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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 09:49:19 +02:00
Files
maszyna/rendering/terrainclipmap.cppm
maj00r 5f34d68e6f WIP: TIN terrain system - 95% complete
Replaces heightfield with Cesium Quantized Mesh format (TIN).
Full replacement, not hybrid - TIN is the only terrain format.

Implemented:
- Format: quantizedmeshformat.h, quantizedmeshreader.h
- Triangulator: terraincooker_tin.{h,cpp} using CDT
- Cooker: terraincook now generates TIN by default
- Loader: terraintileloader fully rewritten for TIN
- GPU pool: terraintilepool_tin (VBO/IBO per tile)
- Renderer interface: terrainclipmap.cppm updated
- Shaders: terrainclipmap_tin.{vert,frag}
- Documentation: 5 comprehensive markdown files

Remaining:
- terrainclipmap.cpp render() method (partial, needs completion)
- Build testing and integration
- See TIN_INTEGRATION_GUIDE.md for next steps

Stats: 2700+ lines new code, ~50% vertex reduction expected
2026-09-17 23:02:13 +02:00

171 lines
6.7 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 <functional>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include "scene/quantizedmeshreader.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.rendering.terraintilepool_tin;
import eu07.rendering.terrainground;
export {
// Draws TIN (Triangulated Irregular Network) terrain from Quantized Mesh tiles.
//
// Replaces the old heightfield texture array approach with vertex/index buffers per tile.
// Each tile is an independent triangulated mesh with multiple LOD levels. The terrain adapts
// density to detail: fine triangulation along track corridors, coarse in open fields.
//
// CDLOD (Continuous Distance LOD): tiles select their LOD based on distance from camera,
// with edge stitching to prevent cracks between LOD transitions.
//
// The class owns GL resources and file handles. Given a viewpoint and visibility test,
// it loads, uploads, and renders appropriate tiles each frame.
class terrain_clipmap {
public:
// whether a sphere, in world space, can be seen: centre and radius
using visibility = std::function<bool( glm::dvec3 const &, float )>;
terrain_clipmap() = default;
~terrain_clipmap();
terrain_clipmap( terrain_clipmap const & ) = delete;
terrain_clipmap &operator=( terrain_clipmap const & ) = delete;
// opens a cooked TIN directory and builds the gl resources. returns false when the
// directory 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
void update( glm::dvec3 const &Viewpoint );
// draws the resident tiles in range that the test says can be seen. the caller is
// expected to have the scene and model uniform blocks already set for a camera-relative
// pass. tile positions are passed as uniforms per draw
void render( glm::dvec3 const &Viewpoint, visibility const &Visible );
// how far from the viewpoint terrain is drawn, in metres
void range( float const Range ) { m_range = Range; }
float range() const { return m_range; }
// what the screen can resolve: the viewport's pixels per unit of size over distance, and
// how many pixels a sample spacing may cover. decides how far each level reaches
void detail( double const Pixelsperunit, double const Pixels );
// the finest level's range the tiles in range were last worked out with
float finest() const { return static_cast<float>( m_finest ); }
// 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(); }
// pushes this field back in depth by the given rank, so that geometry lying on it wins the
// depth test, and a coarser field loses to a finer one describing the same ground. the
// offset is in depth, scaled by slope, so it holds at any distance and on any incline
void depthrank( unsigned const Rank ) { m_depthrank = Rank; }
terrain_statistics const &stats() const { return m_stats; }
std::string const &path() const { return m_path; }
// metres per tile side
float tilesize() const { return m_tilesize; }
// number of LOD levels available
std::uint32_t levels() const { return m_lodlevels; }
std::size_t backlog() const { return m_loader.backlog(); }
private:
// one tile resident on the gpu: VBO/IBO handle
struct resident_tile {
std::int32_t x { 0 }, z { 0 };
std::uint32_t level { 0 };
terrain_tile_pool_tin::tile_handle gpu_data;
float minheight { 0.f }, maxheight { 0.f };
std::uint64_t lastused { 0 };
};
// one tile within range, and the level its distance earns
struct in_range {
std::int64_t key;
std::uint32_t level;
};
// 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 const &Tile );
void resolve_uniforms();
void report_residency();
static std::int64_t key( std::int32_t const X, std::int32_t const Z ) {
return ( static_cast<std::int64_t>( X ) << 32 ) ^ static_cast<std::uint32_t>( Z );
}
// Tile management
quantizedmesh::reader m_reader;
terrain_tile_loader m_loader;
terrain_tile_pool_tin m_pool;
std::vector<terrain_tile_loader::request> m_wanted;
std::vector<terrain_tile_loader::payload> m_arrived;
// what the last scan found in range, and the level wanted for each tile
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 };
double m_finestwanted { 0.0 };
double m_finest { 0.0 };
// Resident tiles (key = tile_key(x,z))
std::unordered_map<std::int64_t, resident_tile> m_tiles;
// Ground texture array (materials)
terrain_ground m_ground;
// Shader and uniforms
std::optional<gl::program> m_shader;
struct uniform_locations {
int tile_offset { -1 }; // vec3: tile origin relative to camera
int ground { -1 }; // sampler2DArray: material textures
} m_uniforms;
// Configuration
float m_tilesize { 256.0f };
std::uint32_t m_lodlevels { 4 };
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 };
unsigned m_depthrank { 0 };
std::size_t m_budget { 2048 }; // tiles allowed resident
std::size_t m_uploadsperframe { 32 };
bool m_ready { false };
std::string m_path;
};
} // export