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maszyna/rendering/terrainclipmap.cppm
maj00r 37ab4a35b3 Morph terrain levels into each other so neighbours meet without cracks
Tiles drawn at the same level met exactly, but a finer tile beside a coarser one has
samples on their shared edge that the coarser one skips, and the ground between them
could open up. This closes the gap the standard way (CDLOD): each vertex slides towards
the next coarser level as its distance nears the end of its level's range, so that by the
end of the band a tile is, vertex for vertex, the coarser tile beyond it. Levels also stop
popping when they change.

The mip chain is point sampled, so the next level's grid is this level's even samples. An
odd vertex slides onto its even neighbour and takes its height, and the grid, whose
diagonals all run the same way at every level, collapses exactly into the coarser
triangulation. No second texture and no neighbour information is needed; the morph is
computed per vertex from its distance to the camera, the same distance the level is
chosen by.

Two things the geometry demands, both settled by tools/terraincook/seamcheck.py, which
walks random camera positions over 128 m, 256 m and 12.8 km tiles and counts every edge
vertex where the finer side has not finished morphing or the coarser side has started:

- the band ends a rescan's worth of travel (a quarter tile) short of the level's range.
  Levels are chosen where the camera stood at the last rescan, the morph follows it every
  frame, and a band ending at the range itself left gaps at every level boundary;
- the band is a fifth of the range wide, and level ranges are counted in tiles (four for
  the finest level) rather than fixed metres, which keeps the coarser tile's band clear of
  any edge a finer tile reaches, whatever the tile size.

The script finds no gap with these values. In the game on baltyk, a low view differs from
the unmorphed shader only in a strip of distant ground at the horizon, and nearer than
the first band the picture is identical.

The cooker's comment claimed tile seams were identical at every level; that held only
for neighbours at the same level, and now says so.
2026-09-17 15:58:05 +02:00

180 lines
7.8 KiB
C++

/*
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/.
*/
module;
#include <array>
#include <cstdint>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include "global_include/interfaces/ITexture_macros.h"
#include "scene/heightfieldreader.h"
export module eu07.rendering.terrainclipmap;
import eu07.gl.shader;
import eu07.gl.buffer;
import eu07.gl.vao;
import eu07.glm;
import eu07.rendering.terraintileloader;
import eu07.rendering.terrainstatus;
import eu07.model.material;
import eu07.global_include.interfaces.itexture;
export {
// Draws the cooked terrain heightfield.
//
// Not a toroidal clipmap, despite what the plan called it. The measurements say the
// terrain is a ribbon: 390 km2 of surface inside a 51 x 46 km rectangle, twelve percent
// of the tile bounding box occupied. Clipmap rings sized for that rectangle would be
// mostly empty, so this draws the cooked tiles themselves, each at the mip level its
// distance earns. The tiles were laid out for exactly this - sorted by morton code, one
// shared sample of overlap so neighbouring levels meet without skirts.
//
// The class owns its gl resources and the file handle, and knows nothing about the
// scenery, the camera class or the rest of the renderer: it is given a viewpoint and a
// pair of matrices, and draws.
class terrain_clipmap {
public:
terrain_clipmap() = default;
~terrain_clipmap();
terrain_clipmap( terrain_clipmap const & ) = delete;
terrain_clipmap &operator=( terrain_clipmap const & ) = delete;
// opens a cooked heightfield and builds the gl resources. returns false when the
// file cannot be read, leaving the object unusable but safe to destroy
bool open( std::string const &Path );
bool ready() const { return m_ready; }
void close();
// asks for the tiles around the viewpoint, uploads a bounded number of those that have
// arrived, and retires the ones that left range. safe to call every frame: the reading
// and decoding happen on the loader's thread, and a tile waiting for a finer level keeps
// being drawn at the level it has
void update( glm::dvec3 const &Viewpoint );
// draws the resident tiles. the caller is expected to have the scene and model
// uniform blocks already set for a camera-relative pass, the way the rest of the
// renderer does: tile positions reach the shader relative to the viewpoint, so
// nothing here needs a matrix of its own
void render( glm::dvec3 const &Viewpoint );
// how far from the viewpoint terrain is drawn, in metres
void range( float const Range ) { m_range = Range; }
float range() const { return m_range; }
// metres between samples at the finest level; a scenery's fields are drawn from the
// finest to the coarsest so that the depth test keeps the better surface
float gridstep() const { return m_reader.gridstep(); }
// sinks this field by the given amount, so a coarse field cannot win fragments from
// a finer one describing the same ground
void depthbias( float const Metres ) { m_depthbias = Metres; }
terrain_statistics const &stats() const { return m_stats; }
std::string const &path() const { return m_path; }
float tilesize() const { return static_cast<float>( m_reader.tilesize() ); }
std::uint32_t levels() const { return m_reader.levels(); }
std::size_t backlog() const { return m_loader.backlog(); }
private:
// one tile resident on the gpu. heights are unsigned so that the no-data value stays
// exactly what the cooker wrote instead of being normalised into a float
struct resident_tile {
std::int32_t x { 0 }, z { 0 };
std::uint32_t level { 0 }; // mip level currently uploaded
std::uint32_t side { 0 }; // samples per side at that level
std::uint32_t heighttexture { 0 };
std::uint32_t materialtexture { 0 };
float minheight { 0.f }, maxheight { 0.f };
std::uint64_t lastused { 0 };
// materials appearing in this tile. a tile is drawn once per entry, since each
// needs its own texture bound, and most tiles carry only one or two
std::vector<std::uint8_t> materials;
};
// mip level a tile at the given distance is drawn at
std::uint32_t level_for( double const Distance ) const;
// works out which tiles are in range and at what level, and tells the loader what is
// missing. the answer only changes once the camera has moved a fair part of a tile
void scan( glm::dvec3 const &Viewpoint );
// puts a tile the loader has read on the gpu, replacing whatever level it had before
void upload( terrain_tile_loader::payload const &Tile );
void retire( resident_tile &Tile );
void build_indices();
void build_palette();
// resolves the cooked material names to the engine's materials, once
void resolve_materials();
void resolve_uniforms();
void report_residency();
static std::int64_t key( std::int32_t const X, std::int32_t const Z ) { return heightfield::tile_key( X, Z ); }
// for the file's layout only: tile coordinates, levels, materials. tiles themselves are
// read by the loader, on its own handle
heightfield::reader m_reader;
terrain_tile_loader m_loader;
std::vector<terrain_tile_loader::request> m_wanted;
std::vector<terrain_tile_loader::payload> m_arrived;
// one tile within range, and the level its distance earns
struct in_range {
std::int64_t key;
std::uint32_t level;
};
// what the last scan found in range, and the level wanted for each tile, to tell a useful
// arrival from one the camera has already moved past
std::vector<in_range> m_inrange;
std::unordered_map<std::int64_t, std::uint32_t> m_wantedlevel;
glm::dvec3 m_scanpoint { 0.0 };
float m_scanrange { -1.f };
std::unordered_map<std::int64_t, resident_tile> m_tiles;
// one index buffer per mip level, over a grid of that level's sample count. vertices
// are computed in the shader from gl_VertexID, so there is no vertex buffer at all.
// held by pointer because a gl::buffer owns a name it cannot hand to a copy
std::vector<std::unique_ptr<gl::buffer>> m_indices;
std::vector<std::uint32_t> m_indexcounts;
std::optional<gl::vao> m_vao;
std::optional<gl::program> m_shader;
// resolved once at link time; -1 for a uniform the compiler dropped, which gl ignores
struct uniform_locations {
int tileorigin { -1 }, samplestep { -1 };
int heightbias { -1 }, heightscale { -1 }, nodata { -1 }, side { -1 }, morph { -1 };
int heights { -1 }, materials { -1 }, palette { -1 };
int groundtexture { -1 }, groundscale { -1 }, drawnmaterial { -1 }, tileworld { -1 };
int hastexture { -1 }, fallback { -1 };
} m_uniforms;
std::vector<glm::vec3> m_palette;
// one entry per cooked material: the engine texture to bind and how much ground one
// repeat of it covers
struct material_binding {
texture_handle texture { null_handle };
float scale { 4.f };
};
std::vector<material_binding> m_materials;
terrain_statistics m_stats;
std::uint64_t m_frame { 0 };
std::size_t m_reportedresidency { 0 };
bool m_reported { false };
float m_range { 6000.f };
float m_depthbias { 0.f };
// tiles allowed to stay resident; at 129 samples a tile costs about 50 kB of texture
std::size_t m_budget { 2048 };
// tiles put on the gpu per frame. a tile is about 50 kB of texture, so this is not about
// the upload itself but about never spending a frame on terrain the camera will reach
// later anyway
std::size_t m_uploadsperframe { 32 };
bool m_ready { false };
std::string m_path;
};
} // export