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maszyna/scene/heightfieldformat.h
maj00r 951a54cde7 Bake only the ground a heightfield replaces, at a step suited to each triangle
Three changes to what goes into a baked heightfield and how it meets the geometry drawn
beside it.

The heightfield held every triangle laid in it, including those it does not replace and
that are therefore drawn as geometry too - so they were drawn twice, and a roof or a
bridge deck left in it bent the ground. Now the first pass lays everything and decides
what is replaced; the second lays the replaced triangles together with the neighbours
that support them - the owners of the corner samples of the cells around them, without
which those cells are not drawn - and only that is written. A first attempt that
repeated passes, dropping whatever bordered a hole, eroded the whole terrain away one
ring per pass: the edge of the ground is always a hole. The replaced triangles stay
replaced in the second pass, since their supports are all there and they have fewer
rivals. The triangles bake no longer keep in memory; they wait in a spill file beside
the heightfield while the scenery parses.

Triangles were refused for an edge longer than 200 m, meant for a water plane under the
whole map. On baltyk and tomaszewo that refused thousands of ordinary fields of a
hand-modelled terrain, and nothing there comes near a whole-map plane. Only triangles
standing on their edge - walls, trees, fences - are refused now. The bake log says why
the triangles not replaced are not: standing on edge, too small, under other surfaces,
next to a hole.

Hand-modelled terrain has triangles hundreds of metres long, elevation-model terrain
small ones along the line, and one grid step either loses the detail or samples a field
every metre. A bake now writes three heightfields a factor of four apart -
<scenario>.ehf, <scenario>.1.ehf, <scenario>.2.ehf - and each triangle goes to the
coarsest one that still puts sixteen samples along its longest edge, and to every
coarser one too, so the coarsest holds all the ground and a triangle at the edge of a
finer field can be replaced by a coarser field beneath it. All of them are picked up
together, and a missing or stale one sends the whole set to be baked again.

Where fields overlap each other or the geometry, the depth test decides: the terrain is
drawn with a polygon offset, negative for the reversed depth buffer and larger for each
coarser field, instead of being lowered by 2 cm - so geometry lying on the ground wins
at any distance and on any slope, and a finer field wins over a coarser one.

On tomaszewo the heightfields went from 176 MB to 10 MB, the load that bakes them from
5:16 to 3:11 and its peak memory from 15.7 GB to 8.5 GB - the scenery alone takes 8.0 -
while the triangles replaced went from 37,130 to 40,402. On baltyk from 19 MB to 2 MB,
with 6,670 triangles replaced against 4,040.
2026-09-17 17:24:25 +02:00

170 lines
7.2 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
// On-disk layout of the cooked terrain heightfield. Single source of truth: the cooker
// (tools/terraincook) writes it, the engine reads it, and neither owns a private copy.
// Plain structs and free functions only - no engine types, no allocation, no i/o - so
// that the tool keeps building without the engine and the format stays readable on its own.
//
// File layout:
// header
// tile directory, one entry per tile, ordered by morton code
// material table, each entry a uint16 length, that many name bytes, and a float
// giving how many metres of ground one repeat of the texture covers
// tile payloads, at the offsets the directory gives
//
// A tile payload holds a mip chain, finest level first. Level l has
// samples_at_level( tilesamples, l ) values along a side, laid out as that many rows of
// uint16 heights, followed by the same grid of uint8 material indices.
#include <cstdint>
namespace heightfield {
// "EU07HFLD", spelled out so the header needs no string functions
inline constexpr char magic[ 8 ] { 'E', 'U', '0', '7', 'H', 'F', 'L', 'D' };
inline constexpr std::uint32_t version { 5 };
// terrain selection rules, stamped into every cooked file.
// 0 - every triangle node the scenery holds
// 1 - world space triangle nodes only: anything under origin, rotate or scale is an object
// 2 - every triangle as drawn; a triangle stays drawn unless the heightfield shows it, and a
// triangle bordering a hole always stays drawn
// 3 - as 2, with a hole checked for diagonally and at the coarser levels too
// 4 - the heightfield holds only the triangles it shows, and their supports
// 5 - no triangle refused for its size; each goes to a field with a step suited to it
inline constexpr std::uint32_t selection_rules { 5 };
// height value reserved to mean "this sample carries no terrain"; a cooked map is a
// ribbon inside a much larger rectangle, so most edge tiles are partly empty
inline constexpr std::uint16_t nodata { 0xffff };
// the range the remaining values span, shared by every tile through the header's bias
// and scale. over l204's 107 m of relief this puts a sample within 2 mm of the source
inline constexpr std::uint32_t heightrange { 0xfffe };
enum class codec : std::uint16_t {
raw = 0,
zstd = 1
};
#pragma pack( push, 1 )
struct file_header {
char magic[ 8 ];
std::uint32_t version;
// samples along a tile side, not counting the shared edge. a tile therefore stores
// one more sample in each direction than it owns
std::uint32_t tilesamples;
float gridstep; // metres between samples at the finest level
float heightbias; // world height of stored value 0
float heightscale; // metres per stored unit
std::int32_t minx, minz, maxx, maxz; // tile coordinates present in the file, inclusive
std::uint32_t tilecount;
std::uint32_t materialcount;
std::uint32_t miplevels; // levels stored per tile, level 0 being the finest
// which rules decided what counted as terrain when this was cooked. the layout does
// not depend on it, so a file with an older value still reads; a heightfield the
// engine baked by itself is rebaked when it disagrees, one named by the scenery is not
std::uint32_t selection;
std::uint32_t reserved;
};
struct tile_entry {
std::int32_t x, z;
std::uint64_t offset; // payload position in the file
std::uint32_t storedsize; // bytes occupied in the file
std::uint32_t plainsize; // bytes once decoded; equals storedsize for codec::raw
float minheight, maxheight;
std::uint32_t coverage; // samples carrying terrain at the finest level
std::uint16_t tilecodec; // codec enumerator
std::uint16_t reserved;
};
#pragma pack( pop )
static_assert( sizeof( file_header ) == 64 );
static_assert( sizeof( tile_entry ) == 40 );
// identity of a tile in any map keyed by tile coordinates. the cooker, the reader and the
// renderer all key tiles this way, so it is spelled out once
constexpr std::int64_t
tile_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 );
}
// integer division rounding towards negative infinity. tile and sample coordinates go
// negative, and every place that maps one onto the other has to round the same way for
// neighbouring tiles to share an edge exactly
constexpr std::int64_t
floor_div( std::int64_t const Value, std::int64_t const Divisor ) {
auto const quotient { Value / Divisor };
return ( ( Value % Divisor != 0 ) && ( ( Value < 0 ) != ( Divisor < 0 ) ) ) ? quotient - 1 : quotient;
}
// samples along a tile side at the given mip level, shared edge included
constexpr std::uint32_t
samples_at_level( std::uint32_t const Tilesamples, std::uint32_t const Level ) {
return ( Tilesamples >> Level ) + 1;
}
// bytes one mip level occupies: a grid of heights followed by a grid of material indices
constexpr std::uint64_t
level_bytes( std::uint32_t const Tilesamples, std::uint32_t const Level ) {
std::uint64_t const side { samples_at_level( Tilesamples, Level ) };
return side * side * ( sizeof( std::uint16_t ) + sizeof( std::uint8_t ) );
}
// bytes a decoded tile payload occupies, mip chain included
constexpr std::uint64_t
tile_bytes( std::uint32_t const Tilesamples, std::uint32_t const Miplevels ) {
std::uint64_t total { 0 };
for( std::uint32_t level = 0; level < Miplevels; ++level ) {
total += level_bytes( Tilesamples, level );
}
return total;
}
// byte offset of a mip level inside a decoded tile payload
constexpr std::uint64_t
level_offset( std::uint32_t const Tilesamples, std::uint32_t const Level ) {
return tile_bytes( Tilesamples, Level );
}
// deepest level that still has at least Minimumside samples along a side
constexpr std::uint32_t
level_count( std::uint32_t const Tilesamples, std::uint32_t const Minimumside ) {
std::uint32_t levels { 1 };
while( ( ( Tilesamples >> levels ) >= 1 )
&& ( samples_at_level( Tilesamples, levels ) >= Minimumside ) ) {
++levels;
}
return levels;
}
// interleaves tile coordinates so that tiles sorted by this value are read in an order
// that keeps a moving camera reading the file forwards rather than seeking
constexpr std::uint64_t
morton( std::int32_t const X, std::int32_t const Z ) {
auto const spread = []( std::uint32_t Value ) constexpr -> std::uint64_t {
std::uint64_t result { Value };
result = ( result | ( result << 16 ) ) & 0x0000ffff0000ffffull;
result = ( result | ( result << 8 ) ) & 0x00ff00ff00ff00ffull;
result = ( result | ( result << 4 ) ) & 0x0f0f0f0f0f0f0f0full;
result = ( result | ( result << 2 ) ) & 0x3333333333333333ull;
result = ( result | ( result << 1 ) ) & 0x5555555555555555ull;
return result; };
// biased into unsigned so that negative tile coordinates keep their relative order
std::uint32_t const x { static_cast<std::uint32_t>( X + ( 1 << 20 ) ) };
std::uint32_t const z { static_cast<std::uint32_t>( Z + ( 1 << 20 ) ) };
return spread( x ) | ( spread( z ) << 1 );
}
} // namespace heightfield