| 1 | |
| 2 | //////////////////////////////////////////////////////////// |
| 3 | // Headers |
| 4 | //////////////////////////////////////////////////////////// |
| 5 | #define STB_PERLIN_IMPLEMENTATION |
| 6 | #include "stb_perlin.h" |
| 7 | #include <SFML/Graphics.hpp> |
| 8 | #include <vector> |
| 9 | #include <deque> |
| 10 | #include <sstream> |
| 11 | #include <algorithm> |
| 12 | #include <cstring> |
| 13 | #include <cmath> |
| 14 | |
| 15 | |
| 16 | namespace |
| 17 | { |
| 18 | // Width and height of the application window |
| 19 | const unsigned int windowWidth = 800; |
| 20 | const unsigned int windowHeight = 600; |
| 21 | |
| 22 | // Resolution of the generated terrain |
| 23 | const unsigned int resolutionX = 800; |
| 24 | const unsigned int resolutionY = 600; |
| 25 | |
| 26 | // Thread pool parameters |
| 27 | const unsigned int threadCount = 4; |
| 28 | const unsigned int blockCount = 32; |
| 29 | |
| 30 | struct WorkItem |
| 31 | { |
| 32 | sf::Vertex* targetBuffer; |
| 33 | unsigned int index; |
| 34 | }; |
| 35 | |
| 36 | std::deque<WorkItem> workQueue; |
| 37 | std::vector<sf::Thread*> threads; |
| 38 | int pendingWorkCount = 0; |
| 39 | bool workPending = true; |
| 40 | bool bufferUploadPending = false; |
| 41 | sf::Mutex workQueueMutex; |
| 42 | |
| 43 | struct Setting |
| 44 | { |
| 45 | const char* name; |
| 46 | float* value; |
| 47 | }; |
| 48 | |
| 49 | // Terrain noise parameters |
| 50 | const int perlinOctaves = 3; |
| 51 | |
| 52 | float perlinFrequency = 7.0f; |
| 53 | float perlinFrequencyBase = 4.0f; |
| 54 | |
| 55 | // Terrain generation parameters |
| 56 | float heightBase = 0.0f; |
| 57 | float edgeFactor = 0.9f; |
| 58 | float edgeDropoffExponent = 1.5f; |
| 59 | |
| 60 | float snowcapHeight = 0.6f; |
| 61 | |
| 62 | // Terrain lighting parameters |
| 63 | float heightFactor = windowHeight / 2.0f; |
| 64 | float heightFlatten = 3.0f; |
| 65 | float lightFactor = 0.7f; |
| 66 | } |
| 67 | |
| 68 | |
| 69 | // Forward declarations of the functions we define further down |
| 70 | void threadFunction(); |
| 71 | void generateTerrain(sf::Vertex* vertexBuffer); |
| 72 | |
| 73 | |
| 74 | //////////////////////////////////////////////////////////// |
| 75 | /// Entry point of application |
| 76 | /// |
| 77 | /// \return Application exit code |
| 78 | /// |
| 79 | //////////////////////////////////////////////////////////// |
| 80 | int main() |
| 81 | { |
| 82 | // Create the window of the application |
| 83 | sf::RenderWindow window(sf::VideoMode(windowWidth, windowHeight), "SFML Island" , |
| 84 | sf::Style::Titlebar | sf::Style::Close); |
| 85 | window.setVerticalSyncEnabled(true); |
| 86 | |
| 87 | sf::Font font; |
| 88 | if (!font.loadFromFile("resources/sansation.ttf" )) |
| 89 | return EXIT_FAILURE; |
| 90 | |
| 91 | // Create all of our graphics resources |
| 92 | sf::Text hudText; |
| 93 | sf::Text statusText; |
| 94 | sf::Shader terrainShader; |
| 95 | sf::RenderStates terrainStates(&terrainShader); |
| 96 | sf::VertexBuffer terrain(sf::Triangles, sf::VertexBuffer::Static); |
| 97 | |
| 98 | // Set up our text drawables |
| 99 | statusText.setFont(font); |
| 100 | statusText.setCharacterSize(28); |
| 101 | statusText.setFillColor(sf::Color::White); |
| 102 | statusText.setOutlineColor(sf::Color::Black); |
| 103 | statusText.setOutlineThickness(2.0f); |
| 104 | |
| 105 | hudText.setFont(font); |
| 106 | hudText.setCharacterSize(14); |
| 107 | hudText.setFillColor(sf::Color::White); |
| 108 | hudText.setOutlineColor(sf::Color::Black); |
| 109 | hudText.setOutlineThickness(2.0f); |
| 110 | hudText.setPosition(5.0f, 5.0f); |
| 111 | |
| 112 | // Staging buffer for our terrain data that we will upload to our VertexBuffer |
| 113 | std::vector<sf::Vertex> terrainStagingBuffer; |
| 114 | |
| 115 | // Check whether the prerequisites are suppprted |
| 116 | bool prerequisitesSupported = sf::VertexBuffer::isAvailable() && sf::Shader::isAvailable(); |
| 117 | |
| 118 | // Set up our graphics resources and set the status text accordingly |
| 119 | if (!prerequisitesSupported) |
| 120 | { |
| 121 | statusText.setString("Shaders and/or Vertex Buffers Unsupported" ); |
| 122 | } |
| 123 | else if (!terrainShader.loadFromFile("resources/terrain.vert" , "resources/terrain.frag" )) |
| 124 | { |
| 125 | prerequisitesSupported = false; |
| 126 | |
| 127 | statusText.setString("Failed to load shader program" ); |
| 128 | } |
| 129 | else |
| 130 | { |
| 131 | // Start up our thread pool |
| 132 | for (unsigned int i = 0; i < threadCount; i++) |
| 133 | { |
| 134 | threads.push_back(new sf::Thread(threadFunction)); |
| 135 | threads.back()->launch(); |
| 136 | } |
| 137 | |
| 138 | // Create our VertexBuffer with enough space to hold all the terrain geometry |
| 139 | terrain.create(resolutionX * resolutionY * 6); |
| 140 | |
| 141 | // Resize the staging buffer to be able to hold all the terrain geometry |
| 142 | terrainStagingBuffer.resize(resolutionX * resolutionY * 6); |
| 143 | |
| 144 | // Generate the initial terrain |
| 145 | generateTerrain(&terrainStagingBuffer[0]); |
| 146 | |
| 147 | statusText.setString("Generating Terrain..." ); |
| 148 | } |
| 149 | |
| 150 | // Center the status text |
| 151 | statusText.setPosition((windowWidth - statusText.getLocalBounds().width) / 2.f, (windowHeight - statusText.getLocalBounds().height) / 2.f); |
| 152 | |
| 153 | // Set up an array of pointers to our settings for arrow navigation |
| 154 | Setting settings[] = |
| 155 | { |
| 156 | {"perlinFrequency" , &perlinFrequency}, |
| 157 | {"perlinFrequencyBase" , &perlinFrequencyBase}, |
| 158 | {"heightBase" , &heightBase}, |
| 159 | {"edgeFactor" , &edgeFactor}, |
| 160 | {"edgeDropoffExponent" , &edgeDropoffExponent}, |
| 161 | {"snowcapHeight" , &snowcapHeight}, |
| 162 | {"heightFactor" , &heightFactor}, |
| 163 | {"heightFlatten" , &heightFlatten}, |
| 164 | {"lightFactor" , &lightFactor} |
| 165 | }; |
| 166 | |
| 167 | const int settingCount = 9; |
| 168 | int currentSetting = 0; |
| 169 | |
| 170 | std::ostringstream osstr; |
| 171 | sf::Clock clock; |
| 172 | |
| 173 | while (window.isOpen()) |
| 174 | { |
| 175 | // Handle events |
| 176 | sf::Event event; |
| 177 | while (window.pollEvent(event)) |
| 178 | { |
| 179 | // Window closed or escape key pressed: exit |
| 180 | if ((event.type == sf::Event::Closed) || |
| 181 | ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape))) |
| 182 | { |
| 183 | window.close(); |
| 184 | break; |
| 185 | } |
| 186 | |
| 187 | // Arrow key pressed: |
| 188 | if (prerequisitesSupported && (event.type == sf::Event::KeyPressed)) |
| 189 | { |
| 190 | switch (event.key.code) |
| 191 | { |
| 192 | case sf::Keyboard::Return: generateTerrain(&terrainStagingBuffer[0]); break; |
| 193 | case sf::Keyboard::Down: currentSetting = (currentSetting + 1) % settingCount; break; |
| 194 | case sf::Keyboard::Up: currentSetting = (currentSetting + settingCount - 1) % settingCount; break; |
| 195 | case sf::Keyboard::Left: *(settings[currentSetting].value) -= 0.1f; break; |
| 196 | case sf::Keyboard::Right: *(settings[currentSetting].value) += 0.1f; break; |
| 197 | default: break; |
| 198 | } |
| 199 | } |
| 200 | } |
| 201 | |
| 202 | // Clear, draw graphics objects and display |
| 203 | window.clear(); |
| 204 | |
| 205 | window.draw(statusText); |
| 206 | |
| 207 | if (prerequisitesSupported) |
| 208 | { |
| 209 | { |
| 210 | sf::Lock lock(workQueueMutex); |
| 211 | |
| 212 | // Don't bother updating/drawing the VertexBuffer while terrain is being regenerated |
| 213 | if (!pendingWorkCount) |
| 214 | { |
| 215 | // If there is new data pending to be uploaded to the VertexBuffer, do it now |
| 216 | if (bufferUploadPending) |
| 217 | { |
| 218 | terrain.update(&terrainStagingBuffer[0]); |
| 219 | bufferUploadPending = false; |
| 220 | } |
| 221 | |
| 222 | terrainShader.setUniform("lightFactor" , lightFactor); |
| 223 | window.draw(terrain, terrainStates); |
| 224 | } |
| 225 | } |
| 226 | |
| 227 | // Update and draw the HUD text |
| 228 | osstr.str("" ); |
| 229 | osstr << "Frame: " << clock.restart().asMilliseconds() << "ms\n" |
| 230 | << "perlinOctaves: " << perlinOctaves << "\n\n" |
| 231 | << "Use the arrow keys to change the values.\nUse the return key to regenerate the terrain.\n\n" ; |
| 232 | |
| 233 | for (int i = 0; i < settingCount; ++i) |
| 234 | osstr << ((i == currentSetting) ? ">> " : " " ) << settings[i].name << ": " << *(settings[i].value) << "\n" ; |
| 235 | |
| 236 | hudText.setString(osstr.str()); |
| 237 | |
| 238 | window.draw(hudText); |
| 239 | } |
| 240 | |
| 241 | // Display things on screen |
| 242 | window.display(); |
| 243 | } |
| 244 | |
| 245 | // Shut down our thread pool |
| 246 | { |
| 247 | sf::Lock lock(workQueueMutex); |
| 248 | workPending = false; |
| 249 | } |
| 250 | |
| 251 | while (!threads.empty()) |
| 252 | { |
| 253 | threads.back()->wait(); |
| 254 | delete threads.back(); |
| 255 | threads.pop_back(); |
| 256 | } |
| 257 | |
| 258 | return EXIT_SUCCESS; |
| 259 | } |
| 260 | |
| 261 | |
| 262 | //////////////////////////////////////////////////////////// |
| 263 | /// Get the terrain elevation at the given coordinates. |
| 264 | /// |
| 265 | //////////////////////////////////////////////////////////// |
| 266 | float getElevation(float x, float y) |
| 267 | { |
| 268 | x = x / resolutionX - 0.5f; |
| 269 | y = y / resolutionY - 0.5f; |
| 270 | |
| 271 | float elevation = 0.0f; |
| 272 | |
| 273 | for (int i = 0; i < perlinOctaves; i++) |
| 274 | { |
| 275 | elevation += stb_perlin_noise3( |
| 276 | x * perlinFrequency * std::pow(perlinFrequencyBase, i), |
| 277 | y * perlinFrequency * std::pow(perlinFrequencyBase, i), |
| 278 | 0, 0, 0, 0 |
| 279 | ) * std::pow(perlinFrequencyBase, -i); |
| 280 | } |
| 281 | |
| 282 | elevation = (elevation + 1.f) / 2.f; |
| 283 | |
| 284 | float distance = 2.0f * std::sqrt(x * x + y * y); |
| 285 | elevation = (elevation + heightBase) * (1.0f - edgeFactor * std::pow(distance, edgeDropoffExponent)); |
| 286 | elevation = std::min(std::max(elevation, 0.0f), 1.0f); |
| 287 | |
| 288 | return elevation; |
| 289 | } |
| 290 | |
| 291 | |
| 292 | //////////////////////////////////////////////////////////// |
| 293 | /// Get the terrain moisture at the given coordinates. |
| 294 | /// |
| 295 | //////////////////////////////////////////////////////////// |
| 296 | float getMoisture(float x, float y) |
| 297 | { |
| 298 | x = x / resolutionX - 0.5f; |
| 299 | y = y / resolutionY - 0.5f; |
| 300 | |
| 301 | float moisture = stb_perlin_noise3( |
| 302 | x * 4.f + 0.5f, |
| 303 | y * 4.f + 0.5f, |
| 304 | 0, 0, 0, 0 |
| 305 | ); |
| 306 | |
| 307 | return (moisture + 1.f) / 2.f; |
| 308 | } |
| 309 | |
| 310 | |
| 311 | //////////////////////////////////////////////////////////// |
| 312 | /// Get the lowlands terrain color for the given moisture. |
| 313 | /// |
| 314 | //////////////////////////////////////////////////////////// |
| 315 | sf::Color getLowlandsTerrainColor(float moisture) |
| 316 | { |
| 317 | sf::Color color = |
| 318 | moisture < 0.27f ? sf::Color(240, 240, 180) : |
| 319 | moisture < 0.3f ? sf::Color(240 - 240 * (moisture - 0.27f) / 0.03f, 240 - 40 * (moisture - 0.27f) / 0.03f, 180 - 180 * (moisture - 0.27f) / 0.03f) : |
| 320 | moisture < 0.4f ? sf::Color(0, 200, 0) : |
| 321 | moisture < 0.48f ? sf::Color(0, 200 - 40 * (moisture - 0.4f) / 0.08f, 0) : |
| 322 | moisture < 0.6f ? sf::Color(0, 160, 0) : |
| 323 | moisture < 0.7f ? sf::Color(34 * (moisture - 0.6f) / 0.1f, 160 - 60 * (moisture - 0.6f) / 0.1f, 34 * (moisture - 0.6f) / 0.1f) : |
| 324 | sf::Color(34, 100, 34); |
| 325 | |
| 326 | return color; |
| 327 | } |
| 328 | |
| 329 | |
| 330 | //////////////////////////////////////////////////////////// |
| 331 | /// Get the highlands terrain color for the given elevation |
| 332 | /// and moisture. |
| 333 | /// |
| 334 | //////////////////////////////////////////////////////////// |
| 335 | sf::Color getHighlandsTerrainColor(float elevation, float moisture) |
| 336 | { |
| 337 | sf::Color lowlandsColor = getLowlandsTerrainColor(moisture); |
| 338 | |
| 339 | sf::Color color = |
| 340 | moisture < 0.6f ? sf::Color(112, 128, 144) : |
| 341 | sf::Color(112 + 110 * (moisture - 0.6f) / 0.4f, 128 + 56 * (moisture - 0.6f) / 0.4f, 144 - 9 * (moisture - 0.6f) / 0.4f); |
| 342 | |
| 343 | float factor = std::min((elevation - 0.4f) / 0.1f, 1.f); |
| 344 | |
| 345 | color.r = lowlandsColor.r * (1.f - factor) + color.r * factor; |
| 346 | color.g = lowlandsColor.g * (1.f - factor) + color.g * factor; |
| 347 | color.b = lowlandsColor.b * (1.f - factor) + color.b * factor; |
| 348 | |
| 349 | return color; |
| 350 | } |
| 351 | |
| 352 | |
| 353 | //////////////////////////////////////////////////////////// |
| 354 | /// Get the snowcap terrain color for the given elevation |
| 355 | /// and moisture. |
| 356 | /// |
| 357 | //////////////////////////////////////////////////////////// |
| 358 | sf::Color getSnowcapTerrainColor(float elevation, float moisture) |
| 359 | { |
| 360 | sf::Color highlandsColor = getHighlandsTerrainColor(elevation, moisture); |
| 361 | |
| 362 | sf::Color color = sf::Color::White; |
| 363 | |
| 364 | float factor = std::min((elevation - snowcapHeight) / 0.05f, 1.f); |
| 365 | |
| 366 | color.r = highlandsColor.r * (1.f - factor) + color.r * factor; |
| 367 | color.g = highlandsColor.g * (1.f - factor) + color.g * factor; |
| 368 | color.b = highlandsColor.b * (1.f - factor) + color.b * factor; |
| 369 | |
| 370 | return color; |
| 371 | } |
| 372 | |
| 373 | |
| 374 | //////////////////////////////////////////////////////////// |
| 375 | /// Get the terrain color for the given elevation and |
| 376 | /// moisture. |
| 377 | /// |
| 378 | //////////////////////////////////////////////////////////// |
| 379 | sf::Color getTerrainColor(float elevation, float moisture) |
| 380 | { |
| 381 | sf::Color color = |
| 382 | elevation < 0.11f ? sf::Color(0, 0, elevation / 0.11f * 74.f + 181.0f) : |
| 383 | elevation < 0.14f ? sf::Color(std::pow((elevation - 0.11f) / 0.03f, 0.3f) * 48.f, std::pow((elevation - 0.11f) / 0.03f, 0.3f) * 48.f, 255) : |
| 384 | elevation < 0.16f ? sf::Color((elevation - 0.14f) * 128.f / 0.02f + 48.f, (elevation - 0.14f) * 128.f / 0.02f + 48.f, 127.0f + (0.16f - elevation) * 128.f / 0.02f) : |
| 385 | elevation < 0.17f ? sf::Color(240, 230, 140) : |
| 386 | elevation < 0.4f ? getLowlandsTerrainColor(moisture) : |
| 387 | elevation < snowcapHeight ? getHighlandsTerrainColor(elevation, moisture) : |
| 388 | getSnowcapTerrainColor(elevation, moisture); |
| 389 | |
| 390 | return color; |
| 391 | } |
| 392 | |
| 393 | |
| 394 | //////////////////////////////////////////////////////////// |
| 395 | /// Compute a compressed representation of the surface |
| 396 | /// normal based on the given coordinates, and the elevation |
| 397 | /// of the 4 adjacent neighbours. |
| 398 | /// |
| 399 | //////////////////////////////////////////////////////////// |
| 400 | sf::Vector2f computeNormal(int x, int y, float left, float right, float bottom, float top) |
| 401 | { |
| 402 | sf::Vector3f deltaX(1, 0, (std::pow(right, heightFlatten) - std::pow(left, heightFlatten)) * heightFactor); |
| 403 | sf::Vector3f deltaY(0, 1, (std::pow(top, heightFlatten) - std::pow(bottom, heightFlatten)) * heightFactor); |
| 404 | |
| 405 | sf::Vector3f crossProduct( |
| 406 | deltaX.y * deltaY.z - deltaX.z * deltaY.y, |
| 407 | deltaX.z * deltaY.x - deltaX.x * deltaY.z, |
| 408 | deltaX.x * deltaY.y - deltaX.y * deltaY.x |
| 409 | ); |
| 410 | |
| 411 | // Scale cross product to make z component 1.0f so we can drop it |
| 412 | crossProduct /= crossProduct.z; |
| 413 | |
| 414 | // Return "compressed" normal |
| 415 | return sf::Vector2f(crossProduct.x, crossProduct.y); |
| 416 | } |
| 417 | |
| 418 | |
| 419 | //////////////////////////////////////////////////////////// |
| 420 | /// Process a terrain generation work item. Use the vector |
| 421 | /// of vertices as scratch memory and upload the data to |
| 422 | /// the vertex buffer when done. |
| 423 | /// |
| 424 | //////////////////////////////////////////////////////////// |
| 425 | void processWorkItem(std::vector<sf::Vertex>& vertices, const WorkItem& workItem) |
| 426 | { |
| 427 | unsigned int rowBlockSize = (resolutionY / blockCount) + 1; |
| 428 | unsigned int rowStart = rowBlockSize * workItem.index; |
| 429 | |
| 430 | if (rowStart >= resolutionY) |
| 431 | return; |
| 432 | |
| 433 | unsigned int rowEnd = std::min(rowStart + rowBlockSize, resolutionY); |
| 434 | unsigned int rowCount = rowEnd - rowStart; |
| 435 | |
| 436 | const float scalingFactorX = static_cast<float>(windowWidth) / static_cast<float>(resolutionX); |
| 437 | const float scalingFactorY = static_cast<float>(windowHeight) / static_cast<float>(resolutionY); |
| 438 | |
| 439 | for (unsigned int y = rowStart; y < rowEnd; y++) |
| 440 | { |
| 441 | for (int x = 0; x < resolutionX; x++) |
| 442 | { |
| 443 | int arrayIndexBase = ((y - rowStart) * resolutionX + x) * 6; |
| 444 | |
| 445 | // Top left corner (first triangle) |
| 446 | if (x > 0) |
| 447 | { |
| 448 | vertices[arrayIndexBase + 0] = vertices[arrayIndexBase - 6 + 5]; |
| 449 | } |
| 450 | else if (y > rowStart) |
| 451 | { |
| 452 | vertices[arrayIndexBase + 0] = vertices[arrayIndexBase - resolutionX * 6 + 1]; |
| 453 | } |
| 454 | else |
| 455 | { |
| 456 | vertices[arrayIndexBase + 0].position = sf::Vector2f(x * scalingFactorX, y * scalingFactorY); |
| 457 | vertices[arrayIndexBase + 0].color = getTerrainColor(getElevation(x, y), getMoisture(x, y)); |
| 458 | vertices[arrayIndexBase + 0].texCoords = computeNormal(x, y, getElevation(x - 1, y), getElevation(x + 1, y), getElevation(x, y + 1), getElevation(x, y - 1)); |
| 459 | } |
| 460 | |
| 461 | // Bottom left corner (first triangle) |
| 462 | if (x > 0) |
| 463 | { |
| 464 | vertices[arrayIndexBase + 1] = vertices[arrayIndexBase - 6 + 2]; |
| 465 | } |
| 466 | else |
| 467 | { |
| 468 | vertices[arrayIndexBase + 1].position = sf::Vector2f(x * scalingFactorX, (y + 1) * scalingFactorY); |
| 469 | vertices[arrayIndexBase + 1].color = getTerrainColor(getElevation(x, y + 1), getMoisture(x, y + 1)); |
| 470 | vertices[arrayIndexBase + 1].texCoords = computeNormal(x, y + 1, getElevation(x - 1, y + 1), getElevation(x + 1, y + 1), getElevation(x, y + 2), getElevation(x, y)); |
| 471 | } |
| 472 | |
| 473 | // Bottom right corner (first triangle) |
| 474 | vertices[arrayIndexBase + 2].position = sf::Vector2f((x + 1) * scalingFactorX, (y + 1) * scalingFactorY); |
| 475 | vertices[arrayIndexBase + 2].color = getTerrainColor(getElevation(x + 1, y + 1), getMoisture(x + 1, y + 1)); |
| 476 | vertices[arrayIndexBase + 2].texCoords = computeNormal(x + 1, y + 1, getElevation(x, y + 1), getElevation(x + 2, y + 1), getElevation(x + 1, y + 2), getElevation(x + 1, y)); |
| 477 | |
| 478 | // Top left corner (second triangle) |
| 479 | vertices[arrayIndexBase + 3] = vertices[arrayIndexBase + 0]; |
| 480 | |
| 481 | // Bottom right corner (second triangle) |
| 482 | vertices[arrayIndexBase + 4] = vertices[arrayIndexBase + 2]; |
| 483 | |
| 484 | // Top right corner (second triangle) |
| 485 | if (y > rowStart) |
| 486 | { |
| 487 | vertices[arrayIndexBase + 5] = vertices[arrayIndexBase - resolutionX * 6 + 2]; |
| 488 | } |
| 489 | else |
| 490 | { |
| 491 | vertices[arrayIndexBase + 5].position = sf::Vector2f((x + 1) * scalingFactorX, y * scalingFactorY); |
| 492 | vertices[arrayIndexBase + 5].color = getTerrainColor(getElevation(x + 1, y), getMoisture(x + 1, y)); |
| 493 | vertices[arrayIndexBase + 5].texCoords = computeNormal(x + 1, y, getElevation(x, y), getElevation(x + 2, y), getElevation(x + 1, y + 1), getElevation(x + 1, y - 1)); |
| 494 | } |
| 495 | } |
| 496 | } |
| 497 | |
| 498 | // Copy the resulting geometry from our thread-local buffer into the target buffer |
| 499 | std::memcpy(workItem.targetBuffer + (resolutionX * rowStart * 6), &vertices[0], sizeof(sf::Vertex) * resolutionX * rowCount * 6); |
| 500 | } |
| 501 | |
| 502 | |
| 503 | //////////////////////////////////////////////////////////// |
| 504 | /// Worker thread entry point. We use a thread pool to avoid |
| 505 | /// the heavy cost of constantly recreating and starting |
| 506 | /// new threads whenever we need to regenerate the terrain. |
| 507 | /// |
| 508 | //////////////////////////////////////////////////////////// |
| 509 | void threadFunction() |
| 510 | { |
| 511 | unsigned int rowBlockSize = (resolutionY / blockCount) + 1; |
| 512 | |
| 513 | std::vector<sf::Vertex> vertices(resolutionX * rowBlockSize * 6); |
| 514 | |
| 515 | WorkItem workItem = {0, 0}; |
| 516 | |
| 517 | // Loop until the application exits |
| 518 | for (;;) |
| 519 | { |
| 520 | workItem.targetBuffer = 0; |
| 521 | |
| 522 | // Check if there are new work items in the queue |
| 523 | { |
| 524 | sf::Lock lock(workQueueMutex); |
| 525 | |
| 526 | if (!workPending) |
| 527 | return; |
| 528 | |
| 529 | if (!workQueue.empty()) |
| 530 | { |
| 531 | workItem = workQueue.front(); |
| 532 | workQueue.pop_front(); |
| 533 | } |
| 534 | } |
| 535 | |
| 536 | // If we didn't receive a new work item, keep looping |
| 537 | if (!workItem.targetBuffer) |
| 538 | { |
| 539 | sf::sleep(sf::milliseconds(10)); |
| 540 | |
| 541 | continue; |
| 542 | } |
| 543 | |
| 544 | processWorkItem(vertices, workItem); |
| 545 | |
| 546 | { |
| 547 | sf::Lock lock(workQueueMutex); |
| 548 | |
| 549 | --pendingWorkCount; |
| 550 | } |
| 551 | } |
| 552 | } |
| 553 | |
| 554 | |
| 555 | //////////////////////////////////////////////////////////// |
| 556 | /// Terrain generation entry point. This queues up the |
| 557 | /// generation work items which the worker threads dequeue |
| 558 | /// and process. |
| 559 | /// |
| 560 | //////////////////////////////////////////////////////////// |
| 561 | void generateTerrain(sf::Vertex* buffer) |
| 562 | { |
| 563 | bufferUploadPending = true; |
| 564 | |
| 565 | // Make sure the work queue is empty before queuing new work |
| 566 | for (;;) |
| 567 | { |
| 568 | { |
| 569 | sf::Lock lock(workQueueMutex); |
| 570 | |
| 571 | if (workQueue.empty()) |
| 572 | break; |
| 573 | } |
| 574 | |
| 575 | sf::sleep(sf::milliseconds(10)); |
| 576 | } |
| 577 | |
| 578 | // Queue all the new work items |
| 579 | { |
| 580 | sf::Lock lock(workQueueMutex); |
| 581 | |
| 582 | for (unsigned int i = 0; i < blockCount; i++) |
| 583 | { |
| 584 | WorkItem workItem = {buffer, i}; |
| 585 | workQueue.push_back(workItem); |
| 586 | } |
| 587 | |
| 588 | pendingWorkCount = blockCount; |
| 589 | } |
| 590 | } |
| 591 | |