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maszyna/TIN_RENDERER_PLAN.md
maj00r 5f34d68e6f WIP: TIN terrain system - 95% complete
Replaces heightfield with Cesium Quantized Mesh format (TIN).
Full replacement, not hybrid - TIN is the only terrain format.

Implemented:
- Format: quantizedmeshformat.h, quantizedmeshreader.h
- Triangulator: terraincooker_tin.{h,cpp} using CDT
- Cooker: terraincook now generates TIN by default
- Loader: terraintileloader fully rewritten for TIN
- GPU pool: terraintilepool_tin (VBO/IBO per tile)
- Renderer interface: terrainclipmap.cppm updated
- Shaders: terrainclipmap_tin.{vert,frag}
- Documentation: 5 comprehensive markdown files

Remaining:
- terrainclipmap.cpp render() method (partial, needs completion)
- Build testing and integration
- See TIN_INTEGRATION_GUIDE.md for next steps

Stats: 2700+ lines new code, ~50% vertex reduction expected
2026-09-17 23:02:13 +02:00

258 lines
6.6 KiB
Markdown

# TIN Renderer Migration - Full Replacement
## Status: Loader Complete, Renderer Next
### ✅ Complete
1. **Format** (`quantizedmeshformat.h`) - Cesium Quantized Mesh spec
2. **Triangulator** (`terraincooker_tin.{h,cpp}`) - CDT + LOD generation
3. **Cooker** (`tools/terraincook/main.cpp`) - `-cook` now generates TIN by default
4. **Loader** (`terraintileloader.{cppm,cpp}`) - Reads `.qm` files, dequantizes vertices
### 🚧 Next: Renderer (`rendering/terrainclipmap.{cppm,cpp}`)
#### Current State (Heightfield)
```cpp
// Texture arrays per LOD
terrain_tile_pool (GL_TEXTURE_2D_ARRAY)
- heights: R16
- materials: R8
// Shader samples texture
layout(binding = 0) uniform sampler2DArray heights;
vec4 h = texelFetch(heights, ivec3(x, y, layer));
```
#### Target State (TIN)
```cpp
// Vertex buffer per tile
struct tile_vertex {
glm::vec3 position; // 12 bytes
glm::vec2 uv; // 8 bytes
std::uint8_t material;// 1 byte
std::uint8_t pad[3]; // alignment
}; // 24 bytes per vertex
// Index buffer per tile
std::vector<std::uint32_t> indices;
// Shader gets attributes
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 uv;
layout(location = 2) in uint material_idx;
```
### Implementation Plan
#### Phase 1: Replace `terrain_tile_pool`
**Current** (`rendering/terraintilepool.cppm`):
- Manages texture array layers
- Upload = `glTexSubImage3D` to layer
**New** (`rendering/terraintilepool_tin.cppm`):
```cpp
class terrain_tile_pool {
public:
struct tile_handle {
gl::buffer vbo; // vertex buffer
gl::buffer ibo; // index buffer
std::uint32_t vertex_count;
std::uint32_t index_count;
};
tile_handle upload(
std::vector<double> const &positions_x,
std::vector<double> const &positions_y,
std::vector<double> const &positions_z,
std::vector<float> const &uvs_u,
std::vector<float> const &uvs_v,
std::vector<std::uint8_t> const &materials,
std::vector<std::uint32_t> const &indices,
glm::dvec3 const &origin // for relative positioning
);
void free( tile_handle const &Handle );
};
```
#### Phase 2: Adapt `terrain_clipmap::render()`
**Current flow**:
1. Frustum cull tiles → instance list
2. One instanced draw per LOD
3. Shader computes vertex from `gl_VertexID`
4. Shader samples heightmap texture
**New flow**:
1. Frustum cull tiles → draw list
2. For each tile:
- Bind its VBO/IBO
- `glDrawElementsBaseInstance` with tile's transform
3. Shader receives vertex attributes directly
**Key change**: From massive instanced draw to per-tile indexed draws.
#### Phase 3: Update Shaders
**terrainclipmap.vert** (before):
```glsl
// No vertex input - compute from ID
layout(location = 0) out vec2 vUV;
void main() {
int x = gl_VertexID % sideLength;
int y = gl_VertexID / sideLength;
// Fetch height from texture
float h = texelFetch(heights, ivec3(x, y, layer), 0).r;
vec3 pos = vec3(x * gridStep, h, y * gridStep);
vUV = vec2(x, y) / float(sideLength);
gl_Position = projView * vec4(pos + instanceOffset, 1.0);
}
```
**terrainclipmap.vert** (after):
```glsl
// Vertex attributes
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec2 aUV;
layout(location = 2) in uint aMaterial;
layout(location = 0) out vec2 vUV;
layout(location = 1) flat out uint vMaterial;
uniform vec3 uTileOffset; // from instance data
void main() {
vUV = aUV;
vMaterial = aMaterial;
// Position is already world-space, just offset to camera-relative
vec3 pos = aPosition + uTileOffset;
gl_Position = projView * vec4(pos, 1.0);
}
```
**terrainclipmap.frag** (minimal change):
```glsl
// Material lookup stays the same
layout(binding = 1) uniform sampler2DArray groundTextures;
layout(location = 0) in vec2 vUV;
layout(location = 1) flat in uint vMaterial;
void main() {
vec4 color = texture(groundTextures, vec3(vUV, vMaterial));
fragColor = color;
}
```
### Critical Details
#### 1. **Camera-Relative Rendering**
Heightfield stored absolute positions in camera-relative space per frame.
TIN vertices are **world-absolute** - subtract camera pos in shader:
```cpp
// In clipmap::render()
glm::dvec3 camera_pos = Viewpoint;
// Per tile:
glm::vec3 tile_offset = glm::vec3(
tile_center - camera_pos // double → float is safe at this range
);
shader.uniform("uTileOffset", tile_offset);
```
#### 2. **LOD Morphing**
Heightfield morphed in shader between LOD levels.
TIN has **separate geometry per LOD** - just render appropriate one.
```cpp
// Select LOD based on distance (existing logic)
std::uint32_t lod = level_for(distance);
// Fetch tile at that LOD
auto tile = m_tiles[make_key(x, z, lod)];
```
#### 3. **Edge Stitching** (Phase 2)
Edge cracks between LOD levels need special handling:
```cpp
// Along tile borders, sample neighbor's edge vertices
// Use edge indices from payload
if (on_north_edge && neighbor_lod > my_lod) {
// Fetch position from neighbor's south_edge
position = neighbor_south_edge[edge_index];
}
```
This can wait - without it, there might be thin cracks but rendering works.
### Files to Modify
```
rendering/terrainclipmap.cppm - Main renderer
rendering/terrainclipmap.cpp - Implementation
rendering/terraintilepool.cppm - Replace texture pool with buffer pool
rendering/terraintilepool.cpp - Implementation
shaders/terrainclipmap.vert - Vertex shader
shaders/terrainclipmap.frag - Fragment shader (minimal)
```
### Files to Remove (Later)
```
scene/heightfieldformat.h - Old format
scene/heightfieldreader.h - Old reader
scene/terraincooker.h - Old cooker
rendering/terrainground.cppm - May be reusable for material textures
```
### Testing Strategy
1. **Render single tile**
- Load one `.qm` file
- Upload to VBO/IBO
- Draw with simple shader
- Verify vertices appear at correct world positions
2. **Render LOD 0 only**
- Load all tiles at finest LOD
- No morphing, no stitching
- Check coverage, no gaps
3. **Add LOD selection**
- Distance-based LOD (reuse existing formula)
- Verify coarser LODs appear at distance
4. **Add edge stitching**
- Use edge indices
- Eliminate cracks
5. **Performance comparison**
- Frame time vs old heightfield
- Memory usage
- Load time
### Next Session: Implement Phase 1
1. Create `terrain_tile_pool_tin.{cppm,cpp}`
2. Modify `terrain_clipmap::upload()` to use new pool
3. Modify `terrain_clipmap::render()` for per-tile draws
4. Update shaders
**Estimate**: 4-6 hours for working render, another 2-3 for edge stitching.
---
**Ready to start renderer implementation now.**