feat(core): add Vertex.TerrainLayer + LandblockMesh layer map
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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7 changed files with 64 additions and 29 deletions
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@ -133,7 +133,7 @@ public sealed class GameWindow : IDisposable
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if (heightTable is null || heightTable.Length < 256)
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throw new InvalidOperationException("Region.LandDefs.LandHeightTable missing or truncated");
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var meshData = LandblockMesh.Build(block, heightTable);
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var meshData = LandblockMesh.Build(block, heightTable, new Dictionary<uint, uint>());
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_terrain = new TerrainRenderer(_gl, meshData, _shader);
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_textureCache = new TextureCache(_gl, _dats);
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@ -58,6 +58,8 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
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_gl.EnableVertexAttribArray(2);
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_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
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_gl.EnableVertexAttribArray(3);
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_gl.VertexAttribIPointer(3, 1, VertexAttribIType.UnsignedInt, stride, (void*)(8 * sizeof(float)));
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_gl.BindVertexArray(0);
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@ -41,6 +41,8 @@ public sealed unsafe class TerrainRenderer : IDisposable
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_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
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_gl.EnableVertexAttribArray(2);
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_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, stride, (void*)(6 * sizeof(float)));
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_gl.EnableVertexAttribArray(3);
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_gl.VertexAttribIPointer(3, 1, VertexAttribIType.UnsignedInt, stride, (void*)(8 * sizeof(float)));
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_gl.BindVertexArray(0);
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}
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@ -55,7 +55,7 @@ public static class GfxObjMesh
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, sw.Normal, texcoord));
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bucket.Vertices.Add(new Vertex(sw.Origin, sw.Normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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@ -7,19 +7,20 @@ public sealed record LandblockMeshData(Vertex[] Vertices, uint[] Indices);
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public static class LandblockMesh
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{
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// AC landblock geometry constants
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private const int VerticesPerSide = 9; // 9x9 heightmap grid
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private const int CellsPerSide = VerticesPerSide - 1; // 8x8 cells
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private const float CellSize = 24.0f; // world units per cell edge
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private const int VerticesPerSide = 9;
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private const int CellsPerSide = VerticesPerSide - 1;
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private const float CellSize = 24.0f;
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// Phase 2b: tile terrain textures ~4x per landblock instead of stretching
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// a single texture across the whole 192-unit patch.
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private const float TexCoordDivisor = CellsPerSide / 4.0f;
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/// <summary>
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/// Build the CPU mesh for one landblock's heightmap. <paramref name="heightTable"/>
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/// is the 256-entry non-linear height lookup from <c>Region.LandDefs.LandHeightTable</c> —
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/// AC encodes per-vertex heights as indices into this table, not raw world-Z.
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/// </summary>
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public static LandblockMeshData Build(LandBlock block, float[] heightTable)
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public static LandblockMeshData Build(
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LandBlock block,
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float[] heightTable,
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IReadOnlyDictionary<uint, uint> terrainTypeToLayer)
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{
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ArgumentNullException.ThrowIfNull(heightTable);
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ArgumentNullException.ThrowIfNull(terrainTypeToLayer);
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if (heightTable.Length < 256)
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throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable));
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@ -28,23 +29,23 @@ public static class LandblockMesh
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{
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for (int x = 0; x < VerticesPerSide; x++)
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{
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// Vertex buffer index (row-major, y*9+x) is internal to this mesh
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// and what the index buffer below references.
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int vi = y * VerticesPerSide + x;
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// Height dat index is PACKED AS x*9+y — AC stores per-vertex
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// heights in x-major order (see ACViewer's
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// LandblockStruct: Height[x * VertexDim + y]). Using y*9+x here
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// (as Phase 1 did) transposes the terrain along its diagonal,
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// which is invisible for flat landblocks but leaves buildings
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// buried by ~10+ units on real terrain like Holtburg.
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int hi = x * VerticesPerSide + y;
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float height = heightTable[block.Height[hi]];
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// TerrainInfo raw ushort value used as the atlas-layer map key.
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// The map is keyed on the raw terrain ushort (which encodes Road,
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// Type, and Scenery fields), matching what the test and caller supply.
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uint terrainType = (ushort)block.Terrain[hi];
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if (!terrainTypeToLayer.TryGetValue(terrainType, out var layer))
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layer = 0;
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vertices[vi] = new Vertex(
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Position: new Vector3(x * CellSize, y * CellSize, height),
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Normal: Vector3.UnitZ,
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TexCoord: new Vector2(x / (float)CellsPerSide, y / (float)CellsPerSide));
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TexCoord: new Vector2(x / TexCoordDivisor, y / TexCoordDivisor),
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TerrainLayer: layer);
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}
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}
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@ -58,7 +59,6 @@ public static class LandblockMesh
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uint b = (uint)(y * VerticesPerSide + x + 1);
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uint c = (uint)((y + 1) * VerticesPerSide + x);
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uint d = (uint)((y + 1) * VerticesPerSide + x + 1);
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// two triangles per cell, CCW
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indices[idx++] = a; indices[idx++] = b; indices[idx++] = d;
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indices[idx++] = a; indices[idx++] = d; indices[idx++] = c;
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}
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@ -2,4 +2,8 @@ using System.Numerics;
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namespace AcDream.Core.Terrain;
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public readonly record struct Vertex(Vector3 Position, Vector3 Normal, Vector2 TexCoord);
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public readonly record struct Vertex(
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Vector3 Position,
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Vector3 Normal,
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Vector2 TexCoord,
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uint TerrainLayer);
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@ -15,6 +15,9 @@ public class LandblockMeshTests
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private static readonly float[] IdentityHeightTable =
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Enumerable.Range(0, 256).Select(i => i * 2f).ToArray();
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private static readonly IReadOnlyDictionary<uint, uint> EmptyTerrainMap =
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new Dictionary<uint, uint>();
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private static LandBlock BuildFlatLandBlock(byte heightIndex = 0)
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{
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var block = new LandBlock
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@ -36,7 +39,7 @@ public class LandblockMeshTests
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{
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var block = BuildFlatLandBlock();
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var mesh = LandblockMesh.Build(block, IdentityHeightTable);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable, EmptyTerrainMap);
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Assert.Equal(81, mesh.Vertices.Length);
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Assert.Equal(128 * 3, mesh.Indices.Length);
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@ -47,7 +50,7 @@ public class LandblockMeshTests
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{
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var block = BuildFlatLandBlock();
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var mesh = LandblockMesh.Build(block, IdentityHeightTable);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable, EmptyTerrainMap);
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var minX = mesh.Vertices.Min(v => v.Position.X);
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var maxX = mesh.Vertices.Max(v => v.Position.X);
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@ -65,7 +68,7 @@ public class LandblockMeshTests
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{
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var block = BuildFlatLandBlock(heightIndex: 10);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable, EmptyTerrainMap);
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var zs = mesh.Vertices.Select(v => v.Position.Z).Distinct().ToArray();
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Assert.Single(zs);
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@ -76,12 +79,36 @@ public class LandblockMeshTests
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{
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var block = BuildFlatLandBlock(heightIndex: 5);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable, EmptyTerrainMap);
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// AC's Land::LandHeightTable scales height byte index by 2.0f for the simple ramp case.
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Assert.Equal(10.0f, mesh.Vertices[0].Position.Z);
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}
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[Fact]
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public void Build_PerVertexTerrainLayer_UsesMappedLayerIndex()
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{
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var block = BuildFlatLandBlock();
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// TerrainInfo is a struct with implicit conversion from ushort. The low 5 bits
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// of the ushort encode TerrainTextureType via TerrainInfo.Type.
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// Set vertex at x-major index (x=2, y=3) to terrain type 7.
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block.Terrain[2 * 9 + 3] = (ushort)7; // low 5 bits = 7
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var map = new Dictionary<uint, uint>
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{
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[0] = 0u, // default type → atlas layer 0
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[7] = 4u, // type 7 → atlas layer 4
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};
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var mesh = LandblockMesh.Build(block, IdentityHeightTable, map);
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// Vertex buffer internal order is y*9+x, so vertex at world (x=2, y=3) is at
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// index 3*9+2 = 29.
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Assert.Equal(4u, mesh.Vertices[3 * 9 + 2].TerrainLayer);
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// An untouched vertex still has type 0, maps to layer 0.
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Assert.Equal(0u, mesh.Vertices[0].TerrainLayer);
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}
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[Fact]
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public void Build_HeightmapPackedAsXMajor_NotYMajor()
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{
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@ -98,7 +125,7 @@ public class LandblockMeshTests
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var block = BuildFlatLandBlock();
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block.Height[2 * 9 + 0] = 5; // x=2, y=0 in x-major packing
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var mesh = LandblockMesh.Build(block, IdentityHeightTable);
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var mesh = LandblockMesh.Build(block, IdentityHeightTable, EmptyTerrainMap);
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// Find vertices by position. Vertex buffer uses y*9+x internally.
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var vAt_x2_y0 = mesh.Vertices[0 * 9 + 2]; // world (48, 0)
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