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maszyna/rendering/terrainground.cpp
maj00r 9408216ae7 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.
2026-09-20 21:22:03 +02:00

249 lines
9.5 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 <algorithm>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <functional>
#include <string>
#include <vector>
#include "glad/glad.h"
#include "global_include/interfaces/ITexture_macros.h"
module eu07.rendering.terrainground;
import eu07.gl.shader;
import eu07.gl.vao;
import eu07.glm;
import eu07.utilities.logs;
import eu07.rendering.renderer;
import eu07.model.material;
import eu07.model.texture;
import eu07.global_include.interfaces.itexture;
namespace {
// a placeholder colour per material, spread around the hue circle so neighbouring materials
// without a texture still read as different ground
glm::vec3
placeholder( std::size_t const Index ) {
auto const hue { static_cast<float>( Index ) * 0.61803399f };
auto const phase { ( hue - std::floor( hue ) ) * 6.f };
auto const rising { phase - std::floor( phase ) };
switch( static_cast<int>( phase ) ) {
case 0: return { 0.55f, 0.45f + 0.2f * rising, 0.3f };
case 1: return { 0.55f - 0.2f * rising, 0.6f, 0.3f };
case 2: return { 0.35f, 0.6f, 0.3f + 0.2f * rising };
case 3: return { 0.35f, 0.6f - 0.15f * rising, 0.5f };
case 4: return { 0.35f + 0.2f * rising, 0.45f, 0.5f };
default: return { 0.55f, 0.45f, 0.5f - 0.15f * rising };
}
}
// gl state the copy pass changes, captured so it can be put back exactly
struct saved_state {
GLint drawframebuffer { 0 };
GLint viewport[ 4 ] {};
GLboolean depthtest { GL_FALSE };
GLboolean blend { GL_FALSE };
GLboolean cullface { GL_FALSE };
GLboolean scissor { GL_FALSE };
GLboolean srgb { GL_FALSE };
saved_state() {
::glGetIntegerv( GL_DRAW_FRAMEBUFFER_BINDING, &drawframebuffer );
::glGetIntegerv( GL_VIEWPORT, viewport );
depthtest = ::glIsEnabled( GL_DEPTH_TEST );
blend = ::glIsEnabled( GL_BLEND );
cullface = ::glIsEnabled( GL_CULL_FACE );
scissor = ::glIsEnabled( GL_SCISSOR_TEST );
srgb = ::glIsEnabled( GL_FRAMEBUFFER_SRGB );
}
~saved_state() {
auto const set = []( GLenum const Capability, GLboolean const Enabled ) {
if( Enabled ) { ::glEnable( Capability ); } else { ::glDisable( Capability ); } };
::glBindFramebuffer( GL_DRAW_FRAMEBUFFER, static_cast<GLuint>( drawframebuffer ) );
::glViewport( viewport[ 0 ], viewport[ 1 ], viewport[ 2 ], viewport[ 3 ] );
set( GL_DEPTH_TEST, depthtest );
set( GL_BLEND, blend );
set( GL_CULL_FACE, cullface );
set( GL_SCISSOR_TEST, scissor );
set( GL_FRAMEBUFFER_SRGB, srgb );
}
};
} // anonymous namespace
terrain_ground::~terrain_ground() {
destroy();
}
bool
terrain_ground::create( std::vector<std::string> const &Names, std::vector<float> const &Scales ) {
destroy();
try {
gl::shader vertex( "terrainground.vert" );
gl::shader fragment( "terrainground.frag" );
m_copy.emplace( std::vector<std::reference_wrapper<gl::shader const>>( { vertex, fragment } ) );
}
catch( gl::shader_exception const &error ) {
ErrorLog( std::string( "Terrain: ground copy shader failed, " ) + error.what() );
return false;
}
m_vao.emplace();
std::size_t resolved { 0 };
std::string unresolved;
m_materials.resize( std::max<std::size_t>( 1, Names.size() ) );
for( std::size_t index = 0; index < Names.size(); ++index ) {
auto &entry { m_materials[ index ] };
entry.fallback = placeholder( index );
entry.scale = ( index < Scales.size() && Scales[ index ] >= 0.01f ) ? Scales[ index ] : 4.f;
auto const handle { GfxRenderer->Fetch_Material( Names[ index ] ) };
if( handle != null_handle ) {
entry.texture = GfxRenderer->Material( handle )->GetTexture( 0 );
}
if( entry.texture != null_handle ) {
++resolved;
++m_pending;
}
else {
// drawn in its placeholder colour instead, so a missing texture shows up as an
// obvious flat patch rather than as black ground
unresolved += ( unresolved.empty() ? "" : ", " ) + Names[ index ];
}
}
WriteLog(
"Terrain: " + std::to_string( resolved ) + " of " + std::to_string( Names.size() )
+ " materials resolved to textures" );
if( false == unresolved.empty() ) {
WriteLog( "Terrain: no texture for " + unresolved );
}
// a layer with its mip chain takes four thirds of its base level
auto const layers { m_materials.size() };
while( ( m_side > 64 ) && ( m_side * m_side * 4u * 4u / 3u * layers > budgetbytes ) ) { m_side /= 2; }
auto const side { static_cast<GLsizei>( m_side ) };
auto const levels { static_cast<GLint>( std::log2( m_side ) ) + 1 };
::glGenTextures( 1, &m_array );
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_array );
for( GLint level = 0; level < levels; ++level ) {
::glTexImage3D(
GL_TEXTURE_2D_ARRAY, level, GL_SRGB8_ALPHA8, std::max( 1, side >> level ), std::max( 1, side >> level ),
static_cast<GLsizei>( layers ), 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr );
}
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT );
if( GLAD_GL_ARB_texture_filter_anisotropic ) {
::glTexParameterf( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_ANISOTROPY, 16.f );
}
::glGenTextures( 1, &m_table );
::glBindTexture( GL_TEXTURE_2D, m_table );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
upload_table();
::glGenFramebuffers( 1, &m_framebuffer );
opengl_texture::reset_unit_cache();
return true;
}
void
terrain_ground::destroy() {
if( m_array != 0 ) { ::glDeleteTextures( 1, &m_array ); m_array = 0; }
if( m_table != 0 ) { ::glDeleteTextures( 1, &m_table ); m_table = 0; }
if( m_framebuffer != 0 ) { ::glDeleteFramebuffers( 1, &m_framebuffer ); m_framebuffer = 0; }
m_copy.reset();
m_vao.reset();
m_materials.clear();
m_pending = 0;
m_side = layerside;
}
// rgb is the placeholder colour, alpha the metres per texture repeat - negative while the
// material has no layer to sample yet
void
terrain_ground::upload_table() {
std::vector<float> texels;
texels.reserve( m_materials.size() * 4 );
for( auto const &entry : m_materials ) {
texels.insert( texels.end(), { entry.fallback.r, entry.fallback.g, entry.fallback.b, entry.copied ? entry.scale : -entry.scale } );
}
::glBindTexture( GL_TEXTURE_2D, m_table );
::glTexImage2D(
GL_TEXTURE_2D, 0, GL_RGBA32F, static_cast<GLsizei>( m_materials.size() ), 1, 0, GL_RGBA, GL_FLOAT, texels.data() );
}
void
terrain_ground::update() {
if( ( m_pending == 0 ) || ( m_array == 0 ) ) { return; }
std::size_t copied { 0 };
{
saved_state const saved;
::glDisable( GL_DEPTH_TEST );
::glDisable( GL_BLEND );
::glDisable( GL_CULL_FACE );
::glDisable( GL_SCISSOR_TEST );
// the sources are sRGB and sample as linear; writing through an sRGB target encodes
// them back, so the layer keeps the precision the source had
::glEnable( GL_FRAMEBUFFER_SRGB );
::glBindFramebuffer( GL_DRAW_FRAMEBUFFER, m_framebuffer );
::glViewport( 0, 0, static_cast<GLsizei>( m_side ), static_cast<GLsizei>( m_side ) );
m_copy->bind();
m_vao->bind();
for( std::size_t index = 0; index < m_materials.size(); ++index ) {
auto &entry { m_materials[ index ] };
if( ( true == entry.copied ) || ( entry.texture == null_handle ) ) { continue; }
// binding asks the engine for the texture; it comes back unready while the data is
// still loading, and the copy waits for a later frame
GfxRenderer->Bind_Texture( 0, entry.texture );
if( false == GfxRenderer->Texture( entry.texture ).get_is_ready() ) { continue; }
::glFramebufferTextureLayer( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_array, 0, static_cast<GLint>( index ) );
::glDrawArrays( GL_TRIANGLES, 0, 3 );
entry.copied = true;
--m_pending;
++copied;
// rare, and it changes gl state for a moment: worth a line, so that anything odd seen on
// screen can be told apart from what the streamer is doing
WriteLog( "Terrain: ground texture " + std::to_string( index ) + " copied into the array, "
+ std::to_string( m_pending ) + " still waiting" );
}
gl::vao::unbind();
gl::program::bind( 0 );
}
if( copied > 0 ) {
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_array );
::glGenerateMipmap( GL_TEXTURE_2D_ARRAY );
::glBindTexture( GL_TEXTURE_2D_ARRAY, 0 );
upload_table();
}
// last of all, and after the mipmaps rather than before them: the engine remembers what it last
// put on each texture unit and skips a bind it believes is already in place, so leaving a bind of
// ours behind its back costs it a frame drawn with the wrong texture
opengl_texture::reset_unit_cache();
}