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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.
235 lines
11 KiB
Python
235 lines
11 KiB
Python
#!/usr/bin/env python3
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"""Builds the terrain test bed for the td scenery.
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It stands in for td's own ground, which was sixty-two huge triangles of grass, and gives the cook and
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the renderer the three things a real scenery has and a synthetic one usually lacks: ground drawn at
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several densities, boundaries between materials of several shapes, and enough length that travelling
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along it loads tiles and lets them go.
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Run it with the game's directory as its argument. It writes scenery/td/tinpoligon.scm, which
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scenery/$td.scn includes.
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"""
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import math
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import os
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import sys
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FIELDX0, FIELDX1 = -1200.0, 2200.0
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FIELDZ0, FIELDZ1 = -1400.0, 3000.0
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CORRIDORX0, CORRIDORX1 = -200.0, 200.0
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CORRIDORZ1 = 120000.0
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COARSE, FINE, DENSE = 40.0, 4.0, 1.0
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TILING = 5.0
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# where the ground is drawn small, as survey-derived ground is: one by the track and one far along, to
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# look at again after travelling
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FINESTRETCHES = ( ( -120.0, 400.0 ), ( 20000.0, 20400.0 ) )
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# A range of hills the corridor runs through, six kilometres across and ten long, with a valley down
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# the middle to travel along. Peaks four to six hundred metres: high enough to be read as hills from
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# twenty kilometres away, which is what makes the coarse levels worth looking at - a level that keeps
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# the height but loses the ridges shows it at once from that distance.
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MOUNTAINS = ( -3000.0, 3000.0, 24000.0, 34000.0 )
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# And a far larger range at the end of the corridor, to be looked at from a hundred kilometres. Peaks
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# of two thousand metres: at that distance one still covers some twenty pixels, so whether a coarse
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# level keeps the ridges or flattens them into a lump is plain to see from where the corridor starts.
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FARRANGE = ( -12000.0, 12000.0, 88000.0, 112000.0 )
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# and where it is drawn at the density an airborne scan gives, a metre between points. Two of them:
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# one by the track, and one far along the corridor, so the same kind of ground can be looked at after
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# travelling as well as from the start
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DENSEPATCHES = (
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( -200.0, 200.0, 600.0, 1000.0 ),
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( -200.0, 200.0, 10000.0, 10300.0 ),
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)
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def inside( x, z, rectangle ):
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x0, x1, z0, z1 = rectangle
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return ( x0 <= x < x1 ) and ( z0 <= z < z1 )
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def dense_here( x, z ):
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for patch in DENSEPATCHES:
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if inside( x, z, patch ):
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return patch
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return None
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def far_height( x, z ):
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# the same shape at five times the size, so that it reads as a range from a hundred kilometres
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across = min( 1.0, max( 0.0, ( abs( x ) - 400.0 ) / 7000.0 ) )
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def ridged( value ):
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return 1.0 - abs( math.sin( value ) )
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crests = ( 1200.0 * ridged( z / 4200.0 + x / 9000.0 )
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+ 600.0 * ridged( z / 1700.0 - x / 5200.0 )
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+ 240.0 * ridged( z / 700.0 + x / 2100.0 ) )
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rolling = 180.0 * math.sin( z / 9000.0 ) * math.cos( x / 7000.0 )
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x0, x1, z0, z1 = FARRANGE
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edge = min( x - x0, x1 - x, z - z0, z1 - z )
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return ( across ** 1.5 ) * ( crests + rolling ) * min( 1.0, edge / 3000.0 )
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def mountain_height( x, z ):
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# a valley along the middle, rising to ridges either side
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across = min( 1.0, max( 0.0, ( abs( x ) - 250.0 ) / 2000.0 ) )
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# ridged waves: sharp crests where a plain sine would give round tops
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def ridged( value ):
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return 1.0 - abs( math.sin( value ) )
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crests = ( 220.0 * ridged( z / 900.0 + x / 2600.0 )
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+ 130.0 * ridged( z / 380.0 - x / 1500.0 )
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+ 60.0 * ridged( z / 160.0 + x / 520.0 ) )
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rolling = 40.0 * math.sin( z / 2200.0 ) * math.cos( x / 1700.0 )
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# faded to nothing at the edges of the range, so it meets the flat ground around it
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x0, x1, z0, z1 = MOUNTAINS
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edge = min( x - x0, x1 - x, z - z0, z1 - z )
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return ( across ** 1.6 ) * ( crests + rolling ) * min( 1.0, edge / 600.0 )
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def height( x, z ):
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if inside( x, z, FARRANGE ):
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return far_height( x, z )
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if inside( x, z, MOUNTAINS ):
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return mountain_height( x, z )
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# near nothing where the track runs, so the rails still sit on the ground
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away = min( 1.0, ( abs( x ) / 120.0 ) ** 2 )
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rolling = ( 3.0 * math.sin( z / 260.0 ) + 2.0 * math.cos( x / 140.0 )
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+ 8.0 * math.sin( z / 1700.0 ) * math.cos( x / 400.0 ) )
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ridge = 6.0 * math.exp( -( ( x - 60.0 ) ** 2 + ( z - 200.0 ) ** 2 ) / 6000.0 )
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shape = away * ( rolling + ridge )
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# Detail only a dense mesh can hold, and only where the mesh is dense enough to hold it. Sampling
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# a wave four metres long with cells forty metres apart gives every corner an arbitrary height,
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# and the ground comes out as noise rather than as terrain.
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patch = dense_here( x, z )
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if patch is not None:
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dx0, dx1, dz0, dz1 = patch
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grain = 0.25 * math.sin( x * 1.7 ) * math.sin( z * 1.9 ) + 0.4 * math.sin( ( x + z ) / 7.0 )
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# faded at the patch's own edge, so it meets the coarse ground around it evenly
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grain *= min( 1.0, min( x - dx0, dx1 - x, z - dz0, dz1 - z ) / 10.0 )
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return shape + grain
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return shape
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def material( x, z ):
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if inside( x, z, FARRANGE ):
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above = far_height( x, z )
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if above > 1100.0:
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return "concrete1"
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if above > 500.0:
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return "rockmossy1"
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if above > 150.0:
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return "ziemia"
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return "grassdarkgreen2"
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if inside( x, z, MOUNTAINS ):
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# by height, as ground cover goes: grass in the valley, bare earth on the slopes, rock on top
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above = mountain_height( x, z )
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if above > 260.0:
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return "rockmossy1"
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if above > 90.0:
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return "ziemia"
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return "grassdarkgreen2"
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if dense_here( x, z ) is not None:
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# patches a few metres across: material detail finer than the levels that will be drawn from
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# far away, which is what the cook has to be able to merge
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return "grass" if int( ( x + z ) // 6.0 ) % 2 == 0 else "ziemia"
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for from_, to in FINESTRETCHES:
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if from_ <= z < to:
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local = z - from_
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if ( x - 60.0 ) ** 2 + ( local - 150.0 ) ** 2 < 30.0 ** 2:
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return "concrete1"
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if local > 200.0 and ( x + 200.0 ) > ( local - 200.0 ) * 2.0:
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return "piach_plaza"
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return "grass" if x < 0.0 else "ziemia"
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band = int( ( z + 1400.0 ) // 500.0 )
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return [ "grass", "grassdarkgreen2", "ziemia", "piach_plaza", "asphaltgray1", "concrete1" ][ band % 6 ]
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def hole( x, z ):
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# gaps the scenery leaves, as it does for water or a building, every two kilometres - but not
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# through the hills, where a hole would only be confusing
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if inside( x, z, MOUNTAINS ) or inside( x, z, FARRANGE ):
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return False
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return ( z > 3200.0 ) and ( math.fmod( z - 3000.0, 2000.0 ) < 80.0 ) and ( -80.0 < x < 80.0 )
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lines = [
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"// Poligon doswiadczalny terenu TIN. Zastepuje wlasny plaski teren td.",
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"// Pisany przez tools/terraincook/makepoligon.py - nie poprawiac recznie.",
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"//",
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"// Plat 3400 x 4400 m wokol toru, a od z = 3000 korytarz 400 m szerokosci do z = 43000, czyli",
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"// 40 km - dwa razy wiecej niz zasieg wczytywania terenu, zeby bylo widac doladowywanie kafli.",
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"//",
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"// Trzy gestosci siatki, bo teren w sceneriach jest rysowany na trzy sposoby:",
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"// duze trojkaty co 40 m - tlo, jak z 3ds Maxa",
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"// drobne co 4 m - x -200..200, z -120..400 przy torze, i z 20000..20400",
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"// gesta siatka co 1 m jak z NMT - x -200..200, z 600..1000 oraz z 10000..10300",
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"// Granice materialow: prosta, skosna, okragla, a w gestym placie plamy co 6 m.",
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"// Sciana nasypu na x 160, z 100..300. Dziury w ziemi co 2 km wzdluz korytarza.",
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"// Gory na x -3000..3000, z 24000..34000: dolina posrodku, grzbiety do 400 m.",
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"// Wielkie pasmo na x -12000..12000, z 88000..112000, szczyty do 2000 m - do ogladania ze 100 km.",
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"// Korytarz siega z = 120000, czyli 120 km od toru.",
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"",
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]
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def emit( triangle, name ):
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lines.append( "node -1 0 none triangles " + name )
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for index, ( x, y, z ) in enumerate( triangle ):
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tail = " end" if index < 2 else ""
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lines.append( "{:.3f} {:.3f} {:.3f} 0 1 0 {:.4f} {:.4f}{}".format(
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x, y, z, x / TILING, z / TILING, tail ) )
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lines.append( "endtri" )
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def quad( x0, z0, step ):
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x1, z1 = x0 + step, z0 + step
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if hole( x0 + step * 0.5, z0 + step * 0.5 ):
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return
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corner = { ( cx, cz ): ( cx, height( cx, cz ), cz ) for cx in ( x0, x1 ) for cz in ( z0, z1 ) }
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name = material( x0 + step * 0.5, z0 + step * 0.5 )
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emit( [ corner[ ( x0, z0 ) ], corner[ ( x0, z1 ) ], corner[ ( x1, z1 ) ] ], name )
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emit( [ corner[ ( x0, z0 ) ], corner[ ( x1, z1 ) ], corner[ ( x1, z0 ) ] ], name )
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def lay( x0, x1, z0, z1, step, skip = () ):
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# each patch is a rectangle on the coarse grid, and the coarse ground is not laid where a finer
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# patch takes over. Where two densities meet the source has a T-junction, and so the cook
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# faithfully has one - which is what scenery drawn in pieces looks like
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z = z0
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while z < z1 - 0.001:
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x = x0
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while x < x1 - 0.001:
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if not any( inside( x + step * 0.5, z + step * 0.5, rectangle ) for rectangle in skip ):
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quad( x, z, step )
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x += step
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z += step
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FINEA = ( -200.0, 200.0, -120.0, 400.0 )
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FINEB = ( -200.0, 200.0, 20000.0, 20400.0 )
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lay( FIELDX0, FIELDX1, FIELDZ0, FIELDZ1, COARSE, ( FINEA, ) + DENSEPATCHES )
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lay( FINEA[ 0 ], FINEA[ 1 ], FINEA[ 2 ], FINEA[ 3 ], FINE )
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lay( CORRIDORX0, CORRIDORX1, FIELDZ1, CORRIDORZ1, COARSE, ( FINEB, MOUNTAINS, FARRANGE ) + DENSEPATCHES )
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lay( MOUNTAINS[ 0 ], MOUNTAINS[ 1 ], MOUNTAINS[ 2 ], MOUNTAINS[ 3 ], COARSE )
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# the far range is drawn with cells of its own size: it is never seen from near, and a hundred
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# thousand triangles there would be a hundred thousand nobody ever looks at closely
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lay( FARRANGE[ 0 ], FARRANGE[ 1 ], FARRANGE[ 2 ], FARRANGE[ 3 ], 120.0 )
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lay( FINEB[ 0 ], FINEB[ 1 ], FINEB[ 2 ], FINEB[ 3 ], FINE )
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for patch in DENSEPATCHES:
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lay( patch[ 0 ], patch[ 1 ], patch[ 2 ], patch[ 3 ], DENSE )
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# an embankment side: upright triangles, which are ground as much as anything else
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step, wallheight, wallx = 8.0, 6.0, 160.0
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z = 100.0
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while z < 300.0 - 0.001:
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z2 = z + step
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emit( [ ( wallx, height( wallx, z ), z ), ( wallx, height( wallx, z2 ), z2 ),
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( wallx, height( wallx, z2 ) + wallheight, z2 ) ], "concrete1" )
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emit( [ ( wallx, height( wallx, z ), z ), ( wallx, height( wallx, z2 ) + wallheight, z2 ),
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( wallx, height( wallx, z ) + wallheight, z ) ], "concrete1" )
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z += step
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out = os.path.join( sys.argv[ 1 ], "scenery", "td", "tinpoligon.scm" )
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open( out, "w" ).write( "\n".join( lines ) + "\n" )
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print( "{}: {} triangles".format( out, sum( 1 for line in lines if line.startswith( "node" ) ) ) )
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