From 3779d090f0bde96edca5b700fdfdf12a584992fa Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Wed, 26 Feb 2025 19:36:06 +0000 Subject: Split meshes by surface and tile Tile is derived per face based on the first vertices point rounded to roughly 1km. --- game/terrain.cpp | 55 ++++++++++++++++++++++++++++++++++++++++--------------- game/terrain.h | 8 +++++++- 2 files changed, 47 insertions(+), 16 deletions(-) diff --git a/game/terrain.cpp b/game/terrain.cpp index c28f7ee..f7de6fd 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -7,7 +7,6 @@ #include #include #include -#include #include #include #include @@ -22,31 +21,51 @@ VertexArrayObject::addAttribsFor(const GLuint arrayBuffer, cons return addAttribs(arrayBuffer, divisor); } +bool +Terrain::SurfaceKey::operator<(const SurfaceKey & other) const +{ + return std::tie(surface, basePosition.x, basePosition.y) + < std::tie(other.surface, other.basePosition.x, other.basePosition.y); +} + void Terrain::generateMeshes() { + constexpr GlobalDistance TILE_SIZE = 1024 * 1024; // ~1km, power of 2, fast divide + std::ranges::transform(all_vertices(), glMappedBufferWriter {GL_ARRAY_BUFFER, verticesBuffer, n_vertices()}, [this](const auto & vertex) { return Vertex {point(vertex), normal(vertex)}; }); - std::map> surfaceIndices; - for (const auto face : faces()) { - const auto * const surface = getSurface(face); - auto indexItr = surfaceIndices.find(surface); + std::map> surfaceIndices; + const auto getTile = [this](FaceHandle face) { + return point(*fv_begin(face)).xy() / TILE_SIZE; + }; + const auto indexBySurfaceAndTile = std::views::transform([this, &getTile](const auto & faceItr) { + return std::pair {{getSurface(*faceItr), getTile(*faceItr)}, *faceItr}; + }); + const auto chunkBySurfaceAndTile = std::views::chunk_by([](const auto & face1, const auto & face2) { + return face1.first.surface == face2.first.surface && face1.first.basePosition == face2.first.basePosition; + }); + for (const auto & faceRange : faces() | indexBySurfaceAndTile | chunkBySurfaceAndTile) { + const SurfaceKey & surfaceKey = faceRange.front().first; + auto indexItr = surfaceIndices.find(surfaceKey); if (indexItr == surfaceIndices.end()) { - indexItr = surfaceIndices.emplace(surface, std::vector {}).first; - if (!surface) { - indexItr->second.reserve(n_vertices() * 3); + indexItr = surfaceIndices.emplace(surfaceKey, std::vector {}).first; + if (auto existing = meshes.find(surfaceKey); existing != meshes.end()) { + indexItr->second.reserve(static_cast(existing->second.count)); } } - std::ranges::transform(fv_range(face), std::back_inserter(indexItr->second), &OpenMesh::VertexHandle::idx); + for (auto push = std::back_inserter(indexItr->second); const auto & [_, face] : faceRange) { + std::ranges::transform(fv_range(face), push, &OpenMesh::VertexHandle::idx); + } } - for (const auto & [surface, indices] : surfaceIndices) { - auto meshItr = meshes.find(surface); + for (const auto & [surfaceKey, indices] : surfaceIndices) { + auto meshItr = meshes.find(surfaceKey); if (meshItr == meshes.end()) { - meshItr = meshes.emplace(surface, SurfaceArrayBuffer {}); + meshItr = meshes.emplace(surfaceKey, SurfaceArrayBuffer {}).first; VertexArrayObject {meshItr->second.vertexArray} .addAttribsFor(verticesBuffer) .addIndices(meshItr->second.indicesBuffer, indices) @@ -81,10 +100,16 @@ void Terrain::render(const SceneShader & shader) const { grass->bind(); - for (const auto & [surface, sab] : meshes) { + const auto chunkBySurface = std::views::chunk_by([](const auto & itr1, const auto & itr2) { + return itr1.first.surface == itr2.first.surface; + }); + for (const auto & surfaceRange : meshes | chunkBySurface) { + const auto surface = surfaceRange.front().first.surface; shader.landmass.use(surface ? surface->colorBias : OPEN_SURFACE); - glBindVertexArray(sab.vertexArray); - glDrawElements(GL_TRIANGLES, sab.count, GL_UNSIGNED_INT, nullptr); + for (const auto & sab : surfaceRange) { + glBindVertexArray(sab.second.vertexArray); + glDrawElements(GL_TRIANGLES, sab.second.count, GL_UNSIGNED_INT, nullptr); + } } glBindVertexArray(0); } diff --git a/game/terrain.h b/game/terrain.h index 095b4ef..f5b1b32 100644 --- a/game/terrain.h +++ b/game/terrain.h @@ -37,7 +37,13 @@ private: GLsizei count; }; + struct SurfaceKey { + const Surface * surface; + GlobalPosition2D basePosition; + bool operator<(const SurfaceKey &) const; + }; + glBuffer verticesBuffer; - std::multimap meshes; + std::map meshes; Texture::Ptr grass = std::make_shared("grass.png"); }; -- cgit v1.2.3