working on fixing large memory consumption

main
Brett 2023-03-05 17:45:45 -05:00
parent 9a2d9ee759
commit fcd32181e8
57 changed files with 421 additions and 669 deletions

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[13:08:09] [INFO]: Using GLAD GL 4.6
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@ -1,3 +1,3 @@
Start testing: Mar 05 15:16 EST
Start testing: Mar 05 17:41 EST
----------------------------------------------------------
End testing: Mar 05 15:16 EST
End testing: Mar 05 17:41 EST

View File

@ -62,6 +62,8 @@ namespace fp {
*/
void addFace(face face, const block_pos& pos, unsigned char texture_index);
void optimizeFaces();
inline std::vector<vertex>& getVertices() {
return vertices;
}

View File

@ -26,7 +26,8 @@ namespace fp {
}
static inline block_pos world_to_internal(const block_pos& coord) {
return {world_to_internal(coord.x), world_to_internal(coord.y), world_to_internal(coord.z)};
return {world_to_internal(coord.x), world_to_internal(coord.y),
world_to_internal(coord.z)};
}
/**
@ -80,58 +81,19 @@ namespace fp {
chunk_vao = new VAO();
auto vbo = new VBO(ARRAY_BUFFER, nullptr, 0);
auto data_size = 3 * sizeof(float) + 3 * sizeof(float);
chunk_vao->bindVBO(vbo, 0, 3, GL_FLOAT, (int)data_size, 0);
chunk_vao->bindVBO(vbo, 1, 3, GL_FLOAT, (int)data_size, 3 * sizeof(float), true);
chunk_vao->bindVBO(vbo, 0, 3, GL_FLOAT, (int) data_size, 0);
chunk_vao->bindVBO(vbo, 1, 3, GL_FLOAT, (int) data_size, 3 * sizeof(float), true);
chunk_vao->bindElementVBO(new VBO(ELEMENT_BUFFER, nullptr, 0));
}
inline void render(shader& shader){
if (render_size > 0) {
blt::mat4x4 translation{};
translation.translate((float) pos.x * CHUNK_SIZE,
(float) pos.y * CHUNK_SIZE,
(float) pos.z * CHUNK_SIZE
);
shader.setMatrix("translation", translation);
// bind the chunk's VAO
chunk_vao->bind();
// despite binding the element buffer at creation time, this is required.
chunk_vao->getVBO(-1)->bind();
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, (int) render_size, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
}
}
inline void updateChunkMesh(){
auto& vertices = mesh->getVertices();
auto& indices = mesh->getIndices();
BLT_DEBUG(
"Chunk [%d, %d, %d] mesh updated with %d vertices and %d indices taking (%d, %d) bytes!",
pos.x, pos.y, pos.z,
vertices.size(), indices.size(), vertices.size() * sizeof(vertex),
indices.size() * sizeof(unsigned int));
// upload the new vertices to the GPU
chunk_vao->getVBO(0)->update(vertices);
chunk_vao->getVBO(-1)->update(indices);
render_size = indices.size();
void render(shader& shader);
// delete the local chunk mesh memory, since we no longer need to store it.
delete (mesh);
mesh = nullptr;
markDone();
}
void updateChunkMesh();
/**
* Mark the chunk as completely dirty and in need of a full check refresh
*/
inline void markDirty(){
inline void markDirty() {
dirtiness = FULL_MESH;
}
@ -146,41 +108,45 @@ namespace fp {
/**
* Full chunk mesh is now completely generated and waiting on uploading to the GPU
*/
inline void markComplete(){
inline void markComplete() {
dirtiness = REFRESH;
}
/**
* Mesh uploading complete, chunk meshing is now done and inactive
*/
inline void markDone(){
inline void markDone() {
dirtiness = OKAY;
}
[[nodiscard]] inline block_storage*& getBlockStorage() {
return storage;
}
[[nodiscard]] inline mesh_storage*& getMeshStorage(){
[[nodiscard]] inline mesh_storage*& getMeshStorage() {
return mesh;
}
[[nodiscard]] inline VAO*& getVAO(){
[[nodiscard]] inline VAO*& getVAO() {
return chunk_vao;
}
[[nodiscard]] inline chunk_pos getPos() const {
return pos;
}
[[nodiscard]] inline chunk_mesh_status getDirtiness() const {
return dirtiness;
}
[[nodiscard]] inline chunk_update_status& getStatus() {
return status;
}
inline void setStatus(const chunk_update_status& new_status) {
status = new_status;
}
~chunk() {
delete storage;
delete chunk_vao;
@ -206,7 +172,7 @@ namespace fp {
void generateChunkMesh(chunk* chunk);
static chunk* generateChunk(const chunk_pos& pos);
chunk* generateChunk(const chunk_pos& pos);
inline void getNeighbours(const chunk_pos& pos, chunk_neighbours& neighbours) {
neighbours[X_POS] = getChunk(chunk_pos{pos.x + 1, pos.y, pos.z});
@ -218,18 +184,20 @@ namespace fp {
}
inline void insertChunk(chunk* chunk) {
if (chunk == nullptr)
return;
chunk_storage.insert({chunk->getPos(), chunk});
chunk_neighbours chunkNeighbours{};
getNeighbours(chunk->getPos(), chunkNeighbours);
for (auto* p : chunkNeighbours.neighbours){
for (auto* p : chunkNeighbours.neighbours) {
if (p)
p->getStatus() = NEIGHBOUR_CREATE;
p->setStatus(NEIGHBOUR_CREATE);
}
}
inline chunk* getChunk(const chunk_pos& pos){
inline chunk* getChunk(const chunk_pos& pos) {
const auto map_pos = chunk_storage.find(pos);
if (map_pos == chunk_storage.end())
return nullptr;

@ -1 +1 @@
Subproject commit 063a67927811339f70f4664c1a32dfeed0b6e9a2
Subproject commit d50e13dcb6b026b34ee7f902d6eb94fa35a32176

View File

@ -39,7 +39,7 @@ void loop(){
}
int main() {
auto logging_properties = blt::logging::LOG_PROPERTIES{true, true, true, "./"};
auto logging_properties = blt::logging::LOG_PROPERTIES{true, true, false, "./"};
logging_properties.m_logFullPath = true;
#ifdef __EMSCRIPTEN__
@ -57,20 +57,6 @@ int main() {
chunk_shader = new fp::shader(shader_chunk_vert, shader_chunk_frag);
world = new fp::world();
world->setBlock({0,0,0}, fp::registry::STONE);
for (int i = 0; i < CHUNK_SIZE; i++) {
for (int j = 0; j < CHUNK_SIZE; j++) {
for (int k = 0; k < CHUNK_SIZE; k++) {
world->setBlock({i, j, k}, (int)(stb_perlin_fbm_noise3(i / 8.0, j / 8.0, k / 8.0, 2.0, 0.5, 6) > 0.5 ? fp::registry::STONE : fp::registry::AIR));
}
}
}
world->setBlock({-2, 2, 2}, fp::registry::STONE);
world->setBlock({-2, 2, -2}, fp::registry::STONE);
world->setBlock({-5, 6, -5}, fp::registry::COBBLE);
world->setBlock({2, 2, -2}, fp::registry::STONE);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glCullFace(GL_BACK);

View File

@ -80,7 +80,8 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos, unsigned cha
// generate translated vertices
for (int i = 0; i < VTX_ARR_SIZE; i++) {
// first copy all the information over, since there is extra information we need to preserve like index and UV / normal
// first copy all the default vertex information over,
// since there is extra information we need to preserve like UVs and normals
translated_face_vertices[i] = face_vertices[i];
translated_face_vertices[i].index = (float) texture_index;
// then we can apply the translation, since the face_vertex value is already there we can add the translation raw
@ -100,7 +101,7 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos, unsigned cha
auto current_index_pos = vertices.size();
vertices.push_back(index_vertex);
// Since we are inserting using the order of the face_indices this will ensure that the triangle vertices are ordered correctly (outward facing)
created_vertices_index.insert({index_vertex, current_index_pos});
created_vertices_index[index_vertex] = current_index_pos;
indices.push_back(current_index_pos);
} else {
// does exist in the face_vertices we can use that knowledge to reduce the total # of vertices
@ -108,3 +109,7 @@ void fp::mesh_storage::addFace(fp::face face, const block_pos& pos, unsigned cha
}
}
}
void fp::mesh_storage::optimizeFaces() {
}

View File

@ -9,11 +9,10 @@
#include <queue>
#include <render/camera.h>
#include "stb/stb_perlin.h"
#include <blt/std/format.h>
void fp::world::generateFullMesh(mesh_storage* mesh, fp::chunk* chunk) {
BLT_START_INTERVAL("Chunk Mesh", "Full Mesh");
// checks to outside the bounds of the chunk should not have faces added. this will be handled by the partial mesh!
bool outside = false;
for (int i = 0; i < CHUNK_SIZE; i++) {
for (int j = 0; j < CHUNK_SIZE; j++) {
@ -109,7 +108,7 @@ void fp::world::generateEdgeMesh(mesh_storage* mesh, fp::chunk* chunk) {
void fp::world::generateChunkMesh(fp::chunk* chunk) {
if (chunk->getMeshStorage() == nullptr)
chunk->getMeshStorage() = new mesh_storage;
chunk->getMeshStorage() = new mesh_storage();
if (chunk->getDirtiness() == FULL_MESH) { // full chunk mesh
generateFullMesh(chunk->getMeshStorage(), chunk);
@ -181,6 +180,8 @@ void fp::world::render(fp::shader& shader) {
}
fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
if (this->getChunk(pos))
return nullptr;
BLT_START_INTERVAL("Chunk Generate", "Instantiate");
auto* c = new chunk(pos);
block_storage*& storage = c->getBlockStorage();
@ -206,3 +207,46 @@ fp::chunk* fp::world::generateChunk(const fp::chunk_pos& pos) {
return c;
}
void fp::chunk::render(fp::shader& shader) {
if (render_size > 0) {
blt::mat4x4 translation{};
translation.translate((float) pos.x * CHUNK_SIZE,
(float) pos.y * CHUNK_SIZE,
(float) pos.z * CHUNK_SIZE
);
shader.setMatrix("translation", translation);
// bind the chunk's VAO
chunk_vao->bind();
// despite binding the element buffer at creation time, this is required.
chunk_vao->getVBO(-1)->bind();
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glDrawElements(GL_TRIANGLES, (int) render_size, GL_UNSIGNED_INT, nullptr);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
}
}
void fp::chunk::updateChunkMesh() {
auto& vertices = mesh->getVertices();
auto& indices = mesh->getIndices();
BLT_DEBUG(
"Chunk [%d, %d, %d] mesh updated with %d vertices and %d indices taking (%s, %s) bytes!",
pos.x, pos.y, pos.z,
vertices.size(), indices.size(), blt::string::fromBytes(vertices.size() * sizeof(vertex)).c_str(),
blt::string::fromBytes(indices.size() * sizeof(unsigned int)).c_str());
// upload the new vertices to the GPU
chunk_vao->getVBO(0)->update(vertices);
chunk_vao->getVBO(-1)->update(indices);
render_size = indices.size();
// delete the local chunk mesh memory, since we no longer need to store it.
delete (mesh);
mesh = nullptr;
markDone();
}