Extract handling of requested brickmap to method

This commit is contained in:
Jarrod Doyle 2024-03-23 11:20:31 +00:00
parent ba973a7306
commit 23ea18c3de
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 75 additions and 72 deletions

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@ -178,86 +178,21 @@ impl BrickmapManager {
} }
pub fn process_feedback_buffer(&mut self, context: &gfx::Context, world: &mut WorldManager) { pub fn process_feedback_buffer(&mut self, context: &gfx::Context, world: &mut WorldManager) {
// Get request count let data: Vec<u32> = self.feedback_result_buffer.get_mapped_range(context, 0..16);
let mut data: Vec<u32> = self.feedback_result_buffer.get_mapped_range(context, 0..16);
let request_count = data[1] as usize; let request_count = data[1] as usize;
// Getting the position data and resetting the request count is costly, so we
// only do it if there were actually any requests
if request_count > 0 { if request_count > 0 {
let range = 16..(16 + 16 * request_count as u64); // Reset the request count for next frame
data = self.feedback_result_buffer.get_mapped_range(context, range);
context context
.queue .queue
.write_buffer(&self.feedback_buffer, 4, &[0, 0, 0, 0]); .write_buffer(&self.feedback_buffer, 4, &[0, 0, 0, 0]);
}
// Generate a sphere of voxels let range = 16..(16 + 16 * request_count as u64);
let grid_dims = self.state_uniform.brickgrid_dims; let data = self.feedback_result_buffer.get_mapped_range(context, range);
for i in 0..request_count { for i in 0..request_count {
// Extract brickgrid position of the requested brickmap let request_data = &data[(i * 4)..(i * 4 + 3)];
let grid_pos = glam::uvec3(data[i * 4], data[i * 4 + 1], data[i * 4 + 2]); self.handle_request(world, request_data);
let grid_idx = math::to_1d_index(
grid_pos,
glam::uvec3(grid_dims[0], grid_dims[1], grid_dims[2]),
);
// We only want to upload voxels that are on the surface, so we cull anything
// that is surrounded by solid voxels
let grid_pos = grid_pos.as_ivec3();
let (bitmask_data, albedo_data) = Self::cull_interior_voxels(world, grid_pos);
// If there's no voxel colour data post-culling it means the brickmap is
// empty. We don't need to upload it, just mark the relevant brickgrid entry.
if albedo_data.is_empty() {
self.update_brickgrid_element(grid_idx, 0);
continue;
} }
// Update the brickgrid index
self.update_brickgrid_element(
grid_idx,
Self::to_brickgrid_element(self.brickmap_cache_idx as u32, BrickgridFlag::Loaded),
);
// If there's already something in the cache spot we want to write to, we
// need to unload it.
if self.brickmap_cache_map[self.brickmap_cache_idx].is_some() {
let entry = self.brickmap_cache_map[self.brickmap_cache_idx].unwrap();
self.update_brickgrid_element(entry.grid_idx, 1);
}
// Update the shading table
let shading_idx = self
.shading_table_allocator
.try_alloc(albedo_data.len() as u32)
.unwrap() as usize;
// We're all good to overwrite the cache map entry now :)
self.brickmap_cache_map[self.brickmap_cache_idx] = Some(BrickmapCacheEntry {
grid_idx,
shading_table_offset: shading_idx as u32,
});
// Update the brickmap
let brickmap = Brickmap {
bitmask: bitmask_data,
shading_table_offset: shading_idx as u32,
lod_color: 0,
};
let shading_element_count = albedo_data.len();
let mut shading_elements = [0u32; 512];
shading_elements[..shading_element_count].copy_from_slice(&albedo_data);
let staged_brickmap = BrickmapUnpackElement {
cache_idx: self.brickmap_cache_idx as u32,
brickmap,
shading_element_count: shading_element_count as u32,
shading_elements,
};
self.brickmap_staged.push(staged_brickmap);
self.brickmap_cache_idx = (self.brickmap_cache_idx + 1) % self.brickmap_cache_map.len();
} }
// TODO: Why do we call this here rather than doing it outside of here? // TODO: Why do we call this here rather than doing it outside of here?
@ -267,6 +202,74 @@ impl BrickmapManager {
log::info!("Num loaded brickmaps: {}", self.brickmap_cache_idx); log::info!("Num loaded brickmaps: {}", self.brickmap_cache_idx);
} }
fn handle_request(&mut self, world: &mut WorldManager, data: &[u32]) {
let grid_dims = self.state_uniform.brickgrid_dims;
// Extract brickgrid position of the requested brickmap
let grid_pos = glam::uvec3(data[0], data[1], data[2]);
let grid_idx = math::to_1d_index(
grid_pos,
glam::uvec3(grid_dims[0], grid_dims[1], grid_dims[2]),
);
// We only want to upload voxels that are on the surface, so we cull anything
// that is surrounded by solid voxels
let grid_pos = grid_pos.as_ivec3();
let (bitmask_data, albedo_data) = Self::cull_interior_voxels(world, grid_pos);
// If there's no voxel colour data post-culling it means the brickmap is
// empty. We don't need to upload it, just mark the relevant brickgrid entry.
if albedo_data.is_empty() {
self.update_brickgrid_element(grid_idx, 0);
return;
}
// Update the brickgrid index
self.update_brickgrid_element(
grid_idx,
Self::to_brickgrid_element(self.brickmap_cache_idx as u32, BrickgridFlag::Loaded),
);
// If there's already something in the cache spot we want to write to, we
// need to unload it.
if self.brickmap_cache_map[self.brickmap_cache_idx].is_some() {
let entry = self.brickmap_cache_map[self.brickmap_cache_idx].unwrap();
self.update_brickgrid_element(entry.grid_idx, 1);
}
// Update the shading table
let shading_idx = self
.shading_table_allocator
.try_alloc(albedo_data.len() as u32)
.unwrap() as usize;
// We're all good to overwrite the cache map entry now :)
self.brickmap_cache_map[self.brickmap_cache_idx] = Some(BrickmapCacheEntry {
grid_idx,
shading_table_offset: shading_idx as u32,
});
// Update the brickmap
let brickmap = Brickmap {
bitmask: bitmask_data,
shading_table_offset: shading_idx as u32,
lod_color: 0,
};
let shading_element_count = albedo_data.len();
let mut shading_elements = [0u32; 512];
shading_elements[..shading_element_count].copy_from_slice(&albedo_data);
let staged_brickmap = BrickmapUnpackElement {
cache_idx: self.brickmap_cache_idx as u32,
brickmap,
shading_element_count: shading_element_count as u32,
shading_elements,
};
self.brickmap_staged.push(staged_brickmap);
self.brickmap_cache_idx = (self.brickmap_cache_idx + 1) % self.brickmap_cache_map.len();
}
fn update_brickgrid_element(&mut self, index: usize, data: u32) { fn update_brickgrid_element(&mut self, index: usize, data: u32) {
// If we're updating a brickgrid element, we need to make sure to deallocate anything // If we're updating a brickgrid element, we need to make sure to deallocate anything
// that's already there. The shading table gets deallocated, and the brickmap cache entry // that's already there. The shading table gets deallocated, and the brickmap cache entry