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-rw-r--r--src/RendererWorld.cpp257
1 files changed, 79 insertions, 178 deletions
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 61c2afa..194ddd8 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -1,97 +1,6 @@
#include "RendererWorld.hpp"
-void RendererWorld::LoadedSectionController() {
- el::Helpers::setThreadName("RenderParser");
- std::function<void(Vector)> updateAllSections = [this](Vector playerPos) {
- Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
-
- std::vector<Vector> suitableChunks;
- auto chunks = gs->world.GetSectionsList();
- for (auto& it : chunks) {
- double distance = (Vector(it.x, 0, it.z) - playerChunk).GetLength();
- if (distance > MaxRenderingDistance)
- continue;
- suitableChunks.push_back(it);
- }
-
- std::vector<Vector> toRemove;
-
- sectionsMutex.lock();
- for (auto& it : sections) {
- if (std::find(suitableChunks.begin(), suitableChunks.end(), it.first) == suitableChunks.end())
- toRemove.push_back(it.first);
- }
- sectionsMutex.unlock();
-
- for (auto& it : toRemove) {
- EventAgregator::PushEvent(EventType::DeleteSectionRender, DeleteSectionRenderData{ it });
- }
- std::sort(suitableChunks.begin(), suitableChunks.end(), [playerChunk](Vector lhs, Vector rhs) {
- return (playerChunk - lhs).GetLength() < (playerChunk - rhs).GetLength();
- });
- for (auto& it : suitableChunks) {
- EventAgregator::PushEvent(EventType::ChunkChanged, ChunkChangedData{ it });
- }
- };
-
-
- EventListener contentListener;
- contentListener.RegisterHandler(EventType::ChunkChanged, [this](EventData eventData) {
- auto vec = std::get<ChunkChangedData>(eventData).chunkPosition;
- Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
-
- if ((Vector(vec.x, 0, vec.z) - playerChunk).GetLength() > MaxRenderingDistance)
- return;
-
- sectionsMutex.lock();
- auto& result = sections.find(vec);
- if (result != sections.end()) {
- if (result->second.GetHash() != gs->world.GetSection(result->first).GetHash()) {
- sectionsMutex.unlock();
- RendererSectionData data(&gs->world, vec);
- renderDataMutex.lock();
- renderData.push(data);
- renderDataMutex.unlock();
- EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
- sectionsMutex.lock();
- }
- }
- else {
- sectionsMutex.unlock();
- RendererSectionData data(&gs->world, vec);
- renderDataMutex.lock();
- renderData.push(data);
- renderDataMutex.unlock();
- EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
- sectionsMutex.lock();
- }
- sectionsMutex.unlock();
- });
-
- contentListener.RegisterHandler(EventType::PlayerPosChanged, [this,&updateAllSections](EventData eventData) {
- auto pos = std::get<PlayerPosChangedData>(eventData).newPos;
- updateAllSections(Vector(pos.x,pos.y,pos.z));
- });
-
- contentListener.RegisterHandler(EventType::UpdateSectionsRender, [this,&updateAllSections](EventData eventData) {
- updateAllSections(Vector(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ));
- });
-
-
- LoopExecutionTimeController timer(std::chrono::milliseconds(32));
- auto timeSincePreviousUpdate = std::chrono::steady_clock::now();
- while (isRunning) {
- while (contentListener.IsEventsQueueIsNotEmpty())
- contentListener.HandleEvent();
- if (std::chrono::steady_clock::now() - timeSincePreviousUpdate > std::chrono::seconds(15)) {
- EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
- timeSincePreviousUpdate = std::chrono::steady_clock::now();
- }
- timer.Update();
- }
-}
-
-/*void RendererWorld::WorkerFunction(size_t workerId) {
+void RendererWorld::WorkerFunction(size_t workerId) {
EventListener tasksListener;
tasksListener.RegisterHandler(EventType::RendererWorkerTask, [&](EventData eventData) {
@@ -112,6 +21,11 @@ void RendererWorld::LoadedSectionController() {
EventAgregator::PushEvent(EventType::NewRenderDataAvailable, NewRenderDataAvailableData{});
sectionsMutex.lock();
}
+ else {
+ isParsingMutex.lock();
+ isParsing[vec] = false;
+ isParsingMutex.unlock();
+ }
}
else {
sectionsMutex.unlock();
@@ -123,52 +37,55 @@ void RendererWorld::LoadedSectionController() {
sectionsMutex.lock();
}
sectionsMutex.unlock();
- LOG(INFO) << "Task " << vec << " done in " << workerId;
-
});
LoopExecutionTimeController timer(std::chrono::milliseconds(50));
while (isRunning) {
- while (tasksListener.IsEventsQueueIsNotEmpty())
+ while (tasksListener.IsEventsQueueIsNotEmpty() && isRunning)
tasksListener.HandleEvent();
timer.Update();
}
-}*/
+}
-void RendererWorld::RenderBlocks(RenderState& renderState)
+void RendererWorld::UpdateAllSections(VectorF playerPos)
{
- renderState.SetActiveShader(blockShader->Program);
- glCheckError();
+ Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
- GLint projectionLoc = glGetUniformLocation(blockShader->Program, "projection");
- GLint viewLoc = glGetUniformLocation(blockShader->Program, "view");
- GLint windowSizeLoc = glGetUniformLocation(blockShader->Program, "windowSize");
- glm::mat4 projection = glm::perspective(45.0f, (float)renderState.WindowWidth / (float)renderState.WindowHeight, 0.1f, 10000000.0f);
- glm::mat4 view = gs->GetViewMatrix();
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
+ std::vector<Vector> suitableChunks;
+ auto chunks = gs->world.GetSectionsList();
+ for (auto& it : chunks) {
+ double distance = (Vector(it.x, 0, it.z) - playerChunk).GetLength();
+ if (distance > MaxRenderingDistance)
+ continue;
+ suitableChunks.push_back(it);
+ }
- glCheckError();
+ std::vector<Vector> toRemove;
sectionsMutex.lock();
for (auto& it : sections) {
-
- it.second.Render(renderState);
+ if (std::find(suitableChunks.begin(), suitableChunks.end(), it.first) == suitableChunks.end())
+ toRemove.push_back(it.first);
}
-
sectionsMutex.unlock();
-}
-void RendererWorld::RenderEntities(RenderState& renderState)
-{
- renderState.SetActiveShader(entityShader->Program);
- glCheckError();
+ for (auto& it : toRemove) {
+ EventAgregator::PushEvent(EventType::DeleteSectionRender, DeleteSectionRenderData{ it });
+ }
+
+ playerChunk.y = std::floor(gs->g_PlayerY / 16.0);
+ std::sort(suitableChunks.begin(), suitableChunks.end(), [playerChunk](Vector lhs, Vector rhs) {
+ return (playerChunk - lhs).GetLength() < (playerChunk - rhs).GetLength();
+ });
+ for (auto& it : suitableChunks) {
+ EventAgregator::PushEvent(EventType::ChunkChanged, ChunkChangedData{ it });
+ }
}
-RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
- MaxRenderingDistance = 15;
+RendererWorld::RendererWorld(std::shared_ptr<GameState> ptr):gs(ptr) {
+ MaxRenderingDistance = 2;
+ numOfWorkers = 4;
PrepareRender();
@@ -187,8 +104,15 @@ RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
listener.RegisterHandler(EventType::NewRenderDataAvailable,[this](EventData eventData) {
renderDataMutex.lock();
- while (!renderData.empty()) {
- auto &data = renderData.front();
+ int i = 0;
+ while (!renderData.empty() && i<20) {
+ auto &data = renderData.front();
+ isParsingMutex.lock();
+ if (isParsing[data.sectionPos] != true)
+ LOG(WARNING) << "Generated not parsed data";
+ isParsing[data.sectionPos] = false;
+ isParsingMutex.unlock();
+
sectionsMutex.lock();
if (sections.find(data.sectionPos) != sections.end()) {
if (sections.find(data.sectionPos)->second.GetHash() == data.hash) {
@@ -204,20 +128,9 @@ RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
sectionsMutex.unlock();
renderData.pop();
}
+ if (renderData.empty())
+ std::queue<RendererSectionData>().swap(renderData);
renderDataMutex.unlock();
-
- /*sectionsMutex.lock();
- renderList.clear();
- for (auto& it : sections) {
- renderList.push_back(it.first);
- }
- sectionsMutex.unlock();
- std::sort(renderList.begin(), renderList.end(), [&](Vector lhs, Vector rhs) {
- VectorF playerPos(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ);
- VectorF left = VectorF(lhs.x, lhs.y, lhs.z) * 16 - playerPos;
- VectorF right = VectorF(rhs.x, rhs.y, rhs.z) * 16 - playerPos;
- return left.GetLength() > right.GetLength();
- });*/
});
listener.RegisterHandler(EventType::EntityChanged, [this](EventData eventData) {
@@ -229,29 +142,42 @@ RendererWorld::RendererWorld(GameState * ptr):gs(ptr) {
}
});
- /*listener.RegisterHandler(EventType::ChunkChanged, [this](EventData eventData) {
+ listener.RegisterHandler(EventType::ChunkChanged, [this](EventData eventData) {
auto vec = std::get<ChunkChangedData>(eventData).chunkPosition;
Vector playerChunk(std::floor(gs->g_PlayerX / 16), 0, std::floor(gs->g_PlayerZ / 16));
double distanceToChunk = (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
- if (distanceToChunk > MaxRenderingDistance) {
- //LOG(WARNING) << (Vector(vec.x, 0, vec.z) - playerChunk).GetLength();
- //LOG(WARNING) << distanceToChunk;
+ if (MaxRenderingDistance != 1000 && distanceToChunk > MaxRenderingDistance) {
+ return;
+ }
+
+ isParsingMutex.lock();
+ if (isParsing.find(vec) == isParsing.end())
+ isParsing[vec] = false;
+ if (isParsing[vec] == true) {
+ //LOG(WARNING) << "Changed parsing block";
+ isParsingMutex.unlock();
return;
}
+ isParsing[vec] = true;
+ isParsingMutex.unlock();
EventAgregator::PushEvent(EventType::RendererWorkerTask, RendererWorkerTaskData{ currentWorker++,vec });
- if (currentWorker > numOfWorkers)
+ if (currentWorker >= numOfWorkers)
currentWorker = 0;
- LOG(INFO) << "New task " << vec << " for " << currentWorker;
});
- for (int i = 0; i < numOfWorkers; i++)
- workers[i] = std::thread(&RendererWorld::WorkerFunction, this, i);*/
+ listener.RegisterHandler(EventType::UpdateSectionsRender, [this](EventData eventData) {
+ UpdateAllSections(VectorF(gs->g_PlayerX,gs->g_PlayerY,gs->g_PlayerZ));
+ });
- resourceLoader = std::thread(&RendererWorld::LoadedSectionController, this);
+ listener.RegisterHandler(EventType::PlayerPosChanged, [this](EventData eventData) {
+ auto pos = std::get<PlayerPosChangedData>(eventData).newPos;
+ UpdateAllSections(pos);
+ });
- //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ for (int i = 0; i < numOfWorkers; i++)
+ workers.push_back(std::thread(&RendererWorld::WorkerFunction, this, i));
}
RendererWorld::~RendererWorld() {
@@ -263,9 +189,8 @@ RendererWorld::~RendererWorld() {
sectionsMutex.unlock();
LOG(INFO) << "Total faces to render: "<<faces;
isRunning = false;
- /*for (int i = 0; i < numOfWorkers; i++)
- workers[i].join();*/
- resourceLoader.join();
+ for (int i = 0; i < numOfWorkers; i++)
+ workers[i].join();
delete blockShader;
delete entityShader;
}
@@ -284,36 +209,6 @@ void RendererWorld::Render(RenderState & renderState) {
glUniform2f(windowSizeLoc, renderState.WindowWidth, renderState.WindowHeight);
glCheckError();
- /*for (auto& pos : renderList) {
- std::vector<Vector> sectionCorners = {
- Vector(0, 0, 0),
- Vector(0, 0, 16),
- Vector(0, 16, 0),
- Vector(0, 16, 16),
- Vector(16, 0, 0),
- Vector(16, 0, 16),
- Vector(16, 16, 0),
- Vector(16, 16, 16),
- };
- bool isBreak = true;
- glm::mat4 vp = projection * view;
- for (auto &it : sectionCorners) {
- glm::vec3 point(pos.x * 16 + it.x, pos.y * 16 + it.y, pos.z * 16 + it.z);
- glm::vec4 p = vp * glm::vec4(point, 1);
- glm::vec3 res = glm::vec3(p) / p.w;
- if (res.x < 1 && res.x > -1 && res.y < 1 && res.y > -1 && res.z > 0) {
- isBreak = false;
- break;
- }
- }
- double lengthToSection = (VectorF(gs->g_PlayerX, gs->g_PlayerY, gs->g_PlayerZ) - VectorF(pos.x * 16, pos.y * 16, pos.z * 16)).GetLength();
-
- if (isBreak && lengthToSection > 30.0f) {
- continue;
- }
-
- sections.find(pos)->second.Render(renderState);
- }*/
sectionsMutex.lock();
for (auto& section : sections) {
sectionsMutex.unlock();
@@ -386,7 +281,13 @@ bool RendererWorld::IsNeedResourcesPrepare() {
return false;
}
-void RendererWorld::Update() {
- while (listener.IsEventsQueueIsNotEmpty())
+void RendererWorld::Update(double timeToUpdate) {
+ auto timeSincePreviousUpdate = std::chrono::steady_clock::now();
+ int i = 0;
+ while (listener.IsEventsQueueIsNotEmpty() && i++ < 50)
listener.HandleEvent();
+ if (std::chrono::steady_clock::now() - timeSincePreviousUpdate > std::chrono::seconds(5)) {
+ EventAgregator::PushEvent(EventType::UpdateSectionsRender, UpdateSectionsRenderData{});
+ timeSincePreviousUpdate = std::chrono::steady_clock::now();
+ }
}