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Files
maszyna/rendering/terrainstatus.cppm
maj00r b877bc0772 Cook the ground into a quadtree of mesh tiles, and keep the mesh the scenery drew
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.
2026-09-20 08:04:46 +02:00

73 lines
3.1 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 <array>
#include <cmath>
#include <cstddef>
#include <cstdint>
#include <string>
#include <vector>
export module eu07.rendering.terrainstatus;
export {
// Which level of the quadtree a tile is drawn at follows from what the coarser mesh would cost in
// pixels. Every tile says how far its ground departs from the finest mesh, in metres; that error,
// at the tile's distance, covers a number of pixels, and while it covers fewer than the detail
// setting asks for there is nothing to gain by going finer. Pixelsperunit is the viewport height
// over twice the tangent of half the vertical field of view - what a metre at a metre's distance
// spans - so zooming in or a taller window pushes detail further out on its own.
//
// This is the format's own rule, and the reason a tile carries its error at all.
inline constexpr std::size_t terrain_maxlevels { 16 };
inline bool
terrain_level_enough(
double const Error, double const Distance, double const Pixelsperunit, double const Detail ) {
return Error * Pixelsperunit <= std::max( 0.1, Detail ) * std::max( 1.0, Distance );
}
// how far the camera may move before which tiles are wanted is worked out again, as a share of the
// finest tile's side
inline constexpr double terrain_rescan_tiles { 0.25 };
// what one terrain's streamer is doing, kept by it and read by the debug panel
struct terrain_statistics {
std::size_t resident { 0 }; // tiles held in the vertex and index buffers
std::size_t chosen { 0 }; // tiles the last walk of the quadtree settled on drawing
std::size_t drawn { 0 }; // of those, the ones inside the frustum in the last draw
std::size_t triangles { 0 }; // triangles in the last draw
std::size_t wanted { 0 }; // tiles the walk asked for and did not have
std::size_t uploaded { 0 }; // tiles put in the buffers since opening
std::size_t dropped { 0 }; // arrivals discarded as no longer wanted
std::size_t gpubytes { 0 }; // what the two buffers hold
std::array<std::size_t, terrain_maxlevels> perlevel {}; // tiles drawn at each level
};
// one terrain as the debug panel shows it. the renderer writes it once a frame from the main view,
// the panel reads it; neither needs to know the other's types
struct terrain_field_status {
std::string path;
float tilesize { 0.f }; // side of a tile at the finest level, in metres
float range { 0.f };
float detail { 0.f }; // pixels an error may cover before a finer level is used
std::uint32_t levels { 0 };
std::size_t backlog { 0 }; // tiles the loader has queued or finished and not handed over
std::array<float, terrain_maxlevels> leveltile {}; // tile side at each level
std::array<float, terrain_maxlevels> levelerror {}; // metres a level departs from the finest
terrain_statistics stats;
};
inline std::vector<terrain_field_status> TerrainStatus;
}