using System.Numerics;
using AcDream.Core.Terrain;
using Silk.NET.OpenGL;
namespace AcDream.App.Rendering;
///
/// Chunk-based terrain renderer matching ACME's architecture. Each 16x16
/// landblock region gets its own VAO/VBO/EBO with pre-allocated max-size
/// buffers. Landblocks are added/removed incrementally via glBufferSubData
/// instead of rebuilding the entire buffer.
///
/// Attribute layout (same as TerrainRenderer, see TerrainVertex):
/// location 0: vec3 aPos (3 floats, world space)
/// location 1: vec3 aNormal (3 floats)
/// location 2: uvec4 aPacked0 (4 bytes, Data0)
/// location 3: uvec4 aPacked1 (4 bytes, Data1)
/// location 4: uvec4 aPacked2 (4 bytes, Data2)
/// location 5: uvec4 aPacked3 (4 bytes, Data3)
///
public sealed unsafe class TerrainChunkRenderer : IDisposable
{
// -------------------------------------------------------------------------
// Constants
// -------------------------------------------------------------------------
/// Number of landblocks per chunk dimension (matching ACME).
public const int ChunkSizeInLandblocks = 16;
/// Max landblock slots per chunk (16x16 = 256).
public const int SlotsPerChunk = ChunkSizeInLandblocks * ChunkSizeInLandblocks;
/// Vertices per landblock: 64 cells x 6 verts = 384.
public const int VerticesPerLandblock = LandblockMesh.VerticesPerLandblock;
/// Indices per landblock (trivial 0..383, same count as vertices).
public const int IndicesPerLandblock = VerticesPerLandblock;
/// Byte size of one TerrainVertex (40 bytes).
private static readonly int VertexSize = sizeof(TerrainVertex);
/// Max VBO size per chunk: 256 slots x 384 verts x 40 bytes = ~3.75 MB.
private static readonly nuint MaxVboBytes =
(nuint)(SlotsPerChunk * VerticesPerLandblock * VertexSize);
/// Max EBO size per chunk: 256 slots x 384 indices x 4 bytes = ~393 KB.
private static readonly nuint MaxEboBytes =
(nuint)(SlotsPerChunk * IndicesPerLandblock * sizeof(uint));
// -------------------------------------------------------------------------
// Fields
// -------------------------------------------------------------------------
private readonly GL _gl;
private readonly Shader _shader;
private readonly TerrainAtlas _atlas;
/// Active chunks keyed by (chunkX, chunkY) packed into a ulong.
private readonly Dictionary _chunks = new();
/// Reverse map: landblockId -> chunkId, for fast RemoveLandblock.
private readonly Dictionary _landblockToChunk = new();
// -------------------------------------------------------------------------
// Construction
// -------------------------------------------------------------------------
public TerrainChunkRenderer(GL gl, Shader shader, TerrainAtlas atlas)
{
_gl = gl;
_shader = shader;
_atlas = atlas;
}
// -------------------------------------------------------------------------
// Public API
// -------------------------------------------------------------------------
///
/// Add (or replace) a landblock's terrain mesh. Vertices are baked to world
/// space using , then uploaded to the correct
/// chunk buffer slot via glBufferSubData.
///
public void AddLandblock(uint landblockId, LandblockMeshData meshData, Vector3 worldOrigin)
{
// If this landblock already exists, remove it first.
if (_landblockToChunk.ContainsKey(landblockId))
RemoveLandblock(landblockId);
// Determine chunk coordinates and slot index.
// Landblock ID format: 0xXXYYnnnn (X at bits 24-31, Y at bits 16-23).
int lbX = (int)(landblockId >> 24) & 0xFF;
int lbY = (int)(landblockId >> 16) & 0xFF;
int chunkX = lbX / ChunkSizeInLandblocks;
int chunkY = lbY / ChunkSizeInLandblocks;
ulong chunkId = PackChunkId(chunkX, chunkY);
int localX = lbX % ChunkSizeInLandblocks;
int localY = lbY % ChunkSizeInLandblocks;
int slotIndex = localX * ChunkSizeInLandblocks + localY;
// Create chunk on demand.
if (!_chunks.TryGetValue(chunkId, out var chunk))
{
chunk = CreateChunk(chunkX, chunkY);
_chunks[chunkId] = chunk;
}
// Bake world-space vertices.
var worldVerts = new TerrainVertex[meshData.Vertices.Length];
float zMin = float.MaxValue, zMax = float.MinValue;
for (int i = 0; i < meshData.Vertices.Length; i++)
{
var v = meshData.Vertices[i];
var worldPos = v.Position + worldOrigin;
worldVerts[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; }
// Upload vertices into the slot's region of the VBO.
nint vboOffset = (nint)(slotIndex * VerticesPerLandblock * VertexSize);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, chunk.Vbo);
fixed (void* p = worldVerts)
{
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, vboOffset,
(nuint)(worldVerts.Length * VertexSize), p);
}
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
// Track the slot.
chunk.Slots[slotIndex] = new LandblockSlot
{
LandblockId = landblockId,
WorldOrigin = worldOrigin,
MinZ = zMin,
MaxZ = zMax,
};
chunk.Occupied.Add(slotIndex);
_landblockToChunk[landblockId] = chunkId;
// Rebuild the EBO for this chunk (only includes occupied slots).
RebuildChunkEbo(chunk);
// Update chunk AABB.
UpdateChunkBounds(chunk);
}
///
/// Remove a landblock from its chunk. If the chunk becomes empty, dispose it.
///
public void RemoveLandblock(uint landblockId)
{
if (!_landblockToChunk.TryGetValue(landblockId, out var chunkId))
return;
_landblockToChunk.Remove(landblockId);
if (!_chunks.TryGetValue(chunkId, out var chunk))
return;
// Find which slot this landblock occupies.
int slotIndex = -1;
foreach (var s in chunk.Occupied)
{
if (chunk.Slots[s].LandblockId == landblockId)
{
slotIndex = s;
break;
}
}
if (slotIndex < 0)
return;
// Zero out the VBO region for this slot (optional but clean).
nint vboOffset = (nint)(slotIndex * VerticesPerLandblock * VertexSize);
nuint vboSize = (nuint)(VerticesPerLandblock * VertexSize);
var zeros = new byte[VerticesPerLandblock * VertexSize];
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, chunk.Vbo);
fixed (void* p = zeros)
{
_gl.BufferSubData(BufferTargetARB.ArrayBuffer, vboOffset, vboSize, p);
}
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
chunk.Slots[slotIndex] = default;
chunk.Occupied.Remove(slotIndex);
if (chunk.Occupied.Count == 0)
{
// Chunk is empty -- dispose GPU resources.
chunk.Dispose(_gl);
_chunks.Remove(chunkId);
}
else
{
RebuildChunkEbo(chunk);
UpdateChunkBounds(chunk);
}
}
///
/// Draw all visible terrain chunks. One glDrawElements per non-empty chunk.
/// Frustum culling is performed at the chunk AABB level.
///
public void Draw(ICamera camera, FrustumPlanes? frustum = null, uint? neverCullLandblockId = null)
{
if (_chunks.Count == 0)
return;
// Determine which chunk the never-cull landblock lives in.
ulong? neverCullChunkId = null;
if (neverCullLandblockId is not null && _landblockToChunk.TryGetValue(neverCullLandblockId.Value, out var ncId))
neverCullChunkId = ncId;
_shader.Use();
_shader.SetMatrix4("uView", camera.View);
_shader.SetMatrix4("uProjection", camera.Projection);
// Phase G: light direction + ambient + fog come from the shared
// SceneLighting UBO (binding=1) uploaded by GameWindow once per
// frame. Terrain bakes per-vertex AdjustPlanes lighting (r13 ยง7)
// from the UBO's slot-0 sun + uCellAmbient, then the fragment
// stage adds fog + lightning flash. No per-program uniforms here.
// Terrain atlas on unit 0, alpha atlas on unit 1.
_gl.ActiveTexture(TextureUnit.Texture0);
_gl.BindTexture(TextureTarget.Texture2DArray, _atlas.GlTexture);
_gl.ActiveTexture(TextureUnit.Texture1);
_gl.BindTexture(TextureTarget.Texture2DArray, _atlas.GlAlphaTexture);
int terrainLoc = _gl.GetUniformLocation(_shader.Program, "uTerrain");
if (terrainLoc >= 0) _gl.Uniform1(terrainLoc, 0);
int alphaLoc = _gl.GetUniformLocation(_shader.Program, "uAlpha");
if (alphaLoc >= 0) _gl.Uniform1(alphaLoc, 1);
foreach (var (chunkId, chunk) in _chunks)
{
if (chunk.IndexCount == 0)
continue;
// Chunk-level frustum cull.
if (frustum is not null && chunkId != neverCullChunkId)
{
if (!FrustumCuller.IsAabbVisible(frustum.Value, chunk.AabbMin, chunk.AabbMax))
continue;
}
_gl.BindVertexArray(chunk.Vao);
_gl.DrawElements(
PrimitiveType.Triangles,
(uint)chunk.IndexCount,
DrawElementsType.UnsignedInt,
(void*)0);
}
_gl.BindVertexArray(0);
}
public void Dispose()
{
foreach (var chunk in _chunks.Values)
chunk.Dispose(_gl);
_chunks.Clear();
_landblockToChunk.Clear();
}
// -------------------------------------------------------------------------
// Private helpers
// -------------------------------------------------------------------------
private static ulong PackChunkId(int chunkX, int chunkY)
=> ((ulong)(uint)chunkX << 32) | (uint)chunkY;
///
/// Allocate a new chunk with max-size VBO and empty EBO, plus a configured VAO.
///
private ChunkData CreateChunk(int chunkX, int chunkY)
{
var chunk = new ChunkData
{
ChunkX = chunkX,
ChunkY = chunkY,
Vao = _gl.GenVertexArray(),
Vbo = _gl.GenBuffer(),
Ebo = _gl.GenBuffer(),
};
// Pre-allocate VBO to max size with DynamicDraw.
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, chunk.Vbo);
_gl.BufferData(BufferTargetARB.ArrayBuffer, MaxVboBytes, null, BufferUsageARB.DynamicDraw);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, 0);
// Pre-allocate EBO (empty initially, will be rebuilt on first AddLandblock).
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, chunk.Ebo);
_gl.BufferData(BufferTargetARB.ElementArrayBuffer, MaxEboBytes, null, BufferUsageARB.DynamicDraw);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
// Configure VAO with the same attribute layout as the old TerrainRenderer.
ConfigureVao(chunk);
return chunk;
}
///
/// Set up vertex attribute pointers on the chunk's VAO. Identical layout
/// to the old TerrainRenderer.
///
private void ConfigureVao(ChunkData chunk)
{
_gl.BindVertexArray(chunk.Vao);
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, chunk.Vbo);
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, chunk.Ebo);
uint stride = (uint)VertexSize;
// location 0: Position (12 bytes)
_gl.EnableVertexAttribArray(0);
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
// location 1: Normal (12 bytes, offset 12)
_gl.EnableVertexAttribArray(1);
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
// location 2..5: Data0..Data3 as uvec4 byte attributes (4 bytes each, offsets 24, 28, 32, 36).
nint dataOffset = 6 * sizeof(float); // 24 bytes
_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);
}
///
/// Rebuild the EBO for a chunk, emitting rebased indices only for occupied
/// slots. Each slot's indices are offset by (slotIndex * VerticesPerLandblock)
/// so they point to the correct region of the VBO.
///
private void RebuildChunkEbo(ChunkData chunk)
{
int totalIndices = chunk.Occupied.Count * IndicesPerLandblock;
var indices = new uint[totalIndices];
int writePos = 0;
foreach (var slotIndex in chunk.Occupied)
{
uint vertexBase = (uint)(slotIndex * VerticesPerLandblock);
for (uint i = 0; i < IndicesPerLandblock; i++)
indices[writePos++] = vertexBase + i;
}
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, chunk.Ebo);
fixed (void* p = indices)
{
_gl.BufferSubData(BufferTargetARB.ElementArrayBuffer, 0,
(nuint)(totalIndices * sizeof(uint)), p);
}
_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, 0);
chunk.IndexCount = totalIndices;
}
///
/// Recompute the chunk's world-space AABB from all occupied landblock slots.
///
private static void UpdateChunkBounds(ChunkData chunk)
{
float minX = float.MaxValue, minY = float.MaxValue, minZ = float.MaxValue;
float maxX = float.MinValue, maxY = float.MinValue, maxZ = float.MinValue;
foreach (var slotIndex in chunk.Occupied)
{
var slot = chunk.Slots[slotIndex];
float ox = slot.WorldOrigin.X;
float oy = slot.WorldOrigin.Y;
if (ox < minX) minX = ox;
if (oy < minY) minY = oy;
if (slot.MinZ < minZ) minZ = slot.MinZ;
float ex = ox + LandblockMesh.LandblockSize;
float ey = oy + LandblockMesh.LandblockSize;
if (ex > maxX) maxX = ex;
if (ey > maxY) maxY = ey;
if (slot.MaxZ > maxZ) maxZ = slot.MaxZ;
}
if (minX == float.MaxValue)
{
chunk.AabbMin = Vector3.Zero;
chunk.AabbMax = Vector3.Zero;
}
else
{
chunk.AabbMin = new Vector3(minX, minY, minZ);
chunk.AabbMax = new Vector3(maxX, maxY, maxZ);
}
}
// -------------------------------------------------------------------------
// Inner types
// -------------------------------------------------------------------------
///
/// Per-landblock slot tracking within a chunk's VBO.
///
private struct LandblockSlot
{
public uint LandblockId;
public Vector3 WorldOrigin;
public float MinZ;
public float MaxZ;
}
///
/// GPU resources and metadata for a single 16x16 terrain chunk.
///
private sealed class ChunkData
{
public int ChunkX;
public int ChunkY;
// GPU handles.
public uint Vao;
public uint Vbo;
public uint Ebo;
/// Per-slot landblock data. Indexed by (localX * 16 + localY).
public readonly LandblockSlot[] Slots = new LandblockSlot[SlotsPerChunk];
/// Set of occupied slot indices within this chunk.
public readonly HashSet Occupied = new();
/// Current number of valid indices in the EBO (set by RebuildChunkEbo).
public int IndexCount;
/// World-space AABB for chunk-level frustum culling.
public Vector3 AabbMin;
public Vector3 AabbMax;
public void Dispose(GL gl)
{
gl.DeleteVertexArray(Vao);
gl.DeleteBuffer(Vbo);
gl.DeleteBuffer(Ebo);
}
}
}