phase(N.5b) Task 6: TerrainModernRenderer

The new terrain dispatcher. Single global VBO/EBO with a slot
allocator (one slot per landblock, 384 verts × 40 bytes per slot).
Per-frame: build DEIC array from visible slots, upload, dispatch
via glMultiDrawElementsIndirect. Atlas textures bound via bindless
handles set per-frame as sampler uniforms.

Total ~6-8 GL calls per frame for terrain regardless of visible
landblock count (vs today's per-LB binds at radius=2 → ~25 calls,
radius=5 → ~121 calls).

API mirrors TerrainChunkRenderer so GameWindow integration in T8 is
a drop-in field+ctor swap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-09 09:05:28 +02:00
parent 4ed79207a6
commit 0a77bd1fd7
2 changed files with 353 additions and 0 deletions

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@ -0,0 +1,344 @@
using System.Numerics;
using AcDream.App.Rendering.Wb;
using AcDream.Core.Terrain;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
/// <summary>
/// Phase N.5b modern terrain dispatcher. Single global VBO/EBO with a slot
/// allocator (one slot per landblock, 384 verts × 40 bytes = 15,360 bytes
/// per slot). Per-frame: build a DrawElementsIndirectCommand array from
/// visible slots, upload, dispatch via glMultiDrawElementsIndirect. Atlas
/// textures bound via bindless handles set per-frame as sampler uniforms.
///
/// Total ~6-8 GL calls per frame for terrain regardless of visible
/// landblock count.
/// </summary>
public sealed unsafe class TerrainModernRenderer : IDisposable
{
private const int VertsPerLandblock = LandblockMesh.VerticesPerLandblock; // 384
private const int IndicesPerLandblock = VertsPerLandblock;
private const int VertexSize = 40; // sizeof(TerrainVertex)
private const int IndexSize = sizeof(uint);
private const float LandblockSize = LandblockMesh.LandblockSize; // 192
private readonly GL _gl;
private readonly BindlessSupport _bindless;
private readonly Shader _shader;
private readonly TerrainAtlas _atlas;
private readonly TerrainSlotAllocator _alloc;
// Per-slot live data (index by slot integer; null entries are unused slots).
private SlotData?[] _slots;
// Reverse map: landblockId -> slot, for RemoveLandblock and replacement.
private readonly Dictionary<uint, int> _idToSlot = new();
// GPU buffers.
private uint _globalVao;
private uint _globalVbo;
private uint _globalEbo;
private uint _indirectBuffer;
private int _indirectCapacity;
// Cached sampler-uniform locations (matrix uniforms are set by name via Shader.SetMatrix4).
private int _uTerrainLoc;
private int _uAlphaLoc;
// Reusable per-frame buffers.
private readonly List<int> _visibleSlots = new();
private DrawElementsIndirectCommand[] _deicScratch = Array.Empty<DrawElementsIndirectCommand>();
// Diag.
public int LoadedSlots => _alloc.LoadedCount;
public int VisibleSlots => _visibleSlots.Count;
public int CapacitySlots => _alloc.Capacity;
public TerrainModernRenderer(
GL gl,
BindlessSupport bindless,
Shader shader,
TerrainAtlas atlas,
int initialSlotCapacity = 64)
{
_gl = gl;
_bindless = bindless;
_shader = shader;
_atlas = atlas;
_alloc = new TerrainSlotAllocator(initialSlotCapacity);
_slots = new SlotData?[initialSlotCapacity];
_uTerrainLoc = _gl.GetUniformLocation(_shader.Program, "uTerrain");
_uAlphaLoc = _gl.GetUniformLocation(_shader.Program, "uAlpha");
_globalVao = _gl.GenVertexArray();
_globalVbo = _gl.GenBuffer();
_globalEbo = _gl.GenBuffer();
AllocateGpuBuffers(initialSlotCapacity);
ConfigureVao();
_indirectBuffer = _gl.GenBuffer();
}
public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
{
ArgumentNullException.ThrowIfNull(meshData);
if (meshData.Vertices.Length != VertsPerLandblock)
throw new ArgumentException(
$"Expected {VertsPerLandblock} vertices, got {meshData.Vertices.Length}",
nameof(meshData));
if (_idToSlot.ContainsKey(landblockId))
RemoveLandblock(landblockId);
int slot = _alloc.Allocate(out var needsGrow);
if (needsGrow)
{
int newCap = Math.Max(_alloc.Capacity * 2, slot + 1);
EnsureCapacity(newCap);
}
// Bake worldOrigin into vertex positions; capture min/max Z for AABB.
var bakedVerts = new TerrainVertex[VertsPerLandblock];
float zMin = float.MaxValue, zMax = float.MinValue;
for (int i = 0; i < VertsPerLandblock; i++)
{
var v = meshData.Vertices[i];
var worldPos = v.Position + worldOrigin;
bakedVerts[i] = new TerrainVertex(worldPos, v.Normal, v.Data0, v.Data1, v.Data2, v.Data3);
if (worldPos.Z < zMin) zMin = worldPos.Z;
if (worldPos.Z > zMax) zMax = worldPos.Z;
}
if (zMin == float.MaxValue) { zMin = 0f; zMax = 0f; }
// Bake baseVertex into indices on the CPU side (driver-portable pattern).
uint baseVertex = (uint)(slot * VertsPerLandblock);
var bakedIndices = new uint[IndicesPerLandblock];
for (int i = 0; i < IndicesPerLandblock; i++)
bakedIndices[i] = meshData.Indices[i] + baseVertex;
// glBufferSubData into the slot's VBO + EBO regions.
nint vboByteOffset = (nint)(slot * VertsPerLandblock * VertexSize);
nint eboByteOffset = (nint)(slot * IndicesPerLandblock * IndexSize);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _globalVbo);
fixed (TerrainVertex* p = bakedVerts)
{
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, vboByteOffset,
(nuint)(VertsPerLandblock * VertexSize), p);
}
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _globalEbo);
fixed (uint* p = bakedIndices)
{
_gl.BufferSubData(BufferTargetARB.ElementArrayBuffer, eboByteOffset,
(nuint)(IndicesPerLandblock * IndexSize), p);
}
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
_slots[slot] = new SlotData
{
LandblockId = landblockId,
WorldOrigin = worldOrigin,
FirstIndex = (uint)(slot * IndicesPerLandblock),
IndexCount = IndicesPerLandblock,
AabbMin = new Vector3(worldOrigin.X, worldOrigin.Y, zMin),
AabbMax = new Vector3(worldOrigin.X + LandblockSize, worldOrigin.Y + LandblockSize, zMax),
};
_idToSlot[landblockId] = slot;
}
public void RemoveLandblock(uint landblockId)
{
if (!_idToSlot.TryGetValue(landblockId, out var slot))
return;
_idToSlot.Remove(landblockId);
_slots[slot] = null;
_alloc.Free(slot);
// No GPU clear: the per-frame DEIC array won't reference this slot.
}
public void Draw(ICamera camera, FrustumPlanes? frustum = null, uint? neverCullLandblockId = null)
{
if (_alloc.LoadedCount == 0) return;
// Build visible slot list with per-slot frustum cull.
_visibleSlots.Clear();
for (int slot = 0; slot < _slots.Length; slot++)
{
var data = _slots[slot];
if (data is null) continue;
if (frustum is not null && data.LandblockId != neverCullLandblockId)
{
if (!FrustumCuller.IsAabbVisible(frustum.Value, data.AabbMin, data.AabbMax))
continue;
}
_visibleSlots.Add(slot);
}
if (_visibleSlots.Count == 0) return;
// Build DEIC array.
if (_deicScratch.Length < _visibleSlots.Count)
_deicScratch = new DrawElementsIndirectCommand[Math.Max(_visibleSlots.Count, 64)];
for (int i = 0; i < _visibleSlots.Count; i++)
{
var data = _slots[_visibleSlots[i]]!;
_deicScratch[i] = new DrawElementsIndirectCommand
{
Count = (uint)data.IndexCount,
InstanceCount = 1u,
FirstIndex = data.FirstIndex,
BaseVertex = 0, // baked into indices on upload
BaseInstance = 0,
};
}
// Grow indirect buffer if needed.
if (_visibleSlots.Count > _indirectCapacity)
{
_indirectCapacity = Math.Max(64, _visibleSlots.Count * 2);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _indirectBuffer);
_gl.BufferData(GLEnum.DrawIndirectBuffer,
(nuint)(_indirectCapacity * sizeof(DrawElementsIndirectCommand)),
null, GLEnum.DynamicDraw);
}
else
{
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, _indirectBuffer);
}
// Upload DEIC array.
fixed (DrawElementsIndirectCommand* p = _deicScratch)
{
_gl.BufferSubData(GLEnum.DrawIndirectBuffer, 0,
(nuint)(_visibleSlots.Count * sizeof(DrawElementsIndirectCommand)), p);
}
// Bind shader + uniforms + atlas handles.
_shader.Use();
_shader.SetMatrix4("uView", camera.View);
_shader.SetMatrix4("uProjection", camera.Projection);
var (terrainHandle, alphaHandle) = _atlas.GetBindlessHandles();
_bindless.SetSamplerHandleUniform(_shader.Program, _uTerrainLoc, terrainHandle);
_bindless.SetSamplerHandleUniform(_shader.Program, _uAlphaLoc, alphaHandle);
_gl.BindVertexArray(_globalVao);
_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
_gl.MultiDrawElementsIndirect(
PrimitiveType.Triangles, DrawElementsType.UnsignedInt,
(void*)0,
(uint)_visibleSlots.Count,
(uint)sizeof(DrawElementsIndirectCommand));
_gl.BindVertexArray(0);
_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
}
public void Dispose()
{
_gl.DeleteVertexArray(_globalVao);
_gl.DeleteBuffer(_globalVbo);
_gl.DeleteBuffer(_globalEbo);
_gl.DeleteBuffer(_indirectBuffer);
}
// ----------------------------------------------------------------
// Private helpers
// ----------------------------------------------------------------
private void AllocateGpuBuffers(int capacitySlots)
{
nuint vboBytes = (nuint)(capacitySlots * VertsPerLandblock * VertexSize);
nuint eboBytes = (nuint)(capacitySlots * IndicesPerLandblock * IndexSize);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _globalVbo);
_gl.BufferData(BufferTargetARB.ArrayBuffer, vboBytes, null, BufferUsageARB.DynamicDraw);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _globalEbo);
_gl.BufferData(BufferTargetARB.ElementArrayBuffer, eboBytes, null, BufferUsageARB.DynamicDraw);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
}
private void ConfigureVao()
{
_gl.BindVertexArray(_globalVao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _globalVbo);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _globalEbo);
uint stride = (uint)VertexSize;
// location 0: Position
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
// location 1: Normal
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
// locations 2-5: Data0..Data3 (uvec4 byte attributes)
nint dataOffset = 6 * sizeof(float);
_gl.EnableVertexAttribArray(2);
_gl.VertexAttribIPointer(2, 4, VertexAttribIType.UnsignedByte, stride, (void*)dataOffset);
_gl.EnableVertexAttribArray(3);
_gl.VertexAttribIPointer(3, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 4));
_gl.EnableVertexAttribArray(4);
_gl.VertexAttribIPointer(4, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 8));
_gl.EnableVertexAttribArray(5);
_gl.VertexAttribIPointer(5, 4, VertexAttribIType.UnsignedByte, stride, (void*)(dataOffset + 12));
_gl.BindVertexArray(0);
}
private void EnsureCapacity(int newCapacity)
{
if (newCapacity <= _alloc.Capacity) return;
// Allocate new VBO + EBO at new size; copy old contents; swap; recreate VAO.
uint newVbo = _gl.GenBuffer();
uint newEbo = _gl.GenBuffer();
nuint newVboBytes = (nuint)(newCapacity * VertsPerLandblock * VertexSize);
nuint newEboBytes = (nuint)(newCapacity * IndicesPerLandblock * IndexSize);
nuint oldVboBytes = (nuint)(_alloc.Capacity * VertsPerLandblock * VertexSize);
nuint oldEboBytes = (nuint)(_alloc.Capacity * IndicesPerLandblock * IndexSize);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, newVbo);
_gl.BufferData(BufferTargetARB.ArrayBuffer, newVboBytes, null, BufferUsageARB.DynamicDraw);
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalVbo);
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newVbo);
_gl.CopyBufferSubData(CopyBufferSubDataTarget.CopyReadBuffer, CopyBufferSubDataTarget.CopyWriteBuffer,
0, 0, oldVboBytes);
_gl.DeleteBuffer(_globalVbo);
_globalVbo = newVbo;
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, newEbo);
_gl.BufferData(BufferTargetARB.ElementArrayBuffer, newEboBytes, null, BufferUsageARB.DynamicDraw);
_gl.BindBuffer(BufferTargetARB.CopyReadBuffer, _globalEbo);
_gl.BindBuffer(BufferTargetARB.CopyWriteBuffer, newEbo);
_gl.CopyBufferSubData(CopyBufferSubDataTarget.CopyReadBuffer, CopyBufferSubDataTarget.CopyWriteBuffer,
0, 0, oldEboBytes);
_gl.DeleteBuffer(_globalEbo);
_globalEbo = newEbo;
// Recreate VAO with new buffer bindings.
_gl.DeleteVertexArray(_globalVao);
_globalVao = _gl.GenVertexArray();
ConfigureVao();
// Grow slot tracking array.
Array.Resize(ref _slots, newCapacity);
_alloc.GrowTo(newCapacity);
}
private sealed class SlotData
{
public uint LandblockId;
public Vector3 WorldOrigin;
public uint FirstIndex;
public int IndexCount;
public Vector3 AabbMin;
public Vector3 AabbMax;
}
}

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@ -45,6 +45,15 @@ public sealed class BindlessSupport
_ext.MakeTextureHandleNonResident(handle);
}
/// <summary>
/// Set a sampler-typed uniform from a 64-bit bindless handle. Uses
/// glProgramUniformHandleARB so it doesn't require the program to be bound.
/// </summary>
public void SetSamplerHandleUniform(uint program, int location, ulong handle)
{
_ext.ProgramUniformHandle(program, location, handle);
}
/// <summary>Detect <c>GL_ARB_shader_draw_parameters</c> in addition to bindless.
/// N.5's vertex shader uses <c>gl_BaseInstanceARB</c> and <c>gl_DrawIDARB</c>
/// from this extension.</summary>