bind(VkCommandBuffer commandBuffer);
void draw(VkCommandBuffer commandBuffer); void draw(VkCommandBuffer commandBuffer);

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@ -208,6 +208,8 @@ void RenderSystem::loadTextureArray(uint32_t binding, std::vector<Image*>& image
void RenderSystem::render(GameObject &gameObject) { void RenderSystem::render(GameObject &gameObject) {
if(gameObject.model == nullptr) return;
gameObject.model->bind(xeRenderer.getCurrentCommandBuffer()); gameObject.model->bind(xeRenderer.getCurrentCommandBuffer());
gameObject.model->draw(xeRenderer.getCurrentCommandBuffer()); gameObject.model->draw(xeRenderer.getCurrentCommandBuffer());

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@ -1,16 +1,33 @@
#include "chunk.hpp" #include "chunk.hpp"
namespace app { namespace app {
static std::map<std::pair<int32_t, int32_t>, Chunk*> chunks{}; //
// CHUNK CONSTRUCTORS AND DECONSTUCTORS
//
Chunk::Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed) Chunk::Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed)
: world_seed{world_seed}, : world_seed{world_seed},
chunk_seed{(world_seed * gridX) + (world_seed * gridZ) / 2}, chunk_seed{(world_seed * gridX) + (world_seed * gridZ) / 2},
gridX{gridX}, gridX{gridX},
gridZ{gridZ} { gridZ{gridZ} {
chunkMesh = nullptr;
generate(); generate();
} }
Chunk::~Chunk() {
if(chunkMesh != nullptr)
delete chunkMesh;
if(worker.joinable())
worker.join();
}
//
// CHUNK CREATION AND DELETION
//
static std::map<std::pair<int32_t, int32_t>, Chunk*> chunks{};
Chunk* Chunk::newChunk(int32_t gridX, int32_t gridZ, uint32_t world_seed) { Chunk* Chunk::newChunk(int32_t gridX, int32_t gridZ, uint32_t world_seed) {
Chunk* chunk = new Chunk(gridX, gridZ, world_seed); Chunk* chunk = new Chunk(gridX, gridZ, world_seed);
chunks[{gridX, gridZ}] = std::move(chunk); chunks[{gridX, gridZ}] = std::move(chunk);
@ -25,36 +42,9 @@ Chunk* Chunk::getChunk(int32_t gridX, int32_t gridZ) {
} }
} }
uint8_t Chunk::getBlock(int32_t x, int32_t y, int32_t z) { //
if(y > 256) return AIR; // CHUNK TEXTURE AND BLOCK LOADING
if(y < 0) return INVALID; //
int chunkX = gridX;
int chunkZ = gridZ;
if(x < 0) {
chunkX--;
} else if(x > 15) {
chunkX++;
}
if(z < 0) {
chunkZ--;
} else if(z > 15) {
chunkZ++;
}
x = (x+16)%16;
z = (z+16)%16;
if(chunkX == gridX && chunkZ == gridZ) {
int index = x + (z * 16) + (y * 256);
return cubes[index];
} else {
Chunk* chunk = getChunk(chunkX, chunkZ);
if(chunk == NULL) {
return INVALID;
} else {
int index = x + (z * 16) + (y * 256);
return chunk->cubes[index];
}
}
}
static std::map<uint8_t, Block> blocks{}; static std::map<uint8_t, Block> blocks{};
static std::map<std::string, uint32_t> texturesIds{}; static std::map<std::string, uint32_t> texturesIds{};
@ -93,73 +83,120 @@ void Chunk::unload() {
textures.clear(); textures.clear();
} }
//
// CHUNK MESH CREATION FOR BOTH SYNC AND ASYNC
//
void Chunk::createMeshAsync(Chunk* c) {
if(c->working) return;
c->worker = std::thread(createMesh, c);
}
void Chunk::createMesh(Chunk* c) {
c->working = true;
c->vertexData.data.clear();
for(int32_t x=0;x<16;x++) {
for(int32_t y=0; y<256; y++) {
for(int32_t z=0; z<16; z++) {
uint8_t block = c->getBlock(x,y,z);
if(block == AIR) continue;
if(c->getBlock(x+1,y,z) == AIR) {
c->addVerticies(c, 0, x, y, z, block);
}
if(c->getBlock(x-1,y,z) == AIR) {
c->addVerticies(c, 1, x, y, z, block);
}
if(c->getBlock(x,y+1,z) == AIR) {
c->addVerticies(c, 2, x, y, z, block);
}
if(c->getBlock(x,y-1,z) == AIR) {
c->addVerticies(c, 3, x, y, z, block);
}
if(c->getBlock(x,y,z+1) == AIR) {
c->addVerticies(c, 4, x, y, z, block);
}
if(c->getBlock(x,y,z-1) == AIR) {
c->addVerticies(c, 5, x, y, z, block);
}
}
}
}
c->working = false;
c->reloadRequired = true;
}
void Chunk::addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block) {
for(int i = 0; i < 6; i ++) {
c->vertexData.write<float>(px[side * 6 + i][0] + x);
c->vertexData.write<float>(px[side * 6 + i][1] + y);
c->vertexData.write<float>(px[side * 6 + i][2] + z);
c->vertexData.write<float>(nm[side][0]);
c->vertexData.write<float>(nm[side][1]);
c->vertexData.write<float>(nm[side][2]);
c->vertexData.write<float>(uv[i][0]);
c->vertexData.write<float>(uv[i][1]);
c->vertexData.write<uint32_t>(static_cast<uint32_t>(blocks[block].textures[side]));
}
}
//
// CHUNK GETTERS AND SETTORS
//
xe::Model* Chunk::getMesh() {
if(reloadRequired) {
if(chunkMesh != nullptr)
delete chunkMesh;
if(worker.joinable())
worker.join();
xe::Model::Builder builder{};
builder.vertexData = vertexData;
builder.vertexSize = 36;
chunkMesh = new xe::Model(xe::Engine::getInstance()->getDevice(), builder);
reloadRequired = false;
}
return chunkMesh;
}
uint8_t Chunk::getBlock(int32_t x, int32_t y, int32_t z) {
if(y > 256) return AIR;
if(y < 0) return INVALID;
int chunkX = gridX;
int chunkZ = gridZ;
if(x < 0) {
chunkX--;
} else if(x > 15) {
chunkX++;
}
if(z < 0) {
chunkZ--;
} else if(z > 15) {
chunkZ++;
}
x = (x+16)%16;
z = (z+16)%16;
if(chunkX == gridX && chunkZ == gridZ) {
int index = x + (z * 16) + (y * 256);
return cubes[index];
} else {
Chunk* chunk = getChunk(chunkX, chunkZ);
if(chunk == NULL) {
return INVALID;
} else {
int index = x + (z * 16) + (y * 256);
return chunk->cubes[index];
}
}
}
void Chunk::setBlock(int32_t x, int32_t y, int32_t z, uint8_t block) { void Chunk::setBlock(int32_t x, int32_t y, int32_t z, uint8_t block) {
int index = x + (z * 16) + (y * 256); int index = x + (z * 16) + (y * 256);
cubes[index] = block; cubes[index] = block;
} }
std::shared_ptr<xe::Model> Chunk::getMesh() { //
if(reloadRequired) { // CHUNK GENERATION
delete chunkMesh.get(); //
xe::Model::Builder builder{};
builder.vertexData = vertexData;
builder.vertexSize = 36;
chunkMesh = std::make_shared<xe::Model>(xe::Engine::getInstance()->getDevice(), builder);
}
return chunkMesh;
}
void Chunk::createMeshAsync() {
if(working) return;
// worker = std::thread(createMesh);
}
void Chunk::createMesh() {
working = true;
vertexData.data.clear();
for(int32_t x=0;x<16;x++) {
for(int32_t y=0; y<256; y++) {
for(int32_t z=0; z<16; z++) {
uint8_t block = getBlock(x,y,z);
if(block == AIR) continue;
if(getBlock(x+1,y,z) == AIR) {
addVerticies(0, x, y, z, block);
}
if(getBlock(x-1,y,z) == AIR) {
addVerticies(1, x, y, z, block);
}
if(getBlock(x,y+1,z) == AIR) {
addVerticies(2, x, y, z, block);
}
if(getBlock(x,y-1,z) == AIR) {
addVerticies(3, x, y, z, block);
}
if(getBlock(x,y,z+1) == AIR) {
addVerticies(4, x, y, z, block);
}
if(getBlock(x,y,z-1) == AIR) {
addVerticies(5, x, y, z, block);
}
}
}
}
working = false;
reloadRequired = true;
}
void Chunk::addVerticies(uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block) {
for(int i = 0; i < 6; i ++) {
vertexData.write<float>(px[side * 6 + i][0] + x);
vertexData.write<float>(px[side * 6 + i][1] + y);
vertexData.write<float>(px[side * 6 + i][2] + z);
vertexData.write<float>(nm[side][0]);
vertexData.write<float>(nm[side][1]);
vertexData.write<float>(nm[side][2]);
vertexData.write<float>(uv[i][0]);
vertexData.write<float>(uv[i][1]);
vertexData.write<uint32_t>(static_cast<uint32_t>(blocks[block].textures[side]));
}
}
void Chunk::generate() { void Chunk::generate() {
cubes.resize(16*16*256); cubes.resize(16*16*256);

View file

@ -38,31 +38,30 @@ class Chunk {
static std::vector<xe::Image*>& getTextures(); static std::vector<xe::Image*>& getTextures();
static Chunk* newChunk(int32_t gridX, int32_t gridZ, uint32_t world_seed); static Chunk* newChunk(int32_t gridX, int32_t gridZ, uint32_t world_seed);
static Chunk* getChunk(int32_t gridX, int32_t gridZ);
Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed); static void createMesh(Chunk* c);
~Chunk() {}; static void createMeshAsync(Chunk* c);
xe::Model* getMesh();
uint8_t getBlock(int32_t x, int32_t y, int32_t z);
void setBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
const int32_t gridX, gridZ; const int32_t gridX, gridZ;
const uint32_t world_seed, chunk_seed; const uint32_t world_seed, chunk_seed;
void createMesh();
void createMeshAsync();
std::shared_ptr<xe::Model> getMesh();
uint8_t getBlock(int32_t x, int32_t y, int32_t z);
void setBlock(int32_t x, int32_t y, int32_t z, uint8_t block);
static Chunk* getChunk(int32_t x, int32_t z);
private: private:
Chunk(int32_t gridX, int32_t gridZ, uint32_t world_seed);
~Chunk();
void generate(); void generate();
void addVerticies(uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block); static void addVerticies(Chunk* c, uint8_t side, int32_t x, int32_t y, int32_t z, uint8_t block);
bool reloadRequired{false}; bool reloadRequired{false};
bool working{false}; bool working{false};
std::shared_ptr<xe::Model> chunkMesh; xe::Model* chunkMesh;
xe::Model::Data vertexData; xe::Model::Data vertexData;
std::vector<uint8_t> cubes; std::vector<uint8_t> cubes;
std::thread worker; std::thread worker;

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@ -11,7 +11,15 @@ void FirstApp::run() {
Chunk::load(); Chunk::load();
loadGameObjects(); for(int32_t x = 0; x < 10; x++) {
for(int32_t z = 0; z < 10; z++) {
Chunk* chunk = Chunk::newChunk(x, z, 53463);
Chunk::createMeshAsync(chunk);
auto chunkObject = xe::GameObject::createGameObject();
chunkObject.transform.translation = {16.f*x, 0.f, 16.f*z};
gameObjects.push_back(std::move(chunkObject));
}
}
SimpleRenderer renderer{xeEngine, Chunk::getTextures()}; SimpleRenderer renderer{xeEngine, Chunk::getTextures()};
@ -44,26 +52,4 @@ void FirstApp::run() {
} }
void FirstApp::loadGameObjects() {
for(int32_t x = 0; x < 10; x++) {
for(int32_t z = 0; z < 10; z++) {
Chunk* chunk = Chunk::newChunk(x, z, 53463);
}
}
for(int32_t x = 0; x < 10; x++) {
for(int32_t z = 0; z < 10; z++) {
Chunk* chunk = Chunk::getChunk(x,z);
chunk->createMesh();
auto chunkObject = xe::GameObject::createGameObject();
chunkObject.model = chunk->getMesh();
chunkObject.transform.translation = {16.f*x, 0.f, 16.f*z};
gameObjects.push_back(std::move(chunkObject));
}
}
}
} }

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@ -32,8 +32,6 @@ class FirstApp {
static constexpr int WIDTH = 800; static constexpr int WIDTH = 800;
static constexpr int HEIGHT = 600; static constexpr int HEIGHT = 600;
void loadGameObjects();
xe::Engine xeEngine; xe::Engine xeEngine;
std::vector<xe::GameObject> gameObjects; std::vector<xe::GameObject> gameObjects;

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@ -1,4 +1,5 @@
#include "simple_renderer.hpp" #include "simple_renderer.hpp"
#include "chunk.hpp"
namespace app { namespace app {
@ -18,8 +19,6 @@ SimpleRenderer::SimpleRenderer(xe::Engine &xeEngine, std::vector<xe::Image*> &im
void SimpleRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) { void SimpleRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera &xeCamera) {
// xeRenderSystem->loadTexture(1, xeImage);
xeRenderSystem->start(); xeRenderSystem->start();
UniformBuffer ubo{}; UniformBuffer ubo{};
@ -30,6 +29,10 @@ void SimpleRenderer::render(std::vector<xe::GameObject> &gameObjects, xe::Camera
PushConstant pc{}; PushConstant pc{};
pc.modelMatrix = obj.transform.mat4(); pc.modelMatrix = obj.transform.mat4();
pc.normalMatrix = obj.transform.normalMatrix(); pc.normalMatrix = obj.transform.normalMatrix();
Chunk* chunk = Chunk::getChunk(obj.transform.translation.x/16.f, obj.transform.translation.z/16.f);
obj.model = chunk->getMesh();
xeRenderSystem->loadPushConstant(&pc); xeRenderSystem->loadPushConstant(&pc);
xeRenderSystem->render(obj); xeRenderSystem->render(obj);
} }