forked from Mirrorlandia_minetest/minetest
346 lines
8.9 KiB
C++
346 lines
8.9 KiB
C++
/*
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Minetest
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Copyright (C) 2013, 2017 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mesh_generator_thread.h"
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#include "settings.h"
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#include "profiler.h"
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#include "client.h"
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#include "mapblock.h"
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#include "map.h"
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#include "util/directiontables.h"
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static class BlockPlaceholder {
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public:
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MapNode data[MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE];
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BlockPlaceholder()
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{
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for (std::size_t i = 0; i < MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE; i++)
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data[i] = MapNode(CONTENT_IGNORE);
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}
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} block_placeholder;
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/*
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QueuedMeshUpdate
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*/
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QueuedMeshUpdate::~QueuedMeshUpdate()
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{
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delete data;
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}
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/*
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MeshUpdateQueue
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*/
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MeshUpdateQueue::MeshUpdateQueue(Client *client):
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m_client(client)
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{
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m_cache_enable_shaders = g_settings->getBool("enable_shaders");
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m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
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m_meshgen_block_cache_size = g_settings->getS32("meshgen_block_cache_size");
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}
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MeshUpdateQueue::~MeshUpdateQueue()
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{
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MutexAutoLock lock(m_mutex);
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for (QueuedMeshUpdate *q : m_queue) {
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for (auto block : q->map_blocks)
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if (block)
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block->refDrop();
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delete q;
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}
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}
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bool MeshUpdateQueue::addBlock(Map *map, v3s16 p, bool ack_block_to_server, bool urgent)
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{
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MapBlock *main_block = map->getBlockNoCreateNoEx(p);
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if (!main_block)
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return false;
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MutexAutoLock lock(m_mutex);
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MeshGrid mesh_grid = m_client->getMeshGrid();
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// Mesh is placed at the corner block of a chunk
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// (where all coordinate are divisible by the chunk size)
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v3s16 mesh_position(mesh_grid.getMeshPos(p));
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/*
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Mark the block as urgent if requested
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*/
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if (urgent)
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m_urgents.insert(mesh_position);
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/*
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Find if block is already in queue.
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If it is, update the data and quit.
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*/
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for (QueuedMeshUpdate *q : m_queue) {
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if (q->p == mesh_position) {
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// NOTE: We are not adding a new position to the queue, thus
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// refcount_from_queue stays the same.
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if(ack_block_to_server)
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q->ack_list.push_back(p);
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q->crack_level = m_client->getCrackLevel();
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q->crack_pos = m_client->getCrackPos();
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q->urgent |= urgent;
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v3s16 pos;
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int i = 0;
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for (pos.X = q->p.X - 1; pos.X <= q->p.X + mesh_grid.cell_size; pos.X++)
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for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + mesh_grid.cell_size; pos.Z++)
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for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + mesh_grid.cell_size; pos.Y++) {
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if (!q->map_blocks[i]) {
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MapBlock *block = map->getBlockNoCreateNoEx(pos);
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if (block) {
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block->refGrab();
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q->map_blocks[i] = block;
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}
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}
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i++;
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}
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return true;
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}
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}
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/*
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Make a list of blocks necessary for mesh generation and lock the blocks in memory.
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*/
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std::vector<MapBlock *> map_blocks;
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map_blocks.reserve((mesh_grid.cell_size+2)*(mesh_grid.cell_size+2)*(mesh_grid.cell_size+2));
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v3s16 pos;
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for (pos.X = mesh_position.X - 1; pos.X <= mesh_position.X + mesh_grid.cell_size; pos.X++)
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for (pos.Z = mesh_position.Z - 1; pos.Z <= mesh_position.Z + mesh_grid.cell_size; pos.Z++)
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for (pos.Y = mesh_position.Y - 1; pos.Y <= mesh_position.Y + mesh_grid.cell_size; pos.Y++) {
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MapBlock *block = map->getBlockNoCreateNoEx(pos);
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map_blocks.push_back(block);
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if (block)
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block->refGrab();
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}
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/*
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Add the block
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*/
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QueuedMeshUpdate *q = new QueuedMeshUpdate;
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q->p = mesh_position;
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if(ack_block_to_server)
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q->ack_list.push_back(p);
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q->crack_level = m_client->getCrackLevel();
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q->crack_pos = m_client->getCrackPos();
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q->urgent = urgent;
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q->map_blocks = std::move(map_blocks);
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m_queue.push_back(q);
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return true;
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}
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// Returned pointer must be deleted
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// Returns NULL if queue is empty
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QueuedMeshUpdate *MeshUpdateQueue::pop()
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{
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QueuedMeshUpdate *result = NULL;
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{
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MutexAutoLock lock(m_mutex);
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bool must_be_urgent = !m_urgents.empty();
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for (std::vector<QueuedMeshUpdate*>::iterator i = m_queue.begin();
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i != m_queue.end(); ++i) {
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QueuedMeshUpdate *q = *i;
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if (must_be_urgent && m_urgents.count(q->p) == 0)
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continue;
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// Make sure no two threads are processing the same mapblock, as that causes racing conditions
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if (m_inflight_blocks.find(q->p) != m_inflight_blocks.end())
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continue;
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m_queue.erase(i);
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m_urgents.erase(q->p);
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m_inflight_blocks.insert(q->p);
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result = q;
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break;
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}
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}
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if (result)
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fillDataFromMapBlocks(result);
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return result;
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}
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void MeshUpdateQueue::done(v3s16 pos)
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{
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MutexAutoLock lock(m_mutex);
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m_inflight_blocks.erase(pos);
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}
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void MeshUpdateQueue::fillDataFromMapBlocks(QueuedMeshUpdate *q)
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{
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MeshMakeData *data = new MeshMakeData(m_client, m_cache_enable_shaders);
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q->data = data;
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data->fillBlockDataBegin(q->p);
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v3s16 pos;
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int i = 0;
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for (pos.X = q->p.X - 1; pos.X <= q->p.X + data->m_mesh_grid.cell_size; pos.X++)
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for (pos.Z = q->p.Z - 1; pos.Z <= q->p.Z + data->m_mesh_grid.cell_size; pos.Z++)
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for (pos.Y = q->p.Y - 1; pos.Y <= q->p.Y + data->m_mesh_grid.cell_size; pos.Y++) {
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MapBlock *block = q->map_blocks[i++];
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data->fillBlockData(pos, block ? block->getData() : block_placeholder.data);
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}
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data->setCrack(q->crack_level, q->crack_pos);
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data->setSmoothLighting(m_cache_smooth_lighting);
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}
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/*
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MeshUpdateWorkerThread
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*/
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MeshUpdateWorkerThread::MeshUpdateWorkerThread(MeshUpdateQueue *queue_in, MeshUpdateManager *manager, v3s16 *camera_offset) :
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UpdateThread("Mesh"), m_queue_in(queue_in), m_manager(manager), m_camera_offset(camera_offset)
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{
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m_generation_interval = g_settings->getU16("mesh_generation_interval");
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m_generation_interval = rangelim(m_generation_interval, 0, 50);
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}
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void MeshUpdateWorkerThread::doUpdate()
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{
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QueuedMeshUpdate *q;
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while ((q = m_queue_in->pop())) {
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if (m_generation_interval)
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sleep_ms(m_generation_interval);
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ScopeProfiler sp(g_profiler, "Client: Mesh making (sum)");
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MapBlockMesh *mesh_new = new MapBlockMesh(q->data, *m_camera_offset);
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MeshUpdateResult r;
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r.p = q->p;
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r.mesh = mesh_new;
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r.solid_sides = get_solid_sides(q->data);
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r.ack_list = std::move(q->ack_list);
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r.urgent = q->urgent;
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r.map_blocks = q->map_blocks;
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m_manager->putResult(r);
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m_queue_in->done(q->p);
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delete q;
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}
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}
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/*
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MeshUpdateManager
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*/
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MeshUpdateManager::MeshUpdateManager(Client *client):
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m_queue_in(client)
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{
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int number_of_threads = rangelim(g_settings->getS32("mesh_generation_threads"), 0, 8);
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// Automatically use 33% of the system cores for mesh generation, max 4
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if (number_of_threads == 0)
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number_of_threads = MYMIN(4, Thread::getNumberOfProcessors() / 3);
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// use at least one thread
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number_of_threads = MYMAX(1, number_of_threads);
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infostream << "MeshUpdateManager: using " << number_of_threads << " threads" << std::endl;
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for (int i = 0; i < number_of_threads; i++)
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m_workers.push_back(std::make_unique<MeshUpdateWorkerThread>(&m_queue_in, this, &m_camera_offset));
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}
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void MeshUpdateManager::updateBlock(Map *map, v3s16 p, bool ack_block_to_server,
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bool urgent, bool update_neighbors)
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{
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static thread_local const bool many_neighbors =
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g_settings->getBool("smooth_lighting")
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&& !g_settings->getFlag("performance_tradeoffs");
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if (!m_queue_in.addBlock(map, p, ack_block_to_server, urgent)) {
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warningstream << "Update requested for non-existent block at ("
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<< p.X << ", " << p.Y << ", " << p.Z << ")" << std::endl;
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return;
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}
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if (update_neighbors) {
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if (many_neighbors) {
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for (v3s16 dp : g_26dirs)
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m_queue_in.addBlock(map, p + dp, false, urgent);
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} else {
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for (v3s16 dp : g_6dirs)
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m_queue_in.addBlock(map, p + dp, false, urgent);
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}
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}
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deferUpdate();
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}
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void MeshUpdateManager::putResult(const MeshUpdateResult &result)
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{
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if (result.urgent)
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m_queue_out_urgent.push_back(result);
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else
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m_queue_out.push_back(result);
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}
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bool MeshUpdateManager::getNextResult(MeshUpdateResult &r)
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{
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if (!m_queue_out_urgent.empty()) {
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r = m_queue_out_urgent.pop_frontNoEx();
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return true;
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}
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if (!m_queue_out.empty()) {
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r = m_queue_out.pop_frontNoEx();
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return true;
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}
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return false;
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}
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void MeshUpdateManager::deferUpdate()
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{
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for (auto &thread : m_workers)
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thread->deferUpdate();
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}
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void MeshUpdateManager::start()
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{
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for (auto &thread: m_workers)
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thread->start();
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}
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void MeshUpdateManager::stop()
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{
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for (auto &thread: m_workers)
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thread->stop();
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}
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void MeshUpdateManager::wait()
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{
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for (auto &thread: m_workers)
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thread->wait();
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}
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bool MeshUpdateManager::isRunning()
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{
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for (auto &thread: m_workers)
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if (thread->isRunning())
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return true;
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return false;
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}
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