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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 02:49:19 +02:00
Editor terrain: level brush with height picker, faster orthophoto fit
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@@ -698,7 +698,11 @@ void editor_orthophoto::settings(config const &Config)
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{
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bool const sourcechanged = (Config.year != m_config.year || Config.hires != m_config.hires);
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bool const shapechanged = (Config.height != m_config.height || Config.drape != m_config.drape || Config.in_scene != m_config.in_scene || Config.lift != m_config.lift);
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// the surface of the ground is gathered only for the geometry in the scene, the overlay makes do with the heights
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bool const groundchanged = (Config.in_scene != m_config.in_scene);
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m_config = Config;
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if (groundchanged)
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refit();
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m_config.lift = std::clamp(m_config.lift, 0.0f, 50.0f);
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m_config.radius = std::clamp(m_config.radius, 0, max_radius);
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m_config.opacity = std::clamp(m_config.opacity, 0.0f, 1.0f);
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@@ -914,12 +918,23 @@ void editor_orthophoto::sample_ground(tile_key const &Key, tile &Tile)
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glm::dvec2 const corner = tile_corner(Key);
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glm::dvec2 const min(corner.x - tile_size, corner.y - tile_size);
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glm::dvec2 const max(corner.x, corner.y);
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// the clipped surface is drawn only by the geometry in the scene. the overlay needs just the heights, and the heightmap
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// terrain gives these straight away: its triangles (hundreds of thousands in a tile) aren't gathered for it
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bool const surface = m_config.in_scene || !m_height;
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std::vector<world_triangle> triangles;
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m_ground(min, max, triangles);
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m_ground(min, max, surface, triangles);
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int constexpr samples{ground_grid + 1};
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double constexpr step{tile_size / ground_grid};
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std::vector<float> heights(static_cast<std::size_t>(samples) * samples, no_height);
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if (!surface)
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for (int j = 0; j < samples; ++j)
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for (int i = 0; i < samples; ++i)
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{
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double y;
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if (m_height(corner.x - i * step, corner.y - j * step, y))
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heights[static_cast<std::size_t>(j) * samples + i] = static_cast<float>(y);
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}
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for (auto const &triangle : triangles)
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{
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@@ -935,17 +950,20 @@ void editor_orthophoto::sample_ground(tile_key const &Key, tile &Tile)
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if (length < 1e-9 || normal.y / length < steepest_ground)
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continue; // walls and the like don't receive the imagery
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glm::dvec3 polygon[8] = {a, b, c};
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glm::dvec3 scratch[8];
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int count = clip_xz(polygon, 3, scratch, 0, max.x, true);
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count = clip_xz(scratch, count, polygon, 0, min.x, false);
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count = clip_xz(polygon, count, scratch, 2, max.y, true);
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count = clip_xz(scratch, count, polygon, 2, min.y, false);
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for (int k = 1; k + 1 < count; ++k)
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if (surface)
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{
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Tile.surface.push_back(polygon[0]);
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Tile.surface.push_back(polygon[k]);
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Tile.surface.push_back(polygon[k + 1]);
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glm::dvec3 polygon[8] = {a, b, c};
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glm::dvec3 scratch[8];
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int count = clip_xz(polygon, 3, scratch, 0, max.x, true);
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count = clip_xz(scratch, count, polygon, 0, min.x, false);
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count = clip_xz(polygon, count, scratch, 2, max.y, true);
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count = clip_xz(scratch, count, polygon, 2, min.y, false);
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for (int k = 1; k + 1 < count; ++k)
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{
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Tile.surface.push_back(polygon[0]);
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Tile.surface.push_back(polygon[k]);
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Tile.surface.push_back(polygon[k + 1]);
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}
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}
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// heightfield samples under the (whole) triangle, the highest surface wins
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@@ -1415,7 +1433,33 @@ void editor_orthophoto::draw(glm::mat4 const &ViewProjection, glm::dvec3 const &
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if (draped)
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segments = std::max(segments, distance < 300.0 ? ground_grid : distance < 800.0 ? ground_grid / 2 : ground_grid / 4);
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float const segmentsize = 1.0f / static_cast<float>(segments);
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auto const height_at = [&](float U, float V) { return draped ? sample_heights(t.heights, U, V) + lift : flat; };
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// the grid points of the heights are taken as they are where the segments fall on them
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int const stride = (draped && ground_grid % segments == 0) ? ground_grid / segments : 0;
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auto const height_at = [&](int I, int J) {
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if (!draped)
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return flat;
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if (stride > 0)
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return static_cast<double>(t.heights[static_cast<std::size_t>(J * stride) * (ground_grid + 1) + I * stride]) + lift;
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return sample_heights(t.heights, I * segmentsize, J * segmentsize) + lift;
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};
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// each point of the grid is projected once, with the sides of the view it's beyond: a quad wholly inside goes
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// straight to the draw list, one wholly beyond a side is skipped, only the ones across an edge are clipped
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int const side = segments + 1;
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static std::vector<clip_vertex> points;
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static std::vector<std::uint8_t> codes;
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points.resize(static_cast<std::size_t>(side) * side);
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codes.resize(points.size());
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for (int j = 0; j < side; ++j)
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for (int i = 0; i < side; ++i)
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{
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auto const index = static_cast<std::size_t>(j) * side + i;
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float const u = i * segmentsize, v = j * segmentsize;
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glm::vec4 const position = clip(u, v, height_at(i, j));
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points[index] = {position, {u, v}};
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codes[index] = static_cast<std::uint8_t>((position.w < near_w ? 1 : 0) | (position.x > position.w * guard ? 2 : 0) | (position.x < -position.w * guard ? 4 : 0) |
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(position.y > position.w * guard ? 8 : 0) | (position.y < -position.w * guard ? 16 : 0));
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}
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drawlist->PushTextureID((ImTextureID)(intptr_t)(textureid));
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for (int j = 0; j < segments; ++j)
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@@ -1426,19 +1470,29 @@ void editor_orthophoto::draw(glm::mat4 const &ViewProjection, glm::dvec3 const &
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drawlist->PopTextureID();
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return;
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}
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float const u0 = i * segmentsize, u1 = (i + 1) * segmentsize;
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float const v0 = j * segmentsize, v1 = (j + 1) * segmentsize;
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clip_vertex quad[4] = {
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{clip(u0, v0, height_at(u0, v0)), {u0, v0}},
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{clip(u1, v0, height_at(u1, v0)), {u1, v0}},
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{clip(u1, v1, height_at(u1, v1)), {u1, v1}},
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{clip(u0, v1, height_at(u0, v1)), {u0, v1}},
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};
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glm::vec4 const positions[4] = {quad[0].position, quad[1].position, quad[2].position, quad[3].position};
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if (outside(positions, 4))
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std::size_t const corners[4] = {static_cast<std::size_t>(j) * side + i, static_cast<std::size_t>(j) * side + i + 1, static_cast<std::size_t>(j + 1) * side + i + 1,
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static_cast<std::size_t>(j + 1) * side + i};
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auto const all = codes[corners[0]] & codes[corners[1]] & codes[corners[2]] & codes[corners[3]];
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if (all != 0)
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continue; // beyond one side of the view
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auto const any = codes[corners[0]] | codes[corners[1]] | codes[corners[2]] | codes[corners[3]];
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if (any == 0)
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{
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drawlist->PrimReserve(6, 4);
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auto const base = static_cast<ImDrawIdx>(drawlist->_VtxCurrentIdx);
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drawlist->PrimWriteIdx(base);
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drawlist->PrimWriteIdx(static_cast<ImDrawIdx>(base + 1));
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drawlist->PrimWriteIdx(static_cast<ImDrawIdx>(base + 2));
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drawlist->PrimWriteIdx(base);
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drawlist->PrimWriteIdx(static_cast<ImDrawIdx>(base + 2));
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drawlist->PrimWriteIdx(static_cast<ImDrawIdx>(base + 3));
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for (auto const corner : corners)
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drawlist->PrimWriteVtx(toscreen(points[corner].position), ImVec2(points[corner].uv.x, points[corner].uv.y), color);
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continue;
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}
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// clip against the near plane and the (slightly widened) sides of the view
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clip_vertex quad[4] = {points[corners[0]], points[corners[1]], points[corners[2]], points[corners[3]]};
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clip_vertex buffer0[12], buffer1[12];
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int count = clip_polygon(quad, 4, buffer0, [](glm::vec4 const &v) { return v.w - near_w; });
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count = clip_polygon(buffer0, count, buffer1, [&](glm::vec4 const &v) { return v.w * guard - v.x; });
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