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Remove cart namespace, add more mesh-related functions, add initial test of quadsphere-based terrain LOD using quadtree faces

master
C. J. Howard 3 years ago
parent
commit
5721c05e3c
14 changed files with 764 additions and 241 deletions
  1. +0
    -28
      src/cart/cart.hpp
  2. +3
    -1
      src/entity/components/observer.hpp
  3. +7
    -0
      src/entity/components/terrain.hpp
  4. +440
    -131
      src/entity/systems/terrain.cpp
  5. +79
    -2
      src/entity/systems/terrain.hpp
  6. +3
    -1
      src/game/bootloader.cpp
  7. +10
    -4
      src/game/states/play-state.cpp
  8. +50
    -0
      src/geom/mesh-functions.cpp
  9. +9
    -0
      src/geom/mesh-functions.hpp
  10. +104
    -6
      src/geom/mesh.cpp
  11. +15
    -1
      src/geom/mesh.hpp
  12. +28
    -56
      src/geom/meshes/grid.cpp
  13. +13
    -11
      src/geom/meshes/grid.hpp
  14. +3
    -0
      src/renderer/vertex-attributes.hpp

+ 0
- 28
src/cart/cart.hpp View File

@ -1,28 +0,0 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_CART_HPP
#define ANTKEEPER_CART_HPP
/// Cartography-related functions
namespace cart {}
#include "relief-map.hpp"
#endif // ANTKEEPER_CART_HPP

+ 3
- 1
src/entity/components/observer.hpp View File

@ -22,6 +22,7 @@
#include "entity/id.hpp"
#include "utility/fundamental-types.hpp"
#include "scene/camera.hpp"
namespace entity {
namespace component {
@ -30,9 +31,10 @@ namespace component {
struct observer
{
entity::id reference_body_eid;
double altitude;
double elevation;
double latitude;
double longitude;
scene::camera* camera;
};
} // namespace component

+ 7
- 0
src/entity/components/terrain.hpp View File

@ -20,6 +20,7 @@
#ifndef ANTKEEPER_ENTITY_COMPONENT_TERRAIN_HPP
#define ANTKEEPER_ENTITY_COMPONENT_TERRAIN_HPP
#include "renderer/material.hpp"
#include <functional>
namespace entity {
@ -29,6 +30,12 @@ struct terrain
{
/// Function object which returns elevation (in meters) given latitude (radians) and longitude (radians).
std::function<double(double, double)> elevation;
/// Maximum level of detail (maximum quadtree depth level)
std::size_t max_lod;
/// Material for terrain patches;
material* patch_material;
};
} // namespace component

+ 440
- 131
src/entity/systems/terrain.cpp View File

@ -18,119 +18,21 @@
*/
#include "entity/systems/terrain.hpp"
#include "utility/fundamental-types.hpp"
#include "entity/components/celestial-body.hpp"
#include "entity/components/observer.hpp"
#include "entity/components/terrain.hpp"
#include "entity/components/celestial-body.hpp"
#include "geom/meshes/grid.hpp"
#include "geom/mesh-functions.hpp"
#include "geom/morton.hpp"
#include "geom/quadtree.hpp"
/**
* A cube with six quadtrees as faces.
*/
struct quadtree_cube
{
typedef geom::quadtree32 quadtree_type;
typedef quadtree_type::node_type node_type;
void clear();
/**
* Refines the quadtree cube.
*
* @param threshold Function object which, given a quadsphere face index and quadtree node, returns `true` if the node should be subdivided, and `false` otherwise.
*/
void refine(const std::function<bool(std::uint8_t, node_type)>& threshold);
quadtree_type faces[6];
};
void quadtree_cube::clear()
{
for (std::uint8_t i = 0; i < 6; ++i)
faces[i].clear();
}
void quadtree_cube::refine(const std::function<bool(std::uint8_t, node_type)>& threshold)
{
for (std::uint8_t i = 0; i < 6; ++i)
{
for (auto it = faces[i].begin(); it != faces[i].end(); ++it)
{
node_type node = *it;
if (threshold(i, node))
faces[i].insert(quadtree_type::child(node, 0));
}
}
}
/*
terrain_qtc.refine
(
[observer](std::uint8_t face_index, quadtree_cube_type::node_type node) -> bool
{
// Extract morton location code
quadtree_type::node_type location = quadtree_type::location(node);
quadtree_type::node_type morton_x;
quadtree_type::node_type morton_y;
geom::morton::decode(location, morton_x, morton_y);
// Extract depth
quadtree_type::node_type depth = quadtree_type::depth(node);
// Determine fractional side length at depth
float length = 1.0f / std::exp2(depth);
// Determine fractional center of node
float3 center;
center.x = (static_cast<float>(morton_x) * length + length * 0.5f) * 2.0f - 1.0f;
center.y = (static_cast<float>(morton_y) * length + length * 0.5f) * 2.0f - 1.0f;
center.z = 1.0f;
// Project node center onto unit sphere
center = math::normalize(center);
// Rotate projected center into sphere space
center = face_rotations[face_index] * center;
// Scale center by body radius
center *= body_radius;
// Calculate distance from observer to node center
float distance = math::length(projected_center - observer_location);
if (depth < 4 && distance < ...)
return true;
return false;
}
);
*/
/**
* Queries a quad sphere for a list of leaf nodes. Leaf nodes will be inserted in the set
*
*
* 0. If observer position changed more than x amount:
* 1. Clear quad sphere
* 2. Insert leaves based on observer distance.
* 3. Pass quad sphere to tile generation function.
* 3. Iterate leaves, deriving the face, depth, and morton location from each leaf index.
* 4. Face, depth, and morton location can be used to determine latitude, longitude, and generate tiles.
* 5. Generated tiles cached and added to scene.
* 6. Record position of observer
*/
/**
* Lat, lon determination:
*
* 1. Use morton location and depth to determine the x-y coordinates on a planar cube face.
* 2. Project x-y coordinates onto sphere.
* 3. Rotate coordinates according to face index.
* 4. Convert cartesian coordinates to spherical coordinates.
*/
#include "geom/spherical.hpp"
#include "gl/vertex-attribute-type.hpp"
#include "math/constants.hpp"
#include "math/quaternion-operators.hpp"
#include "renderer/vertex-attributes.hpp"
#include "utility/fundamental-types.hpp"
#include <functional>
#include <iostream>
namespace entity {
namespace system {
@ -138,14 +40,27 @@ namespace system {
terrain::terrain(entity::registry& registry):
updatable(registry),
patch_subdivisions(0),
patch_base_mesh(nullptr),
patch_vertex_size(0),
patch_vertex_count(0),
patch_vertex_data(nullptr)
patch_vertex_data(nullptr),
patch_scene_collection(nullptr),
max_error(0.0)
{
// position + uv + normal + tangent + barycentric
patch_vertex_size = 3 + 2 + 3 + 4 + 3;
// Build set of quaternions to rotate quadtree cube coordinates into BCBF space according to face index
face_rotations[0] = math::quaternion<double>::identity(); // +x
face_rotations[1] = math::quaternion<double>::rotate_z(math::pi<double>); // -x
face_rotations[2] = math::quaternion<double>::rotate_z( math::half_pi<double>); // +y
face_rotations[3] = math::quaternion<double>::rotate_z(-math::half_pi<double>); // -y
face_rotations[4] = math::quaternion<double>::rotate_y(-math::half_pi<double>); // +z
face_rotations[5] = math::quaternion<double>::rotate_y( math::half_pi<double>); // -z
// Specify vertex size and stride
// (position + uv + normal + tangent + barycentric + target)
patch_vertex_size = 3 + 2 + 3 + 4 + 3 + 3;
patch_vertex_stride = patch_vertex_size * sizeof(float);
// Init patch subdivisions to zero
set_patch_subdivisions(0);
registry.on_construct<component::terrain>().connect<&terrain::on_terrain_construct>(this);
@ -157,23 +72,171 @@ terrain::~terrain()
void terrain::update(double t, double dt)
{
// Subdivide or collapse quad sphere
registry.view<component::observer>().each(
[&](entity::id observer_eid, const auto& observer)
// Refine the level of detail of each terrain quadsphere
registry.view<component::terrain, component::celestial_body>().each(
[&](entity::id terrain_eid, const auto& terrain_component, const auto& terrain_body)
{
// Skip observers with null reference body
if (observer.reference_body_eid == entt::null)
return;
// Skip observers with non-body or non-terrestrial reference bodies
if (!registry.has<component::celestial_body>(observer.reference_body_eid) ||
!registry.has<component::terrain>(observer.reference_body_eid))
return;
// Retrieve terrain quadsphere
terrain_quadsphere* quadsphere = terrain_quadspheres[terrain_eid];
const auto& celestial_body = registry.get<component::celestial_body>(observer.reference_body_eid);
const auto& terrain = registry.get<component::terrain>(observer.reference_body_eid);
// For each observer
this->registry.view<component::observer>().each(
[&](entity::id observer_eid, const auto& observer)
{
// Skip observers with invalid reference body
if (!this->registry.has<component::celestial_body>(observer.reference_body_eid) ||
!this->registry.has<component::terrain>(observer.reference_body_eid))
return;
// Get celestial body and terrain component of observer reference body
const auto& reference_celestial_body = this->registry.get<component::celestial_body>(observer.reference_body_eid);
const auto& reference_terrain = this->registry.get<component::terrain>(observer.reference_body_eid);
// Calculate reference BCBF-space position of observer.
//double3 observer_spherical = {reference_celestial_body.radius + observer.elevation, observer.latitude, observer.longitude};
double3 observer_spherical = {observer.elevation, observer.latitude, observer.longitude};
double3 observer_cartesian = geom::spherical::to_cartesian(observer_spherical);
observer_cartesian = math::type_cast<double>(observer.camera->get_translation());
/// @TODO Transform observer position into BCBF space of terrain body (use orbit component?)
// For each terrain quadsphere face
for (int i = 0; i < 6; ++i)
{
terrain_quadsphere_face& quadsphere_face = quadsphere->faces[i];
// Get the quadsphere faces's quadtree
quadtree_type& quadtree = quadsphere_face.quadtree;
// Clear quadsphere face quadtree
quadtree.clear();
// For each node in the face quadtree
for (auto node_it = quadtree.begin(); node_it != quadtree.end(); ++node_it)
{
quadtree_node_type node = *node_it;
// Skip non leaf nodes
if (!quadtree.is_leaf(node))
continue;
// Extract node depth
quadtree_type::node_type node_depth = quadtree_type::depth(node);
// Skip nodes at max depth level
if (node_depth >= terrain_component.max_lod)
continue;
// Extract node location from Morton location code
quadtree_type::node_type node_location = quadtree_type::location(node);
quadtree_type::node_type node_location_x;
quadtree_type::node_type node_location_y;
geom::morton::decode(node_location, node_location_x, node_location_y);
const double nodes_per_axis = std::exp2(node_depth);
const double node_width = 2.0 / nodes_per_axis;
// Determine node center on front face of unit BCBF cube.
double3 center;
center.y = -(nodes_per_axis * 0.5 * node_width) + node_width * 0.5;
center.z = center.y;
center.y += static_cast<double>(node_location_x) * node_width;
center.z += static_cast<double>(node_location_y) * node_width;
center.x = 1.0;
// Rotate node center according to cube face
/// @TODO Rather than rotating every center, "unrotate" observer position 6 times
center = face_rotations[i] * center;
// Project node center onto unit sphere
double xx = center.x * center.x;
double yy = center.y * center.y;
double zz = center.z * center.z;
center.x *= std::sqrt(std::max(0.0, 1.0 - yy * 0.5 - zz * 0.5 + yy * zz / 3.0));
center.y *= std::sqrt(std::max(0.0, 1.0 - xx * 0.5 - zz * 0.5 + xx * zz / 3.0));
center.z *= std::sqrt(std::max(0.0, 1.0 - xx * 0.5 - yy * 0.5 + xx * yy / 3.0));
// Scale node center by body radius
center *= terrain_body.radius;
center.y -= terrain_body.radius;
//center *= 50.0;
const double horizontal_fov = observer.camera->get_fov();
const double horizontal_resolution = 1920.0;
const double distance = math::length(center - observer_cartesian);
const double geometric_error = static_cast<double>(524288.0 / std::exp2(node_depth));
const double screen_error = screen_space_error(horizontal_fov, horizontal_resolution, distance, geometric_error);
if (screen_error > max_error)
{
//std::cout << screen_error << std::endl;
quadtree.insert(quadtree_type::child(node, 0));
}
}
}
});
});
// Handle meshes and models for each terrain patch
registry.view<component::terrain, component::celestial_body>().each(
[&](entity::id terrain_eid, const auto& terrain_component, const auto& terrain_body)
{
// Retrieve terrain quadsphere
terrain_quadsphere* quadsphere = terrain_quadspheres[terrain_eid];
// Haversine distance to all 6 faces, then recursively to children
// For each terrain quadsphere face
for (int i = 0; i < 6; ++i)
{
terrain_quadsphere_face& quadsphere_face = quadsphere->faces[i];
const quadtree_type& quadtree = quadsphere_face.quadtree;
// For each quadtree node
for (auto node_it = quadtree.unordered_begin(); node_it != quadtree.unordered_end(); ++node_it)
{
quadtree_node_type node = *node_it;
// Look up cached patch for this node
auto patch_it = quadsphere_face.patches.find(node);
// If there is no cached patch instance for this node
if (patch_it == quadsphere_face.patches.end())
{
// Construct a terrain patch
terrain_patch* patch = new terrain_patch();
// Generate a patch mesh
patch->mesh = generate_patch_mesh(i, *node_it, terrain_body.radius, terrain_component.elevation);
//patch->mesh = generate_patch_mesh(i, *node_it, 50.0, terrain_component.elevation);
// Generate a patch model
patch->model = generate_patch_model(*patch->mesh, terrain_component.patch_material);
// Construct patch model instance
patch->model_instance = new scene::model_instance(patch->model);
// Cache the terrain patch
quadsphere_face.patches[node] = patch;
// Add patch model instance to the patch scene collection
if (patch_scene_collection)
patch_scene_collection->add_object(patch->model_instance);
}
}
// For each terrain pach
for (auto patch_it = quadsphere_face.patches.begin(); patch_it != quadsphere_face.patches.end(); ++patch_it)
{
quadtree_node_type node = patch_it->first;
// Set patch model instance active if its node is a leaf node, otherwise deactivate it
bool active = (quadtree.contains(node) && quadtree.is_leaf(node));
patch_it->second->model_instance->set_active(active);
}
}
});
}
@ -181,28 +244,274 @@ void terrain::set_patch_subdivisions(std::uint8_t n)
{
patch_subdivisions = n;
// Rebuid patch base mesh
{
delete patch_base_mesh;
patch_base_mesh = geom::meshes::grid_xy(2.0f, patch_subdivisions, patch_subdivisions);
// Convert quads to triangle fans
for (std::size_t i = 0; i < patch_base_mesh->get_faces().size(); ++i)
{
geom::mesh::face* face = patch_base_mesh->get_faces()[i];
std::size_t edge_count = 1;
for (geom::mesh::edge* edge = face->edge->next; edge != face->edge; edge = edge->next)
++edge_count;
if (edge_count > 3)
{
geom::poke_face(*patch_base_mesh, face->index);
--i;
}
}
}
// Transform patch base mesh coordinates to match the front face of a BCBF cube
const math::quaternion<float> xy_to_zy = math::quaternion<float>::rotate_y(-math::half_pi<float>);
for (geom::mesh::vertex* vertex: patch_base_mesh->get_vertices())
{
vertex->position = xy_to_zy * vertex->position;
vertex->position.x = 1.0f;
}
// Recalculate number of vertices per patch
patch_vertex_count = static_cast<std::size_t>(std::pow(std::exp2(patch_subdivisions) + 1, 2));
patch_vertex_count = patch_base_mesh->get_faces().size() * 3;
// Resize patch vertex data buffer
delete[] patch_vertex_data;
patch_vertex_data = new float[patch_vertex_count * patch_vertex_size];
}
void terrain::set_patch_scene_collection(scene::collection* collection)
{
patch_scene_collection = collection;
}
void terrain::set_max_error(double error)
{
max_error = error;
}
void terrain::on_terrain_construct(entity::registry& registry, entity::id entity_id, component::terrain& component)
{
// Build quad sphere
terrain_quadsphere* quadsphere = new terrain_quadsphere();
terrain_quadspheres[entity_id] = quadsphere;
}
void terrain::on_terrain_destroy(entity::registry& registry, entity::id entity_id)
{
// Destroy quad sphere
// Find terrain quadsphere for the given entity ID
auto quadsphere_it = terrain_quadspheres.find(entity_id);
if (quadsphere_it != terrain_quadspheres.end())
{
terrain_quadsphere* quadsphere = quadsphere_it->second;
// For each terrain quadsphere face
for (int i = 0; i < 6; ++i)
{
terrain_quadsphere_face& quadsphere_face = quadsphere->faces[i];
for (auto patch_it = quadsphere_face.patches.begin(); patch_it != quadsphere_face.patches.end(); ++patch_it)
{
terrain_patch* patch = patch_it->second;
if (patch_scene_collection)
patch_scene_collection->remove_object(patch->model_instance);
delete patch->model_instance;
delete patch->model;
delete patch->mesh;
delete patch;
}
}
// Free terrain quadsphere
delete quadsphere;
}
// Remove terrain quadsphere from the map
terrain_quadspheres.erase(quadsphere_it);
}
geom::mesh* terrain::generate_patch_mesh(std::uint8_t face_index, quadtree_node_type node, double body_radius, const std::function<double(double, double)>& elevation) const
{
// Extract node depth
const quadtree_type::node_type depth = quadtree_type::depth(node);
// Extract node Morton location code and decode location
const quadtree_type::node_type location = quadtree_type::location(node);
quadtree_type::node_type location_x;
quadtree_type::node_type location_y;
geom::morton::decode(location, location_x, location_y);
const double nodes_per_axis = std::exp2(depth);
const double scale_yz = 1.0 / nodes_per_axis;
const double node_width = 2.0 / nodes_per_axis;
// Determine vertex offset according to node location
double offset_y = -(nodes_per_axis * 0.5 * node_width) + node_width * 0.5;
double offset_z = offset_y;
offset_y += static_cast<double>(location_x) * node_width;
offset_z += static_cast<double>(location_y) * node_width;
// Copy base mesh
geom::mesh* patch_mesh = new geom::mesh(*patch_base_mesh);
// Modify patch mesh vertex positions
for (geom::mesh::vertex* v: patch_mesh->get_vertices())
{
double3 position = math::type_cast<double>(v->position);
// Offset and scale vertex position
position.y *= scale_yz;
position.z *= scale_yz;
position.y += offset_y;
position.z += offset_z;
// Rotate according to cube face
position = face_rotations[face_index] * position;
// Project onto unit sphere
//position = math::normalize(position);
// Cartesian Spherical Cube projection (KSC)
/// @see https://catlikecoding.com/unity/tutorials/cube-sphere/
/// @see https://core.ac.uk/download/pdf/228552506.pdf
double xx = position.x * position.x;
double yy = position.y * position.y;
double zz = position.z * position.z;
position.x *= std::sqrt(std::max(0.0, 1.0 - yy * 0.5 - zz * 0.5 + yy * zz / 3.0));
position.y *= std::sqrt(std::max(0.0, 1.0 - xx * 0.5 - zz * 0.5 + xx * zz / 3.0));
position.z *= std::sqrt(std::max(0.0, 1.0 - xx * 0.5 - yy * 0.5 + xx * yy / 3.0));
// Calculate latitude and longitude of vertex position
const double latitude = std::atan2(position.z, std::sqrt(position.x * position.x + position.y * position.y));
const double longitude = std::atan2(position.y, position.x);
// Look up elevation at latitude and longitude and use to calculate radial distance
const double radial_distance = body_radius + elevation(latitude, longitude);
// Scale vertex position by radial distance
position *= radial_distance;
position.y -= body_radius;
v->position = math::type_cast<float>(position);
}
return patch_mesh;
}
void terrain::generate_patch()
model* terrain::generate_patch_model(const geom::mesh& patch_mesh, material* patch_material) const
{
// Barycentric coordinates
static const float3 barycentric[3] =
{
{1, 0, 0},
{0, 1, 0},
{0, 0, 1}
};
// Fill vertex data buffer
float* v = patch_vertex_data;
for (const geom::mesh::face* face: patch_mesh.get_faces())
{
const geom::mesh::vertex* a = face->edge->vertex;
const geom::mesh::vertex* b = face->edge->next->vertex;
const geom::mesh::vertex* c = face->edge->previous->vertex;
const geom::mesh::vertex* face_vertices[] = {a, b, c};
// Calculate facted normal
float3 normal = math::normalize(math::cross(b->position - a->position, c->position - a->position));
for (std::size_t i = 0; i < 3; ++i)
{
const geom::mesh::vertex* vertex = face_vertices[i];
// Vertex position
const float3& position = vertex->position;
*(v++) = position.x;
*(v++) = position.y;
*(v++) = position.z;
// Vertex UV coordinates (latitude, longitude)
const float latitude = std::atan2(position.z, std::sqrt(position.x * position.x + position.y * position.y));
const float longitude = std::atan2(position.y, position.x);
*(v++) = latitude;
*(v++) = longitude;
// Vertex normal
*(v++) = normal.x;
*(v++) = normal.y;
*(v++) = normal.z;
/// @TODO Vertex tangent
*(v++) = 0.0f;
*(v++) = 0.0f;
*(v++) = 0.0f;
*(v++) = 0.0f;
// Vertex barycentric coordinates
*(v++) = barycentric[i].x;
*(v++) = barycentric[i].y;
*(v++) = barycentric[i].z;
// Vertex morph target (LOD transition)
*(v++) = 0.0f;
*(v++) = 0.0f;
*(v++) = 0.0f;
}
}
// Get triangle count of patch mesh
std::size_t patch_triangle_count = patch_mesh.get_faces().size();
// Allocate patch model
model* patch_model = new model();
// Resize model VBO and upload vertex data
gl::vertex_buffer* vbo = patch_model->get_vertex_buffer();
vbo->resize(patch_triangle_count * 3 * patch_vertex_stride, patch_vertex_data);
// Bind vertex attributes to model VAO
gl::vertex_array* vao = patch_model->get_vertex_array();
std::size_t offset = 0;
vao->bind_attribute(VERTEX_POSITION_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, patch_vertex_stride, 0);
offset += 3;
vao->bind_attribute(VERTEX_TEXCOORD_LOCATION, *vbo, 2, gl::vertex_attribute_type::float_32, patch_vertex_stride, sizeof(float) * offset);
offset += 2;
vao->bind_attribute(VERTEX_NORMAL_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, patch_vertex_stride, sizeof(float) * offset);
offset += 3;
vao->bind_attribute(VERTEX_TANGENT_LOCATION, *vbo, 4, gl::vertex_attribute_type::float_32, patch_vertex_stride, sizeof(float) * offset);
offset += 4;
vao->bind_attribute(VERTEX_BARYCENTRIC_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, patch_vertex_stride, sizeof(float) * offset);
offset += 3;
vao->bind_attribute(VERTEX_TARGET_LOCATION, *vbo, 3, gl::vertex_attribute_type::float_32, patch_vertex_stride, sizeof(float) * offset);
offset += 3;
// Create model group
model_group* patch_model_group = patch_model->add_group("terrain");
patch_model_group->set_material(patch_material);
patch_model_group->set_drawing_mode(gl::drawing_mode::triangles);
patch_model_group->set_start_index(0);
patch_model_group->set_index_count(patch_triangle_count * 3);
// Calculate model bounds
geom::aabb<float> bounds = geom::calculate_bounds(patch_mesh);
patch_model->set_bounds(bounds);
return patch_model;
}
double terrain::screen_space_error(double horizontal_fov, double horizontal_resolution, double distance, double geometric_error)
{
// Calculate view frustum width at given distance
const double frustum_width = 2.0 * distance * std::tan(horizontal_fov * 0.5);
return (geometric_error * horizontal_resolution) / frustum_width;
}
} // namespace system

+ 79
- 2
src/entity/systems/terrain.hpp View File

@ -23,10 +23,22 @@
#include "entity/systems/updatable.hpp"
#include "entity/components/terrain.hpp"
#include "entity/id.hpp"
#include "math/quaternion-type.hpp"
#include "geom/quadtree.hpp"
#include "geom/mesh.hpp"
#include "utility/fundamental-types.hpp"
#include "renderer/model.hpp"
#include "renderer/material.hpp"
#include "scene/model-instance.hpp"
#include "scene/collection.hpp"
#include <unordered_map>
namespace entity {
namespace system {
/**
* Generates and manages terrain with LOD based on distance to observers.
*/
class terrain: public updatable
{
public:
@ -36,22 +48,87 @@ public:
virtual void update(double t, double dt);
/**
* Sets the number of subdivisions for a patch.
* Sets the number of subdivisions for a patch. Zero subdivisions results in a single quad, one subdivison results in four quads, etc.
*
* @param n Number of subdivisions.
*/
void set_patch_subdivisions(std::uint8_t n);
/**
* Sets the scene collection into which terrain patch model instances will be inserted.
*/
void set_patch_scene_collection(scene::collection* collection);
/**
* Sets the maximum tolerable screen-space error.
*
* If the screen-space error of a terrain patch exceeds the maximum tolerable value, it will be subdivided.
*
* @param error Maximum tolerable screen-space error.
*/
void set_max_error(double error);
private:
typedef geom::quadtree64 quadtree_type;
typedef quadtree_type::node_type quadtree_node_type;
struct terrain_patch
{
geom::mesh* mesh;
model* model;
scene::model_instance* model_instance;
float error;
float morph;
};
/// Single face of a terrain quadsphere
struct terrain_quadsphere_face
{
/// Quadtree describing level of detail
quadtree_type quadtree;
/// Map linking quadtree nodes to terrain patches
std::unordered_map<quadtree_node_type, terrain_patch*> patches;
};
/// A terrain quadsphere with six faces.
struct terrain_quadsphere
{
/// Array of six terrain quadsphere faces, in the order of +x, -x, +y, -y, +z, -z.
terrain_quadsphere_face faces[6];
};
static double screen_space_error(double horizontal_fov, double horizontal_resolution, double distance, double geometric_error);
void on_terrain_construct(entity::registry& registry, entity::id entity_id, entity::component::terrain& component);
void on_terrain_destroy(entity::registry& registry, entity::id entity_id);
void generate_patch();
/**
* Generates a mesh for a terrain patch given the patch's quadtree node
*/
geom::mesh* generate_patch_mesh(std::uint8_t face_index, quadtree_node_type node, double body_radius, const std::function<double(double, double)>& elevation) const;
/**
* Generates a model for a terrain patch given the patch's mesh.
*/
model* generate_patch_model(const geom::mesh& patch_mesh, material* patch_material) const;
/// @TODO horizon culling
std::uint8_t patch_subdivisions;
std::size_t patch_vertex_size;
std::size_t patch_vertex_stride;
std::size_t patch_vertex_count;
float* patch_vertex_data;
math::quaternion<double> face_rotations[6];
geom::mesh* patch_base_mesh;
scene::collection* patch_scene_collection;
double max_error;
std::unordered_map<entity::id, terrain_quadsphere*> terrain_quadspheres;
};
} // namespace system

+ 3
- 1
src/game/bootloader.cpp View File

@ -794,7 +794,9 @@ void setup_systems(game_context* ctx)
// Setup terrain system
ctx->terrain_system = new entity::system::terrain(*ctx->entity_registry);
ctx->terrain_system->set_patch_subdivisions(4);
ctx->terrain_system->set_patch_subdivisions(30);
ctx->terrain_system->set_patch_scene_collection(ctx->overworld_scene);
ctx->terrain_system->set_max_error(200.0);
// Setup vegetation system
//ctx->vegetation_system = new entity::system::vegetation(*ctx->entity_registry);

+ 10
- 4
src/game/states/play-state.cpp View File

@ -65,6 +65,7 @@
#include "utility/fundamental-types.hpp"
#include "utility/bit-math.hpp"
#include "genetics/genetics.hpp"
#include "math/random.hpp"
#include <iostream>
#include <bitset>
#include <ctime>
@ -144,8 +145,11 @@ void play_state_enter(game_context* ctx)
entity::component::terrain terrain;
terrain.elevation = [](double, double) -> double
{
//return math::random<double>(0.0, 1.0);
return 0.0;
};
terrain.max_lod = 18;
terrain.patch_material = resource_manager->load<material>("desert-terrain.mtl");
entity::component::atmosphere atmosphere;
atmosphere.exosphere_altitude = 65e3;
@ -172,9 +176,10 @@ void play_state_enter(game_context* ctx)
{
entity::component::observer observer;
observer.reference_body_eid = earth_entity;
observer.altitude = 0.0;
observer.elevation = 0.0;
observer.latitude = 0.0;
observer.longitude = 0.0;
observer.camera = ctx->overworld_camera;
entity_registry.assign<entity::component::observer>(observer_eid, observer);
}
@ -268,8 +273,8 @@ void play_state_enter(game_context* ctx)
//ctx->tool_system->set_active_tool(ctx->brush_entity);
// Create ant-hill
auto ant_hill_entity = ant_hill_archetype->create(entity_registry);
entity::command::place(entity_registry, ant_hill_entity, earth_entity, 0.0, 0.0, 0.0);
//auto ant_hill_entity = ant_hill_archetype->create(entity_registry);
//entity::command::place(entity_registry, ant_hill_entity, earth_entity, 0.0, 0.0, 0.0);
// Create color checker
/*
@ -283,6 +288,7 @@ void play_state_enter(game_context* ctx)
// Setup camera focal point
entity::component::transform focal_point_transform;
focal_point_transform.local = math::identity_transform<float>;
//focal_point_transform.local.translation = {0, 6.3781e6, 0};
focal_point_transform.warp = true;
entity::component::camera_follow focal_point_follow;
entity::component::snap focal_point_snap;
@ -292,7 +298,7 @@ void play_state_enter(game_context* ctx)
focal_point_snap.autoremove = false;
entity_registry.assign_or_replace<entity::component::transform>(ctx->focal_point_entity, focal_point_transform);
entity_registry.assign_or_replace<entity::component::camera_follow>(ctx->focal_point_entity, focal_point_follow);
entity_registry.assign_or_replace<entity::component::snap>(ctx->focal_point_entity, focal_point_snap);
//entity_registry.assign_or_replace<entity::component::snap>(ctx->focal_point_entity, focal_point_snap);
// Setup camera
ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});

+ 50
- 0
src/geom/mesh-functions.cpp View File

@ -184,4 +184,54 @@ aabb calculate_bounds(const mesh& mesh)
return aabb<float>{bounds_min, bounds_max};
}
mesh::vertex* poke_face(mesh& mesh, std::size_t index)
{
mesh::face* face = mesh.get_faces()[index];
// Collect face edges and sum edge vertex positions
std::vector<mesh::edge*> edges = {face->edge};
float3 sum_positions = face->edge->vertex->position;
for (mesh::edge* edge = face->edge->next; edge != face->edge; edge = edge->next)
{
edges.push_back(edge);
sum_positions += edge->vertex->position;
}
if (edges.size() > 2)
{
// Remove face
mesh.remove_face(face);
// Add vertex in center
mesh::vertex* center = mesh.add_vertex(sum_positions / static_cast<float>(edges.size()));
// Create first triangle
geom::mesh::edge* ab = edges[0];
geom::mesh::edge* bc = mesh.add_edge(ab->next->vertex, center);
geom::mesh::edge* ca = mesh.add_edge(center, ab->vertex);
mesh.add_face({ab, bc, ca});
// Save first triangle CA edge
geom::mesh::edge* first_triangle_ca = ca;
// Create remaining triangles
for (std::size_t i = 1; i < edges.size(); ++i)
{
ab = edges[i];
ca = bc->symmetric;
if (i == edges.size() - 1)
bc = first_triangle_ca->symmetric;
else
bc = mesh.add_edge(ab->next->vertex, center);
mesh.add_face({ab, bc, ca});
}
return center;
}
return nullptr;
}
} // namespace geom

+ 9
- 0
src/geom/mesh-functions.hpp View File

@ -61,6 +61,15 @@ void calculate_vertex_tangents(float4* tangents, const float2* texcoords, const
*/
aabb<float> calculate_bounds(const mesh& mesh);
/**
* Triangulates a face by adding a new vertex in the center, then creating triangles between the edges of the original face and the new vertex.
*
* @param mesh Mesh containing the face to poke.
* @param index Index of the face to poke.
* @return Pointer to the newly-created vertex in the center of the face, or `nullptr` if the face could not be poked.
*/
mesh::vertex* poke_face(mesh& mesh, std::size_t index);
} // namespace geom
#endif // ANTKEEPER_GEOM_MESH_FUNCTIONS_HPP

+ 104
- 6
src/geom/mesh.cpp View File

@ -22,13 +22,109 @@
namespace geom {
mesh::mesh(const mesh& other)
{
*this = other;
}
mesh::~mesh()
{
clear();
}
mesh& mesh::operator=(const mesh& other)
{
// Clear the mesh
clear();
// Resize vertices, edges, and faces
vertices.resize(other.vertices.size());
edges.resize(other.edges.size());
faces.resize(other.faces.size());
// Allocate vertices
for (std::size_t i = 0; i < vertices.size(); ++i)
vertices[i] = new vertex();
// Allocate edges
for (std::size_t i = 0; i < edges.size(); ++i)
{
edges[i] = new edge();
edges[i]->symmetric = new edge();
edges[i]->symmetric->symmetric = edges[i];
}
// Allocate faces
for (std::size_t i = 0; i < faces.size(); ++i)
faces[i] = new face();
// Copy vertices
for (std::size_t i = 0; i < vertices.size(); ++i)
{
vertex* va = vertices[i];
const vertex* vb = other.vertices[i];
va->index = vb->index;
va->position = vb->position;
va->edge = nullptr;
if (vb->edge)
{
va->edge = edges[vb->edge->index];
if (vb->edge != other.edges[vb->edge->index])
va->edge = va->edge->symmetric;
}
}
// Copy edges
for (std::size_t i = 0; i < edges.size(); ++i)
{
edge* ea = edges[i];
const edge* eb = other.edges[i];
for (std::size_t j = 0; j < 2; ++j)
{
ea->index = eb->index;
ea->vertex = vertices[eb->vertex->index];
ea->face = nullptr;
if (eb->face)
ea->face = faces[eb->face->index];
ea->previous = edges[eb->previous->index];
if (eb->previous != other.edges[eb->previous->index])
ea->previous = ea->previous->symmetric;
ea->next = edges[eb->next->index];
if (eb->next != other.edges[eb->next->index])
ea->next = ea->next->symmetric;
ea = ea->symmetric;
eb = eb->symmetric;
}
}
// Copy faces
for (std::size_t i = 0; i < faces.size(); ++i)
{
face* fa = faces[i];
const face* fb = other.faces[i];
fa->index = fb->index;
fa->edge = edges[fb->edge->index];
if (fb->edge != other.edges[fb->edge->index])
fa->edge = fa->edge->symmetric;
}
return *this;
}
void mesh::clear()
{
// Deallocate vertices
for (mesh::vertex* vertex: vertices)
{
delete vertex;
}
// Deallocate edges
for (mesh::edge* edge: edges)
@ -39,9 +135,11 @@ mesh::~mesh()
// Deallocate faces
for (mesh::face* face: faces)
{
delete face;
}
vertices.clear();
edges.clear();
faces.clear();
}
mesh::vertex* mesh::add_vertex(const float3& position)
@ -120,13 +218,13 @@ mesh::face* mesh::add_face(const loop& loop)
{
mesh::edge* current = loop[i];
mesh::edge* next = loop[(i + 1) % loop.size()];
if (current->symmetric->vertex != next->vertex)
{
// Disconnected edge loop
throw std::runtime_error("Disconnected edge loop");
}
if (current->face)
{
// This edge already has a face

+ 15
- 1
src/geom/mesh.hpp View File

@ -39,14 +39,23 @@ public:
typedef std::vector<edge*> loop;
/**
* Creates a mesh.
* Constructs a mesh.
*/
mesh() = default;
/// Copy-constructs a mesh.
mesh(const mesh& other);
/**
* Destroys a mesh.
*/
~mesh();
/// Copies another mesh into this mesh.
mesh& operator=(const mesh& other);
/// Removes all vertices, edges, and faces from the mesh.
void clear();
/**
* Adds a vertex to the mesh. This vertex initially has a null edge.
@ -70,6 +79,11 @@ public:
*
* @param loop List of edges which form the face.
* @return Pointer to the added face.
*
* @exception std::runtime_error Empty edge loop.
* @exception std::runtime_error Disconnected edge loop.
* @exception std::runtime_error Non-manifold mesh 1.
* @exception std::runtime_error Non-manifold mesh 2.
*/
mesh::face* add_face(const loop& loop);

src/cart/relief-map.cpp → src/geom/meshes/grid.cpp View File

@ -17,42 +17,40 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "relief-map.hpp"
#include "geom/meshes/grid.hpp"
#include <array>
#include <cmath>
#include <map>
namespace cart
{
namespace geom {
namespace meshes {
geom::mesh* map_elevation(const std::function<float(float, float)>& function, float scale, std::size_t subdivisions)
geom::mesh* grid_xy(float length, std::size_t subdivisions_x, std::size_t subdivisions_y)
{
// Allocate terrain mesh
// Allocate new mesh
geom::mesh* mesh = new geom::mesh();
// Determine vertex count and placement
std::size_t columns = static_cast<std::size_t>(std::pow(2, subdivisions));
std::size_t rows = columns;
float uv_scale = 1.0f / static_cast<float>(columns);
//std::size_t vertex_count = (columns + 1) * (rows + 1);
std::size_t columns = subdivisions_x + 1;
std::size_t rows = subdivisions_y + 1;
float column_length = length / static_cast<float>(columns);
float row_length = length / static_cast<float>(rows);
// Generate mesh vertices
float3 position;
float2 uv;
position.z = 0.0f;
position.y = -length * 0.5f;
for (std::size_t i = 0; i <= rows; ++i)
{
uv.y = static_cast<float>(i) * uv_scale;
position.z = (uv.y - 0.5f) * scale;
position.x = -length * 0.5f;
for (std::size_t j = 0; j <= columns; ++j)
{
uv.x = static_cast<float>(j) * uv_scale;
position.x = (uv.x - 0.5f) * scale;
position.y = function(uv.x, uv.y);
mesh->add_vertex(position);
position.x += column_length;
}
position.y += row_length;
}
// Function to eliminate duplicate edges
@ -84,47 +82,21 @@ geom::mesh* map_elevation(const std::function& function, fl
geom::mesh::vertex* b = vertices[(i + 1) * (columns + 1) + j];
geom::mesh::vertex* c = vertices[i * (columns + 1) + j + 1];
geom::mesh::vertex* d = vertices[(i + 1) * (columns + 1) + j + 1];
// +---+---+
// | \ | / |
// |---+---|
// | / | \ |
// +---+---+
if ((j % 2) == (i % 2))
{
geom::mesh::edge* ab = add_or_find_edge(a, b);
geom::mesh::edge* bd = add_or_find_edge(b, d);
geom::mesh::edge* da = add_or_find_edge(d, a);
geom::mesh::edge* ca = add_or_find_edge(c, a);
geom::mesh::edge* ad = da->symmetric;
geom::mesh::edge* dc = add_or_find_edge(d, c);
// a---c
// | \ |
// b---d
mesh->add_face({ab, bd, da});
mesh->add_face({ca, ad, dc});
}
else
{
geom::mesh::edge* ab = add_or_find_edge(a, b);
geom::mesh::edge* bc = add_or_find_edge(b, c);
geom::mesh::edge* ca = add_or_find_edge(c, a);
geom::mesh::edge* cb = bc->symmetric;
geom::mesh::edge* bd = add_or_find_edge(b, d);
geom::mesh::edge* dc = add_or_find_edge(d, c);
// a---c
// | / |
// b---d
mesh->add_face({ab, bc, ca});
mesh->add_face({cb, bd, dc});
}
// a---c
// | |
// b---d
geom::mesh::edge* ab = add_or_find_edge(a, b);
geom::mesh::edge* bd = add_or_find_edge(b, d);
geom::mesh::edge* dc = add_or_find_edge(d, c);
geom::mesh::edge* ca = add_or_find_edge(c, a);
mesh->add_face({ab, bd, dc, ca});
}
}
return mesh;
}
} // namespace cart
} // namespace meshes
} // namespace geom

src/cart/relief-map.hpp → src/geom/meshes/grid.hpp View File

@ -17,23 +17,25 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_RELIEF_MAP_HPP
#define ANTKEEPER_RELIEF_MAP_HPP
#ifndef ANTKEEPER_GEOM_MESHES_GRID_HPP
#define ANTKEEPER_GEOM_MESHES_GRID_HPP
#include "geom/mesh.hpp"
#include <functional>
namespace cart
{
namespace geom {
namespace meshes {
/**
* Generates a relief map mesh given an elevation function.
* Generates a grid mesh on the XY plane.
*
* @param function Function which returns an elevation given UV coordinates on a unit plane.
* @param subdivisions Number of lines of longitude. Minimum value is 3.
* @param length Side length of the grid.
* @param subdivisions_x Number of subdivisions on the x-axis.
* @param subdivisions_y Number of subdivisions on the y-axis.
* @return Grid mesh on the XY plane.
*/
geom::mesh* map_elevation(const std::function<float(float, float)>& function, float scale, std::size_t subdivisions);
geom::mesh* grid_xy(float length, std::size_t subdivisions_x, std::size_t subdivisions_y);
} // namespace cart
} // namespace meshes
} // namespace geom
#endif // ANTKEEPER_RELIEF_MAP_HPP
#endif // ANTKEEPER_GEOM_MESHES_GRID_HPP

+ 3
- 0
src/renderer/vertex-attributes.hpp View File

@ -44,5 +44,8 @@
/// Vertex barycentric coordinates (vec3)
#define VERTEX_BARYCENTRIC_LOCATION 7
/// Vertex morph target (vec3)
#define VERTEX_TARGET_LOCATION 8
#endif // ANTKEEPER_VERTEX_ATTRIBUTES_HPP

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