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Univerxel/src/client/contouring/FlatDualMC.hpp

67 lines
2.6 KiB
C++

#pragma once
#include "Abstract.hpp"
#include "surrounding.hpp"
#include "../../core/data/safe_queue.hpp"
#include "../../core/data/safe_priority_queue.hpp"
#include "../render/gl/buffer/LodShortIndexed.hpp"
#include "../../core/data/math.hpp"
#include <thread>
using namespace data;
namespace contouring {
/// Dual Marching Cube 1:1 contouring
class FlatDualMC: public Abstract {
public:
FlatDualMC(const std::string&);
virtual ~FlatDualMC();
void update(const voxel_pos&, const world::client::area_map&) override;
void onGui() override;
std::string getOptions() const override;
std::pair<float, float> getFarRange() const override;
size_t getQueueSize() override;
/// Chunk data change
void onUpdate(const area_<chunk_pos> &, const chunk_pos &, const world::ChunkContainer &, geometry::Faces) override;
/// Chunk existante ping
/// @note notify for chunks entering view while moving
void onNotify(const area_<chunk_pos> &, const chunk_pos &, const world::ChunkContainer &) override;
/// Get buffers in frustum with model matrices
/// @note buffers invalidated after update
void getModels(draw_call draw, const std::optional<geometry::Frustum> &frustum, const glm::llvec3 &offset, int density) override;
/// Get buffers hitting occlusion rays with model matrices
/// @note buffers invalidated after update
void getModels(draw_call draw, const glm::ifvec3 &from, float far, const std::vector<glm::vec3> &occlusion, const glm::llvec3 &offset, int density) override;
protected:
robin_hood::unordered_map<area_id, robin_hood::pair<area_info, robin_hood::unordered_map<chunk_pos, buffer::Abstract *>>> buffers;
safe_priority_queue_map<area_<chunk_pos>, surrounding::corners, int, area_hash> loadQueue;
safe_queue<std::pair<area_<chunk_pos>, buffer::LodShortIndexed::LodData>> loadedQueue;
bool running = true;
std::vector<std::thread> workers;
void enqueue(const area_<chunk_pos> &, const chunk_pos &offset, const world::ChunkContainer &);
ushort loadDistance = 3;
ushort keepDistance = 4;
bool transparency = false;
float iso = .1f;
bool manifold = true;
bool reordering = true;
float lod_strength = .15;
float lod_quality = 0;
std::deque<bool> lod_levels;
std::vector<std::pair<float, float>> loadedLevels;
void render(const surrounding::corners &surrounding, buffer::LodShortIndexed::LodData& out, std::vector<buffer::VertexData>& tmp) const;
};
}