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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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@@ -40,6 +40,7 @@ http://mozilla.org/MPL/2.0/.
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// the gzip the format expects from an HTTP layer. The bytes of a tile are the format's.
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <cstring>
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#include <string>
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@@ -52,7 +53,17 @@ inline constexpr std::uint16_t quantum_max { 32767 };
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// what the cook counted as ground, and how it cut and simplified it. tiles cooked under other
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// rules are baked again rather than read
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inline constexpr std::uint32_t cook_rules { 2 };
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inline constexpr std::uint32_t cook_rules { 3 };
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// What one tile's ground asks for, measured when it was cooked: how far it departs from the finest
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// mesh, and how long its triangles are. Which level to draw follows from these two, and they belong
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// to the tile rather than to its level. The level's figure is the worst tile in it, so a single
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// steep corner made the whole pyramid ask to be drawn from as far away as a mountain - and flat
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// ground twenty kilometres out was split as finely as a valley wall underfoot.
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struct tile_measure {
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float error { 0.f };
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float edge { 0.f };
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};
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#pragma pack( push, 1 )
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@@ -71,6 +82,7 @@ static_assert( sizeof( file_header ) == 88 );
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// extension ids. 1, 2 and 4 are taken by the format for normals, the water mask and metadata
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enum extension_id : std::uint8_t {
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// the format's own: one normal per vertex, octahedron-encoded into two bytes
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ext_normals = 1,
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ext_watermask = 2,
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ext_metadata = 4,
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@@ -89,6 +101,34 @@ zigzag_decode( std::uint16_t const Stored ) {
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return ( Stored >> 1 ) ^ -static_cast<std::int32_t>( Stored & 1 );
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}
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// A unit vector into two bytes, as the format's normals extension has it: the sphere folded onto an
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// octahedron, unfolded into a square, and the square's coordinates stored as unsigned bytes. Two bytes
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// hold a normal to well under a degree, which is what the lighting needs and no more.
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//
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// Normals are stored rather than worked out while drawing. A normal taken from how the position
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// changes across a triangle is that triangle's own, so the ground reads as facets, and - worse - a
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// coarser level's facets face differently from the ones they stand for, so the light over a hillside
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// changes as the level does. A normal carried on the vertex comes from the ground as the scenery drew
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// it and stays the same at every level.
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inline void
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encode_normal( double const X, double const Y, double const Z, std::uint8_t &Out0, std::uint8_t &Out1 ) {
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auto const length { std::abs( X ) + std::abs( Y ) + std::abs( Z ) };
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if( length < 1e-12 ) { Out0 = Out1 = 128; return; }
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auto first { X / length };
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auto second { Z / length };
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if( Y < 0.0 ) {
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auto const was { first };
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first = ( 1.0 - std::abs( second ) ) * ( was >= 0.0 ? 1.0 : -1.0 );
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second = ( 1.0 - std::abs( was ) ) * ( second >= 0.0 ? 1.0 : -1.0 );
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}
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auto const tobyte = []( double const Value ) {
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return static_cast<std::uint8_t>(
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std::clamp( std::round( ( Value + 1.0 ) * 0.5 * 255.0 ), 0.0, 255.0 ) ); };
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Out0 = tobyte( first );
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Out1 = tobyte( second );
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}
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// a quantized coordinate back to metres, against the range it was quantized in
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inline double
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dequantize( std::uint16_t const Stored, double const Low, double const Span ) {
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@@ -175,9 +215,13 @@ struct terrain_table {
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double lowest { 0.0 }, highest { 0.0 };
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// levels cooked, root included: addresses run from 0 to levels - 1
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std::uint32_t levels { 1 };
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// metres the ground of a tile at each level departs from the finest one. what decides which
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// level to draw: a level is good enough while its error covers few enough pixels
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// metres the ground of a tile at each level departs from the finest one, and how long a triangle
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// of it typically is. Between them they decide which level to draw. The error alone cannot: it is
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// the worst departure anywhere in the tile and is inherited by every level above, so one steep
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// corner sets it for the whole pyramid and the levels become indistinguishable. What actually
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// tells a level of sixty triangles from one of fifteen thousand is how large the triangles are.
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std::vector<float> errors;
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std::vector<float> edges;
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// one ground texture: its name, and how many metres of ground one repeat of it covers, as
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// measured from the texture coordinates the scenery drew it with
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struct material {
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@@ -194,6 +238,9 @@ struct terrain_table {
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float error( std::uint32_t const Level ) const {
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return Level < errors.size() ? errors[ Level ] : 0.f;
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}
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float edge( std::uint32_t const Level ) const {
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return Level < edges.size() ? edges[ Level ] : 0.f;
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}
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};
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} // namespace quantizedmesh
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