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Univerxel/src/client/contouring/FlatDualMC.hpp

92 lines
3.8 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/api/Models.hpp"
#include "../../core/data/math.hpp"
#include <thread>
using namespace data;
namespace contouring {
/// Dual Marching Cube 1:1 contouring
class FlatDualMC final: 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;
/// Register entity from model
void onEntityLoad(size_t id, std::istream&) override;
/// Register entity from area
void onEntityLoad(size_t id, const glm::ucvec3& size, const std::vector<std::shared_ptr<world::Chunk>>&) override;
/// Free entity model
void onEntityUnload(size_t id) 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, bool solid) 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_dist, const std::vector<glm::vec3> &occlusion, const glm::llvec3 &offset, int density, bool solid) override;
render::Model* getEntityModel(size_t) override;
protected:
//FIXME: use unique_ptr
robin_hood::unordered_map<area_id, robin_hood::pair<area_info, robin_hood::unordered_map<chunk_pos, std::pair<render::LodModel *, render::LodModel *>>>> buffers;
data::generational::view_vector<std::unique_ptr<render::Model>> entities;
safe_priority_queue_map<area_<chunk_pos>, surrounding::corners, int, area_hash> loadQueue;
safe_queue<std::pair<area_<chunk_pos>, std::pair<render::LodModel::LodData, render::LodModel::LodData>>> loadedQueue;
struct entity_area_job_t { size_t id; glm::ucvec3 size; std::vector<std::shared_ptr<world::Chunk>> area; };
safe_queue<entity_area_job_t> entityLoadQueue;
safe_queue<std::pair<size_t, render::Model::Data>> entityLoadedQueue;
bool running = true;
std::vector<std::thread> workers;
void enqueue(const area_<chunk_pos> &, const chunk_pos &offset, const world::ChunkContainer &);
uint16_t loadDistance = 3;
uint16_t 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;
enum class Layer {
Solid = 1,
Transparent = 2,
Both = Solid | Transparent,
};
friend inline bool operator&&(Layer a, Layer b) {
return static_cast<int>(a) & static_cast<int>(b);
}
void render(const surrounding::corners &surrounding, render::Model::Data::indices_t& idx, std::vector<render::VertexData>& ver, Layer layer) const;
void render(const surrounding::corners &surrounding, render::LodModel::LodData& out, std::vector<render::VertexData>& tmp, Layer layer) const;
};
}