work on improving trile gathering
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dcad1dbe7f
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@ -9,11 +9,15 @@ audio_init_thread_context :: () {
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audio_thread_context.temporary_storage = *audio_thread_temp_storage;
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audio_thread_temp_storage.data = audio_thread_temp_storage_data.data;
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audio_thread_temp_storage.size = audio_thread_temp_storage_data.count;
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// Iprof's zone stack/hash are global. The audio callback runs on a separate
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// thread, so any instrumented call from inside it races with the main thread
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// and corrupts those globals. Mark this context as "inside profiler runtime"
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// so Automatic_Zone_Guarded skips the begin/end on this thread.
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audio_thread_context.already_inside_profiler_runtime = true;
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#if FLAG_IPROF_ENABLED {
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audio_thread_context.already_inside_profiler_runtime = true;
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}
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audio_thread_context_ready = true;
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}
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@ -101,7 +101,7 @@ draw_profiler :: () {
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draw_rectangle(.{xx(w-700), 0, 700, xx(h) }, .{0,0,0,1});
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__Iprof.draw(xx (w - 700), 20, 699, xx h, *iprof_conf);
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if profiler_mode == .FULL {
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__Iprof.draw_graph(0, 100, xx(w-700), 100, *iprof_conf);
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__Iprof.draw_graph(0, 0, xx(w-700), 300, *iprof_conf);
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}
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}
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@ -82,24 +82,31 @@ arb_tri_flush :: () {
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arbTriState.active = false;
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arbTriState.active = false;
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w, h := get_window_size();
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inv_w := 2.0 / cast(float) w;
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inv_h := 2.0 / cast(float) h;
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for tri, i : arbTriState.trilist {
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bgn := i * 3 * 9;
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for 0..2 {
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gArbtriMem[bgn + it * 9 + 0] = transform_to_screen_x(tri.pos[it].x);
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gArbtriMem[bgn + it * 9 + 1] = transform_to_screen_y(tri.pos[it].y) * -1.0;
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gArbtriMem[bgn + it * 9 + 2] = 0;
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gArbtriMem[bgn + it * 9 + 3] = tri.col[it].x;
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gArbtriMem[bgn + it * 9 + 4] = tri.col[it].y;
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gArbtriMem[bgn + it * 9 + 5] = tri.col[it].z;
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gArbtriMem[bgn + it * 9 + 6] = tri.col[it].w;
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gArbtriMem[bgn + it * 9 + 7] = tri.uv[it].x;
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gArbtriMem[bgn + it * 9 + 8] = tri.uv[it].y;
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gArbtriMem[bgn + it * 9 + 0] = tri.pos[it].x * inv_w - 1.0;
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gArbtriMem[bgn + it * 9 + 1] = -(tri.pos[it].y * inv_h - 1.0);
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gArbtriMem[bgn + it * 9 + 2] = 0;
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gArbtriMem[bgn + it * 9 + 3] = tri.col[it].x;
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gArbtriMem[bgn + it * 9 + 4] = tri.col[it].y;
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gArbtriMem[bgn + it * 9 + 5] = tri.col[it].z;
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gArbtriMem[bgn + it * 9 + 6] = tri.col[it].w;
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gArbtriMem[bgn + it * 9 + 7] = tri.uv[it].x;
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gArbtriMem[bgn + it * 9 + 8] = tri.uv[it].y;
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}
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}
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sg_update_buffer(gPipelines.arbtri.bind.vertex_buffers[0], *(sg_range.{ ptr = gArbtriMem.data, size = size_of(type_of(gArbtriMem)) }));
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upload_size := arbTriState.trilist.count * 3 * 9 * size_of(float);
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if upload_size > 0 {
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sg_update_buffer(gPipelines.arbtri.bind.vertex_buffers[0], *(sg_range.{ ptr = gArbtriMem.data, size = xx upload_size }));
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}
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flush_arb_commands();
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}
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@ -12,17 +12,6 @@ fill_uniform_with_engine_data :: (uniform: *$A, enginedata: *$B) {
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#insert #run,stallable generate_copy_code();
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}
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Gathered_Positions :: struct {
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name: string;
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chunk_key: Chunk_Key;
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positions: [..]Vector4;
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}
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Gathered_Rdm_Position :: struct {
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name: string;
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position: Vector4;
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}
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extract_frustum_planes :: (mvp: Matrix4) -> [6]Vector4 {
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planes : [6]Vector4;
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m := mvp;
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@ -35,7 +24,7 @@ extract_frustum_planes :: (mvp: Matrix4) -> [6]Vector4 {
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return planes;
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}
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aabb_in_frustum :: (planes: [6]Vector4, bmin: Vector3, bmax: Vector3) -> bool {
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aabb_in_frustum :: inline (planes: [6]Vector4, bmin: Vector3, bmax: Vector3) -> bool {
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for plane: planes {
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px := ifx plane.x >= 0 then bmax.x else bmin.x;
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py := ifx plane.y >= 0 then bmax.y else bmin.y;
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@ -57,6 +46,25 @@ LOD_DISTANCES :: float.[50.0, 100.0, 200.0];
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FOG_START :: 60.0;
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FOG_END :: 195.0;
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shad_gathered : [..]Gathered_Positions;
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rdm_extra : [..]Gathered_Positions;
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rdm_main : [..]Gathered_Rdm_Position;
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gathered_per_lod : [3][..]Gathered_Positions;
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Gathered_Positions :: struct {
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trile : string;
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chunk_key : Chunk_Key;
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positions : [..]Vector4;
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}
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Gathered_Rdm_Position :: struct {
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name: string;
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position: Vector4;
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}
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gathered_chunk_tasks : [..]Gathered_Positions;
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create_world_rendering_tasks :: (world: *World, camera: Camera, plane_height: float = 0) {
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create_sky_rendering_task(*world.conf);
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create_set_light_rendering_task(*world.conf);
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@ -74,123 +82,41 @@ create_world_rendering_tasks :: (world: *World, camera: Camera, plane_height: fl
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reflect_mvp := create_viewproj(*reflect_cam);
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reflect_planes := extract_frustum_planes(reflect_mvp);
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// Gather positions for camera-visible instances (all passes) and
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// shadow-only instances (chunks visible from sun but not camera).
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gathered_per_lod : [3][..]Gathered_Positions;
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for i: 0..2 gathered_per_lod[i].allocator = temp;
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shad_gathered : [..]Gathered_Positions;
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shad_gathered.allocator = temp;
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rdm_extra : [..]Gathered_Positions; // RDM-flagged instances visible to camera; shadow/gbuffer/reflection use base pipeline
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rdm_extra.allocator = temp;
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rdm_main : [..]Gathered_Rdm_Position; // one entry per RDM-flagged instance for the main pass
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rdm_main.allocator = temp;
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for chunk: world.chunks {
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chunk_quadrant_vis : [8]bool;
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any_vis : bool;
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find_or_create :: (list: *[..]Gathered_Positions, name: string, chunk_key: Chunk_Key) -> *Gathered_Positions {
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for *g: list.* {
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if g.name == name && g.chunk_key == chunk_key return g;
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}
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array_add(list, .{name = name, chunk_key = chunk_key});
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g := *list.*[list.count - 1];
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g.positions.allocator = temp;
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return g;
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}
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for chunk: world.chunks {
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bmin := Vector3.{chunk.coord.x * 32.0, chunk.coord.y * 32.0, chunk.coord.z * 32.0};
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bmax := bmin + .{32, 32, 32};
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in_cam := aabb_in_frustum(cam_planes, bmin, bmax);
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in_reflect := aabb_in_frustum(reflect_planes, bmin, bmax);
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in_shad := aabb_in_frustum(shadow_planes, bmin, bmax);
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if !in_cam && !in_reflect && !in_shad continue;
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for group: chunk.groups {
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for inst, idx: group.instances {
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if idx < group.is_buried.count && group.is_buried[idx] continue;
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wx, wy, wz := chunk_local_to_world(chunk.coord, inst.x, inst.y, inst.z);
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imin := Vector3.{cast(float)wx, cast(float)wy, cast(float)wz};
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imax := imin + .{1, 1, 1};
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inst_cam := in_cam && aabb_in_frustum(cam_planes, imin, imax);
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inst_reflect := in_reflect && aabb_in_frustum(reflect_planes, imin, imax);
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inst_shad := in_shad && aabb_in_frustum(shadow_planes, imin, imax);
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if !inst_cam && !inst_reflect && !inst_shad continue;
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dist := length(imin + .{0.5, 0.5, 0.5} - camera.position);
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lod_idx : s32 = -1;
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for i: 0..2 {
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if dist < LOD_DISTANCES[i] {
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lod_idx = cast(s32) i;
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break;
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}
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}
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if lod_idx < 0 continue; // beyond cull distance
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pos := Vector4.{cast(float)wx, cast(float)wy, cast(float)wz, cast(float)inst.orientation};
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is_rdm := is_rdm_instance_enabled(world, wx, wy, wz);
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if inst_cam || inst_reflect {
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if is_rdm {
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target := find_or_create(*rdm_extra, group.trile_name, chunk.coord);
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array_add(*target.positions, pos);
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if inst_cam {
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array_add(*rdm_main, .{name = group.trile_name, position = pos});
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}
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} else {
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target := find_or_create(*gathered_per_lod[lod_idx], group.trile_name, chunk.coord);
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array_add(*target.positions, pos);
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}
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} else {
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target := find_or_create(*shad_gathered, group.trile_name, chunk.coord);
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array_add(*target.positions, pos);
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for i: 0..1 {
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for j: 0..1 {
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for k: 0..1 {
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bmin := Vector3.{
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chunk.coord.x * 32.0 + i * 16.0,
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chunk.coord.y * 32.0 + j * 16.0,
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chunk.coord.z * 32.0 + k * 16.0
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};
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bmax := bmin + .{16, 16, 16};
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in_cam := aabb_in_frustum(cam_planes, bmin, bmax);
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in_reflect := aabb_in_frustum(reflect_planes, bmin, bmax);
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in_shad := aabb_in_frustum(shadow_planes, bmin, bmax);
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vis := in_cam || in_reflect || in_shad;
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chunk_quadrant_vis[i+j*2+k*2*2] = vis;
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if !any_vis then any_vis = vis;
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}
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}
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}
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}
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for lod_idx: 0..2 {
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for g: gathered_per_lod[lod_idx] {
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if g.positions.count < 1 continue;
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triletask : Rendering_Task_Trile;
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triletask.trile = g.name;
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triletask.chunk_key = g.chunk_key;
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triletask.positions = g.positions;
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triletask.worldConf = *world.conf;
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triletask.lod_index = cast(s32) lod_idx;
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add_rendering_task(triletask);
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for group : chunk.group {
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task := Rendering_Task_Trile.{
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trile = group.trile_name,
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chunk_key = chunk.coord,
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positions = group.instances,
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worldConf = world.conf
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};
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add_rendering_task(*task);
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}
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}
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for g: shad_gathered {
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if g.positions.count < 1 continue;
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triletask : Rendering_Task_Trile;
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triletask.trile = g.name;
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triletask.chunk_key = g.chunk_key;
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triletask.positions = g.positions;
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triletask.worldConf = *world.conf;
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triletask.shadow_only = true;
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add_rendering_task(triletask);
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}
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for g: rdm_extra {
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if g.positions.count < 1 continue;
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triletask : Rendering_Task_Trile;
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triletask.trile = g.name;
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triletask.chunk_key = g.chunk_key;
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triletask.positions = g.positions;
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triletask.worldConf = *world.conf;
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triletask.skip_main = true;
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add_rendering_task(triletask);
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}
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for r: rdm_main {
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rect, found := rdm_get_atlas_rect(world, cast(s32) r.position.x, cast(s32) r.position.y, cast(s32) r.position.z);
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if !found then continue;
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rdmtask : Rendering_Task_Trile_RDM;
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rdmtask.trile = r.name;
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rdmtask.position = r.position;
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rdmtask.atlas_rect = rect;
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rdmtask.worldConf = *world.conf;
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add_rendering_task(rdmtask);
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}
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create_ground_rendering_task(world);
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}
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@ -57,7 +57,7 @@ Rendering_Task_Trile :: struct {
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t.type = .TRILE;
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trile : string;
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chunk_key : Chunk_Key;
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positions : []Vector4;
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positions : []Trile_Instance;
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worldConf : *World_Config;
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preview_mode : s32 = 0; // 0=normal, 1=add preview (blue), 2=delete preview (red)
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shadow_only : bool = false; // only submit to shadow bucket (frustum-culled from camera)
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