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The ground in a scenery is already an irregular mesh, so the cook keeps it: it cuts the triangles along the tile grid, welds what coincides, and builds each coarser level by collapsing edges. Nothing is resampled, nothing is interpolated, and a hole the scenery left stays a hole. What was here before threw the triangles away, kept their vertices and built a fresh Delaunay triangulation over them, which filled every hole, merged the two heights of every retaining wall into one, and - because it never erased the super-triangle - emitted indices three too large together with triangles reaching out to the artificial corners. Tiles form a quadtree, as Cesium Quantized Mesh intends. A distant tile is a large one, so the horizon costs tens of tiles rather than the thousands a fixed grid needed, and the level to draw follows from the tile's own geometric error against what the screen can resolve - which is what the format carries that field for. Every vertex on a tile's border survives into all of its coarser levels, and so does every edge between two of them, so two neighbours drawn at different levels share their border exactly: there is nothing to stitch and nothing to morph. The file layout is the format's, with two deliberate departures, both written down in quantizedmeshformat.h: the geodetic header fields carry scenery metres, there being no geographic reference to convert from, and the material a vertex belongs to rides in an extension of ours. Texture coordinates are not stored at all - ground tiles in world space, so the coordinate follows from the position and from how many metres one repeat of the material covers, measured off the scenery once and kept in the terrain's table. Tiles live in one archive beside the scenery, an entry each, compressed on its own. Baltyk cooks to 546 kB against 2.2 MB of heightfields, quark to 361 kB against 9.6 MB, tomaszewo to 375 kB against 9.9 MB. Drawing is one call a frame: every resident tile lives in the same vertex and index buffer, with its vertices measured from the middle of the terrain so that the whole map fits in floats, and a frame is one glMultiDrawElementsBaseVertex over the tiles the walk chose and the frustum kept. On baltyk that settles at 291 tiles resident, 16 MB of mesh, 85 tiles and 6k triangles drawn. What counts as ground is what the scenery says, not what its triangles look like. A node under origin, rotate or scale is an object standing on the ground; a material with an alpha channel is a tree, a bush, a fence or a catenary mast. Everything else is laid whichever way it faces, so the side of an embankment or a cutting goes in with the rest instead of leaving a hole along every bank. Whatever is left out is recorded per node, and the scenery goes on drawing it. A cook is a cache: it is used again only when the archive, the note of which nodes went into it and the manifest of what the scenery was made from all agree. A manifest listing a file the scenery names but does not have used to fail that test for ever, since an absent file never matches - quark has such an include, and nothing beside it could ever be reused. tools/terraincook cooks the same way outside the engine, and meshtest beside it checks what the cook promises: a tile reads back as written, neighbouring tiles agree on their border to the millimetre, a hole is not filled in, a wall is laid exactly once, and a material's tiling comes out of the source. seamcheck.py goes: it tested the morphing constants of a heightfield nothing reads any more.
486 lines
18 KiB
C++
486 lines
18 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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module;
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <cstdint>
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#include <functional>
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#include <optional>
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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#include "glad/glad.h"
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#include "scene/quantizedmeshreader.h"
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module eu07.rendering.terrainclipmap;
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import eu07.glm;
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import eu07.utilities.logs;
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import eu07.model.texture;
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terrain_clipmap::~terrain_clipmap() {
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close();
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}
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bool
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terrain_clipmap::open( std::string const &Path ) {
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close();
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if( false == m_reader.open( Path ) ) {
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ErrorLog( "Terrain: cannot read cooked terrain \"" + Path + "\"" );
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return false;
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}
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m_table = m_reader.table();
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m_levels = std::min<std::uint32_t>( m_table.levels, terrain_maxlevels );
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m_finesttile = static_cast<float>( m_table.tilesize( m_levels - 1 ) );
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// every vertex of every tile is measured from the middle of the terrain, so that the whole of
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// it fits in floats: at ten kilometres a float still holds a millimetre
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m_origin = glm::dvec3 {
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m_table.west + m_table.side * 0.5,
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( m_table.lowest + m_table.highest ) * 0.5,
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m_table.north + m_table.side * 0.5 };
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if( false == m_loader.open( Path, m_origin.x, m_origin.y, m_origin.z ) ) {
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ErrorLog( "Terrain: cannot open \"" + Path + "\" for reading" );
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close();
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return false;
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}
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if( false == m_arena.create() ) {
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ErrorLog( "Terrain: cannot allocate the terrain buffers" );
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close();
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return false;
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}
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try {
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gl::shader vertex( "terrainmesh.vert" );
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gl::shader fragment( "terrainmesh.frag" );
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m_shader.emplace( std::vector<std::reference_wrapper<gl::shader const>>( { vertex, fragment } ) );
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}
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catch( gl::shader_exception const &error ) {
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ErrorLog( std::string( "Terrain: shader failed, " ) + error.what() );
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close();
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return false;
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}
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std::vector<std::string> names;
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std::vector<float> repeats;
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names.reserve( m_table.materials.size() );
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repeats.reserve( m_table.materials.size() );
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for( auto const &material : m_table.materials ) {
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names.push_back( material.name );
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repeats.push_back( material.repeat );
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}
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if( false == m_ground.create( names, repeats ) ) {
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ErrorLog( "Terrain: ground textures failed" );
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close();
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return false;
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}
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resolve_uniforms();
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m_path = Path;
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m_ready = true;
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WriteLog(
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"Terrain: " + Path + ", " + std::to_string( m_levels ) + " levels, finest tile "
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+ std::to_string( static_cast<int>( m_finesttile ) ) + " m over "
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+ std::to_string( static_cast<int>( m_table.side ) ) + " m, "
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+ std::to_string( m_reader.present().size() ) + " tiles, "
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+ std::to_string( m_table.materials.size() ) + " ground materials" );
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return true;
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}
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// uniform locations do not change once the program is linked, so they are looked up here rather
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// than per draw
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void
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terrain_clipmap::resolve_uniforms() {
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auto const program { static_cast<GLuint>( *m_shader ) };
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m_uniforms.origin = ::glGetUniformLocation( program, "terrainorigin" );
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m_uniforms.world = ::glGetUniformLocation( program, "terrainworld" );
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m_uniforms.ground = ::glGetUniformLocation( program, "ground" );
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m_uniforms.materials = ::glGetUniformLocation( program, "materialtable" );
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}
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void
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terrain_clipmap::close() {
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// the loader first, so nothing arrives for tiles that are being torn down
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m_loader.close();
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m_tiles.clear();
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m_chosen.clear();
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m_wishes.clear();
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m_wanted.clear();
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m_arrived.clear();
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m_asked.clear();
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m_readiness.clear();
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m_arena.destroy();
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m_ground.destroy();
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m_shader.reset();
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m_reader.close();
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m_table = {};
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m_stats = {};
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m_walked = false;
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m_walkrange = -1.f;
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m_ready = false;
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m_path.clear();
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}
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float
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terrain_clipmap::leveltile( std::uint32_t const Level ) const {
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return static_cast<float>( m_table.tilesize( Level ) );
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}
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float
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terrain_clipmap::levelerror( std::uint32_t const Level ) const {
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return m_table.error( Level );
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}
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void
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terrain_clipmap::detail( double const Pixelsperunit, double const Pixels ) {
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m_pixelsperunit = Pixelsperunit;
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m_detail = std::max( 0.1, Pixels );
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}
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void
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terrain_clipmap::square( quantizedmesh::tile_address const &Tile, double &West, double &North, double &Side ) const {
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Side = m_table.tilesize( Tile.level );
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West = m_table.west + Tile.x * Side;
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North = m_table.north + Tile.z * Side;
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}
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// the distance to the nearest point of the tile's square, not to its centre: a coarse tile is
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// kilometres across, and the one the camera stands on has its centre far outside any draw range
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double
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terrain_clipmap::distance_to( quantizedmesh::tile_address const &Tile, glm::dvec3 const &Viewpoint ) const {
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double west { 0.0 }, north { 0.0 }, side { 0.0 };
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square( Tile, west, north, side );
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auto const nearestx { std::clamp( Viewpoint.x, west, west + side ) };
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auto const nearestz { std::clamp( Viewpoint.z, north, north + side ) };
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return glm::length( glm::dvec2 { nearestx - Viewpoint.x, nearestz - Viewpoint.z } );
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}
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bool
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terrain_clipmap::present( quantizedmesh::tile_address const &Tile ) const {
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return m_reader.present().contains( quantizedmesh::tile_key( Tile ) );
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}
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// Whether the ground a tile stands for is close enough to the real thing. The tile's error, at its
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// distance, covers so many pixels; while that is fewer than the detail asks for there is nothing to
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// be had by splitting it. The tile the camera stands on is always split, whatever its error, so that
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// what is underfoot is the ground as the scenery drew it.
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bool
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terrain_clipmap::good_enough( quantizedmesh::tile_address const &Tile, double const Distance ) const {
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if( Tile.level + 1 >= m_levels ) { return true; }
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if( Distance <= 0.0 ) { return false; }
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return terrain_level_enough( m_table.error( Tile.level ), Distance, m_pixelsperunit, m_detail );
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}
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// Walks down to the levels the screen wants and asks the loader for whatever of them is not on the
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// card, deepest tile of the wanted cut included - not only the tiles one level down. Asking one level
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// at a time is what a first attempt at this did, and it stops dead: a tile whose children are all
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// resident asks for nothing, while what it is waiting for is their children.
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//
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// Returns whether the cut under this tile, and the tile itself where the cut ends at it, is there. A
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// tile whose subtree is not ready yet is asked for as well, so that something coarse covers the
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// ground rather than a hole while the rest is read.
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bool
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terrain_clipmap::need( quantizedmesh::tile_address const &Tile, glm::dvec3 const &Viewpoint ) {
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if( false == present( Tile ) ) { return true; } // no ground here to draw
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auto const distance { distance_to( Tile, Viewpoint ) };
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if( distance > m_range ) { return true; } // nothing wanted this far out
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auto const key { quantizedmesh::tile_key( Tile ) };
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auto const resident { m_tiles.contains( key ) };
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if( true == good_enough( Tile, distance ) ) {
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if( false == resident ) { ask_for( Tile, distance ); }
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m_readiness.emplace( key, resident );
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return resident;
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}
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auto ready { true };
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for( std::int32_t stepz = 0; stepz < 2; ++stepz ) {
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for( std::int32_t stepx = 0; stepx < 2; ++stepx ) {
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// every child is asked, so the whole cut is queued at once rather than a level a frame
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ready = need( { Tile.level + 1, Tile.x * 2 + stepx, Tile.z * 2 + stepz }, Viewpoint ) && ready;
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}
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}
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if( ( false == ready ) && ( false == resident ) ) { ask_for( Tile, distance ); }
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m_readiness.emplace( key, ready );
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return ready;
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}
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void
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terrain_clipmap::choose( quantizedmesh::tile_address const &Tile, glm::dvec3 const &Viewpoint ) {
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if( false == present( Tile ) ) { return; }
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auto const distance { distance_to( Tile, Viewpoint ) };
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if( distance > m_range ) { return; }
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auto const key { quantizedmesh::tile_key( Tile ) };
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auto const ready { m_readiness.find( key ) };
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if( ( ready != m_readiness.end() ) && ( true == ready->second )
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&& ( false == good_enough( Tile, distance ) ) ) {
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// the whole cut under this tile is on the card: draw that instead
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for( std::int32_t stepz = 0; stepz < 2; ++stepz ) {
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for( std::int32_t stepx = 0; stepx < 2; ++stepx ) {
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choose( { Tile.level + 1, Tile.x * 2 + stepx, Tile.z * 2 + stepz }, Viewpoint );
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}
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}
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return;
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}
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// either this level is good enough, or what is below it is still being read: this tile covers
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// the ground meanwhile, and nothing under it is drawn, so nothing is drawn twice
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if( true == m_tiles.contains( key ) ) { m_chosen.push_back( key ); }
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}
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void
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terrain_clipmap::ask_for( quantizedmesh::tile_address const &Tile, double const Distance ) {
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if( false == m_asked.insert( quantizedmesh::tile_key( Tile ) ).second ) { return; }
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m_wishes.emplace_back( Distance, Tile );
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}
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void
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terrain_clipmap::walk( glm::dvec3 const &Viewpoint ) {
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m_walkpoint = Viewpoint;
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m_walkrange = m_range;
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m_walkdetail = m_detail;
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m_walked = true;
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m_chosen.clear();
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m_wishes.clear();
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m_asked.clear();
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m_readiness.clear();
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need( { 0, 0, 0 }, Viewpoint );
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choose( { 0, 0, 0 }, Viewpoint );
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// nearest first, so the ground under the camera is never waiting behind the horizon
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std::sort( m_wishes.begin(), m_wishes.end(),
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[]( auto const &Left, auto const &Right ) { return Left.first < Right.first; } );
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m_wanted.clear();
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m_wanted.reserve( m_wishes.size() );
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for( auto const &wish : m_wishes ) { m_wanted.push_back( wish.second ); }
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m_loader.want( m_wanted );
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m_stats.chosen = m_chosen.size();
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m_stats.wanted = m_wanted.size();
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}
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void
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terrain_clipmap::put_in( terrain_tile_loader::payload const &Tile ) {
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auto const key { quantizedmesh::tile_key( Tile.data.tile ) };
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auto const existing { m_tiles.find( key ) };
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if( existing != m_tiles.end() ) {
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// already there; nothing about a tile changes between reads
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++m_stats.dropped;
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return;
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}
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auto piece { m_arena.put( Tile.data ) };
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if( false == piece.held() ) { return; }
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resident_tile tile;
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tile.piece = piece;
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tile.centre = glm::dvec3 { Tile.data.centrex, Tile.data.centrey, Tile.data.centrez };
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tile.radius = static_cast<float>( Tile.data.radius );
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tile.level = Tile.data.tile.level;
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tile.lastused = m_frame;
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m_tiles.emplace( key, tile );
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++m_stats.uploaded;
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}
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// What is held is what the walk has been choosing or asking for. Once the buffers are fuller than
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// the budget, whatever has gone longest without either is given back - never something the walk
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// wants now, because a coarse tile it is drawing is what stands in for its children while they are
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// read.
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void
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terrain_clipmap::retire_unused() {
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if( m_arena.bytes() <= m_budget ) { return; }
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std::vector<std::pair<std::uint64_t, std::int64_t>> aged;
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aged.reserve( m_tiles.size() );
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for( auto const &[ key, tile ] : m_tiles ) {
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if( tile.lastused != m_frame ) { aged.emplace_back( tile.lastused, key ); }
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}
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if( true == aged.empty() ) { return; }
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std::sort( aged.begin(), aged.end() );
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// a fifth of what is held, so that this does not run every frame
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auto const letgo { std::max<std::size_t>( 1, m_tiles.size() / 5 ) };
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for( std::size_t index = 0; ( index < letgo ) && ( index < aged.size() ); ++index ) {
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auto const found { m_tiles.find( aged[ index ].second ) };
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if( found == m_tiles.end() ) { continue; }
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m_arena.take( found->second.piece );
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m_tiles.erase( found );
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}
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}
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void
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terrain_clipmap::update( glm::dvec3 const &Viewpoint ) {
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if( false == m_ready ) { return; }
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++m_frame;
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m_arrived.clear();
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m_loader.collect( m_arrived, m_putsperframe );
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for( auto const &tile : m_arrived ) {
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if( false == tile.valid ) { continue; }
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// a tile read for where the camera was is still put in: it covers ground, and what is
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// wanted now is already queued
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put_in( tile );
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}
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auto const moved {
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glm::length( glm::dvec2 { Viewpoint.x - m_walkpoint.x, Viewpoint.z - m_walkpoint.z } ) };
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auto const detailchanged { std::abs( m_detail - m_walkdetail ) > 0.01 * m_walkdetail };
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if( ( false == m_walked )
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|| ( m_range != m_walkrange )
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|| ( true == detailchanged )
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|| ( moved > m_finesttile * terrain_rescan_tiles )
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|| ( false == m_arrived.empty() ) ) {
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// a tile that has just arrived lets the walk go deeper where it was drawing a coarse one
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walk( Viewpoint );
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}
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// what the walk settled on is wanted now, and is what eviction spares
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m_stats.perlevel.fill( 0 );
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for( auto const key : m_chosen ) {
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auto const found { m_tiles.find( key ) };
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if( found == m_tiles.end() ) { continue; }
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found->second.lastused = m_frame;
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++m_stats.perlevel[ std::min<std::size_t>( found->second.level, m_stats.perlevel.size() - 1 ) ];
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}
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retire_unused();
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m_stats.resident = m_tiles.size();
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m_stats.gpubytes = m_arena.bytes();
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report_residency();
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}
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// residency settles within a second of the camera stopping and then barely moves, so a line is
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// written when it shifts by a noticeable amount rather than every frame. that makes the warm figure
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// - what the terrain actually costs - readable from the log
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void
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terrain_clipmap::report_residency() {
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auto const apart {
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[]( std::size_t const Left, std::size_t const Right ) {
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return Left > Right ? Left - Right : Right - Left; } };
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auto const moved {
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( apart( m_stats.resident, m_reportedresidency ) >= 8 )
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|| ( apart( m_stats.drawn, m_reporteddrawn ) >= 4 ) };
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// at most once every couple of seconds, and only when the picture has actually changed: what
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// this is for is the warm figure, what the terrain settles at, not a line per frame
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if( ( m_reported == true ) && ( ( false == moved ) || ( m_frame < m_reportedframe + 120 ) ) ) { return; }
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m_reported = true;
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m_reportedresidency = m_stats.resident;
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m_reporteddrawn = m_stats.drawn;
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m_reportedframe = m_frame;
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WriteLog(
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"Terrain: " + std::to_string( m_stats.resident ) + " tiles resident, "
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+ std::to_string( m_stats.gpubytes / 1048576 ) + " MB of mesh, "
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+ std::to_string( m_stats.uploaded ) + " put in so far, "
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+ std::to_string( m_stats.drawn ) + " of " + std::to_string( m_stats.chosen ) + " chosen drawn, "
|
|
+ std::to_string( m_stats.triangles / 1000 ) + "k triangles, levels "
|
|
+ [ this ]() {
|
|
std::string counts;
|
|
for( std::uint32_t level = 0; level < m_levels; ++level ) {
|
|
counts += ( level > 0 ? "/" : "" ) + std::to_string( m_stats.perlevel[ level ] );
|
|
}
|
|
return counts; }() );
|
|
}
|
|
|
|
void
|
|
terrain_clipmap::render( glm::dvec3 const &Viewpoint, visibility const &Visible ) {
|
|
|
|
if( ( false == m_ready ) || ( true == m_chosen.empty() ) ) { return; }
|
|
|
|
// the ground textures the engine has finished loading since the last frame
|
|
m_ground.update();
|
|
|
|
m_counts.clear();
|
|
m_offsets.clear();
|
|
m_bases.clear();
|
|
std::size_t triangles { 0 };
|
|
for( auto const key : m_chosen ) {
|
|
auto const found { m_tiles.find( key ) };
|
|
if( found == m_tiles.end() ) { continue; }
|
|
auto const &tile { found->second };
|
|
if( false == Visible( tile.centre, tile.radius ) ) { continue; }
|
|
m_counts.push_back( static_cast<std::int32_t>( tile.piece.indices ) );
|
|
m_offsets.push_back(
|
|
reinterpret_cast<void const *>(
|
|
static_cast<std::uintptr_t>( tile.piece.firstindex ) * sizeof( std::uint32_t ) ) );
|
|
m_bases.push_back( static_cast<std::int32_t>( tile.piece.firstvertex ) );
|
|
triangles += tile.piece.indices / 3;
|
|
}
|
|
m_stats.drawn = m_counts.size();
|
|
m_stats.triangles = triangles;
|
|
if( true == m_counts.empty() ) { return; }
|
|
|
|
m_shader->bind();
|
|
glm::vec3 const origin {
|
|
static_cast<float>( m_origin.x - Viewpoint.x ),
|
|
static_cast<float>( m_origin.y - Viewpoint.y ),
|
|
static_cast<float>( m_origin.z - Viewpoint.z ) };
|
|
::glUniform3fv( m_uniforms.origin, 1, &origin.x );
|
|
glm::vec2 const world { static_cast<float>( m_origin.x ), static_cast<float>( m_origin.z ) };
|
|
::glUniform2fv( m_uniforms.world, 1, &world.x );
|
|
::glUniform1i( m_uniforms.ground, 0 );
|
|
::glUniform1i( m_uniforms.materials, 1 );
|
|
|
|
::glActiveTexture( GL_TEXTURE0 );
|
|
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_ground.textures() );
|
|
::glActiveTexture( GL_TEXTURE1 );
|
|
::glBindTexture( GL_TEXTURE_2D, m_ground.table() );
|
|
|
|
// the ground loses the depth test to whatever lies on it, and a coarser terrain to a finer one
|
|
// describing the same ground. the offset is negative because depth runs the other way here
|
|
::glEnable( GL_POLYGON_OFFSET_FILL );
|
|
::glPolygonOffset(
|
|
-1.f - 2.f * static_cast<float>( m_depthrank ),
|
|
-2.f - 4.f * static_cast<float>( m_depthrank ) );
|
|
|
|
::glBindVertexArray( m_arena.vertexarray() );
|
|
::glMultiDrawElementsBaseVertex(
|
|
GL_TRIANGLES, m_counts.data(), GL_UNSIGNED_INT,
|
|
const_cast<void const **>( m_offsets.data() ),
|
|
static_cast<GLsizei>( m_counts.size() ), m_bases.data() );
|
|
::glBindVertexArray( 0 );
|
|
|
|
::glDisable( GL_POLYGON_OFFSET_FILL );
|
|
::glActiveTexture( GL_TEXTURE1 );
|
|
::glBindTexture( GL_TEXTURE_2D, 0 );
|
|
::glActiveTexture( GL_TEXTURE0 );
|
|
::glBindTexture( GL_TEXTURE_2D_ARRAY, 0 );
|
|
opengl_texture::reset_unit_cache();
|
|
gl::program::bind( 0 );
|
|
}
|