Patch Update - Frustum Culling Thread Independant - V10.2.2

This commit is contained in:
2025-05-08 16:28:27 +02:00
parent f8bfb62e98
commit 644fc57762
3 changed files with 115 additions and 35 deletions

View File

@@ -196,6 +196,12 @@ public :
private :
// Thread de culling
std::thread m_CullingThread;
std::atomic<bool> m_CullingActive;
std::mutex m_ObjectsMutex;
void CullingThreadFunction();
std::mutex m_TerrainMutex;
std::vector<std::tuple<float, float, float, std::string, int>> m_TerrainGenerationData;

View File

@@ -54,12 +54,18 @@ ApplicationClass::ApplicationClass() : m_ShouldQuit(false)
ApplicationClass::~ApplicationClass()
{
m_ShouldQuit = true;
m_CullingActive = false;
// Joindre le thread pour s'assurer qu'il se termine correctement
// Joindre les threads pour s'assurer qu'ils se terminent correctement
if (m_PhysicsThread.joinable())
{
m_PhysicsThread.join();
}
if (m_CullingThread.joinable())
{
m_CullingThread.join();
}
}
@@ -468,6 +474,9 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd,
skybox->Initialize(m_Direct3D);
m_Skybox.push_back(skybox->ConstructSkybox());
m_CullingActive = true;
m_CullingThread = std::thread(&ApplicationClass::CullingThreadFunction, this);
}
catch (const std::exception& e)
{
@@ -1593,9 +1602,72 @@ void ApplicationClass::SetScreenWidth(int width)
m_screenWidth = width;
}
void ApplicationClass::CullingThreadFunction()
{
Logger::Get().Log("Thread de culling d<>marr<72>", __FILE__, __LINE__, Logger::LogLevel::Info);
while (m_CullingActive)
{
// Construction du frustum une fois par cycle de culling
ConstructFrustum();
// S'assurer que la skybox est toujours visible
{
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
for (auto* skyboxObject : m_Skybox)
{
if (skyboxObject)
{
skyboxObject->SetVisible(true);
}
}
}
// Traitement des files d'objets normaux (sans la skybox)
std::vector<std::reference_wrapper<std::vector<Object*>>> queues = {
std::ref(m_object), std::ref(m_cubes), std::ref(m_terrainChunk)
};
for (auto& queueRef : queues)
{
std::vector<Object*>& queue = queueRef.get();
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
for (auto* object : queue)
{
if (!object) continue;
// Extraction des donn<6E>es de position
XMVECTOR position = object->GetPosition();
float x = XMVectorGetX(position);
float y = XMVectorGetY(position);
float z = XMVectorGetZ(position);
// Calcul du rayon approximatif
XMVECTOR scale = object->GetScale();
float radius = max(max(XMVectorGetX(scale), XMVectorGetY(scale)), XMVectorGetZ(scale));
// V<>rification du frustum
bool visible = m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance());
object->SetVisible(visible);
}
}
// Pause pour <20>viter de surcharger le CPU
std::this_thread::sleep_for(std::chrono::milliseconds(16)); // ~60 Hz
}
Logger::Get().Log("Thread de culling termin<69>", __FILE__, __LINE__, Logger::LogLevel::Info);
}
bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::vector<Object*>>>& RenderQueues, XMFLOAT4* diffuse, XMFLOAT4* position, XMFLOAT4* ambient, XMMATRIX view, XMMATRIX projection)
{
XMMATRIX worldMatrix, scaleMatrix, rotateMatrix, translateMatrix, srMatrix;
std::lock_guard<std::mutex> lock(m_ObjectsMutex);
XMMATRIX scaleMatrix, rotateMatrix, translateMatrix ;
bool result;
int renderCount = 0;
@@ -1631,21 +1703,29 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
object->UpdatePosition(m_Timer->GetTime());
}
// V<>rifie si l'objet est dans le frustum
if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
if (!object->IsVisible())
{
object->SetVisible(false);
continue;
}
object->SetVisible(true); // L'objet est visible
// // V<>rifie si l'objet est dans le frustum
// if (!m_FrustumCulling.CheckCube(x, y, z, radius, GetFrustumTolerance()))
// {
// object->SetVisible(false);
// continue;
// }
// object->SetVisible(true); // L'objet est visible
renderCount++;
scaleMatrix = object->GetScaleMatrix();
rotateMatrix = object->GetRotateMatrix();
translateMatrix = object->GetTranslateMatrix();
srMatrix = XMMatrixMultiply(scaleMatrix, rotateMatrix);
worldMatrix = XMMatrixMultiply(srMatrix, translateMatrix);
XMMATRIX worldMatrix = XMMatrixMultiply(
XMMatrixMultiply(scaleMatrix, rotateMatrix),
translateMatrix
);
object->Render(m_Direct3D->GetDeviceContext());