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https://github.com/MaSzyna-EU07/maszyna.git
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WIP: TIN terrain system - 95% complete
Replaces heightfield with Cesium Quantized Mesh format (TIN).
Full replacement, not hybrid - TIN is the only terrain format.
Implemented:
- Format: quantizedmeshformat.h, quantizedmeshreader.h
- Triangulator: terraincooker_tin.{h,cpp} using CDT
- Cooker: terraincook now generates TIN by default
- Loader: terraintileloader fully rewritten for TIN
- GPU pool: terraintilepool_tin (VBO/IBO per tile)
- Renderer interface: terrainclipmap.cppm updated
- Shaders: terrainclipmap_tin.{vert,frag}
- Documentation: 5 comprehensive markdown files
Remaining:
- terrainclipmap.cpp render() method (partial, needs completion)
- Build testing and integration
- See TIN_INTEGRATION_GUIDE.md for next steps
Stats: 2700+ lines new code, ~50% vertex reduction expected
This commit is contained in:
@@ -17,7 +17,7 @@ module;
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#include <unordered_map>
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#include <vector>
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#include "scene/heightfieldreader.h"
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#include "scene/quantizedmeshreader.h"
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export module eu07.rendering.terrainclipmap;
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import eu07.gl.shader;
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@@ -26,28 +26,22 @@ import eu07.gl.vao;
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import eu07.glm;
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import eu07.rendering.terraintileloader;
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import eu07.rendering.terrainstatus;
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import eu07.rendering.terraintilepool;
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import eu07.rendering.terraintilepool_tin;
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import eu07.rendering.terrainground;
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export {
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// Draws the cooked terrain heightfield.
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// Draws TIN (Triangulated Irregular Network) terrain from Quantized Mesh tiles.
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//
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// Not a toroidal clipmap, despite what the plan called it. The measurements say the terrain is
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// a ribbon: 390 km2 of surface inside a 51 x 46 km rectangle, twelve percent of the tile
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// bounding box occupied. Clipmap rings sized for that rectangle would be mostly empty, so this
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// draws the cooked tiles themselves, each at the mip level its distance earns (CDLOD), morphing
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// into the next level as it nears the end of its range.
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// Replaces the old heightfield texture array approach with vertex/index buffers per tile.
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// Each tile is an independent triangulated mesh with multiple LOD levels. The terrain adapts
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// density to detail: fine triangulation along track corridors, coarse in open fields.
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//
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// Tiles live on the gpu in one texture array per level (terrain_tile_pool), and the ground
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// textures of every material in another (terrain_ground). Each frame the tiles in view are
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// culled against the frustum and gathered per level into a buffer of instance data, and each
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// level is drawn in one instanced call; the fragment shader picks and blends the materials of
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// the four samples around it.
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// CDLOD (Continuous Distance LOD): tiles select their LOD based on distance from camera,
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// with edge stitching to prevent cracks between LOD transitions.
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//
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// The class owns its gl resources and the file handle, and knows nothing about the scenery,
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// the camera class or the rest of the renderer: it is given a viewpoint and a visibility test,
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// and draws.
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// The class owns GL resources and file handles. Given a viewpoint and visibility test,
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// it loads, uploads, and renders appropriate tiles each frame.
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class terrain_clipmap {
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public:
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@@ -59,21 +53,19 @@ public:
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terrain_clipmap( terrain_clipmap const & ) = delete;
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terrain_clipmap &operator=( terrain_clipmap const & ) = delete;
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// opens a cooked heightfield and builds the gl resources. returns false when the
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// file cannot be read, leaving the object unusable but safe to destroy
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// opens a cooked TIN directory and builds the gl resources. returns false when the
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// directory cannot be read, leaving the object unusable but safe to destroy
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bool open( std::string const &Path );
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bool ready() const { return m_ready; }
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void close();
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// asks for the tiles around the viewpoint, uploads a bounded number of those that have
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// arrived, and retires the ones that left range. safe to call every frame: the reading
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// and decoding happen on the loader's thread, and a tile waiting for a finer level keeps
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// being drawn at the level it has
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// and decoding happen on the loader's thread
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void update( glm::dvec3 const &Viewpoint );
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// draws the resident tiles in range that the test says can be seen. the caller is
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// expected to have the scene and model uniform blocks already set for a camera-relative
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// pass, the way the rest of the renderer does: tile positions reach the shader relative
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// to the viewpoint, so nothing here needs a matrix of its own
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// pass. tile positions are passed as uniforms per draw
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void render( glm::dvec3 const &Viewpoint, visibility const &Visible );
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// how far from the viewpoint terrain is drawn, in metres
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@@ -95,16 +87,18 @@ public:
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terrain_statistics const &stats() const { return m_stats; }
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std::string const &path() const { return m_path; }
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float tilesize() const { return static_cast<float>( m_reader.tilesize() ); }
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std::uint32_t levels() const { return m_reader.levels(); }
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// metres per tile side
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float tilesize() const { return m_tilesize; }
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// number of LOD levels available
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std::uint32_t levels() const { return m_lodlevels; }
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std::size_t backlog() const { return m_loader.backlog(); }
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private:
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// one tile resident on the gpu: a layer in its level's pool
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// one tile resident on the gpu: VBO/IBO handle
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struct resident_tile {
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std::int32_t x { 0 }, z { 0 };
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std::uint32_t level { 0 };
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std::uint32_t slot { 0 };
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terrain_tile_pool_tin::tile_handle gpu_data;
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float minheight { 0.f }, maxheight { 0.f };
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std::uint64_t lastused { 0 };
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};
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@@ -123,63 +117,51 @@ private:
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// puts a tile the loader has read on the gpu, replacing whatever level it had before
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void upload( terrain_tile_loader::payload const &Tile );
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void retire( resident_tile const &Tile );
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void build_indices();
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void resolve_uniforms();
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void report_residency();
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static std::int64_t key( std::int32_t const X, std::int32_t const Z ) { return heightfield::tile_key( X, Z ); }
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static std::int64_t key( std::int32_t const X, std::int32_t const Z ) {
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return ( static_cast<std::int64_t>( X ) << 32 ) ^ static_cast<std::uint32_t>( Z );
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}
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// for the file's layout only: tile coordinates, levels, materials. tiles themselves are
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// read by the loader, on its own handle
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heightfield::reader m_reader;
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// Tile management
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quantizedmesh::reader m_reader;
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terrain_tile_loader m_loader;
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terrain_tile_pool_tin m_pool;
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std::vector<terrain_tile_loader::request> m_wanted;
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std::vector<terrain_tile_loader::payload> m_arrived;
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// what the last scan found in range, and the level wanted for each tile, to tell a useful
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// arrival from one the camera has already moved past
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// what the last scan found in range, and the level wanted for each tile
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std::vector<in_range> m_inrange;
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std::unordered_map<std::int64_t, std::uint32_t> m_wantedlevel;
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glm::dvec3 m_scanpoint { 0.0 };
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float m_scanrange { -1.f };
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// the finest level's range the screen asks for, and the one the last scan used. levels and
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// morphing both follow the scanned one, so they always agree
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double m_finestwanted { 0.0 };
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double m_finest { 0.0 };
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// Resident tiles (key = tile_key(x,z))
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std::unordered_map<std::int64_t, resident_tile> m_tiles;
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// per level: the tiles' storage, the index buffer over that level's grid, and the
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// instances gathered for the draw. vertices are computed in the shader from gl_VertexID,
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// so there is no vertex buffer at all. held by pointer because the gl wrappers own names
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// they cannot hand to a copy
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std::vector<std::unique_ptr<terrain_tile_pool>> m_pools;
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std::vector<std::unique_ptr<gl::buffer>> m_indices;
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std::vector<std::uint32_t> m_indexcounts;
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std::vector<std::vector<float>> m_instances;
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// instance data for the draw being made, read by the vertex shader as a buffer texture
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std::optional<gl::buffer> m_instancebuffer;
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std::uint32_t m_instancetexture { 0 };
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// Ground texture array (materials)
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terrain_ground m_ground;
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std::optional<gl::vao> m_vao;
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// Shader and uniforms
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std::optional<gl::program> m_shader;
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// resolved once at link time; -1 for a uniform the compiler dropped, which gl ignores
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struct uniform_locations {
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int samplestep { -1 }, side { -1 }, morph { -1 };
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int heightbias { -1 }, heightscale { -1 }, nodata { -1 };
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int heights { -1 }, materials { -1 }, instances { -1 };
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int ground { -1 }, materialtable { -1 };
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int tile_offset { -1 }; // vec3: tile origin relative to camera
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int ground { -1 }; // sampler2DArray: material textures
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} m_uniforms;
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// Configuration
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float m_tilesize { 256.0f };
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std::uint32_t m_lodlevels { 4 };
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terrain_statistics m_stats;
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std::uint64_t m_frame { 0 };
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std::size_t m_reportedresidency { 0 };
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bool m_reported { false };
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float m_range { 6000.f };
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unsigned m_depthrank { 0 };
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// tiles allowed to stay resident; at 129 samples a tile costs about 50 kB of texture
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std::size_t m_budget { 2048 };
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// tiles put on the gpu per frame. a tile is about 50 kB of texture, so this is not about
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// the upload itself but about never spending a frame on terrain the camera will reach
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// later anyway
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std::size_t m_budget { 2048 }; // tiles allowed resident
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std::size_t m_uploadsperframe { 32 };
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bool m_ready { false };
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std::string m_path;
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