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3 changed files with 82 additions and 63 deletions

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@ -1,6 +1,9 @@
use std::collections::HashSet;
use crate::gfx::{BulkBufferBuilder, Context};
use crate::{
gfx::{BulkBufferBuilder, Context},
math,
};
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum BrickgridFlag {
@ -75,15 +78,9 @@ impl Brickgrid {
}
}
pub fn get_buffer(&self) -> &wgpu::Buffer {
&self.buffer
}
pub fn get_upload_buffer(&self) -> &wgpu::Buffer {
&self.upload_buffer
}
/// Panics if index out of range
/// Panics if position maps to out of range index
// pub fn set(&mut self, pos: glam::UVec3, value: BrickgridElement) -> BrickgridElement {
// let index = math::to_1d_index(pos, self.dimensions);
pub fn set(&mut self, index: usize, value: BrickgridElement) -> BrickgridElement {
let current = self.data[index];
self.data[index] = value;
@ -91,7 +88,9 @@ impl Brickgrid {
current
}
/// Panics if index out of range
/// Panics if position maps to out of range index
// pub fn get(&mut self, pos: glam::UVec3) -> BrickgridElement {
// let index = math::to_1d_index(pos, self.dimensions);
pub fn get(&mut self, index: usize) -> BrickgridElement {
self.data[index]
}
@ -129,4 +128,12 @@ impl Brickgrid {
);
}
}
pub fn get_buffer(&self) -> &wgpu::Buffer {
&self.buffer
}
pub fn get_upload_buffer(&self) -> &wgpu::Buffer {
&self.upload_buffer
}
}

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@ -6,7 +6,7 @@ use crate::{
use super::{
brickgrid::{Brickgrid, BrickgridElement, BrickgridFlag},
brickmap_cache::BrickmapCache,
brickmap_cache::{BrickmapCache, BrickmapCacheEntry},
shading_table::ShadingTableAllocator,
};
@ -166,63 +166,69 @@ impl BrickmapManager {
let grid_pos = grid_pos.as_ivec3();
let (bitmask_data, albedo_data) = super::util::cull_interior_voxels(world, grid_pos);
let mut brickgrid_element = BrickgridElement::default();
// 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() {
if let Some(entry) = self.update_brickgrid_element(grid_idx, 0) {
// TODO: We need to actually remove the cache entry lmao
// The brickgrid element had a brickmap entry so we need to unload it's
// shading data
if let Err(e) = self
.shading_table_allocator
.try_dealloc(entry.shading_table_offset)
{
log::warn!("{}", e)
}
}
return;
}
// We have voxel data so we have a brickmap to upload
if !albedo_data.is_empty() {
let shading_idx = self
// Update the shading table
let shading_idx = self
.shading_table_allocator
.try_alloc(albedo_data.len() as u32)
.unwrap() as usize;
if let Some(entry) =
self.brickmap_cache
.add_entry(grid_idx, shading_idx as u32, bitmask_data, albedo_data)
{
self.update_brickgrid_element(entry.grid_idx, 1);
}
// Update the brickgrid index
if let Some(old_entry) = self.update_brickgrid_element(
grid_idx,
super::util::to_brickgrid_element(
self.brickmap_cache.index as u32,
BrickgridFlag::Loaded,
),
) {
// TODO: We need to actually remove the cache entry lmao
// The brickgrid element had a brickmap entry so we need to unload it's
// shading data
if let Err(e) = self
.shading_table_allocator
.try_alloc(albedo_data.len() as u32)
.unwrap() as usize;
if let Some(entry) = self.brickmap_cache.add_entry(
grid_idx,
shading_idx as u32,
bitmask_data,
albedo_data,
) {
// An entry got removed so we need to deallocate it's shading table elements
// and mark the relevant brickgrid as unloaded
if let Err(e) = self
.shading_table_allocator
.try_dealloc(entry.shading_table_offset)
{
log::warn!("{}", e)
}
self.brickgrid.set(
entry.grid_idx,
BrickgridElement::new(0, BrickgridFlag::Unloaded),
);
}
brickgrid_element =
BrickgridElement::new(self.brickmap_cache.index, BrickgridFlag::Loaded);
}
let old = self.brickgrid.set(grid_idx, brickgrid_element);
if old.get_flag() == BrickgridFlag::Loaded {
// The brickgrid element was previously loaded so we need to unload any of
// the data that was associated with it
if let Some(entry) = self.brickmap_cache.remove_entry(old.get_pointer()) {
if entry.grid_idx != grid_idx {
log::error!(
"Mismatch between brickgrid index and brickmap grid index: {} vs {}",
grid_idx,
entry.grid_idx
);
}
// We need to deallocate the removed entries shading table elements
if let Err(e) = self
.shading_table_allocator
.try_dealloc(entry.shading_table_offset)
{
log::warn!("{}", e)
}
.try_dealloc(old_entry.shading_table_offset)
{
log::warn!("{}", e)
}
}
}
fn update_brickgrid_element(&mut self, index: usize, data: u32) -> Option<BrickmapCacheEntry> {
let mut brickmap_cache_entry = None;
let current = self.brickgrid.get(index);
if current.get_flag() == BrickgridFlag::Loaded {
let cache_index = current.get_pointer();
brickmap_cache_entry = self.brickmap_cache.get_entry(cache_index);
}
// We're safe to overwrite the CPU brickgrid and mark for GPU upload now
self.brickgrid.set(index, BrickgridElement(data));
brickmap_cache_entry
}
fn upload_unpack_buffers(&mut self, context: &gfx::Context) {
self.brickgrid.upload(context);
self.brickmap_cache.upload(context);

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@ -1,5 +1,7 @@
use crate::voxel::world::{Voxel, WorldManager};
use super::brickgrid::BrickgridFlag;
pub fn cull_interior_voxels(
world: &mut WorldManager,
grid_pos: glam::IVec3,
@ -101,6 +103,10 @@ pub fn cull_interior_voxels(
(bitmask_data, albedo_data)
}
pub fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 {
(brickmap_cache_idx << 8) + flags as u32
}
pub fn grid_pos_to_world_pos(
world: &mut WorldManager,
grid_pos: glam::IVec3,