Le DeleteChunk est maintenant en multi-thread et peux enfin keep up avec le reste!
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@ -130,6 +130,10 @@ void Chunk::FlushMeshToVBO() {
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delete[] m_vd;
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}
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void Chunk::FlushVBO() {
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m_vertexBuffer.Flush();
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}
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void Chunk::Update(BlockInfo* blockinfo[BTYPE_LAST], World* world) {
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float u, v, s;
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// Update mesh
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@ -37,6 +37,8 @@ class Chunk {
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void Update(BlockInfo* blockinfo[BTYPE_LAST], World* world);
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void FlushMeshToVBO();
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void FlushVBO();
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void Render() const;
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bool IsDirty() const;
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void MakeDirty();
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@ -28,6 +28,7 @@
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#define THREADS_GENERATE_CHUNKS 1
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#define THREADS_UPDATE_CHUNKS 1
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#define THREADS_DELETE_CHUNKS 1
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#define VIEW_DISTANCE 256
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#define TEXTURE_SIZE 128
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@ -44,6 +45,7 @@
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#define THREADS_GENERATE_CHUNKS 12
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#define THREADS_UPDATE_CHUNKS 8
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#define THREADS_DELETE_CHUNKS 10
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#define VIEW_DISTANCE 1024
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#define TEXTURE_SIZE 512
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@ -120,6 +120,9 @@ void Engine::DrawHud(float elapsedTime, BlockType bloc) {
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ss << " Rendered Chunks : " << m_renderCount;
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PrintText(10, Height() - 35, ss.str());
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ss.str("");
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ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
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PrintText(10, Height() - 45, ss.str());
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ss.str("");
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ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l ’ operateur << pour afficher la position
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PrintText(10, 10, ss.str());
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ss.str("");
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@ -16,10 +16,7 @@ bool VertexBuffer::IsValid() const {
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return m_isValid;
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}
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//std::mutex VertexBuffer::m_opgl;
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void VertexBuffer::SetMeshData(VertexData* vd, int vertexCount) {
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//const std::lock_guard<std::mutex> prout(VertexBuffer::m_opgl);
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assert(vertexCount <= USHRT_MAX);
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if(vertexCount == 0)
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return;
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@ -77,3 +74,10 @@ int VertexBuffer::Count() const {
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return m_vertexCount;
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}
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void VertexBuffer::Flush() {
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if (m_isValid) {
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glDeleteBuffers(1, &m_vertexVboId);
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glDeleteBuffers(1, &m_indexVboId);
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}
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m_isValid = false;
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}
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@ -31,6 +31,8 @@ class VertexBuffer
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int Count() const;
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void Flush();
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private:
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@ -109,6 +109,11 @@ void World::CleanUpWorld(int& deleteframes, bool clear = false) {
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}
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}
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if (!m_tbDeleted.empty() && !deleteframes) {
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int deleted = 0;
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while (deleted < THREADS_DELETE_CHUNKS) {
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}
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delete m_tbDeleted.back();
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m_tbDeleted.pop_back();
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deleteframes = FRAMES_DELETE_CHUNKS;
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@ -302,6 +307,7 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY
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int threads = 0;
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std::future<Chunk*> genThList[THREADS_GENERATE_CHUNKS];
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std::future<Chunk*> updateThList[THREADS_UPDATE_CHUNKS];
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std::future<void> delThList[THREADS_DELETE_CHUNKS];
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if (frameGenerate > 0) --frameGenerate;
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if (frameUpdate > 0) --frameUpdate;
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@ -446,5 +452,23 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY
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}
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}
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CleanUpWorld(frameDelete);
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threads = 0;
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while (!m_tbDeleted.empty() && !frameDelete) {
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if (m_tbDeleted.back()) {
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m_tbDeleted.back()->FlushVBO();
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delThList[threads] =
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std::async(std::launch::async,
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[](Chunk* chunk) { delete chunk; }, m_tbDeleted.back());
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m_tbDeleted.pop_back();
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if (++threads > THREADS_DELETE_CHUNKS) frameDelete = FRAMES_DELETE_CHUNKS;
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}
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else m_tbDeleted.pop_back();
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}
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for (int x = 0; x < threads; ++x)
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delThList[x].wait();
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}
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int World::GettbDeleted() const { return m_tbDeleted.size(); }
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@ -40,6 +40,7 @@ public:
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void ChangeBlockAtCursor(BlockType blockType, Player& player, bool& block);
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void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
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void CleanUpWorld(int& deleteframes, bool clear);
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int GettbDeleted() const;
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private:
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Array2d<Chunk*> m_chunks = Array2d<Chunk*>(WORLD_SIZE_X, WORLD_SIZE_Y);
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std::vector<Chunk*> m_tbDeleted;
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