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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-17 23:39:18 +02:00

World Streaming Part 1

This commit is contained in:
2026-06-18 18:18:02 +02:00
parent 449609d817
commit 75461eaf86
10 changed files with 806 additions and 49 deletions

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@@ -168,6 +168,7 @@ set(SOURCES
"input/editorkeyboardinput.cpp"
"editor/editorSettings.cpp"
"editor/editorTerrain.cpp"
"editor/editorTerrainStreamer.cpp"
"application/editormode.cpp"
"input/editormouseinput.cpp"
"application/editoruilayer.cpp"

View File

@@ -593,6 +593,11 @@ int eu07_application::run()
// -------------------------------------------------------------------
// keep streamed terrain loaded around the active camera in every mode (editor + driver),
// once the simulation is live (avoid streaming while the scenery is still loading)
if (simulation::is_ready && EditorTerrain.active())
EditorTerrain.update(Global.pCamera.Pos);
m_taskqueue.update();
opengl_texture::reset_unit_cache();

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@@ -274,9 +274,9 @@ void editor_mode::snap_to_ground(scene::basic_node *node)
}
// editable terrain patches keep their heightmap on the CPU, so query them directly
for (auto const &terrain : m_terrains)
for (editor_terrain *terrain : active_terrains())
{
if (!terrain || !terrain->contains(origin.x, origin.z))
if (!terrain->contains(origin.x, origin.z))
continue;
double const y = terrain->height_at(origin.x, origin.z);
if (y <= origin.y + epsilon && y > bestY)
@@ -668,10 +668,43 @@ bool editor_mode::update()
simulation::is_ready = true;
// note: the streamer is advanced centrally in the application main loop (so it runs in every
// mode), using the published Global.pCamera; nothing to do here
// continuous terrain sculpting while the left mouse button is held in sculpt mode
if (m_terrain_sculpt && mouseHold)
handle_terrain_sculpt(deltarealtime);
// debounced auto mesh simplification: once sculpting has settled for a short while, simplify
// any chunk that was edited. holding the brush keeps the timer reset so we don't churn mid-stroke.
if (m_terrain_auto_optimize)
{
auto const terrains = active_terrains();
bool any_dirty = false;
for (editor_terrain *terrain : terrains)
if (terrain->dirty())
{
any_dirty = true;
break;
}
if (!any_dirty || (m_terrain_sculpt && mouseHold))
{
m_terrain_idle = 0.0; // actively editing (or nothing pending): hold off
}
else
{
m_terrain_idle += deltarealtime;
if (m_terrain_idle >= 0.5) // settle time
{
for (editor_terrain *terrain : terrains)
if (terrain->dirty())
terrain->optimize(m_terrain_simplify_error);
m_terrain_idle = 0.0;
}
}
}
// --- ImGuizmo: in-viewport transform gizmo for the selected node ---
render_gizmo();
@@ -733,7 +766,11 @@ void editor_mode::render_terrain_ui()
glm::dvec3 const center(Camera.Pos.x, static_cast<double>(m_terrain_baseheight), Camera.Pos.z);
auto terrain = std::make_unique<editor_terrain>();
if (terrain->create(center, m_terrain_cells, m_terrain_cellsize, std::string(m_terrain_texture)))
{
if (m_terrain_auto_optimize)
terrain->optimize(m_terrain_simplify_error);
m_terrains.push_back(std::move(terrain));
}
else
WriteLog("Editor: failed to create terrain", logtype::generic);
}
@@ -749,6 +786,64 @@ void editor_mode::render_terrain_ui()
static_cast<int>(m_terrain_chunks * m_terrain_cells * m_terrain_cellsize),
m_terrain_chunks * m_terrain_chunks);
if (ImGui::Checkbox("Chunk edit mode (LMB add neighbour / Shift = delete)", &m_chunk_edit))
if (m_chunk_edit)
m_terrain_sculpt = false; // mutually exclusive with sculpting
ImGui::Text("Grid chunks: %zu", m_grid_chunks.size());
ImGui::Separator();
ImGui::TextUnformatted("Streaming (open world, follows camera)");
ImGui::SetNextItemWidth(120.0f);
ImGui::InputInt("Stream radius", &m_stream_radius);
m_stream_radius = std::clamp(m_stream_radius, 0, 16);
ImGui::Checkbox("Persist edits to disk (16-bit)", &m_stream_persist);
bool streaming = m_streamer.active();
if (ImGui::Checkbox("Stream terrain", &streaming))
{
if (streaming)
{
// per-scenery chunk folder so chunks from different sceneries don't collide
std::string scenery = Global.SceneryFile;
auto const slash = scenery.find_last_of("/\\");
if (slash != std::string::npos)
scenery = scenery.substr(slash + 1);
auto const dot = scenery.find_last_of('.');
if (dot != std::string::npos)
scenery = scenery.substr(0, dot);
if (scenery.empty())
scenery = "default";
m_streamer.directory("editor_terrain/" + scenery);
m_streamer.configure(m_terrain_cells, m_terrain_cellsize, m_stream_radius,
m_terrain_baseheight, std::string(m_terrain_texture));
m_streamer.simplify(m_terrain_auto_optimize, m_terrain_simplify_error);
m_streamer.persist(m_stream_persist);
// hand the authored grid chunks over to streaming: persist them to disk, then drop the
// in-memory meshes so the streamer owns residency (it loads them back within the radius)
for (auto &entry : m_grid_chunks)
if (entry.second)
m_streamer.save_chunk(entry.first.first, entry.first.second, *entry.second);
for (auto &entry : m_grid_chunks)
if (entry.second)
entry.second->destroy();
m_grid_chunks.clear();
}
else
{
m_streamer.clear(); // saves modified chunks before dropping them
}
m_streamer.active(streaming);
}
if (m_streamer.active())
{
// radius / simplify / persist are safe to tweak live; chunk size/base are fixed at toggle
m_streamer.radius(m_stream_radius);
m_streamer.simplify(m_terrain_auto_optimize, m_terrain_simplify_error);
m_streamer.persist(m_stream_persist);
ImGui::Text("Resident chunks: %zu (dir: %s)", m_streamer.resident(), m_streamer.directory().c_str());
}
ImGui::Text("Patches: %zu", m_terrains.size());
// capture: sample the selected model's geometry into an editable patch and remove the original
@@ -762,10 +857,13 @@ void editor_mode::render_terrain_ui()
ImGui::TextDisabled("Capture: select a model instance first");
}
if (!m_terrains.empty())
std::vector<editor_terrain *> const terrains = active_terrains();
if (!terrains.empty())
{
ImGui::Separator();
ImGui::Checkbox("Sculpt mode (LMB raise / Shift = lower)", &m_terrain_sculpt);
if (ImGui::Checkbox("Sculpt mode (LMB raise / Shift = lower)", &m_terrain_sculpt))
if (m_terrain_sculpt)
m_chunk_edit = false; // mutually exclusive with chunk editing
ImGui::SetNextItemWidth(120.0f);
ImGui::InputFloat("Brush radius", &m_terrain_brush_radius);
if (m_terrain_brush_radius < 0.5f)
@@ -773,14 +871,17 @@ void editor_mode::render_terrain_ui()
ImGui::SetNextItemWidth(120.0f);
ImGui::InputFloat("Brush strength", &m_terrain_brush_strength);
// one-shot nudge of the most recent patch at its centre, handy for a quick test
auto &terrain = m_terrains.back();
glm::dvec3 const c = terrain->centre();
if (ImGui::Button("Raise centre"))
terrain->sculpt(c.x, c.z, m_terrain_brush_radius, m_terrain_brush_strength);
ImGui::SameLine();
if (ImGui::Button("Lower centre"))
terrain->sculpt(c.x, c.z, m_terrain_brush_radius, -m_terrain_brush_strength);
// one-shot nudge of the most recent manual patch at its centre, handy for a quick test
if (!m_terrains.empty())
{
auto &terrain = m_terrains.back();
glm::dvec3 const c = terrain->centre();
if (ImGui::Button("Raise centre"))
terrain->sculpt(c.x, c.z, m_terrain_brush_radius, m_terrain_brush_strength);
ImGui::SameLine();
if (ImGui::Button("Lower centre"))
terrain->sculpt(c.x, c.z, m_terrain_brush_radius, -m_terrain_brush_strength);
}
ImGui::Separator();
ImGui::TextUnformatted("Optimize (mesh simplification, all patches)");
@@ -788,23 +889,21 @@ void editor_mode::render_terrain_ui()
ImGui::InputFloat("Flatness tol (m)", &m_terrain_simplify_error);
if (m_terrain_simplify_error < 0.01f)
m_terrain_simplify_error = 0.01f;
ImGui::Checkbox("Auto-optimize after sculpt", &m_terrain_auto_optimize);
if (ImGui::Button("Optimize all"))
for (auto &t : m_terrains)
if (t)
t->optimize(m_terrain_simplify_error);
for (editor_terrain *t : terrains)
t->optimize(m_terrain_simplify_error);
ImGui::SameLine();
if (ImGui::Button("Full-res all"))
for (auto &t : m_terrains)
if (t)
t->unoptimize();
for (editor_terrain *t : terrains)
t->unoptimize();
std::size_t tris = 0, full = 0;
for (auto &t : m_terrains)
if (t)
{
tris += t->triangles();
full += t->full_triangles();
}
for (editor_terrain *t : terrains)
{
tris += t->triangles();
full += t->full_triangles();
}
ImGui::Text("Triangles: %zu / %zu", tris, full);
}
}
@@ -814,34 +913,119 @@ editor_terrain *editor_mode::terrain_at(double X, double Z)
for (auto &terrain : m_terrains)
if (terrain && terrain->contains(X, Z))
return terrain.get();
return nullptr;
double const size = chunk_grid_size();
auto const it = m_grid_chunks.find({static_cast<int>(std::floor(X / size)), static_cast<int>(std::floor(Z / size))});
if (it != m_grid_chunks.end() && it->second && it->second->contains(X, Z))
return it->second.get();
return m_streamer.terrain_at(X, Z);
}
std::vector<editor_terrain *> editor_mode::active_terrains()
{
std::vector<editor_terrain *> out;
out.reserve(m_terrains.size() + m_grid_chunks.size() + m_streamer.resident());
for (auto &terrain : m_terrains)
if (terrain)
out.push_back(terrain.get());
for (auto &entry : m_grid_chunks)
if (entry.second)
out.push_back(entry.second.get());
m_streamer.collect(out);
return out;
}
void editor_mode::add_grid_chunk(int Cx, int Cz)
{
std::pair<int, int> const key{Cx, Cz};
if (m_grid_chunks.count(key))
return; // already occupied
double const size = chunk_grid_size();
int const cells = std::clamp(m_terrain_cells, 1, 256);
glm::dvec3 const center((Cx + 0.5) * size, static_cast<double>(m_terrain_baseheight), (Cz + 0.5) * size);
auto terrain = std::make_unique<editor_terrain>();
if (!terrain->create(center, cells, m_terrain_cellsize, std::string(m_terrain_texture)))
return;
if (m_terrain_auto_optimize)
terrain->optimize(m_terrain_simplify_error);
m_grid_chunks[key] = std::move(terrain);
}
void editor_mode::remove_grid_chunk(int Cx, int Cz)
{
auto const it = m_grid_chunks.find({Cx, Cz});
if (it == m_grid_chunks.end())
return;
if (it->second)
it->second->destroy();
m_grid_chunks.erase(it);
}
void editor_mode::handle_chunk_edit_click(bool DeleteMode)
{
// world point under the cursor; must land on existing geometry to give a valid depth
glm::dvec3 const world = Camera.Pos + GfxRenderer->Mouse_Position();
double const size = chunk_grid_size();
int const cx = static_cast<int>(std::floor(world.x / size));
int const cz = static_cast<int>(std::floor(world.z / size));
bool const streaming = m_streamer.active();
if (DeleteMode)
{
if (streaming)
m_streamer.remove_chunk(cx, cz);
else
remove_grid_chunk(cx, cz);
return;
}
// if the clicked cell holds a chunk, target the neighbour nearest the clicked edge (the empty
// side); otherwise fill the clicked cell
bool const occupied = streaming
? (m_streamer.terrain_at(world.x, world.z) != nullptr)
: (m_grid_chunks.count({cx, cz}) > 0);
int tcx = cx, tcz = cz;
if (occupied)
{
double const lx = world.x - cx * size, lz = world.z - cz * size;
double const dw = lx, de = size - lx, dn = lz, ds = size - lz;
double const nearest = std::min({dw, de, dn, ds});
if (nearest == dw)
tcx = cx - 1;
else if (nearest == de)
tcx = cx + 1;
else if (nearest == dn)
tcz = cz - 1;
else
tcz = cz + 1;
}
if (streaming)
m_streamer.add_chunk(tcx, tcz);
else
add_grid_chunk(tcx, tcz);
}
void editor_mode::create_chunked_terrain()
{
int const chunks = std::clamp(m_terrain_chunks, 1, 32);
int const cells = std::clamp(m_terrain_cells, 1, 256);
float const cellsize = std::max(0.1f, m_terrain_cellsize);
double const size = chunk_grid_size();
double const chunkextent = static_cast<double>(cells) * cellsize;
double const half = 0.5 * chunks * chunkextent;
double const x0 = Camera.Pos.x - half; // corner of the whole field
double const z0 = Camera.Pos.z - half;
// snap the field to the global chunk grid (so it aligns with manual/streamed chunks), centred
// on the camera's chunk
int const ccx = static_cast<int>(std::floor(Camera.Pos.x / size));
int const ccz = static_cast<int>(std::floor(Camera.Pos.z / size));
int const half = chunks / 2;
int created = 0;
for (int cz = 0; cz < chunks; ++cz)
for (int cx = 0; cx < chunks; ++cx)
for (int dz = 0; dz < chunks; ++dz)
for (int dx = 0; dx < chunks; ++dx)
{
// adjacent chunks share edges exactly (aligned grids, identical world coords),
// so a world-space brush keeps the seams consistent
glm::dvec3 const center(
x0 + (cx + 0.5) * chunkextent,
static_cast<double>(m_terrain_baseheight),
z0 + (cz + 0.5) * chunkextent);
auto terrain = std::make_unique<editor_terrain>();
if (terrain->create(center, cells, cellsize, std::string(m_terrain_texture)))
int const cx = ccx - half + dx, cz = ccz - half + dz;
if (!m_grid_chunks.count({cx, cz}))
{
m_terrains.push_back(std::move(terrain));
add_grid_chunk(cx, cz);
++created;
}
}
@@ -849,6 +1033,45 @@ void editor_mode::create_chunked_terrain()
WriteLog("Editor: created chunked terrain with " + std::to_string(created) + " chunks", logtype::generic);
}
void editor_mode::save_scene_with_terrain()
{
// commit authored terrain so the scenery streams it on load. if not already streaming, hand the
// manual grid chunks over to the streamer (same as toggling Stream terrain on)
if (!m_streamer.active())
{
std::string scenery = Global.SceneryFile;
auto const slash = scenery.find_last_of("/\\");
if (slash != std::string::npos)
scenery = scenery.substr(slash + 1);
auto const dot = scenery.find_last_of('.');
if (dot != std::string::npos)
scenery = scenery.substr(0, dot);
if (scenery.empty())
scenery = "default";
m_streamer.directory("editor_terrain/" + scenery);
m_streamer.configure(m_terrain_cells, m_terrain_cellsize, m_stream_radius, m_terrain_baseheight,
std::string(m_terrain_texture));
m_streamer.simplify(m_terrain_auto_optimize, m_terrain_simplify_error);
m_streamer.persist(true);
for (auto &entry : m_grid_chunks)
if (entry.second)
m_streamer.save_chunk(entry.first.first, entry.first.second, *entry.second);
for (auto &entry : m_grid_chunks)
if (entry.second)
entry.second->destroy();
m_grid_chunks.clear();
m_streamer.active(true);
}
m_streamer.flush(); // save resident edited chunks to disk
// export scenery; the exported .scm now carries an `editorterrain` directive (streamer is active)
simulation::State.export_as_text(Global.SceneryFile);
WriteLog("Editor: saved scene + terrain", logtype::generic);
}
void editor_mode::handle_terrain_sculpt(double Deltatime)
{
// world point under the cursor (Mouse_Position is camera-relative, like the brush placement uses)
@@ -861,9 +1084,8 @@ void editor_mode::handle_terrain_sculpt(double Deltatime)
double const signedrate = (Global.shiftState ? -rate : rate);
// apply to every chunk the brush touches; each patch clips to its own bounds, so a stroke
// crossing a chunk boundary edits both and shared-edge vertices stay in sync
for (auto &terrain : m_terrains)
if (terrain)
terrain->sculpt(world.x, world.z, m_terrain_brush_radius, signedrate);
for (editor_terrain *terrain : active_terrains())
terrain->sculpt(world.x, world.z, m_terrain_brush_radius, signedrate);
}
void editor_mode::capture_terrain()
@@ -954,8 +1176,8 @@ void editor_mode::capture_terrain()
void editor_mode::render_gizmo()
{
// the transform gizmo is suppressed while sculpting terrain, so the brush owns the mouse
if (!m_gizmo_enabled || m_terrain_sculpt)
// the transform gizmo is suppressed while editing terrain, so the brush/chunk tool owns the mouse
if (!m_gizmo_enabled || m_terrain_sculpt || m_chunk_edit)
{
m_gizmo_using = false;
return;
@@ -1316,6 +1538,15 @@ void editor_mode::on_mouse_button(int const Button, int const Action, int const
return;
}
// in chunk-edit mode the left button adds a neighbouring chunk (Shift = delete the clicked one)
if (m_chunk_edit && Button == GLFW_MOUSE_BUTTON_LEFT)
{
if (is_press(Action))
handle_chunk_edit_click(Global.shiftState);
m_input.mouse.button(Button, Action);
return;
}
// in terrain sculpt mode the left button paints the terrain instead of picking nodes
if (m_terrain_sculpt && Button == GLFW_MOUSE_BUTTON_LEFT)
{

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@@ -16,6 +16,7 @@ http://mozilla.org/MPL/2.0/.
#include "scene/sceneeditor.h"
#include "scene/scenenode.h"
#include "editor/editorTerrain.hpp"
#include "editor/editorTerrainStreamer.hpp"
#include <memory>
@@ -146,14 +147,27 @@ class editor_mode : public application_mode
void render_terrain_ui();
// creates a large terrain as a grid of adjacent chunks (each its own editable patch)
void create_chunked_terrain();
// manual grid-aligned chunks: add/remove single chunks for fine control
float chunk_grid_size() const { return m_terrain_cells * m_terrain_cellsize; }
void add_grid_chunk(int Cx, int Cz);
void remove_grid_chunk(int Cx, int Cz);
// handles a click in chunk-edit mode (add a neighbour, or Shift = delete the clicked chunk)
void handle_chunk_edit_click(bool DeleteMode);
// commits authored terrain to disk, enables streaming, and exports the scenery (Ctrl+S)
void save_scene_with_terrain();
// raises/lowers terrain under the cursor while the left mouse button is held in sculpt mode
void handle_terrain_sculpt(double Deltatime);
// returns the terrain patch (if any) whose footprint covers the given world point
editor_terrain *terrain_at(double X, double Z);
// gathers every active terrain patch: manually-created ones plus streamed chunks
std::vector<editor_terrain *> active_terrains();
// samples the selected model instance's geometry into a new editable terrain patch, then removes it
void capture_terrain();
std::vector<std::unique_ptr<editor_terrain>> m_terrains;
// grid-aligned manual chunks, keyed by (cx,cz) on the global chunk grid
std::map<std::pair<int, int>, std::unique_ptr<editor_terrain>> m_grid_chunks;
bool m_terrain_sculpt{false}; // when true, LMB sculpts terrain instead of picking
bool m_chunk_edit{false}; // when true, LMB adds/removes whole chunks
int m_terrain_cells{32}; // grid resolution (quads per side)
int m_terrain_chunks{4}; // chunks per side for a chunked terrain
float m_terrain_cellsize{2.0f}; // metres per quad
@@ -161,8 +175,16 @@ class editor_mode : public application_mode
float m_terrain_brush_radius{12.0f};
float m_terrain_brush_strength{4.0f}; // metres per second while held (one-shot for the buttons)
float m_terrain_simplify_error{0.5f}; // flatness tolerance (m) for mesh simplification
bool m_terrain_auto_optimize{false}; // auto-simplify edited chunks after sculpting settles
double m_terrain_idle{0.0}; // seconds since the last sculpt edit (debounce timer)
char m_terrain_texture[128]{""}; // optional ground texture name
// streaming terrain that follows the camera (open-world); the editor shares the single
// simulation-level instance so authored terrain also renders in the driver / other modes
terrain_streamer &m_streamer{EditorTerrain};
int m_stream_radius{2};
bool m_stream_persist{true}; // save edited chunks to disk and load them back
// hierarchy management
void add_to_hierarchy(scene::basic_node *node);
void remove_from_hierarchy(scene::basic_node *node);

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@@ -237,6 +237,7 @@ void editor_terrain::optimize(float ErrorMetres)
{
m_simplify = true;
m_simplify_error = (ErrorMetres > 0.0f ? ErrorMetres : 0.01f);
m_dirty = false;
regenerate(true);
}
@@ -246,6 +247,28 @@ void editor_terrain::unoptimize()
regenerate(false);
}
void editor_terrain::destroy()
{
if (m_section != nullptr)
{
// erase the shape whose geometry handle is ours; other shapes keep their handles (so they
// keep rendering), and the geometry GC reclaims our now-undrawn chunk's GPU memory
for (auto it = m_section->m_shapes.begin(); it != m_section->m_shapes.end(); ++it)
{
auto const h = it->data().geometry;
if (h.bank == m_geometry.bank && h.chunk == m_geometry.chunk)
{
m_section->m_shapes.erase(it);
break;
}
}
}
m_section = nullptr;
m_geometry = gfx::geometry_handle{0, 0};
m_cells = 0; // mark invalid
m_heights.clear();
}
bool editor_terrain::contains(double X, double Z) const
{
double const x1 = m_x0 + static_cast<double>(m_cells) * m_cellsize;
@@ -298,8 +321,10 @@ bool editor_terrain::sculpt(double X, double Z, double Radius, double Strength)
if (changed)
{
// sculpting edits the full-resolution mesh (fixed vertex count => fast in-place update);
// the user can re-run optimize() afterwards to simplify again
// mark dirty so it can be auto-simplified once the stroke finishes, and modified for saving
m_simplify = false;
m_dirty = true;
m_modified = true;
regenerate(false);
}
return changed;

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@@ -55,11 +55,25 @@ class editor_terrain
// rebuilds the rendered mesh at full resolution (undoes optimize)
void unoptimize();
// removes the rendered shape from its section (stops drawing it); the renderer's geometry
// garbage collector reclaims the GPU memory shortly after. used by terrain streaming to unload.
void destroy();
// horizontal centre and extent, handy for the UI / camera framing
glm::dvec3 centre() const;
float extent() const { return m_cells * m_cellsize; }
bool valid() const { return m_cells > 0; }
bool optimized() const { return m_simplify; }
// set by sculpt() when the mesh changed and is currently full-resolution; cleared by optimize().
// used to auto-simplify only the chunks that were actually edited, once a stroke finishes.
bool dirty() const { return m_dirty; }
// set by sculpt() and never auto-cleared; used by streaming to know a chunk needs saving to disk
bool modified() const { return m_modified; }
void clear_modified() { m_modified = false; }
// direct access to the editable heightmap (row-major world Y, (cells+1)^2), for save/load
std::vector<float> const &heights() const { return m_heights; }
int cells() const { return m_cells; }
// rendered triangle count (drops after optimize)
std::size_t triangles() const { return m_vertexcount / 3; }
// full-resolution triangle count, for reference
@@ -94,4 +108,6 @@ class editor_terrain
bool m_simplify{false}; // whether the rendered mesh is currently simplified
float m_simplify_error{0.5f}; // flatness tolerance used by optimize()
bool m_dirty{false}; // edited since the last optimize (full-res, awaiting simplification)
bool m_modified{false}; // edited since load/save (for streaming persistence)
};

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@@ -0,0 +1,289 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "editor/editorTerrainStreamer.hpp"
#include <algorithm>
#include <cmath>
#include <cstdint>
#include <filesystem>
#include <fstream>
#include <string>
// simulation-level streamer instance (see header)
terrain_streamer EditorTerrain;
void terrain_streamer::configure(int Cells, float CellSize, int Radius, float BaseHeight, std::string const &Texture)
{
m_cells = std::max(1, Cells);
m_cellsize = std::max(0.1f, CellSize);
m_radius = std::max(0, Radius);
m_baseheight = BaseHeight;
m_texture = Texture;
}
terrain_streamer::chunk_key terrain_streamer::key_at(double X, double Z) const
{
double const size = chunk_world_size();
return {static_cast<int>(std::floor(X / size)), static_cast<int>(std::floor(Z / size))};
}
glm::dvec3 terrain_streamer::chunk_centre(int Cx, int Cz) const
{
double const size = chunk_world_size();
return glm::dvec3((Cx + 0.5) * size, static_cast<double>(m_baseheight), (Cz + 0.5) * size);
}
std::string terrain_streamer::chunk_path(int Cx, int Cz) const
{
return m_dir + "/chunk_" + std::to_string(Cx) + "_" + std::to_string(Cz) + ".etc";
}
bool terrain_streamer::chunk_on_disk(chunk_key const &Key)
{
auto const it = m_known.find(Key);
if (it != m_known.end())
return (it->second & cf_exists_on_disk) != 0;
std::error_code ec;
bool const exists = std::filesystem::exists(chunk_path(Key.first, Key.second), ec);
m_known[Key] = exists ? cf_exists_on_disk : 0;
return exists;
}
// 16-bit chunk file: 'ETC1' | uint16 cells | float baseY | float step | (cells+1)^2 * uint16
// where worldY = baseY + raw * step (per-chunk auto-scaled to fit the height range losslessly-ish)
bool terrain_streamer::load_heights(int Cx, int Cz, std::vector<float> &Out) const
{
std::ifstream f(chunk_path(Cx, Cz), std::ios::binary);
if (!f)
return false;
char magic[4] = {};
f.read(magic, 4);
if (f.gcount() != 4 || magic[0] != 'E' || magic[1] != 'T' || magic[2] != 'C' || magic[3] != '1')
return false;
std::uint16_t cells = 0;
float baseY = 0.0f, step = 0.0f;
f.read(reinterpret_cast<char *>(&cells), sizeof(cells));
f.read(reinterpret_cast<char *>(&baseY), sizeof(baseY));
f.read(reinterpret_cast<char *>(&step), sizeof(step));
if (!f || static_cast<int>(cells) != m_cells)
return false; // resolution changed since save: ignore and regenerate
std::size_t const n = static_cast<std::size_t>(cells + 1) * (cells + 1);
Out.resize(n);
for (std::size_t i = 0; i < n; ++i)
{
std::uint16_t raw = 0;
f.read(reinterpret_cast<char *>(&raw), sizeof(raw));
if (!f)
return false;
Out[i] = baseY + static_cast<float>(raw) * step;
}
return true;
}
void terrain_streamer::save_heights(int Cx, int Cz, editor_terrain const &Terrain)
{
auto const &h = Terrain.heights();
if (h.empty())
return;
float minh = h[0], maxh = h[0];
for (float const v : h)
{
minh = std::min(minh, v);
maxh = std::max(maxh, v);
}
float const step = (maxh > minh) ? (maxh - minh) / 65535.0f : 0.0f;
std::error_code ec;
std::filesystem::create_directories(m_dir, ec);
std::ofstream f(chunk_path(Cx, Cz), std::ios::binary | std::ios::trunc);
if (!f)
return;
char const magic[4] = {'E', 'T', 'C', '1'};
std::uint16_t const cells = static_cast<std::uint16_t>(Terrain.cells());
f.write(magic, 4);
f.write(reinterpret_cast<char const *>(&cells), sizeof(cells));
f.write(reinterpret_cast<char const *>(&minh), sizeof(minh));
f.write(reinterpret_cast<char const *>(&step), sizeof(step));
for (float const v : h)
{
std::uint16_t const raw = (step > 0.0f)
? static_cast<std::uint16_t>(std::lround((v - minh) / step))
: std::uint16_t{0};
f.write(reinterpret_cast<char const *>(&raw), sizeof(raw));
}
}
void terrain_streamer::update(glm::dvec3 const &CameraPos)
{
if (!m_active)
return;
chunk_key const camera = key_at(CameraPos.x, CameraPos.z);
// load any missing chunk inside the radius (one build per frame keeps the hitch small)
bool built = false;
for (int dz = -m_radius; dz <= m_radius && !built; ++dz)
for (int dx = -m_radius; dx <= m_radius && !built; ++dx)
{
chunk_key const key{camera.first + dx, camera.second + dz};
if (m_chunks.count(key))
continue;
// only stream chunks that were actually authored (exist on disk); empty space stays empty
std::vector<float> loaded;
if (!chunk_on_disk(key) || !load_heights(key.first, key.second, loaded))
continue;
glm::dvec3 const centre = chunk_centre(key.first, key.second);
double const size = chunk_world_size();
double const x0 = key.first * size, z0 = key.second * size; // chunk corner
int const cells = m_cells;
float const cs = m_cellsize;
editor_terrain::height_sampler sampler =
[&loaded, x0, z0, cells, cs](double X, double Z, double &OutY) -> bool {
int ix = static_cast<int>(std::lround((X - x0) / cs));
int iz = static_cast<int>(std::lround((Z - z0) / cs));
ix = std::clamp(ix, 0, cells);
iz = std::clamp(iz, 0, cells);
OutY = loaded[static_cast<std::size_t>(iz) * (cells + 1) + ix];
return true;
};
auto terrain = std::make_unique<editor_terrain>();
if (terrain->create(centre, m_cells, m_cellsize, m_texture, sampler))
{
if (m_auto_optimize)
terrain->optimize(m_simplify_error);
m_chunks.emplace(key, std::move(terrain));
built = true; // amortise: at most one new chunk per frame
}
}
// unload chunks that drifted outside the radius
for (auto it = m_chunks.begin(); it != m_chunks.end();)
{
int const dx = it->first.first - camera.first;
int const dz = it->first.second - camera.second;
if (std::abs(dx) > m_radius || std::abs(dz) > m_radius)
{
if (it->second)
{
// persist edits before dropping the chunk, so they survive the round-trip
if (m_persist && it->second->modified())
{
save_heights(it->first.first, it->first.second, *it->second);
m_known[it->first] |= cf_exists_on_disk;
}
it->second->destroy();
}
it = m_chunks.erase(it);
}
else
++it;
}
}
void terrain_streamer::clear()
{
for (auto &entry : m_chunks)
if (entry.second)
{
if (m_persist && entry.second->modified())
{
save_heights(entry.first.first, entry.first.second, *entry.second);
m_known[entry.first] |= cf_exists_on_disk;
}
entry.second->destroy();
}
m_chunks.clear();
}
void terrain_streamer::collect(std::vector<editor_terrain *> &Out) const
{
for (auto const &entry : m_chunks)
if (entry.second)
Out.push_back(entry.second.get());
}
editor_terrain *terrain_streamer::terrain_at(double X, double Z) const
{
auto const it = m_chunks.find(key_at(X, Z));
if (it != m_chunks.end() && it->second && it->second->contains(X, Z))
return it->second.get();
return nullptr;
}
void terrain_streamer::save_chunk(int Cx, int Cz, editor_terrain const &Terrain)
{
save_heights(Cx, Cz, Terrain);
m_known[{Cx, Cz}] |= cf_exists_on_disk;
}
void terrain_streamer::add_chunk(int Cx, int Cz)
{
chunk_key const key{Cx, Cz};
if (m_chunks.count(key))
return; // already resident
glm::dvec3 const centre = chunk_centre(Cx, Cz);
auto terrain = std::make_unique<editor_terrain>();
if (!terrain->create(centre, m_cells, m_cellsize, m_texture)) // flat
return;
// persist immediately so it becomes part of the authored, streamable world
save_heights(Cx, Cz, *terrain);
m_known[key] |= cf_exists_on_disk;
if (m_auto_optimize)
terrain->optimize(m_simplify_error);
m_chunks.emplace(key, std::move(terrain));
}
void terrain_streamer::reset()
{
// do NOT call editor_terrain::destroy() here: on a scenery reload the sections those chunks
// referenced are already gone. just drop our bookkeeping; the old region freed the shapes.
m_chunks.clear();
m_known.clear();
m_active = false;
}
void terrain_streamer::flush()
{
for (auto &entry : m_chunks)
if (entry.second && entry.second->modified())
{
save_heights(entry.first.first, entry.first.second, *entry.second);
m_known[entry.first] |= cf_exists_on_disk;
entry.second->clear_modified();
}
}
void terrain_streamer::remove_chunk(int Cx, int Cz)
{
chunk_key const key{Cx, Cz};
auto const it = m_chunks.find(key);
if (it != m_chunks.end())
{
if (it->second)
it->second->destroy();
m_chunks.erase(it);
}
std::error_code ec;
std::filesystem::remove(chunk_path(Cx, Cz), ec);
m_known[key] = 0; // no longer on disk
}

View File

@@ -0,0 +1,116 @@
/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include <map>
#include <memory>
#include <vector>
#include <string>
#include <glm/glm.hpp>
#include "editor/editorTerrain.hpp"
// Streams editable terrain chunks around the camera for an effectively unbounded world.
//
// Phase 1: keeps a ring of resident chunks (each an editor_terrain mesh) within a radius of the
// camera; chunks entering the radius are built, chunks leaving it are destroyed (the renderer's
// geometry GC reclaims their GPU memory). Heights are flat + a gentle procedural roll so streaming
// is observable. Phase 2 will add 16-bit on-disk chunk paging, per-chunk flag bits and persistence.
class terrain_streamer
{
public:
using chunk_key = std::pair<int, int>; // (cx, cz) chunk coordinate
terrain_streamer() = default;
void active(bool State) { m_active = State; }
bool active() const { return m_active; }
// per-chunk configuration (applied to chunks built from now on)
void configure(int Cells, float CellSize, int Radius, float BaseHeight, std::string const &Texture);
void simplify(bool Auto, float Error) { m_auto_optimize = Auto; m_simplify_error = Error; }
// safe to change while resident (only affects how far chunks load/unload)
void radius(int Radius) { m_radius = Radius < 0 ? 0 : Radius; }
// persist edited chunks to disk on unload, and load them back instead of regenerating
void persist(bool Enable) { m_persist = Enable; }
void directory(std::string const &Dir)
{
if (!Dir.empty() && Dir != m_dir)
{
m_dir = Dir;
m_known.clear(); // existence cache is per-folder; drop it when the folder changes
}
}
std::string const &directory() const { return m_dir; }
// loads/unloads chunks so the resident set matches the radius around CameraPos
void update(glm::dvec3 const &CameraPos);
// drops all resident chunks (e.g. when streaming is switched off), saving edits first
void clear();
// hard reset used when a new scenery loads: drops everything WITHOUT touching scene sections
// (the old region is being torn down, so its section pointers are already dangling)
void reset();
// appends raw pointers to every resident chunk (for sculpt / snap / optimize routing)
void collect(std::vector<editor_terrain *> &Out) const;
// resident chunk whose footprint covers (X,Z), or nullptr
editor_terrain *terrain_at(double X, double Z) const;
// authoring: create a flat chunk at (Cx,Cz), make it resident and persist it to disk
void add_chunk(int Cx, int Cz);
// authoring: delete the chunk at (Cx,Cz) from memory and disk
void remove_chunk(int Cx, int Cz);
// persist an externally-authored chunk (e.g. a manual grid chunk being handed over to streaming)
void save_chunk(int Cx, int Cz, editor_terrain const &Terrain);
// chunk coordinate covering (X,Z)
chunk_key key_for(double X, double Z) const { return key_at(X, Z); }
std::size_t resident() const { return m_chunks.size(); }
float chunk_world_size() const { return m_cells * m_cellsize; }
int cells() const { return m_cells; }
float cellsize() const { return m_cellsize; }
int radius() const { return m_radius; }
// writes every resident, edited chunk to disk (without unloading) - used on save
void flush();
private:
// per-chunk state bits cached so we don't stat the filesystem repeatedly
enum chunk_flag : uint8_t
{
cf_exists_on_disk = 1u << 0, // a saved 16-bit chunk file exists
};
chunk_key key_at(double X, double Z) const;
glm::dvec3 chunk_centre(int Cx, int Cz) const;
std::string chunk_path(int Cx, int Cz) const;
bool chunk_on_disk(chunk_key const &Key); // cached existence test
bool load_heights(int Cx, int Cz, std::vector<float> &Out) const; // reads a 16-bit chunk file
void save_heights(int Cx, int Cz, editor_terrain const &Terrain); // writes a 16-bit chunk file
bool m_active{false};
int m_cells{32};
float m_cellsize{2.0f};
int m_radius{2}; // chunks loaded around the camera (Chebyshev radius)
float m_baseheight{0.0f};
std::string m_texture;
bool m_auto_optimize{true};
float m_simplify_error{0.5f};
bool m_persist{true};
std::string m_dir{"editor_terrain"}; // folder for 16-bit chunk files
std::map<chunk_key, std::unique_ptr<editor_terrain>> m_chunks;
std::map<chunk_key, std::uint8_t> m_known; // cached per-chunk flag bits
};
// single, simulation-level streamer instance shared by the editor (authoring) and the scenery
// loader (so streamed terrain renders in every mode, including the driver). loaded from the
// `editorterrain` scenery directive and updated each frame with the active camera.
extern terrain_streamer EditorTerrain;

View File

@@ -27,6 +27,7 @@ http://mozilla.org/MPL/2.0/.
#include "application/application.h"
#include "rendering/renderer.h"
#include "utilities/Logs.h"
#include "editor/editorTerrainStreamer.hpp"
namespace simulation {
@@ -35,6 +36,10 @@ state_serializer::deserialize_begin( std::string const &Scenariofile ) {
crashreport_add_info("scenario", Scenariofile);
// drop any streamed editor terrain from a previously loaded scenery before the old region (and
// its sections, which those chunks referenced) is destroyed below
EditorTerrain.reset();
// TODO: move initialization to separate routine so we can reuse it
SafeDelete( Region );
Region = new scene::basic_region();
@@ -101,6 +106,7 @@ state_serializer::deserialize_begin( std::string const &Scenariofile ) {
{ "time", &state_serializer::deserialize_time },
{ "trainset", &state_serializer::deserialize_trainset },
{ "terrain", &state_serializer::deserialize_terrain },
{ "editorterrain", &state_serializer::deserialize_editorterrain },
{ "endtrainset", &state_serializer::deserialize_endtrainset } };
for( auto &function : functionlist ) {
@@ -803,6 +809,31 @@ state_serializer::deserialize_terrain(cParser &Input, scene::scratch_data &Scrat
}
void
state_serializer::deserialize_editorterrain(cParser &Input, scene::scratch_data &Scratchpad)
{
// editor-authored streaming terrain. format:
// editorterrain <folder> <cells> <cellsize> <radius> endeditorterrain
// the global streamer loads its 16-bit chunk files around the camera in every mode
std::string folder;
int cells = 32;
float cellsize = 2.0f;
int radius = 4;
Input.getTokens(4);
Input >> folder >> cells >> cellsize >> radius;
skip_until(Input, "endeditorterrain");
if (!folder.empty() && cells > 0 && cellsize > 0.0f)
{
EditorTerrain.directory(folder);
EditorTerrain.configure(cells, cellsize, (radius < 0 ? 0 : radius), 0.0f, std::string());
EditorTerrain.active(true);
WriteLog("Editor terrain stream enabled: " + folder + " (cells " + std::to_string(cells)
+ ", cellsize " + std::to_string(cellsize) + ", radius " + std::to_string(radius) + ")",
logtype::generic);
}
}
void
state_serializer::deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad ) {
@@ -1192,6 +1223,16 @@ state_serializer::export_as_text(std::string const &Scenariofile) const {
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
// scenery streams it on load (in every mode)
if( EditorTerrain.active() ) {
scmfile << "// editor terrain\neditorterrain "
<< EditorTerrain.directory() << ' '
<< EditorTerrain.cells() << ' '
<< EditorTerrain.cellsize() << ' '
<< EditorTerrain.radius() << " endeditorterrain\n";
}
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };
@@ -1239,6 +1280,16 @@ state_serializer::export_as_text(std::string const &Scenariofile) const {
scmfile << "// sounds\n";
Region->export_as_text( scmfile );
// editor-authored streaming terrain: emit a directive pointing at its 16-bit chunk folder so the
// scenery streams it on load (in every mode)
if( EditorTerrain.active() ) {
scmfile << "// editor terrain\neditorterrain "
<< EditorTerrain.directory() << ' '
<< EditorTerrain.cells() << ' '
<< EditorTerrain.cellsize() << ' '
<< EditorTerrain.radius() << " endeditorterrain\n";
}
scmfile << "// modified objects\ninclude " << filename << "_export_dirty.scm\n";
std::ofstream ctrfile { absfilename + ".ctr" };

View File

@@ -73,6 +73,7 @@ private:
void deserialize_time( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_terrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_editorterrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );