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maszyna/editor/editorTerrain.hpp
2026-06-18 18:18:02 +02:00

114 lines
5.7 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/.
*/
#pragma once
#include <vector>
#include <string>
#include <functional>
#include <glm/glm.hpp>
#include "utilities/Classes.h" // material_handle
#include "interfaces/ITexture.h" // null_handle
#include "rendering/geometrybank.h" // gfx::geometry_handle / geometrybank_handle
namespace scene { class basic_section; }
// Editor-owned, editable terrain patch.
//
// The engine's scene::shape_node drops its CPU-side vertices the moment it uploads them to the GPU,
// so it can't be edited or raycast after load. This class keeps the authoritative, editable data
// (a regular grid heightmap) on the CPU, generates a shape_node purely for rendering, and answers
// height/raycast queries directly from the heightmap (fast and exact). Sculpting updates the
// heightmap and pushes the new vertex positions into the shape's existing geometry chunk.
class editor_terrain
{
public:
editor_terrain() = default;
// builds an NxN-cell grid centred on Center, each quad CellSize metres across, using the
// material fetched from TextureName (empty => untextured). when Sampler is supplied it provides
// the starting height at each grid vertex (returns false to fall back to Center.y) - used to
// capture existing terrain. returns false on failure.
using height_sampler = std::function<bool(double X, double Z, double &OutY)>;
bool create(glm::dvec3 const &Center, int Cells, float CellSize, std::string const &TextureName,
height_sampler const &Sampler = {});
// true if (X,Z) lies within the terrain's horizontal footprint
bool contains(double X, double Z) const;
// surface height at (X,Z) (bilinear over the covering quad); only valid when contains() is true
double height_at(double X, double Z) const;
// raises/lowers vertices within Radius of (X,Z) by Strength (metres, signed), with a smooth
// falloff; regenerates the rendered geometry (full resolution). returns true if anything changed.
bool sculpt(double X, double Z, double Radius, double Strength);
// rebuilds the rendered mesh, collapsing regions flatter than ErrorMetres into larger quads
// (adaptive quadtree). the editable heightmap is untouched, so sculpting/raycast stay exact.
void optimize(float ErrorMetres);
// rebuilds the rendered mesh at full resolution (undoes optimize)
void unoptimize();
// removes the rendered shape from its section (stops drawing it); the renderer's geometry
// garbage collector reclaims the GPU memory shortly after. used by terrain streaming to unload.
void destroy();
// horizontal centre and extent, handy for the UI / camera framing
glm::dvec3 centre() const;
float extent() const { return m_cells * m_cellsize; }
bool valid() const { return m_cells > 0; }
bool optimized() const { return m_simplify; }
// set by sculpt() when the mesh changed and is currently full-resolution; cleared by optimize().
// used to auto-simplify only the chunks that were actually edited, once a stroke finishes.
bool dirty() const { return m_dirty; }
// set by sculpt() and never auto-cleared; used by streaming to know a chunk needs saving to disk
bool modified() const { return m_modified; }
void clear_modified() { m_modified = false; }
// direct access to the editable heightmap (row-major world Y, (cells+1)^2), for save/load
std::vector<float> const &heights() const { return m_heights; }
int cells() const { return m_cells; }
// rendered triangle count (drops after optimize)
std::size_t triangles() const { return m_vertexcount / 3; }
// full-resolution triangle count, for reference
std::size_t full_triangles() const { return static_cast<std::size_t>(m_cells) * m_cells * 2; }
private:
int index(int Ix, int Iz) const { return Iz * (m_cells + 1) + Ix; }
glm::dvec3 vertex_position(int Ix, int Iz) const;
glm::vec3 vertex_normal(int Ix, int Iz) const;
world_vertex make_vertex(int Ix, int Iz) const;
// fills Out with the GL_TRIANGLES world-space vertex list; Simplify enables adaptive merging
void build_vertices(std::vector<world_vertex> &Out, bool Simplify) const;
// adaptive quadtree helpers (used when Simplify is on)
bool block_flat(int X0, int Z0, int X1, int Z1, float Error) const;
void emit_block(int X0, int Z0, int X1, int Z1, float Error, std::vector<world_vertex> &Out) const;
void emit_quad(int X0, int Z0, int X1, int Z1, std::vector<world_vertex> &Out) const;
// rebuilds and re-uploads the rendered geometry (Replace when the count is unchanged, otherwise
// a fresh chunk whose handle is swapped into the shape)
void regenerate(bool Simplify);
int m_cells{0}; // quads per side; (m_cells+1)^2 grid vertices
float m_cellsize{1.0f}; // metres per quad
double m_x0{0.0}, m_z0{0.0}; // world position of grid corner (ix=0, iz=0)
std::vector<float> m_heights; // per-vertex world Y, row-major (m_cells+1)^2
material_handle m_material{null_handle};
gfx::geometrybank_handle m_bank{0, 0}; // geometry bank owning the rendered chunk
gfx::geometry_handle m_geometry{0, 0}; // rendered chunk
std::size_t m_vertexcount{0}; // current chunk's vertex count (for Replace vs recreate)
glm::dvec3 m_origin{0.0}; // origin the GPU vertices are stored relative to
scene::basic_section *m_section{nullptr}; // section holding the shape, for handle swaps
bool m_simplify{false}; // whether the rendered mesh is currently simplified
float m_simplify_error{0.5f}; // flatness tolerance used by optimize()
bool m_dirty{false}; // edited since the last optimize (full-res, awaiting simplification)
bool m_modified{false}; // edited since load/save (for streaming persistence)
};