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maszyna/TIN_STATUS.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

163 lines
4.9 KiB
Markdown

# TIN Terrain Format - Implementation Status
## ✅ Completed (Phase 1: Cooker)
### Core Infrastructure
- **Format specification** (`quantizedmeshformat.h`) - Cesium Quantized Mesh adapted for MaSzyna
- **Triangulator** (`terraincooker_tin.{h,cpp}`) - CDT-based constrained Delaunay with LOD generation
- **Tool integration** (`terraincook -cooktin`) - Export to `.qm` tile files
### Key Features
- Multi-LOD generation (4 levels, configurable)
- Edge-collapse simplification (~50% vertex reduction)
- Seamless tile stitching via edge indices
- Constraint edge support (for track corridors)
- Quantized vertex positions (uint16, 2mm precision)
- Optional zstd compression per tile
### Output Format
```
terrain_X_Z_lodN.qm files:
- Header: 128 bytes (bounds, counts, error metrics)
- Vertices: quantized uint16[3] XYZ + uint16[2] UV
- Indices: uint16/uint32 triangle list
- Edge indices: north/south/east/west for stitching
```
## 🚧 Remaining (Phase 2: Runtime)
### 1. Loader (Critical Path)
**File**: `rendering/terraintileloader.{cppm,cpp}`
Current: Reads `.ehf` heightfield tiles
Needs: Read `.qm` Quantized Mesh tiles
```cpp
struct quantizedmesh_payload {
std::vector<vertex_packed> vertices; // dequantized on load
std::vector<std::uint32_t> indices;
std::vector<std::uint16_t> edge_indices[4]; // N/S/E/W
// ... reuse existing threading/priority logic
};
```
**Estimate**: 1-2 days (parallel to heightfield reader, reuse thread pool)
### 2. Renderer (Main Integration)
**File**: `rendering/terrainclipmap.{cppm,cpp}`
Current: Texture array + compute shader
Needs: Vertex buffer pool + index buffers
Changes:
- Replace `terrain_tile_pool` (texture arrays) → vertex buffer pool
- Upload vertices as `VBO` instead of texture layers
- Per-LOD index buffers (already have LOD selection logic)
- Edge stitching: sample coarser LOD along tile borders
**Estimate**: 2-3 days (shader changes, buffer management)
### 3. Material Blending (Polish)
Current: Material splat via texture
Needs: Per-vertex material indices
Options:
- A) Per-vertex material index → texture array lookup (1 extra attrib)
- B) Bake splat into vertex colors (simpler, less flexible)
- C) Material ID texture (render-to-texture during cook)
**Estimate**: 1 day
### 4. Constraint Extraction (Quality)
Current: Manual constraint input
Needs: Auto-generate from track geometry
```cpp
void extract_track_corridor(
std::vector<track_segment> const &Tracks,
double CorridorWidth,
terrain::tin_cooker &Cooker
);
```
Parse track beziers → sample → offset by width → constraints
**Estimate**: 1 day (track geometry already available)
## 📊 Expected Results
Based on `binary-scene-format-plan.md` measurements:
| Metric | Heightfield (2m) | TIN (adaptive) | Improvement |
|--------|------------------|----------------|-------------|
| **File size** | 186 MB | ~100 MB | 46% smaller |
| **Triangles** | 8.8M | ~4.4M | 50% fewer |
| **Memory (clipmap)** | ~250 MB | ~150 MB | 40% less |
| **Detail corridor** | Uniform | Adaptive | Better where needed |
| **Detail field** | Oversampled | Right-sized | No waste |
## 🎯 Next Session Plan
**Option A: Complete the pipeline (loader + renderer)**
- Implement `.qm` loader (reuse existing thread pool)
- Adapt clipmap to render from vertex buffers
- Test on l204 terrain tiles
- Performance comparison vs heightfield
**Option B: Validate triangulation quality first**
- Add preview export (triangle density heatmap)
- Verify edge constraints preserved
- Check simplification doesn't create artifacts
- Tune LOD error thresholds
**Recommendation**: **Option A** - finish the working pipeline, then iterate on quality.
Rationale: Can't properly evaluate triangulation quality without seeing it rendered.
## 🔧 Build Notes
### Missing: vcpkg manifest entry for CDT
Add to `vcpkg.json` (if using manifest mode):
```json
{
"dependencies": [
"cdt"
]
}
```
Or install globally:
```bash
vcpkg install cdt
```
### Compiler flags
CDT is header-only, requires C++17+. Already satisfied (project uses C++20).
## 📝 Code Quality
All new code follows project conventions:
- MPL-2.0 license headers
- Comments explaining "why", not "what"
- Shared interface with heightfield cooker (can swap at runtime)
- No external dependencies beyond CDT (which is header-only)
## 🐛 Known Limitations (TODO)
1. **Simplification is naive** - uses height error only, should consider slope/curvature
2. **Material assignment is placeholder** - needs proper per-vertex material baking
3. **No meshlet support yet** - extension defined but not generated
4. **Edge stitching untested** - need actual rendering to verify no cracks
## ⏱️ Timeline Estimate
- **Loader**: 1-2 days
- **Renderer**: 2-3 days
- **Material blending**: 1 day
- **Constraint extraction**: 1 day
- **Testing & tuning**: 2-3 days
**Total**: ~1.5-2 weeks to complete TIN terrain system
---
**Ready to continue with loader implementation?** All infrastructure is in place.