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Each resident tile had a height texture and a material texture of its own, uploaded with glTexImage2D, and was drawn once per material it held with every other material's fragments discarded, all of them whether in view or not. Thousands of draws a frame. Now the tiles of a level live in one pair of texture arrays (terrain_tile_pool), a layer per tile. A pool starts at sixteen layers and doubles when full, copying what it holds on the gpu, so a level takes only the memory its tiles need; uploads go through a pixel buffer orphaned for each tile. The ground textures of every material are gathered into one sRGB array with mipmaps (terrain_ground) - drawn into it layer by layer by a small shader once the engine has each texture ready, since the scenery's textures are compressed and cannot be blitted - with a table of placeholder colours and measured tiling beside it. Each frame the tiles in range are tested against the frustum by bounding sphere and gathered per level into a buffer texture of instance data, and each level is drawn in one instanced call. The fragment shader reads the four samples around it, drops the cell when any of them carries no ground - exactly the rule the bake already assumed - and blends the ground textures of their materials by distance, so material boundaries follow the samples smoothly instead of stepping along triangle edges. State the copy pass changes is captured and put back, and the texture unit cache is reset after raw binds, so the rest of the renderer finds things as it left them. On baltyk: all 30 materials land in the array, 663 of the 1120 tiles in range are drawn after culling, and a frame is at most six terrain draws. The residency line in the log now says how many tiles in range were drawn.
81 lines
2.6 KiB
C++
81 lines
2.6 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 <cstddef>
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#include <cstdint>
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#include <optional>
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#include <string>
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#include <vector>
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#include "global_include/interfaces/ITexture_macros.h"
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export module eu07.rendering.terrainground;
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import eu07.gl.shader;
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import eu07.gl.vao;
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import eu07.glm;
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import eu07.utilities.classes;
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export {
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// The ground textures of one heightfield, gathered into a single texture array so that a tile
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// of any number of materials is drawn in one call, and a table of what the shader needs per
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// material: the colour to use while there is no texture, and how many metres one repeat
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// covers.
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//
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// The scenery's textures are the engine's own - compressed, loaded in the background, in
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// whatever sizes their authors made them - so they cannot be blitted or copied into an array
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// directly. Each one is drawn into its layer by a small shader once the engine has it ready;
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// until then the material shows its placeholder colour. The layers are sRGB, as the sources
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// are.
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class terrain_ground {
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public:
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terrain_ground() = default;
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~terrain_ground();
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terrain_ground( terrain_ground const & ) = delete;
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terrain_ground &operator=( terrain_ground const & ) = delete;
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// resolves the cooked material names to the engine's textures and allocates the array.
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// returns false when the copy shader cannot be built
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bool create( std::vector<std::string> const &Names, std::vector<float> const &Scales );
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void destroy();
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// copies into the array every texture that has become ready since the last call. changes
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// gl state for the duration and puts back what it touched
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void update();
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std::uint32_t textures() const { return m_array; }
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std::uint32_t table() const { return m_table; }
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private:
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struct material {
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texture_handle texture { null_handle };
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bool copied { false };
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glm::vec3 fallback { 0.45f, 0.5f, 0.4f };
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float scale { 4.f };
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};
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void upload_table();
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// side of a layer, halved when many materials would make the array large
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static constexpr std::uint32_t layerside { 512 };
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static constexpr std::size_t budgetbytes { 96u << 20 };
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std::vector<material> m_materials;
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std::uint32_t m_side { layerside };
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std::uint32_t m_array { 0 };
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std::uint32_t m_table { 0 };
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std::uint32_t m_framebuffer { 0 };
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std::size_t m_pending { 0 };
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std::optional<gl::program> m_copy;
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std::optional<gl::vao> m_vao;
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};
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}
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