implement parallel chunk mesh building

This commit is contained in:
Alex Zenla
2024-09-03 09:48:29 -04:00
parent 94ae0c26b1
commit cfb985cff6
4 changed files with 55 additions and 9 deletions

View File

@ -27,6 +27,7 @@ class Game: GameDelegate {
var world = World()
var cubeMesh: RendererMesh?
var renderChunks = [SIMD3<Int>: RendererMesh]()
var chunkMeshGeneration: ChunkMeshGeneration!
func create(_ renderer: Renderer) {
self.resetPlayer()
@ -35,6 +36,9 @@ class Game: GameDelegate {
self.cubeMesh = renderer.createMesh(CubeMeshBuilder.build(bound: .fromUnitCube(position: .zero, scale: .one)))
renderer.clearColor = Color<Double>.black.mix(.white, 0.1).linear
self.chunkMeshGeneration = .init(queue: .global(qos: .userInitiated))
self.chunkMeshGeneration.game = self
self.chunkMeshGeneration.renderer = renderer
}
private func resetPlayer() {
@ -110,13 +114,9 @@ class Game: GameDelegate {
// Update chunk meshes if needed
self.world.handleRenderDamagedChunks { id, chunk in
let mesh = ChunkMeshBuilder.build(world: self.world, chunkID: id)
if let renderMesh = renderer.createMesh(mesh) {
self.renderChunks[id] = renderMesh
} else {
self.renderChunks.removeValue(forKey: id)
}
self.chunkMeshGeneration.generate(chunkID: id, chunk: chunk)
}
self.chunkMeshGeneration.acceptReadyMeshes()
for (id, chunk) in self.renderChunks {
let drawPos = SIMD3<Float>(id &<< Chunk.shift)