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maszyna/rendering/terrainclipmap.cpp
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

475 lines
18 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 <array>
#include <cstdint>
#include <functional>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include "glad/glad.h"
#include "scene/heightfieldformat.h"
#include "scene/heightfieldreader.h"
module eu07.rendering.terrainclipmap;
import eu07.glm;
import eu07.utilities.logs;
import eu07.model.texture;
terrain_clipmap::~terrain_clipmap() {
close();
}
bool
terrain_clipmap::open( std::string const &Path ) {
close();
if( ( false == m_reader.open( Path ) )
|| ( false == m_loader.open( Path ) ) ) {
ErrorLog( "Terrain: cannot open heightfield \"" + Path + "\"" );
close();
return false;
}
m_path = Path;
build_indices();
try {
gl::shader vertex( "terrainclipmap.vert" );
gl::shader fragment( "terrainclipmap.frag" );
m_shader.emplace( std::vector<std::reference_wrapper<gl::shader const>>( { vertex, fragment } ) );
}
catch( gl::shader_exception const &error ) {
ErrorLog( std::string( "Terrain: shader failed, " ) + error.what() );
close();
return false;
}
if( false == m_ground.create( m_reader.materials(), m_reader.material_scales() ) ) {
close();
return false;
}
for( std::uint32_t level = 0; level < m_reader.levels(); ++level ) {
m_pools.emplace_back( std::make_unique<terrain_tile_pool>( m_reader.samples_per_side( level ) ) );
}
m_instances.resize( m_reader.levels() );
m_instancebuffer.emplace();
::glGenTextures( 1, &m_instancetexture );
opengl_texture::reset_unit_cache();
m_vao.emplace();
resolve_uniforms();
m_ready = true;
WriteLog(
"Terrain: " + Path + ", " + std::to_string( m_reader.tiles().size() ) + " tiles, "
+ std::to_string( m_reader.levels() ) + " levels, grid "
+ std::to_string( m_reader.gridstep() ) + " m, tile " + std::to_string( m_reader.tilesize() ) + " m" );
return true;
}
// uniform locations do not change once the program is linked, so they are looked up here
// rather than per draw
void
terrain_clipmap::resolve_uniforms() {
auto const program { static_cast<GLuint>( *m_shader ) };
m_uniforms.samplestep = ::glGetUniformLocation( program, "samplestep" );
m_uniforms.side = ::glGetUniformLocation( program, "side" );
m_uniforms.morph = ::glGetUniformLocation( program, "morph" );
m_uniforms.heightbias = ::glGetUniformLocation( program, "heightbias" );
m_uniforms.heightscale = ::glGetUniformLocation( program, "heightscale" );
m_uniforms.nodata = ::glGetUniformLocation( program, "nodata" );
m_uniforms.heights = ::glGetUniformLocation( program, "heights" );
m_uniforms.materials = ::glGetUniformLocation( program, "materials" );
m_uniforms.instances = ::glGetUniformLocation( program, "instances" );
m_uniforms.ground = ::glGetUniformLocation( program, "ground" );
m_uniforms.materialtable = ::glGetUniformLocation( program, "materialtable" );
}
void
terrain_clipmap::close() {
// the loader first, so nothing arrives for tiles that are being torn down
m_loader.close();
m_wanted.clear();
m_arrived.clear();
m_inrange.clear();
m_wantedlevel.clear();
m_scanrange = -1.f;
m_tiles.clear();
m_pools.clear();
m_indices.clear();
m_indexcounts.clear();
m_instances.clear();
m_instancebuffer.reset();
if( m_instancetexture != 0 ) { ::glDeleteTextures( 1, &m_instancetexture ); m_instancetexture = 0; }
m_ground.destroy();
m_vao.reset();
m_shader.reset();
m_reader.close();
m_stats = {};
m_ready = false;
}
// index buffers, one per mip level. the grid they describe is the same shape at every
// level, only smaller, and the vertices themselves never exist in memory: the shader
// derives a sample's row and column from gl_VertexID
void
terrain_clipmap::build_indices() {
m_indices.resize( m_reader.levels() );
m_indexcounts.resize( m_reader.levels() );
std::vector<std::uint32_t> indices;
for( std::uint32_t level = 0; level < m_reader.levels(); ++level ) {
auto const side { m_reader.samples_per_side( level ) };
indices.clear();
indices.reserve( static_cast<std::size_t>( side - 1 ) * ( side - 1 ) * 6 );
for( std::uint32_t row = 0; row + 1 < side; ++row ) {
for( std::uint32_t column = 0; column + 1 < side; ++column ) {
auto const topleft { row * side + column };
auto const topright { topleft + 1 };
auto const bottomleft { topleft + side };
auto const bottomright { bottomleft + 1 };
indices.push_back( topleft ); indices.push_back( bottomleft ); indices.push_back( topright );
indices.push_back( topright ); indices.push_back( bottomleft ); indices.push_back( bottomright );
}
}
m_indexcounts[ level ] = static_cast<std::uint32_t>( indices.size() );
m_indices[ level ] = std::make_unique<gl::buffer>();
m_indices[ level ]->allocate(
gl::buffer::ELEMENT_ARRAY_BUFFER, indices.size() * sizeof( std::uint32_t ), GL_STATIC_DRAW );
m_indices[ level ]->upload(
gl::buffer::ELEMENT_ARRAY_BUFFER, indices.data(), 0, indices.size() * sizeof( std::uint32_t ) );
}
}
std::uint32_t
terrain_clipmap::level_for( double const Distance ) const {
if( Distance <= m_finest ) { return 0; }
auto const steps { static_cast<std::uint32_t>( std::log2( Distance / m_finest ) ) + 1 };
return std::min( steps, m_reader.levels() - 1 );
}
void
terrain_clipmap::upload( terrain_tile_loader::payload const &Tile ) {
auto const tilekey { key( Tile.tile.x, Tile.tile.z ) };
auto const existing { m_tiles.find( tilekey ) };
if( existing != m_tiles.end() ) {
// a level change moves the tile to another pool
retire( existing->second );
m_tiles.erase( existing );
}
auto &pool { *m_pools[ Tile.tile.level ] };
resident_tile tile;
tile.x = Tile.tile.x;
tile.z = Tile.tile.z;
tile.level = Tile.tile.level;
tile.slot = pool.acquire();
tile.lastused = m_frame;
pool.upload( tile.slot, Tile.heights.data(), Tile.materials.data() );
if( auto const *description { m_reader.find( Tile.tile.x, Tile.tile.z ) } ) {
tile.minheight = description->minheight;
tile.maxheight = description->maxheight;
}
++m_stats.uploaded;
m_tiles.emplace( tilekey, tile );
}
void
terrain_clipmap::retire( resident_tile const &Tile ) {
m_pools[ Tile.level ]->release( Tile.slot );
}
void
terrain_clipmap::detail( double const Pixelsperunit, double const Pixels ) {
m_finestwanted = terrain_finest_range( m_reader.gridstep(), m_reader.tilesize(), Pixelsperunit, Pixels );
}
void
terrain_clipmap::scan( glm::dvec3 const &Viewpoint ) {
m_scanpoint = Viewpoint;
m_scanrange = m_range;
m_finest = ( m_finestwanted > 0.0 ? m_finestwanted : terrain_finest_tiles * m_reader.tilesize() );
m_inrange.clear();
m_wantedlevel.clear();
auto const tilesize { static_cast<double>( m_reader.tilesize() ) };
auto const reach { std::max( 1, static_cast<std::int32_t>( m_range / tilesize ) + 1 ) };
auto const centrex { m_reader.tile_x( Viewpoint.x ) };
auto const centrez { m_reader.tile_z( Viewpoint.z ) };
std::vector<std::pair<double, terrain_tile_loader::request>> wishes;
for( std::int32_t z = centrez - reach; z <= centrez + reach; ++z ) {
for( std::int32_t x = centrex - reach; x <= centrex + reach; ++x ) {
if( false == m_reader.contains( x, z ) ) { continue; }
// distance to the nearest point of the tile, not to its centre. a regional
// field has tiles kilometres across, and a tile the camera is standing on
// can have its centre far outside the draw range
auto const west { x * tilesize };
auto const north { z * tilesize };
auto const nearestx { std::clamp( Viewpoint.x, west, west + tilesize ) };
auto const nearestz { std::clamp( Viewpoint.z, north, north + tilesize ) };
auto const distance {
glm::length( glm::dvec2 { nearestx - Viewpoint.x, nearestz - Viewpoint.z } ) };
if( distance > m_range ) { continue; }
auto const tilekey { key( x, z ) };
auto const level { level_for( distance ) };
m_inrange.push_back( { tilekey, level } );
m_wantedlevel.emplace( tilekey, level );
auto const resident { m_tiles.find( tilekey ) };
if( ( resident == m_tiles.end() ) || ( resident->second.level != level ) ) {
wishes.push_back( { distance, { x, z, level } } );
}
}
}
// nearest first, so the ground under the camera is never waiting behind the horizon
std::sort( wishes.begin(), wishes.end(),
[]( auto const &Left, auto const &Right ) { return Left.first < Right.first; } );
m_wanted.clear();
for( auto const &wish : wishes ) { m_wanted.push_back( wish.second ); }
m_loader.want( m_wanted );
}
void
terrain_clipmap::update( glm::dvec3 const &Viewpoint ) {
if( false == m_ready ) { return; }
++m_frame;
auto const moved {
glm::length( glm::dvec2 { Viewpoint.x - m_scanpoint.x, Viewpoint.z - m_scanpoint.z } ) };
// a zoom or a resized window changes the levels; a change under a percent is not worth
// redoing the scan for
auto const detailchanged {
( m_finestwanted > 0.0 ) && ( std::abs( m_finestwanted - m_finest ) > 0.01 * m_finest ) };
if( ( m_range != m_scanrange )
|| ( true == detailchanged )
|| ( moved > m_reader.tilesize() * terrain_rescan_tiles ) ) {
scan( Viewpoint );
}
// the tiles in range are touched every frame, which is what render() draws and what
// eviction spares
m_stats.inview = 0;
m_stats.wanted = 0;
m_stats.perlevel.fill( 0 );
for( auto const &tile : m_inrange ) {
auto const resident { m_tiles.find( tile.key ) };
if( resident == m_tiles.end() ) {
++m_stats.wanted;
continue;
}
// still wanted, at whatever level it has until the right one arrives
resident->second.lastused = m_frame;
++m_stats.inview;
++m_stats.perlevel[ std::min<std::size_t>( resident->second.level, m_stats.perlevel.size() - 1 ) ];
if( resident->second.level != tile.level ) { ++m_stats.wanted; }
}
m_arrived.clear();
m_loader.collect( m_arrived, m_uploadsperframe );
for( auto const &tile : m_arrived ) {
if( false == tile.valid ) { continue; }
// a tile read for where the camera was is put up only if nothing of it is on the gpu
// yet - some level is better than a hole. otherwise it is dropped, and the level
// wanted now is already queued
auto const tilekey { key( tile.tile.x, tile.tile.z ) };
auto const wanted { m_wantedlevel.find( tilekey ) };
auto const stillwanted { ( wanted != m_wantedlevel.end() ) && ( wanted->second == tile.tile.level ) };
if( stillwanted || ( false == m_tiles.contains( tilekey ) ) ) {
upload( tile );
// put up this frame, so drawn this frame
m_tiles.find( tilekey )->second.lastused = m_frame;
}
else {
++m_stats.dropped;
}
}
if( ( m_tiles.size() > m_budget ) && ( m_tiles.size() > m_stats.inview ) ) {
// over budget, and not everything is in view: drop whatever has gone longest without
// being asked for
std::vector<std::pair<std::uint64_t, std::int64_t>> aged;
for( auto const & [ tilekey, tile ] : m_tiles ) {
if( tile.lastused != m_frame ) { aged.emplace_back( tile.lastused, tilekey ); }
}
auto const excess { std::min( aged.size(), m_tiles.size() - m_budget ) };
std::partial_sort( aged.begin(), aged.begin() + excess, aged.end() );
for( std::size_t index = 0; index < excess; ++index ) {
auto const victim { m_tiles.find( aged[ index ].second ) };
retire( victim->second );
m_tiles.erase( victim );
}
}
m_stats.resident = m_tiles.size();
m_stats.texturebytes = 0;
for( auto const &pool : m_pools ) { m_stats.texturebytes += pool->bytes(); }
report_residency();
}
// residency settles within a second of the camera stopping and then barely moves, so a
// line is written when it shifts by a noticeable amount rather than every frame. that
// makes the warm figure - what the terrain actually costs - readable from the log
void
terrain_clipmap::report_residency() {
auto const difference {
m_stats.resident > m_reportedresidency ?
m_stats.resident - m_reportedresidency :
m_reportedresidency - m_stats.resident };
if( ( m_reported == true ) && ( difference < 16 ) ) { return; }
m_reported = true;
m_reportedresidency = m_stats.resident;
WriteLog(
"Terrain: " + std::to_string( m_stats.resident ) + " tiles resident, "
+ std::to_string( m_stats.texturebytes / 1048576 ) + " MB of samples, "
+ std::to_string( m_stats.uploaded ) + " uploads so far, "
+ std::to_string( m_stats.drawn ) + " of " + std::to_string( m_stats.inview ) + " in range drawn, finest level out to "
+ std::to_string( static_cast<int>( m_finest ) ) + " m" );
}
void
terrain_clipmap::render( glm::dvec3 const &Viewpoint, visibility const &Visible ) {
if( ( false == m_ready ) || ( true == m_tiles.empty() ) ) { return; }
// textures that finished loading since the last frame go into the ground array first
m_ground.update();
// what each level draws: the tiles touched by the last update, and seen. a tile's bounding
// sphere holds the whole tile, morphing included, since morphing only moves vertices
// towards samples of the same tile
auto const tilesize { static_cast<double>( m_reader.tilesize() ) };
for( auto &instances : m_instances ) { instances.clear(); }
for( auto const & [ tilekey, tile ] : m_tiles ) {
if( tile.lastused != m_frame ) { continue; }
auto const halfheight { 0.5 * ( tile.maxheight - tile.minheight ) };
glm::dvec3 const centre {
( tile.x + 0.5 ) * tilesize, 0.5 * ( tile.minheight + tile.maxheight ), ( tile.z + 0.5 ) * tilesize };
auto const radius {
static_cast<float>( std::sqrt( 0.5 * tilesize * tilesize + halfheight * halfheight ) ) };
if( false == Visible( centre, radius ) ) { continue; }
// relative to the viewpoint, so that the shader never sees a coordinate large enough
// for single precision to matter
m_instances[ tile.level ].insert(
m_instances[ tile.level ].end(),
{ static_cast<float>( tile.x * tilesize - Viewpoint.x ),
static_cast<float>( -Viewpoint.y ),
static_cast<float>( tile.z * tilesize - Viewpoint.z ),
static_cast<float>( tile.slot ),
static_cast<float>( tile.x * tilesize ),
static_cast<float>( tile.z * tilesize ),
0.f, 0.f } );
}
m_shader->bind();
m_vao->bind();
// the depth buffer is reversed - nearer is greater - so pushing back is a negative offset
::glEnable( GL_POLYGON_OFFSET_FILL );
::glPolygonOffset( -1.f - 2.f * static_cast<float>( m_depthrank ), -2.f - 4.f * static_cast<float>( m_depthrank ) );
::glUniform1f( m_uniforms.heightbias, m_reader.height( 0 ) );
::glUniform1f( m_uniforms.heightscale, m_reader.height( 1 ) - m_reader.height( 0 ) );
::glUniform1ui( m_uniforms.nodata, heightfield::nodata );
::glUniform1i( m_uniforms.heights, 0 );
::glUniform1i( m_uniforms.materials, 1 );
::glUniform1i( m_uniforms.ground, 2 );
::glUniform1i( m_uniforms.materialtable, 3 );
::glUniform1i( m_uniforms.instances, 4 );
::glActiveTexture( GL_TEXTURE2 );
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_ground.textures() );
::glActiveTexture( GL_TEXTURE3 );
::glBindTexture( GL_TEXTURE_2D, m_ground.table() );
std::size_t drawn { 0 };
auto const gridstep { m_reader.gridstep() };
for( std::uint32_t level = 0; level < m_instances.size(); ++level ) {
auto const &instances { m_instances[ level ] };
if( true == instances.empty() ) { continue; }
auto const count { instances.size() / 8 };
drawn += count;
m_instancebuffer->allocate(
gl::buffer::TEXTURE_BUFFER, static_cast<GLsizeiptr>( instances.size() * sizeof( float ) ), GL_STREAM_DRAW );
m_instancebuffer->upload(
gl::buffer::TEXTURE_BUFFER, instances.data(), 0, static_cast<GLsizeiptr>( instances.size() * sizeof( float ) ) );
::glActiveTexture( GL_TEXTURE4 );
::glBindTexture( GL_TEXTURE_BUFFER, m_instancetexture );
::glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, static_cast<GLuint>( *m_instancebuffer ) );
auto const &pool { *m_pools[ level ] };
::glActiveTexture( GL_TEXTURE0 );
::glBindTexture( GL_TEXTURE_2D_ARRAY, pool.heights() );
::glActiveTexture( GL_TEXTURE1 );
::glBindTexture( GL_TEXTURE_2D_ARRAY, pool.materials() );
::glUniform1f( m_uniforms.samplestep, gridstep * static_cast<float>( 1u << level ) );
::glUniform1i( m_uniforms.side, static_cast<GLint>( pool.side() ) );
// the band over which this level turns into the next. the coarsest level has no next
// one, so its band lies beyond anything that is ever drawn
if( level + 1 < m_reader.levels() ) {
::glUniform2f(
m_uniforms.morph,
static_cast<float>( terrain_morph_begin( level, m_finest, tilesize ) ),
static_cast<float>( terrain_morph_end( level, m_finest, tilesize ) ) );
}
else {
::glUniform2f( m_uniforms.morph, 1e30f, 2e30f );
}
m_indices[ level ]->bind( gl::buffer::ELEMENT_ARRAY_BUFFER );
::glDrawElementsInstanced(
GL_TRIANGLES, static_cast<GLsizei>( m_indexcounts[ level ] ), GL_UNSIGNED_INT, nullptr,
static_cast<GLsizei>( count ) );
}
m_stats.drawn = drawn;
::glDisable( GL_POLYGON_OFFSET_FILL );
gl::buffer::unbind( gl::buffer::TEXTURE_BUFFER );
::glActiveTexture( GL_TEXTURE0 );
opengl_texture::reset_unit_cache();
m_vao->unbind();
gl::program::bind( 0 );
}