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:
parent
4ed79207a6
commit
0a77bd1fd7
2 changed files with 353 additions and 0 deletions
344
src/AcDream.App/Rendering/TerrainModernRenderer.cs
Normal file
344
src/AcDream.App/Rendering/TerrainModernRenderer.cs
Normal file
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -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>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue