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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-28 20:27:28 +01:00

Morph terrain levels into each other so neighbours meet without cracks

Tiles drawn at the same level met exactly, but a finer tile beside a coarser one has
samples on their shared edge that the coarser one skips, and the ground between them
could open up. This closes the gap the standard way (CDLOD): each vertex slides towards
the next coarser level as its distance nears the end of its level's range, so that by the
end of the band a tile is, vertex for vertex, the coarser tile beyond it. Levels also stop
popping when they change.

The mip chain is point sampled, so the next level's grid is this level's even samples. An
odd vertex slides onto its even neighbour and takes its height, and the grid, whose
diagonals all run the same way at every level, collapses exactly into the coarser
triangulation. No second texture and no neighbour information is needed; the morph is
computed per vertex from its distance to the camera, the same distance the level is
chosen by.

Two things the geometry demands, both settled by tools/terraincook/seamcheck.py, which
walks random camera positions over 128 m, 256 m and 12.8 km tiles and counts every edge
vertex where the finer side has not finished morphing or the coarser side has started:

- the band ends a rescan's worth of travel (a quarter tile) short of the level's range.
  Levels are chosen where the camera stood at the last rescan, the morph follows it every
  frame, and a band ending at the range itself left gaps at every level boundary;
- the band is a fifth of the range wide, and level ranges are counted in tiles (four for
  the finest level) rather than fixed metres, which keeps the coarser tile's band clear of
  any edge a finer tile reaches, whatever the tile size.

The script finds no gap with these values. In the game on baltyk, a low view differs from
the unmorphed shader only in a strip of distant ground at the horizon, and nearer than
the first band the picture is identical.

The cooker's comment claimed tile seams were identical at every level; that held only
for neighbours at the same level, and now says so.
This commit is contained in:
maj00r
2026-09-17 15:58:05 +02:00
parent 2660d14565
commit 37ab4a35b3
7 changed files with 171 additions and 15 deletions

View File

@@ -1524,8 +1524,8 @@ debug_panel::update_section_renderer( std::vector<text_line> &Output ) {
auto const last { level + 1 == field.levels };
levels +=
" L" + std::to_string( level )
+ ( last ? " beyond " + to_string( terrain_level_distance( level > 0 ? level - 1 : 0 ), 0 )
: " <" + to_string( terrain_level_distance( level ), 0 ) )
+ ( last ? " beyond " + to_string( terrain_level_distance( level > 0 ? level - 1 : 0, field.tilesize ), 0 )
: " <" + to_string( terrain_level_distance( level, field.tilesize ), 0 ) )
+ " m (" + to_string( field.gridstep * static_cast<float>( 1u << level ), 0 ) + " m grid): "
+ std::to_string( stats.perlevel[ level ] );
if( false == last ) { levels += " |"; }

View File

@@ -110,6 +110,7 @@ terrain_clipmap::resolve_uniforms() {
m_uniforms.heightscale = ::glGetUniformLocation( program, "heightscale" );
m_uniforms.nodata = ::glGetUniformLocation( program, "nodata" );
m_uniforms.side = ::glGetUniformLocation( program, "side" );
m_uniforms.morph = ::glGetUniformLocation( program, "morph" );
m_uniforms.heights = ::glGetUniformLocation( program, "heights" );
m_uniforms.materials = ::glGetUniformLocation( program, "materials" );
m_uniforms.palette = ::glGetUniformLocation( program, "palette" );
@@ -207,8 +208,9 @@ terrain_clipmap::build_palette() {
std::uint32_t
terrain_clipmap::level_for( double const Distance ) const {
if( Distance <= terrain_finest_range ) { return 0; }
auto const steps { static_cast<std::uint32_t>( std::log2( Distance / terrain_finest_range ) ) + 1 };
auto const finest { terrain_level_distance( 0, m_reader.tilesize() ) };
if( Distance <= finest ) { return 0; }
auto const steps { static_cast<std::uint32_t>( std::log2( Distance / finest ) ) + 1 };
return std::min( steps, m_reader.levels() - 1 );
}
@@ -323,7 +325,7 @@ terrain_clipmap::update( glm::dvec3 const &Viewpoint ) {
auto const moved {
glm::length( glm::dvec2 { Viewpoint.x - m_scanpoint.x, Viewpoint.z - m_scanpoint.z } ) };
if( ( m_range != m_scanrange )
|| ( moved > m_reader.tilesize() * 0.25 ) ) {
|| ( moved > m_reader.tilesize() * terrain_rescan_tiles ) ) {
scan( Viewpoint );
}
@@ -480,6 +482,18 @@ terrain_clipmap::render( glm::dvec3 const &Viewpoint ) {
::glUniform3fv( m_uniforms.tileorigin, 1, &origin.x );
::glUniform1f( m_uniforms.samplestep, gridstep * static_cast<float>( 1u << tile.level ) );
::glUniform1i( m_uniforms.side, static_cast<GLint>( tile.side ) );
// the band over which this level turns into the next. the coarsest level has no
// next one, so it never morphs
if( tile.level + 1 < m_reader.levels() ) {
::glUniform2f(
m_uniforms.morph,
static_cast<float>( terrain_morph_begin( tile.level, tilesize ) ),
static_cast<float>( terrain_morph_end( tile.level, tilesize ) ) );
}
else {
// far enough to never be reached, with a band that does not divide by zero
::glUniform2f( m_uniforms.morph, 1e30f, 2e30f );
}
::glUniform2f(
m_uniforms.tileworld,
static_cast<float>( tile.x * tilesize ), static_cast<float>( tile.z * tilesize ) );

View File

@@ -146,7 +146,7 @@ private:
// resolved once at link time; -1 for a uniform the compiler dropped, which gl ignores
struct uniform_locations {
int tileorigin { -1 }, samplestep { -1 };
int heightbias { -1 }, heightscale { -1 }, nodata { -1 }, side { -1 };
int heightbias { -1 }, heightscale { -1 }, nodata { -1 }, side { -1 }, morph { -1 };
int heights { -1 }, materials { -1 }, palette { -1 };
int groundtexture { -1 }, groundscale { -1 }, drawnmaterial { -1 }, tileworld { -1 };
int hastexture { -1 }, fallback { -1 };

View File

@@ -19,14 +19,42 @@ export module eu07.rendering.terrainstatus;
export {
// distance out to which a terrain tile is drawn at its finest level; each further level
// doubles it
inline constexpr double terrain_finest_range { 512.0 };
// distance out to which a terrain tile is drawn at its finest level, in tile sides; each
// further level doubles it. four sides is 512 m for the usual 128 m tile. the ranges are
// measured in tiles rather than metres because the morphing below only closes the seams
// when a level's range is several tiles long, whatever the tile size
inline constexpr double terrain_finest_tiles { 4.0 };
// the distance up to which a level is used
// how far the camera may move before the tiles in range and their levels are worked out
// again, in tile sides
inline constexpr double terrain_rescan_tiles { 0.25 };
// the distance up to which a level is used, for tiles of the given side
inline double
terrain_level_distance( std::uint32_t const Level ) {
return terrain_finest_range * std::pow( 2.0, Level );
terrain_level_distance( std::uint32_t const Level, double const Tilesize ) {
return terrain_finest_tiles * Tilesize * std::pow( 2.0, Level );
}
// A tile morphs into the next level over a band at the far end of its level's range. Two
// neighbours at levels L and L+1 then meet exactly when, all along their shared edge, the
// finer tile has finished morphing and the coarser one has not started. The band ends a
// rescan's worth of travel short of the range, because levels are chosen where the camera
// was at the last rescan while the morph follows the camera every frame; and it is a fifth
// of the range wide, which keeps the coarser tile's band, a whole range further out, clear of
// any edge a finer tile can reach. Both were settled by a geometric test over random camera
// positions and three tile sizes, which finds no gap with these values and finds them at
// every level boundary with a band ending at the range itself.
inline constexpr double terrain_morph_band { 0.2 };
// the distances, from the camera, over which a level L tile morphs into level L+1
inline double
terrain_morph_end( std::uint32_t const Level, double const Tilesize ) {
return terrain_level_distance( Level, Tilesize ) - terrain_rescan_tiles * Tilesize;
}
inline double
terrain_morph_begin( std::uint32_t const Level, double const Tilesize ) {
return terrain_morph_end( Level, Tilesize ) - terrain_morph_band * terrain_level_distance( Level, Tilesize );
}
// what one terrain field's streamer is doing, kept by the field and read by the debug panel

View File

@@ -485,8 +485,9 @@ private:
// lays the mip chain of one tile into the buffer, finest level first.
// coarse levels are point sampled rather than averaged, deliberately: every level
// keeps the samples that sit on the tile boundary exactly as its neighbour has them,
// so the seam between two tiles stays identical at every level instead of needing
// skirts to hide a mismatch. the cost is aliasing on distant terrain
// so two tiles at the same level meet exactly, and a level's even samples are the next
// level's samples, which is what lets the renderer morph one level into the next from
// a single texture. the cost is aliasing on distant terrain
void
encode( tile const &Tile, double const Scale, std::vector<std::uint8_t> &Buffer ) const {

View File

@@ -3,6 +3,12 @@
// There is no vertex buffer: the grid exists only as an index buffer, and a sample's
// row and column come from gl_VertexID. Heights are read as unsigned integers so that
// the cooker's no-data value survives unchanged instead of being normalised into a float.
//
// Levels meet without cracks and change without popping because each vertex morphs into the
// next coarser level as its distance nears the end of its level's range (CDLOD). The mip
// chain is point sampled, so the next level's grid is this level's even samples: an odd
// vertex slides onto its even neighbour and takes its height, and by the end of the range
// the tile is, vertex for vertex, the coarser tile that lies beyond it.
#include <common>
@@ -16,6 +22,7 @@ uniform float heightbias; // world height of stored value 0
uniform float heightscale; // metres per stored unit
uniform uint nodata;
uniform int side; // samples along a tile side at this level
uniform vec2 morph; // distance at which morphing into the next level starts, and where it is complete
uniform vec2 tileworld; // tile origin in world space, for texture coordinates
out vec4 f_pos;
@@ -71,6 +78,17 @@ void main()
}
vec3 local = tileorigin + vec3( float( column ) * samplestep, height, float( row ) * samplestep );
// the viewpoint is at the horizontal origin, so the distance is the length of local.xz,
// measured as the renderer measures it when choosing the level
float morphing = clamp( ( length( local.xz ) - morph.x ) / ( morph.y - morph.x ), 0.0, 1.0 );
if( morphing > 0.0 ) {
ivec2 coarse = texel - ( texel % 2 );
uint coarseraw = texelFetch( heights, coarse, 0 ).r;
float coarseheight = ( coarseraw == nodata ) ? borrowed_height( coarse ) : heightbias + float( coarseraw ) * heightscale;
vec2 grid = mix( vec2( texel ), vec2( coarse ), morphing );
local = tileorigin + vec3( grid.x * samplestep, mix( height, coarseheight, morphing ), grid.y * samplestep );
}
// central differences over the neighbouring samples; at a tile edge the clamp repeats
// the border sample, which is what the neighbouring tile holds there as well
float west = sample_height( texel - ivec2( 1, 0 ), height );
@@ -81,7 +99,7 @@ void main()
// world coordinates, so the ground texture stays put as the camera moves and as the
// tile changes mip level
f_ground = tileworld + vec2( float( column ), float( row ) ) * samplestep;
f_ground = tileworld + ( local.xz - tileorigin.xz );
f_pos = modelview * vec4( local, 1.0 );
f_normal = normalize( modelviewnormal * normal );

95
tools/terraincook/seamcheck.py Executable file
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@@ -0,0 +1,95 @@
#!/usr/bin/env python3
"""Checks that terrain tiles at neighbouring levels meet without gaps.
The renderer picks each tile's level from its distance at the last rescan, and morphs every
vertex towards the next level as the camera moves (rendering/terrainclipmap.vert). Two
neighbours at levels L and L+1 share their edge exactly when, all along it, the finer tile
has finished morphing and the coarser one has not started. This walks random camera
positions, lets the camera drift up to a rescan's distance from where the levels were
chosen, and counts every edge vertex where that does not hold.
The constants mirror rendering/terrainstatus.cppm; change them together. Exits non-zero
when a gap is found.
"""
import math
import random
import sys
FINEST_TILES = 4.0 # terrain_finest_tiles
RESCAN_TILES = 0.25 # terrain_rescan_tiles
MORPH_BAND = 0.2 # terrain_morph_band
LEVELS = 6
def check(tilesize, step, trials, reach):
finest = FINEST_TILES * tilesize
def level_range(level):
return finest * 2 ** level
def level_for(distance):
if distance <= finest:
return 0
return min(int(math.log2(distance / finest)) + 1, LEVELS - 1)
def nearest(x, z, tilex, tilez):
nx = min(max(x, tilex * tilesize), (tilex + 1) * tilesize)
nz = min(max(z, tilez * tilesize), (tilez + 1) * tilesize)
return math.hypot(nx - x, nz - z)
def morph(level, distance):
if level + 1 >= LEVELS:
return 0.0
end = level_range(level) - RESCAN_TILES * tilesize
begin = end - MORPH_BAND * level_range(level)
return min(max((distance - begin) / (end - begin), 0.0), 1.0)
gaps = 0
example = ""
for _ in range(trials):
scanx, scanz = random.uniform(-5000, 5000), random.uniform(-5000, 5000)
drift, heading = random.uniform(0, RESCAN_TILES * tilesize), random.uniform(0, 2 * math.pi)
camx, camz = scanx + drift * math.cos(heading), scanz + drift * math.sin(heading)
basex, basez = math.floor(camx / tilesize), math.floor(camz / tilesize)
for tilex in range(basex - reach, basex + reach):
for tilez in range(basez - reach, basez + reach):
here = level_for(nearest(scanx, scanz, tilex, tilez))
for stepx, stepz in ((1, 0), (0, 1)):
there = level_for(nearest(scanx, scanz, tilex + stepx, tilez + stepz))
if here == there:
continue
if abs(here - there) > 1:
gaps += 1
continue
fine, coarse = min(here, there), max(here, there)
count = int(tilesize / step) >> fine
for index in range(count + 1):
along = index * tilesize / count
if stepx:
x, z = (tilex + 1) * tilesize, tilez * tilesize + along
else:
x, z = tilex * tilesize + along, (tilez + 1) * tilesize
distance = math.hypot(x - camx, z - camz)
# an odd vertex of the finer tile is not on the coarser grid and has
# to have finished its move; the coarser edge must not be moving yet
if (index % 2 == 1 and morph(fine, distance) < 1.0) or morph(coarse, distance) > 0.0:
gaps += 1
if not example:
example = (f"camera {camx:.0f},{camz:.0f}, levels {fine}/{coarse}, "
f"distance {distance:.0f} m")
return gaps, example
def main():
random.seed(1)
failed = False
for tilesize, step, trials, reach in ((128, 1.0, 300, 40), (256, 2.0, 300, 40), (12800, 100.0, 60, 6)):
gaps, example = check(tilesize, step, trials, reach)
print(f"tile {tilesize} m, grid {step} m: {gaps} gaps" + (f" (e.g. {example})" if gaps else ""))
failed = failed or gaps > 0
return 1 if failed else 0
if __name__ == "__main__":
sys.exit(main())