mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 12:09:19 +02:00
Today's work on the binary scene format plan (binary-scene-format-plan.md), from the first measurement to a terrain that bakes itself on first run and streams from a thread. The step-by-step history is kept on backup/scene-streaming-format-presquash-0916. Measuring first. -loadprofile times a scenery load by stage and by node kind and reports node counts and resident memory. On l204 terrain is 95% of the bytes and 99.8% of the nodes; on quarkmce2007 vehicles, not models, dominate what is left. The terrain turned out to be a heightfield in all but name, a ribbon covering 12% of its bounding box. The heightfield. scene/heightfieldformat.h is the .ehf layout: Morton-ordered tiles of 128 samples with one shared edge sample, a point-sampled mip chain, zstd per tile, a nodata sentinel, a material palette with a measured tiling per material, and a stamp of the rules that decided what counted as terrain. scene/heightfieldreader.h reads it for the tool, the renderer and the loader alike, and scene/terraincooker.h writes it, shared by the terraincook tool and the engine so a first-run bake is the file the tool would have made. The cooker rasterises every triangle where it is drawn (through scene::place_in_world, the placement the region applies too), keeps an upper surface laid within half a metre over another and the lower of two further apart, and then asks each triangle whether the heightfield shows it: laid, reaching a sample, keeping nearly all it claimed, and with the ground around it drawn at every level out to 2 km. Baking on first run. simulation/terrainbake bakes <scenario>.ehf the first time a scenery is opened, choosing the grid step from the first 200,000 vertices, and on later loads leaves out the triangles its node table says the heightfield shows. Everything else - trees, grass tufts, gantries, bridge decks - is drawn as written, so a bad bake can at worst draw something twice, and the heightfield sits 2 cm under the triangles so the original wins there. Nodes are keyed by file, line, include parameters and placement; an edited file changes its keys and those nodes are drawn again. A bake under older rules, or without its table, is thrown away and redone. A launcher copy named $scenario shares the scenario's files. -nobaketerrain shows the triangles as written. A scenery can still name hand-cooked fields, several at different steps. Drawing and streaming. rendering/terrainclipmap draws resident tiles at the mip level their distance earns, deriving the grid from gl_VertexID and texturing in world space with the scenery's own materials. rendering/terraintileloader reads and decodes tiles on a thread of its own; the renderer rescans what is in range only after moving a quarter of a tile, asks for what is missing nearest first, uploads at most 32 tiles a frame, drops arrivals the camera has moved past, and keeps drawing a tile at the level it has until the right one arrives. The terrain has its own range, terrainrange in the ini and a slider in the debug panel, 20 km by default and independent of basedrawrange; the far plane of an ordinary view is pushed out to it. The debug panel shows the range, tiles in view, on the gpu, wanted and queued, and how many sit at each level. Events. The event queue moved out of the events into a binary heap with a deterministic tie-break, and an event is handed its activator instead of storing it, so basic_event is a definition and nothing else. The logic container. scene/logicformat.h and scene/logiccontainer write a scenery's events, their targets and sibling chains as flat, deterministic arrays with a schema hash that refuses a mismatched build. simulation/logiccook cooks it from the loaded state whenever it is missing, stale or unreadable, reads it straight back to check it, and resolves each target to a position in the registry its event kind searches. -cooklogic forces a cook, -verifylogic only checks. Nothing reads it at load yet. Prefabs. scene/prefab describes a signal by the aspects it can show - lights, speeds, animation channels, a sound - instead of pasting an .inc per variant, and expands an instance to ordinary scenery text. Tried on a light signal and a shape signal. Screenshots without a person present: -shot x,y,z[,yaw[,pitch]], -shotsettle, -shotstay.
485 lines
14 KiB
C++
485 lines
14 KiB
C++
module;
|
|
#include <array>
|
|
#include <chrono>
|
|
#include <deque>
|
|
#include <mutex>
|
|
#include <type_traits>
|
|
#include <unordered_map>
|
|
#include <utility>
|
|
#include <sstream>
|
|
#include <cstddef>
|
|
#include <limits>
|
|
#include "global_include/interfaces/ITexture_macros.h"
|
|
#include <istream>
|
|
#include <ostream>
|
|
#include <string>
|
|
#include <vector>
|
|
|
|
export module eu07.simcore:scenenode;
|
|
import eu07.glm;
|
|
import :fwd;
|
|
import :model3d;
|
|
import eu07.rendering.geometrybank;
|
|
import eu07.utilities.parser;
|
|
import eu07.utilities.classes;
|
|
import eu07.model.vertex;
|
|
import eu07.utilities.uuid;
|
|
|
|
export {
|
|
/*
|
|
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/.
|
|
*/
|
|
|
|
|
|
|
|
|
|
struct lighting_data {
|
|
|
|
glm::vec4 diffuse { 0.8f, 0.8f, 0.8f, 1.0f };
|
|
glm::vec4 ambient { 0.2f, 0.2f, 0.2f, 1.0f };
|
|
glm::vec4 specular { 0.0f, 0.0f, 0.0f, 1.0f };
|
|
|
|
// stores content of the struct in provided output stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the struct from provided input stream
|
|
void
|
|
deserialize( std::istream &Input );
|
|
};
|
|
|
|
inline
|
|
bool
|
|
operator==( lighting_data const &Left, lighting_data const &Right ) {
|
|
return Left.diffuse == Right.diffuse && Left.ambient == Right.ambient && Left.specular == Right.specular;
|
|
}
|
|
|
|
inline
|
|
bool
|
|
operator!=( lighting_data const &Left, lighting_data const &Right ) {
|
|
return !( Left == Right );
|
|
}
|
|
|
|
namespace scene {
|
|
|
|
struct bounding_area {
|
|
glm::dvec3 center; // mid point of the rectangle
|
|
float radius { -1.0f }; // radius of the bounding sphere
|
|
|
|
bounding_area() = default;
|
|
bounding_area( glm::dvec3 Center, float Radius ) :
|
|
center( Center ),
|
|
radius( Radius )
|
|
{}
|
|
// stores content of the struct in provided output stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the struct from provided input stream.
|
|
void
|
|
deserialize( std::istream &Input, bool const Preserveradius = true );
|
|
};
|
|
|
|
//using group_handle = std::size_t;
|
|
|
|
struct node_data {
|
|
|
|
double range_min { 0.0 };
|
|
double range_max { std::numeric_limits<double>::max() };
|
|
std::string name;
|
|
std::string type;
|
|
};
|
|
|
|
// holds unique piece of geometry, covered with single material
|
|
class shape_node
|
|
{
|
|
|
|
friend class basic_region; // region might want to modify node content when it's being inserted
|
|
|
|
public:
|
|
// types
|
|
struct shapenode_data {
|
|
// members:
|
|
// placement and visibility
|
|
scene::bounding_area area; // bounding area, in world coordinates
|
|
double rangesquared_min { 0.0 }; // visibility range, min
|
|
double rangesquared_max { 0.0 }; // visibility range, max
|
|
bool visible { true }; // visibility flag
|
|
// material data
|
|
bool translucent { false }; // whether opaque or translucent
|
|
material_handle material { null_handle };
|
|
lighting_data lighting;
|
|
// geometry data
|
|
glm::dvec3 origin; // world position of the relative coordinate system origin
|
|
gfx::geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
|
|
std::vector<world_vertex> vertices; // world space source data of the geometry
|
|
gfx::userdata_array userdata;
|
|
// methods:
|
|
// sends content of the struct to provided stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the struct from provided input stream
|
|
void
|
|
deserialize( std::istream &Input );
|
|
};
|
|
|
|
// methods
|
|
// sends content of the class to provided stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the node from provided input stream
|
|
shape_node &
|
|
deserialize( std::istream &Input );
|
|
// restores content of the node from provided input stream
|
|
shape_node &
|
|
import( cParser &Input, scene::node_data const &Nodedata );
|
|
// imports data from provided submodel
|
|
shape_node &
|
|
convert( TSubModel const *Submodel );
|
|
// builds an opaque, always-visible shape from a world-space GL_TRIANGLES vertex list, stored
|
|
// relative to Origin. used by the editor's terrain to own editable geometry it can re-upload.
|
|
shape_node &
|
|
make_terrain( material_handle const Material, std::vector<world_vertex> Vertices, glm::dvec3 const Origin );
|
|
// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
|
|
bool
|
|
merge( shape_node &Shape );
|
|
// generates renderable version of held non-instanced geometry in specified geometry bank
|
|
void
|
|
create_geometry( gfx::geometrybank_handle const &Bank );
|
|
// calculates shape's bounding radius
|
|
void
|
|
compute_radius();
|
|
// invalidates shape's bounding radius
|
|
void
|
|
invalidate_radius();
|
|
// set visibility
|
|
void
|
|
visible( bool State );
|
|
// set origin point
|
|
void
|
|
origin( glm::dvec3 Origin );
|
|
// replaces the renderable geometry handle (used by the editor when it re-uploads terrain geometry)
|
|
void
|
|
geometry( gfx::geometry_handle const &Handle );
|
|
// data access
|
|
shapenode_data const &
|
|
data() const;
|
|
// keeps only the triangles a predicate accepts, by their position in the vertex list.
|
|
// used to leave out what a baked heightfield already shows
|
|
template <typename Predicate_>
|
|
void
|
|
keep_triangles( Predicate_ &&Keep ) {
|
|
std::vector<world_vertex> kept;
|
|
kept.reserve( m_data.vertices.size() );
|
|
for( std::size_t index = 0; index + 2 < m_data.vertices.size(); index += 3 ) {
|
|
if( true == Keep( index / 3 ) ) {
|
|
kept.insert( kept.end(), m_data.vertices.begin() + index, m_data.vertices.begin() + index + 3 );
|
|
}
|
|
}
|
|
m_data.vertices = std::move( kept ); }
|
|
// get bounding radius
|
|
// NOTE: use this method instead of direct access to the data member, due to lazy radius evaluation
|
|
float radius();
|
|
|
|
private:
|
|
// members
|
|
std::string m_name;
|
|
shapenode_data m_data;
|
|
};
|
|
|
|
// set visibility
|
|
inline
|
|
void
|
|
shape_node::visible( bool State ) {
|
|
m_data.visible = State;
|
|
}
|
|
// set origin point
|
|
inline
|
|
void
|
|
shape_node::origin( glm::dvec3 Origin ) {
|
|
m_data.origin = Origin;
|
|
}
|
|
// replaces the renderable geometry handle
|
|
inline
|
|
void
|
|
shape_node::geometry( gfx::geometry_handle const &Handle ) {
|
|
m_data.geometry = Handle;
|
|
}
|
|
// data access
|
|
inline
|
|
shape_node::shapenode_data const &
|
|
shape_node::data() const {
|
|
return m_data;
|
|
}
|
|
|
|
|
|
|
|
// holds a group of untextured lines
|
|
class lines_node
|
|
{
|
|
friend class basic_region; // region might want to modify node content when it's being inserted
|
|
|
|
public:
|
|
// types
|
|
struct linesnode_data {
|
|
// members:
|
|
// placement and visibility
|
|
scene::bounding_area area; // bounding area, in world coordinates
|
|
double rangesquared_min { 0.0 }; // visibility range, min
|
|
double rangesquared_max { 0.0 }; // visibility range, max
|
|
bool visible { true }; // visibility flag
|
|
// material data
|
|
float line_width { 1.f }; // thickness of stored lines
|
|
lighting_data lighting;
|
|
// geometry data
|
|
glm::dvec3 origin; // world position of the relative coordinate system origin
|
|
gfx::geometry_handle geometry { 0, 0 }; // relative origin-centered chunk of geometry held by gfx renderer
|
|
std::vector<world_vertex> vertices; // world space source data of the geometry
|
|
gfx::userdata_array userdata;
|
|
// methods:
|
|
// sends content of the struct to provided stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the struct from provided input stream
|
|
void
|
|
deserialize( std::istream &Input );
|
|
};
|
|
|
|
// methods
|
|
// sends content of the class to provided stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the node from provided input stream
|
|
lines_node &
|
|
deserialize( std::istream &Input );
|
|
// restores content of the node from provided input stream
|
|
lines_node &
|
|
import( cParser &Input, scene::node_data const &Nodedata );
|
|
// adds content of provided node to already enclosed geometry. returns: true if merge could be performed
|
|
bool
|
|
merge( lines_node &Lines );
|
|
// generates renderable version of held non-instanced geometry in specified geometry bank
|
|
void
|
|
create_geometry( gfx::geometrybank_handle const &Bank );
|
|
// calculates shape's bounding radius
|
|
void
|
|
compute_radius();
|
|
// set visibility
|
|
void
|
|
visible( bool State );
|
|
// set origin point
|
|
void
|
|
origin( glm::dvec3 Origin );
|
|
// data access
|
|
linesnode_data const &
|
|
data() const;
|
|
|
|
private:
|
|
// members
|
|
std::string m_name;
|
|
linesnode_data m_data;
|
|
};
|
|
|
|
// set visibility
|
|
inline
|
|
void
|
|
lines_node::visible( bool State ) {
|
|
m_data.visible = State;
|
|
}
|
|
// set origin point
|
|
inline
|
|
void
|
|
lines_node::origin( glm::dvec3 Origin ) {
|
|
m_data.origin = Origin;
|
|
}
|
|
// data access
|
|
inline
|
|
lines_node::linesnode_data const &
|
|
lines_node::data() const {
|
|
return m_data;
|
|
}
|
|
|
|
|
|
/*
|
|
// holds geometry for specific piece of track/road/waterway
|
|
class path_node {
|
|
|
|
friend class basic_region; // region might want to modify node content when it's being inserted
|
|
|
|
public:
|
|
// types
|
|
// TODO: enable after track class refactoring
|
|
struct pathnode_data {
|
|
// placement and visibility
|
|
bounding_area area; // bounding area, in world coordinates
|
|
bool visible { true }; // visibility flag
|
|
// material data
|
|
material_handle material_1 { 0 };
|
|
material_handle material_2 { 0 };
|
|
lighting_data lighting;
|
|
TEnvironmentType environment { e_flat };
|
|
// geometry data
|
|
std::vector<world_vertex> vertices; // world space source data of the geometry
|
|
glm::dvec3 origin; // world position of the relative coordinate system origin
|
|
using geometryhandle_sequence = std::vector<geometry_handle>;
|
|
geometryhandle_sequence geometry_1; // geometry chunks textured with texture 1
|
|
geometryhandle_sequence geometry_2; // geometry chunks textured with texture 2
|
|
};
|
|
// methods
|
|
// restores content of the node from provded input stream
|
|
// TODO: implement
|
|
path_node &
|
|
deserialize( cParser &Input, node_data const &Nodedata );
|
|
// binds specified track to the node
|
|
// TODO: remove after track class refactoring
|
|
void
|
|
path( TTrack *Path ) {
|
|
m_path = Path; }
|
|
TTrack *
|
|
path() {
|
|
return m_path; }
|
|
|
|
private:
|
|
// members
|
|
|
|
// // TODO: enable after track class refactoring
|
|
// pathnode_data m_data;
|
|
|
|
TTrack * m_path;
|
|
};
|
|
*/
|
|
|
|
|
|
|
|
// base interface for nodes which can be actvated in scenario editor
|
|
class basic_node {
|
|
|
|
public:
|
|
// constructor
|
|
explicit basic_node( scene::node_data const &Nodedata );
|
|
// destructor
|
|
virtual ~basic_node() = default;
|
|
// methods
|
|
// sends content of the class to provided stream
|
|
void
|
|
serialize( std::ostream &Output ) const;
|
|
// restores content of the class from provided stream
|
|
void
|
|
deserialize( std::istream &Input );
|
|
// sends basic content of the class in legacy (text) format to provided stream
|
|
void
|
|
export_as_text( std::ostream &Output ) const;
|
|
void
|
|
export_as_text( std::string &Output ) const;
|
|
std::string const &
|
|
name() const;
|
|
virtual std::string tooltip() const;
|
|
void
|
|
location( glm::dvec3 const Location );
|
|
glm::dvec3 const &
|
|
location() const;
|
|
glm::dvec3 &
|
|
location();
|
|
float const &
|
|
radius();
|
|
void
|
|
visible( bool const Visible );
|
|
bool
|
|
visible() const;
|
|
void
|
|
group( scene::group_handle Group );
|
|
scene::group_handle
|
|
group() const;
|
|
void
|
|
mark_dirty() { m_dirty = true; }
|
|
bool
|
|
dirty() const { return m_dirty; }
|
|
|
|
std::string node_type;
|
|
|
|
public:
|
|
// members
|
|
scene::group_handle m_group { null_handle }; // group this node belongs to, if any
|
|
scene::bounding_area m_area;
|
|
double m_rangesquaredmin { 0.0 }; // visibility range, min
|
|
double m_rangesquaredmax { 0.0 }; // visibility range, max
|
|
bool m_visible { true }; // visibility flag
|
|
std::string m_name;
|
|
bool m_dirty { false };
|
|
UID uuid;
|
|
|
|
private:
|
|
// methods
|
|
// radius() subclass details, calculates node's bounding radius
|
|
virtual float radius_();
|
|
// serialize() subclass details, sends content of the subclass to provided stream
|
|
virtual void serialize_( std::ostream &Output ) const = 0;
|
|
// deserialize() subclass details, restores content of the subclass from provided stream
|
|
virtual void deserialize_( std::istream &Input ) = 0;
|
|
// export() subclass details, sends basic content of the class in legacy (text) format to provided stream
|
|
virtual void export_as_text_( std::ostream &Output ) const = 0;
|
|
};
|
|
|
|
inline
|
|
std::string const &
|
|
basic_node::name() const {
|
|
return m_name;
|
|
}
|
|
|
|
// Returns the tooltip of this Node when hovered with the mouse cursor.
|
|
inline
|
|
std::string basic_node::tooltip() const
|
|
{
|
|
return m_name;
|
|
}
|
|
inline
|
|
void
|
|
basic_node::location( glm::dvec3 const Location ) {
|
|
m_area.center = Location;
|
|
}
|
|
|
|
inline
|
|
glm::dvec3 const &
|
|
basic_node::location() const {
|
|
return m_area.center;
|
|
}
|
|
|
|
inline
|
|
glm::dvec3 &
|
|
basic_node::location() {
|
|
return m_area.center;
|
|
}
|
|
|
|
inline
|
|
void
|
|
basic_node::visible( bool const Visible ) {
|
|
m_visible = Visible;
|
|
}
|
|
|
|
inline
|
|
bool
|
|
basic_node::visible() const {
|
|
return m_visible;
|
|
}
|
|
|
|
inline
|
|
void
|
|
basic_node::group( scene::group_handle Group ) {
|
|
m_group = Group;
|
|
}
|
|
|
|
inline
|
|
scene::group_handle
|
|
basic_node::group() const {
|
|
return m_group;
|
|
}
|
|
|
|
} // scene
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
} // export
|