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Give the terrain its own archive, its normals, and a level per tile
The tiles moved out of the scenery's pak into an archive of their own: a sorted index of fixed-size entries found by where a tile sits in the quadtree rather than by a name, each entry compressed on its own so a tile can be read without touching the rest. A name apiece would have been seventy megabytes of index to read before the first tile could be drawn. An entry carries what its tile's ground asks for - how far it departs from the finest mesh, and how long its triangles are - because which level to draw has to be settled for tiles that are not on the card yet, and the index is the only thing about them that is read up front. Until now the figure came from the tile's level, which is the worst tile in it, so one steep corner spoke for every tile that shared its level. The mesh carries a normal per vertex, octahedron-encoded into two bytes, in place of the face normal the fragment stage worked out from how the view position changed across a triangle. A face normal makes the ground read as facets, and a coarser level's facets face differently from the ones they stand for, so the light over a hillside changed as the level did. A geometry stage hands the fragment stage the three materials of the triangle it is in and the barycentric weights, so ground changes over a triangle rather than along its edge; 3.3 has no gl_BaryCoordEXT. And the level a tile is drawn at now counts the camera's height. The distance was measured on the ground plane alone, which puts the tile underfoot nought metres away from a camera a kilometre above it - and nought metres asks for the finest level there is, so a view from the air wanted the whole ground at full detail, more tiles than the buffers hold, and what would not fit came out as holes. Archives written under the old rules are refused at the door and baked again.
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@@ -770,11 +770,13 @@ debug_panel::render_section_scenario() {
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{
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auto terrainrange = std::log(Global.TerrainRange);
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if (ImGui::SliderFloat(
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(to_string(std::exp(terrainrange), 0, 5) + " m###terrainrange").c_str(), &terrainrange, std::log(500.0f), std::log(100000.0f), "Terrain range")) {
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Global.TerrainRange = std::clamp(std::exp(terrainrange), 500.0f, 100000.0f);
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(to_string(std::exp(terrainrange), 0, 5) + " m###terrainrange").c_str(), &terrainrange, std::log(500.0f), std::log(250000.0f), "Terrain loaded out to")) {
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Global.TerrainRange = std::clamp(std::exp(terrainrange), 500.0f, 250000.0f);
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}
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// pixels a terrain sample may cover before a finer level takes over
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ImGui::SliderFloat("###terraindetail", &Global.TerrainDetail, 1.0f, 8.0f, "Terrain detail: %.1f px per sample");
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// how many pixels a level's departure from the finest mesh may cover before the finer one
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// is used. lower is more detail, and the panel above says what it comes to in metres
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ImGui::SliderFloat("###terraindetail", &Global.TerrainDetail, 0.5f, 16.0f, "Terrain detail: %.1f px of error allowed");
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}
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}
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@@ -1505,33 +1507,52 @@ debug_panel::update_section_renderer( std::vector<text_line> &Output ) {
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Output.emplace_back( textline, Global.UITextColor );
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// terrain streaming: how far tiles are loaded, how many are held, and how far
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// behind the camera the loader is
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// terrain streaming, as a table: a header, a line per level, and nothing said twice
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for( auto const &field : TerrainStatus ) {
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auto const &stats { field.stats };
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auto const slash { field.path.find_last_of( "/\\" ) };
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auto const metres = []( double const Value ) {
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return ( Value >= 10000.0 )
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? to_string( Value / 1000.0, 0 ) + " km"
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: to_string( Value, 0 ) + " m"; };
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Output.emplace_back(
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"Terrain: " + ( slash == std::string::npos ? field.path : field.path.substr( slash + 1 ) )
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+ ", finest tile " + to_string( field.tilesize, 0 ) + " m, " + std::to_string( field.levels ) + " levels"
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+ ", loaded out to " + to_string( field.range, 0 ) + " m, detail " + to_string( field.detail, 1 ) + " px",
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"Terrain " + ( slash == std::string::npos ? field.path : field.path.substr( slash + 1 ) )
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+ " tile " + metres( field.tilesize )
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+ " " + std::to_string( field.levels ) + " levels"
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+ " range " + metres( field.range )
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+ " detail " + to_string( field.detail, 1 ) + " px",
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Global.UITextColor );
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Output.emplace_back(
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" tiles: " + std::to_string( stats.chosen ) + " chosen, "
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+ std::to_string( stats.drawn ) + " drawn (" + std::to_string( stats.triangles / 1000 ) + "k triangles), "
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+ std::to_string( stats.resident ) + " on gpu (" + std::to_string( stats.gpubytes / 1048576 ) + " MB), "
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+ std::to_string( stats.wanted ) + " wanted, " + std::to_string( field.backlog ) + " in loader, "
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+ std::to_string( stats.uploaded ) + " uploaded, " + std::to_string( stats.dropped ) + " dropped stale",
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" drawn " + std::to_string( stats.drawn ) + "/" + std::to_string( stats.chosen )
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+ " " + std::to_string( stats.triangles / 1000 ) + "k tris"
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+ " reach " + metres( stats.furthest )
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+ " gpu " + std::to_string( stats.resident ) + " tiles "
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+ std::to_string( stats.gpubytes / 1048576 ) + " MB"
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+ " queue " + std::to_string( stats.wanted ) + " wanted "
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+ std::to_string( field.backlog ) + " reading"
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+ " " + std::to_string( stats.uploaded ) + " up "
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+ std::to_string( stats.dropped ) + " dropped",
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Global.UITextColor );
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std::string levels { " levels:" };
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Output.emplace_back( " lvl tile off tri from tiles tris", Global.UITextColor );
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for( std::uint32_t level = 0; ( level < field.levels ) && ( level < stats.perlevel.size() ); ++level ) {
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levels +=
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" L" + std::to_string( level )
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+ " (" + to_string( field.leveltile[ level ], 0 ) + " m tile, "
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+ to_string( field.levelerror[ level ], 2 ) + " m off): "
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+ std::to_string( stats.perlevel[ level ] );
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if( level + 1 < field.levels ) { levels += " |"; }
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auto const finest { level + 1 == field.levels };
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auto const from {
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finest ? 0.0 : terrain_level_from(
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field.levelerror[ level ], field.leveledge[ level ], field.pixelsperunit, field.detail ) };
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auto const column = []( std::string Text, std::size_t const Width ) {
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while( Text.size() < Width ) { Text = " " + Text; }
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return Text; };
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Output.emplace_back(
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" " + column( std::to_string( level ), 3 )
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+ column( metres( field.leveltile[ level ] ), 9 )
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+ column( to_string( field.levelerror[ level ], 1 ) + " m", 9 )
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+ column( to_string( field.leveledge[ level ], 0 ) + " m", 9 )
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+ column( metres( from ), 9 )
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+ column( std::to_string( stats.perlevel[ level ] ), 9 )
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+ column( std::to_string( stats.trianglesperlevel[ level ] / 1000 ) + "k", 9 ),
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Global.UITextColor );
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}
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Output.emplace_back( levels, Global.UITextColor );
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}
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textline += "\nRendering mode: ";
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