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maszyna/rendering/terrainclipmap.cpp
maj00r d2a5f284e3 Draw terrain one call per level, from texture arrays, culled to the view
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.
2026-09-17 16:28:43 +02:00

471 lines
18 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 <cmath>
#include <array>
#include <cstdint>
#include <functional>
#include <memory>
#include <optional>
#include <string>
#include <unordered_map>
#include <vector>
#include "glad/glad.h"
#include "scene/heightfieldformat.h"
#include "scene/heightfieldreader.h"
module eu07.rendering.terrainclipmap;
import eu07.glm;
import eu07.utilities.logs;
import eu07.model.texture;
terrain_clipmap::~terrain_clipmap() {
close();
}
bool
terrain_clipmap::open( std::string const &Path ) {
close();
if( ( false == m_reader.open( Path ) )
|| ( false == m_loader.open( Path ) ) ) {
ErrorLog( "Terrain: cannot open heightfield \"" + Path + "\"" );
close();
return false;
}
m_path = Path;
build_indices();
try {
gl::shader vertex( "terrainclipmap.vert" );
gl::shader fragment( "terrainclipmap.frag" );
m_shader.emplace( std::vector<std::reference_wrapper<gl::shader const>>( { vertex, fragment } ) );
}
catch( gl::shader_exception const &error ) {
ErrorLog( std::string( "Terrain: shader failed, " ) + error.what() );
close();
return false;
}
if( false == m_ground.create( m_reader.materials(), m_reader.material_scales() ) ) {
close();
return false;
}
for( std::uint32_t level = 0; level < m_reader.levels(); ++level ) {
m_pools.emplace_back( std::make_unique<terrain_tile_pool>( m_reader.samples_per_side( level ) ) );
}
m_instances.resize( m_reader.levels() );
m_instancebuffer.emplace();
::glGenTextures( 1, &m_instancetexture );
opengl_texture::reset_unit_cache();
m_vao.emplace();
resolve_uniforms();
m_ready = true;
WriteLog(
"Terrain: " + Path + ", " + std::to_string( m_reader.tiles().size() ) + " tiles, "
+ std::to_string( m_reader.levels() ) + " levels, grid "
+ std::to_string( m_reader.gridstep() ) + " m, tile " + std::to_string( m_reader.tilesize() ) + " m" );
return true;
}
// uniform locations do not change once the program is linked, so they are looked up here
// rather than per draw
void
terrain_clipmap::resolve_uniforms() {
auto const program { static_cast<GLuint>( *m_shader ) };
m_uniforms.samplestep = ::glGetUniformLocation( program, "samplestep" );
m_uniforms.side = ::glGetUniformLocation( program, "side" );
m_uniforms.morph = ::glGetUniformLocation( program, "morph" );
m_uniforms.heightbias = ::glGetUniformLocation( program, "heightbias" );
m_uniforms.heightscale = ::glGetUniformLocation( program, "heightscale" );
m_uniforms.nodata = ::glGetUniformLocation( program, "nodata" );
m_uniforms.heights = ::glGetUniformLocation( program, "heights" );
m_uniforms.materials = ::glGetUniformLocation( program, "materials" );
m_uniforms.instances = ::glGetUniformLocation( program, "instances" );
m_uniforms.ground = ::glGetUniformLocation( program, "ground" );
m_uniforms.materialtable = ::glGetUniformLocation( program, "materialtable" );
}
void
terrain_clipmap::close() {
// the loader first, so nothing arrives for tiles that are being torn down
m_loader.close();
m_wanted.clear();
m_arrived.clear();
m_inrange.clear();
m_wantedlevel.clear();
m_scanrange = -1.f;
m_tiles.clear();
m_pools.clear();
m_indices.clear();
m_indexcounts.clear();
m_instances.clear();
m_instancebuffer.reset();
if( m_instancetexture != 0 ) { ::glDeleteTextures( 1, &m_instancetexture ); m_instancetexture = 0; }
m_ground.destroy();
m_vao.reset();
m_shader.reset();
m_reader.close();
m_stats = {};
m_ready = false;
}
// index buffers, one per mip level. the grid they describe is the same shape at every
// level, only smaller, and the vertices themselves never exist in memory: the shader
// derives a sample's row and column from gl_VertexID
void
terrain_clipmap::build_indices() {
m_indices.resize( m_reader.levels() );
m_indexcounts.resize( m_reader.levels() );
std::vector<std::uint32_t> indices;
for( std::uint32_t level = 0; level < m_reader.levels(); ++level ) {
auto const side { m_reader.samples_per_side( level ) };
indices.clear();
indices.reserve( static_cast<std::size_t>( side - 1 ) * ( side - 1 ) * 6 );
for( std::uint32_t row = 0; row + 1 < side; ++row ) {
for( std::uint32_t column = 0; column + 1 < side; ++column ) {
auto const topleft { row * side + column };
auto const topright { topleft + 1 };
auto const bottomleft { topleft + side };
auto const bottomright { bottomleft + 1 };
indices.push_back( topleft ); indices.push_back( bottomleft ); indices.push_back( topright );
indices.push_back( topright ); indices.push_back( bottomleft ); indices.push_back( bottomright );
}
}
m_indexcounts[ level ] = static_cast<std::uint32_t>( indices.size() );
m_indices[ level ] = std::make_unique<gl::buffer>();
m_indices[ level ]->allocate(
gl::buffer::ELEMENT_ARRAY_BUFFER, indices.size() * sizeof( std::uint32_t ), GL_STATIC_DRAW );
m_indices[ level ]->upload(
gl::buffer::ELEMENT_ARRAY_BUFFER, indices.data(), 0, indices.size() * sizeof( std::uint32_t ) );
}
}
std::uint32_t
terrain_clipmap::level_for( double const Distance ) const {
if( Distance <= m_finest ) { return 0; }
auto const steps { static_cast<std::uint32_t>( std::log2( Distance / m_finest ) ) + 1 };
return std::min( steps, m_reader.levels() - 1 );
}
void
terrain_clipmap::upload( terrain_tile_loader::payload const &Tile ) {
auto const tilekey { key( Tile.tile.x, Tile.tile.z ) };
auto const existing { m_tiles.find( tilekey ) };
if( existing != m_tiles.end() ) {
// a level change moves the tile to another pool
retire( existing->second );
m_tiles.erase( existing );
}
auto &pool { *m_pools[ Tile.tile.level ] };
resident_tile tile;
tile.x = Tile.tile.x;
tile.z = Tile.tile.z;
tile.level = Tile.tile.level;
tile.slot = pool.acquire();
tile.lastused = m_frame;
pool.upload( tile.slot, Tile.heights.data(), Tile.materials.data() );
if( auto const *description { m_reader.find( Tile.tile.x, Tile.tile.z ) } ) {
tile.minheight = description->minheight;
tile.maxheight = description->maxheight;
}
++m_stats.uploaded;
m_tiles.emplace( tilekey, tile );
}
void
terrain_clipmap::retire( resident_tile const &Tile ) {
m_pools[ Tile.level ]->release( Tile.slot );
}
void
terrain_clipmap::detail( double const Pixelsperunit, double const Pixels ) {
m_finestwanted = terrain_finest_range( m_reader.gridstep(), m_reader.tilesize(), Pixelsperunit, Pixels );
}
void
terrain_clipmap::scan( glm::dvec3 const &Viewpoint ) {
m_scanpoint = Viewpoint;
m_scanrange = m_range;
m_finest = ( m_finestwanted > 0.0 ? m_finestwanted : terrain_finest_tiles * m_reader.tilesize() );
m_inrange.clear();
m_wantedlevel.clear();
auto const tilesize { static_cast<double>( m_reader.tilesize() ) };
auto const reach { std::max( 1, static_cast<std::int32_t>( m_range / tilesize ) + 1 ) };
auto const centrex { m_reader.tile_x( Viewpoint.x ) };
auto const centrez { m_reader.tile_z( Viewpoint.z ) };
std::vector<std::pair<double, terrain_tile_loader::request>> wishes;
for( std::int32_t z = centrez - reach; z <= centrez + reach; ++z ) {
for( std::int32_t x = centrex - reach; x <= centrex + reach; ++x ) {
if( false == m_reader.contains( x, z ) ) { continue; }
// distance to the nearest point of the tile, not to its centre. a regional
// field has tiles kilometres across, and a tile the camera is standing on
// can have its centre far outside the draw range
auto const west { x * tilesize };
auto const north { z * tilesize };
auto const nearestx { std::clamp( Viewpoint.x, west, west + tilesize ) };
auto const nearestz { std::clamp( Viewpoint.z, north, north + tilesize ) };
auto const distance {
glm::length( glm::dvec2 { nearestx - Viewpoint.x, nearestz - Viewpoint.z } ) };
if( distance > m_range ) { continue; }
auto const tilekey { key( x, z ) };
auto const level { level_for( distance ) };
m_inrange.push_back( { tilekey, level } );
m_wantedlevel.emplace( tilekey, level );
auto const resident { m_tiles.find( tilekey ) };
if( ( resident == m_tiles.end() ) || ( resident->second.level != level ) ) {
wishes.push_back( { distance, { x, z, level } } );
}
}
}
// nearest first, so the ground under the camera is never waiting behind the horizon
std::sort( wishes.begin(), wishes.end(),
[]( auto const &Left, auto const &Right ) { return Left.first < Right.first; } );
m_wanted.clear();
for( auto const &wish : wishes ) { m_wanted.push_back( wish.second ); }
m_loader.want( m_wanted );
}
void
terrain_clipmap::update( glm::dvec3 const &Viewpoint ) {
if( false == m_ready ) { return; }
++m_frame;
auto const moved {
glm::length( glm::dvec2 { Viewpoint.x - m_scanpoint.x, Viewpoint.z - m_scanpoint.z } ) };
// a zoom or a resized window changes the levels; a change under a percent is not worth
// redoing the scan for
auto const detailchanged {
( m_finestwanted > 0.0 ) && ( std::abs( m_finestwanted - m_finest ) > 0.01 * m_finest ) };
if( ( m_range != m_scanrange )
|| ( true == detailchanged )
|| ( moved > m_reader.tilesize() * terrain_rescan_tiles ) ) {
scan( Viewpoint );
}
// the tiles in range are touched every frame, which is what render() draws and what
// eviction spares
m_stats.inview = 0;
m_stats.wanted = 0;
m_stats.perlevel.fill( 0 );
for( auto const &tile : m_inrange ) {
auto const resident { m_tiles.find( tile.key ) };
if( resident == m_tiles.end() ) {
++m_stats.wanted;
continue;
}
// still wanted, at whatever level it has until the right one arrives
resident->second.lastused = m_frame;
++m_stats.inview;
++m_stats.perlevel[ std::min<std::size_t>( resident->second.level, m_stats.perlevel.size() - 1 ) ];
if( resident->second.level != tile.level ) { ++m_stats.wanted; }
}
m_arrived.clear();
m_loader.collect( m_arrived, m_uploadsperframe );
for( auto const &tile : m_arrived ) {
if( false == tile.valid ) { continue; }
// a tile read for where the camera was is put up only if nothing of it is on the gpu
// yet - some level is better than a hole. otherwise it is dropped, and the level
// wanted now is already queued
auto const tilekey { key( tile.tile.x, tile.tile.z ) };
auto const wanted { m_wantedlevel.find( tilekey ) };
auto const stillwanted { ( wanted != m_wantedlevel.end() ) && ( wanted->second == tile.tile.level ) };
if( stillwanted || ( false == m_tiles.contains( tilekey ) ) ) {
upload( tile );
// put up this frame, so drawn this frame
m_tiles.find( tilekey )->second.lastused = m_frame;
}
else {
++m_stats.dropped;
}
}
if( ( m_tiles.size() > m_budget ) && ( m_tiles.size() > m_stats.inview ) ) {
// over budget, and not everything is in view: drop whatever has gone longest without
// being asked for
std::vector<std::pair<std::uint64_t, std::int64_t>> aged;
for( auto const & [ tilekey, tile ] : m_tiles ) {
if( tile.lastused != m_frame ) { aged.emplace_back( tile.lastused, tilekey ); }
}
auto const excess { std::min( aged.size(), m_tiles.size() - m_budget ) };
std::partial_sort( aged.begin(), aged.begin() + excess, aged.end() );
for( std::size_t index = 0; index < excess; ++index ) {
auto const victim { m_tiles.find( aged[ index ].second ) };
retire( victim->second );
m_tiles.erase( victim );
}
}
m_stats.resident = m_tiles.size();
m_stats.texturebytes = 0;
for( auto const &pool : m_pools ) { m_stats.texturebytes += pool->bytes(); }
report_residency();
}
// residency settles within a second of the camera stopping and then barely moves, so a
// line is written when it shifts by a noticeable amount rather than every frame. that
// makes the warm figure - what the terrain actually costs - readable from the log
void
terrain_clipmap::report_residency() {
auto const difference {
m_stats.resident > m_reportedresidency ?
m_stats.resident - m_reportedresidency :
m_reportedresidency - m_stats.resident };
if( ( m_reported == true ) && ( difference < 16 ) ) { return; }
m_reported = true;
m_reportedresidency = m_stats.resident;
WriteLog(
"Terrain: " + std::to_string( m_stats.resident ) + " tiles resident, "
+ std::to_string( m_stats.texturebytes / 1048576 ) + " MB of samples, "
+ std::to_string( m_stats.uploaded ) + " uploads so far, "
+ std::to_string( m_stats.drawn ) + " of " + std::to_string( m_stats.inview ) + " in range drawn, finest level out to "
+ std::to_string( static_cast<int>( m_finest ) ) + " m" );
}
void
terrain_clipmap::render( glm::dvec3 const &Viewpoint, visibility const &Visible ) {
if( ( false == m_ready ) || ( true == m_tiles.empty() ) ) { return; }
// textures that finished loading since the last frame go into the ground array first
m_ground.update();
// what each level draws: the tiles touched by the last update, and seen. a tile's bounding
// sphere holds the whole tile, morphing included, since morphing only moves vertices
// towards samples of the same tile
auto const tilesize { static_cast<double>( m_reader.tilesize() ) };
for( auto &instances : m_instances ) { instances.clear(); }
for( auto const & [ tilekey, tile ] : m_tiles ) {
if( tile.lastused != m_frame ) { continue; }
auto const halfheight { 0.5 * ( tile.maxheight - tile.minheight ) };
glm::dvec3 const centre {
( tile.x + 0.5 ) * tilesize, 0.5 * ( tile.minheight + tile.maxheight ), ( tile.z + 0.5 ) * tilesize };
auto const radius {
static_cast<float>( std::sqrt( 0.5 * tilesize * tilesize + halfheight * halfheight ) ) };
if( false == Visible( centre, radius ) ) { continue; }
// relative to the viewpoint, so that the shader never sees a coordinate large enough
// for single precision to matter
m_instances[ tile.level ].insert(
m_instances[ tile.level ].end(),
{ static_cast<float>( tile.x * tilesize - Viewpoint.x ),
static_cast<float>( -Viewpoint.y ) - m_depthbias,
static_cast<float>( tile.z * tilesize - Viewpoint.z ),
static_cast<float>( tile.slot ),
static_cast<float>( tile.x * tilesize ),
static_cast<float>( tile.z * tilesize ),
0.f, 0.f } );
}
m_shader->bind();
m_vao->bind();
::glUniform1f( m_uniforms.heightbias, m_reader.height( 0 ) );
::glUniform1f( m_uniforms.heightscale, m_reader.height( 1 ) - m_reader.height( 0 ) );
::glUniform1ui( m_uniforms.nodata, heightfield::nodata );
::glUniform1i( m_uniforms.heights, 0 );
::glUniform1i( m_uniforms.materials, 1 );
::glUniform1i( m_uniforms.ground, 2 );
::glUniform1i( m_uniforms.materialtable, 3 );
::glUniform1i( m_uniforms.instances, 4 );
::glActiveTexture( GL_TEXTURE2 );
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_ground.textures() );
::glActiveTexture( GL_TEXTURE3 );
::glBindTexture( GL_TEXTURE_2D, m_ground.table() );
std::size_t drawn { 0 };
auto const gridstep { m_reader.gridstep() };
for( std::uint32_t level = 0; level < m_instances.size(); ++level ) {
auto const &instances { m_instances[ level ] };
if( true == instances.empty() ) { continue; }
auto const count { instances.size() / 8 };
drawn += count;
m_instancebuffer->allocate(
gl::buffer::TEXTURE_BUFFER, static_cast<GLsizeiptr>( instances.size() * sizeof( float ) ), GL_STREAM_DRAW );
m_instancebuffer->upload(
gl::buffer::TEXTURE_BUFFER, instances.data(), 0, static_cast<GLsizeiptr>( instances.size() * sizeof( float ) ) );
::glActiveTexture( GL_TEXTURE4 );
::glBindTexture( GL_TEXTURE_BUFFER, m_instancetexture );
::glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, static_cast<GLuint>( *m_instancebuffer ) );
auto const &pool { *m_pools[ level ] };
::glActiveTexture( GL_TEXTURE0 );
::glBindTexture( GL_TEXTURE_2D_ARRAY, pool.heights() );
::glActiveTexture( GL_TEXTURE1 );
::glBindTexture( GL_TEXTURE_2D_ARRAY, pool.materials() );
::glUniform1f( m_uniforms.samplestep, gridstep * static_cast<float>( 1u << level ) );
::glUniform1i( m_uniforms.side, static_cast<GLint>( pool.side() ) );
// the band over which this level turns into the next. the coarsest level has no next
// one, so its band lies beyond anything that is ever drawn
if( level + 1 < m_reader.levels() ) {
::glUniform2f(
m_uniforms.morph,
static_cast<float>( terrain_morph_begin( level, m_finest, tilesize ) ),
static_cast<float>( terrain_morph_end( level, m_finest, tilesize ) ) );
}
else {
::glUniform2f( m_uniforms.morph, 1e30f, 2e30f );
}
m_indices[ level ]->bind( gl::buffer::ELEMENT_ARRAY_BUFFER );
::glDrawElementsInstanced(
GL_TRIANGLES, static_cast<GLsizei>( m_indexcounts[ level ] ), GL_UNSIGNED_INT, nullptr,
static_cast<GLsizei>( count ) );
}
m_stats.drawn = drawn;
gl::buffer::unbind( gl::buffer::TEXTURE_BUFFER );
::glActiveTexture( GL_TEXTURE0 );
opengl_texture::reset_unit_cache();
m_vao->unbind();
gl::program::bind( 0 );
}