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maszyna/rendering/terraintilepool.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

138 lines
5.2 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 <cstddef>
#include <cstdint>
#include <cstring>
#include <vector>
#include "glad/glad.h"
module eu07.rendering.terraintilepool;
import eu07.gl.buffer;
namespace {
// an array of integer samples. nothing may filter them: they carry the cooker's values,
// no-data included
GLuint
create_array( GLenum const Internalformat, GLenum const Type, GLsizei const Side, GLsizei const Layers ) {
GLuint texture { 0 };
::glGenTextures( 1, &texture );
::glBindTexture( GL_TEXTURE_2D_ARRAY, texture );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
::glTexParameteri( GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
// NOTE: glTexImage3D rather than glTexStorage3D, which is OpenGL 4.2; this renderer holds
// a 3.3 context, where the entry point is not there at all
::glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, Internalformat, Side, Side, Layers, 0, GL_RED_INTEGER, Type, nullptr );
return texture;
}
// copies the first Layers layers of one integer array into another of the same side, on the
// gpu, through a read framebuffer. the framebuffer bindings are put back as they were found,
// so the renderer's own tracking of them stays true
void
copy_layers( GLuint const Source, GLuint const Target, GLsizei const Side, GLsizei const Layers ) {
GLint readbinding { 0 };
::glGetIntegerv( GL_READ_FRAMEBUFFER_BINDING, &readbinding );
GLuint framebuffer { 0 };
::glGenFramebuffers( 1, &framebuffer );
::glBindFramebuffer( GL_READ_FRAMEBUFFER, framebuffer );
::glBindTexture( GL_TEXTURE_2D_ARRAY, Target );
for( GLsizei layer = 0; layer < Layers; ++layer ) {
::glFramebufferTextureLayer( GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, Source, 0, layer );
::glCopyTexSubImage3D( GL_TEXTURE_2D_ARRAY, 0, 0, 0, layer, 0, 0, Side, Side );
}
::glBindFramebuffer( GL_READ_FRAMEBUFFER, static_cast<GLuint>( readbinding ) );
::glDeleteFramebuffers( 1, &framebuffer );
}
} // anonymous namespace
terrain_tile_pool::terrain_tile_pool( std::uint32_t const Side ) :
m_side( Side ) {
m_unpack.emplace();
}
terrain_tile_pool::~terrain_tile_pool() {
if( m_heights != 0 ) { ::glDeleteTextures( 1, &m_heights ); }
if( m_materials != 0 ) { ::glDeleteTextures( 1, &m_materials ); }
}
std::uint32_t
terrain_tile_pool::acquire() {
if( true == m_free.empty() ) { grow(); }
auto const slot { m_free.back() };
m_free.pop_back();
return slot;
}
void
terrain_tile_pool::release( std::uint32_t const Slot ) {
m_free.push_back( Slot );
}
void
terrain_tile_pool::grow() {
auto const capacity { m_capacity == 0 ? initialcapacity : m_capacity * 2 };
auto const side { static_cast<GLsizei>( m_side ) };
auto const heights { create_array( GL_R16UI, GL_UNSIGNED_SHORT, side, static_cast<GLsizei>( capacity ) ) };
auto const materials { create_array( GL_R8UI, GL_UNSIGNED_BYTE, side, static_cast<GLsizei>( capacity ) ) };
if( m_capacity > 0 ) {
copy_layers( m_heights, heights, side, static_cast<GLsizei>( m_capacity ) );
copy_layers( m_materials, materials, side, static_cast<GLsizei>( m_capacity ) );
::glDeleteTextures( 1, &m_heights );
::glDeleteTextures( 1, &m_materials );
}
m_heights = heights;
m_materials = materials;
// new slots are handed out lowest first
for( auto slot { capacity }; slot > m_capacity; --slot ) {
m_free.push_back( slot - 1 );
}
m_capacity = capacity;
}
void
terrain_tile_pool::upload( std::uint32_t const Slot, std::uint16_t const *Heights, std::uint8_t const *Materials ) {
auto const samples { static_cast<std::size_t>( m_side ) * m_side };
auto const heightbytes { samples * sizeof( std::uint16_t ) };
// orphaned and refilled per tile: the driver can hand out fresh storage instead of waiting
// for the previous upload to finish
m_unpack->bind( gl::buffer::PIXEL_UNPACK_BUFFER );
m_unpack->allocate( gl::buffer::PIXEL_UNPACK_BUFFER, static_cast<GLsizeiptr>( heightbytes + samples ), GL_STREAM_DRAW );
m_unpack->upload( gl::buffer::PIXEL_UNPACK_BUFFER, Heights, 0, static_cast<GLsizeiptr>( heightbytes ) );
m_unpack->upload( gl::buffer::PIXEL_UNPACK_BUFFER, Materials, static_cast<int>( heightbytes ), static_cast<GLsizeiptr>( samples ) );
auto const side { static_cast<GLsizei>( m_side ) };
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_heights );
::glTexSubImage3D(
GL_TEXTURE_2D_ARRAY, 0, 0, 0, static_cast<GLint>( Slot ), side, side, 1,
GL_RED_INTEGER, GL_UNSIGNED_SHORT, nullptr );
::glBindTexture( GL_TEXTURE_2D_ARRAY, m_materials );
::glTexSubImage3D(
GL_TEXTURE_2D_ARRAY, 0, 0, 0, static_cast<GLint>( Slot ), side, side, 1,
GL_RED_INTEGER, GL_UNSIGNED_BYTE, reinterpret_cast<void const *>( heightbytes ) );
gl::buffer::unbind( gl::buffer::PIXEL_UNPACK_BUFFER );
}