Kelsidavis-WoWee/include/rendering/terrain_renderer.hpp
Kelsi 884b72bc1c Incremental terrain upload + M2 instance dedup hash for city stutter
Terrain finalization was uploading all 256 chunks (GPU fence waits) in one
atomic advanceFinalization call that couldn't be interrupted by the 5ms time
budget. Now split into incremental batches of 16 chunks per call, allowing
the time budget to yield between batches.

M2 instance creation had O(N) dedup scans iterating ALL instances to check
for duplicates. In cities with 5000+ doodads, this caused O(N²) total work
during tile loading. Replaced with hash-based DedupKey map for O(1) lookups.

Changes:
- TerrainRenderer::loadTerrainIncremental: uploads N chunks per call
- FinalizingTile tracks terrainChunkNext for cross-frame progress
- TERRAIN phase yields after preload and after each chunk batch
- M2Renderer::DedupKey hash map replaces linear scan in createInstance
  and createInstanceWithMatrix
- Dedup map maintained through rebuildSpatialIndex and clear paths
2026-03-07 11:59:19 -08:00

184 lines
6.1 KiB
C++

#pragma once
#include "pipeline/terrain_mesh.hpp"
#include "pipeline/blp_loader.hpp"
#include "rendering/camera.hpp"
#include <vulkan/vulkan.h>
#include <vk_mem_alloc.h>
#include <glm/glm.hpp>
#include <memory>
#include <unordered_map>
#include <unordered_set>
#include <string>
namespace wowee {
// Forward declarations
namespace pipeline { class AssetManager; }
namespace rendering {
class VkContext;
class VkTexture;
class Frustum;
/**
* GPU-side terrain chunk data (Vulkan)
*/
struct TerrainChunkGPU {
::VkBuffer vertexBuffer = VK_NULL_HANDLE;
VmaAllocation vertexAlloc = VK_NULL_HANDLE;
::VkBuffer indexBuffer = VK_NULL_HANDLE;
VmaAllocation indexAlloc = VK_NULL_HANDLE;
uint32_t indexCount = 0;
// Material descriptor set (set 1: 7 samplers + params UBO)
VkDescriptorSet materialSet = VK_NULL_HANDLE;
// Per-chunk params UBO (hasLayer1/2/3)
::VkBuffer paramsUBO = VK_NULL_HANDLE;
VmaAllocation paramsAlloc = VK_NULL_HANDLE;
// Texture handles (owned by cache, NOT destroyed per-chunk)
VkTexture* baseTexture = nullptr;
VkTexture* layerTextures[3] = {nullptr, nullptr, nullptr};
VkTexture* alphaTextures[3] = {nullptr, nullptr, nullptr};
int layerCount = 0;
// Per-chunk alpha textures (owned by this chunk, destroyed on removal)
std::vector<std::unique_ptr<VkTexture>> ownedAlphaTextures;
// World position for culling
float worldX = 0.0f;
float worldY = 0.0f;
float worldZ = 0.0f;
// Owning tile coordinates (for per-tile removal)
int tileX = -1, tileY = -1;
// Bounding sphere for frustum culling
float boundingSphereRadius = 0.0f;
glm::vec3 boundingSphereCenter = glm::vec3(0.0f);
bool isValid() const { return vertexBuffer != VK_NULL_HANDLE && indexBuffer != VK_NULL_HANDLE; }
};
/**
* Terrain renderer (Vulkan)
*/
class TerrainRenderer {
public:
TerrainRenderer();
~TerrainRenderer();
/**
* Initialize terrain renderer
* @param ctx Vulkan context
* @param perFrameLayout Descriptor set layout for set 0 (per-frame UBO)
* @param assetManager Asset manager for loading textures
*/
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout,
pipeline::AssetManager* assetManager);
void shutdown();
bool loadTerrain(const pipeline::TerrainMesh& mesh,
const std::vector<std::string>& texturePaths,
int tileX = -1, int tileY = -1);
/// Upload a batch of terrain chunks incrementally. Returns true when all chunks done.
/// chunkIndex is updated to the next chunk to process (0-255 row-major).
bool loadTerrainIncremental(const pipeline::TerrainMesh& mesh,
const std::vector<std::string>& texturePaths,
int tileX, int tileY,
int& chunkIndex, int maxChunksPerCall = 16);
void removeTile(int tileX, int tileY);
void uploadPreloadedTextures(const std::unordered_map<std::string, pipeline::BLPImage>& textures);
/**
* Render terrain
* @param cmd Command buffer to record into
* @param perFrameSet Per-frame descriptor set (set 0)
* @param camera Camera for frustum culling
*/
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
/**
* Render terrain into shadow depth map (Phase 6 stub)
*/
void renderShadow(VkCommandBuffer cmd, const glm::vec3& shadowCenter, float halfExtent);
void clear();
void recreatePipelines();
void setWireframe(bool enabled) { wireframe = enabled; }
void setFrustumCulling(bool enabled) { frustumCullingEnabled = enabled; }
void setFogEnabled(bool enabled) { fogEnabled = enabled; }
bool isFogEnabled() const { return fogEnabled; }
// Shadow mapping stubs (Phase 6)
void setShadowMap(VkDescriptorImageInfo /*depthInfo*/, const glm::mat4& /*lightSpaceMat*/) {}
void clearShadowMap() {}
int getChunkCount() const { return static_cast<int>(chunks.size()); }
int getRenderedChunkCount() const { return renderedChunks; }
int getCulledChunkCount() const { return culledChunks; }
int getTriangleCount() const;
private:
TerrainChunkGPU uploadChunk(const pipeline::ChunkMesh& chunk);
VkTexture* loadTexture(const std::string& path);
VkTexture* createAlphaTexture(const std::vector<uint8_t>& alphaData);
bool isChunkVisible(const TerrainChunkGPU& chunk, const Frustum& frustum);
void calculateBoundingSphere(TerrainChunkGPU& chunk, const pipeline::ChunkMesh& meshChunk);
VkDescriptorSet allocateMaterialSet();
void writeMaterialDescriptors(VkDescriptorSet set, const TerrainChunkGPU& chunk);
void destroyChunkGPU(TerrainChunkGPU& chunk);
VkContext* vkCtx = nullptr;
pipeline::AssetManager* assetManager = nullptr;
// Pipeline
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipeline wireframePipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
VkDescriptorSetLayout materialSetLayout = VK_NULL_HANDLE;
// Descriptor pool for material sets
VkDescriptorPool materialDescPool = VK_NULL_HANDLE;
static constexpr uint32_t MAX_MATERIAL_SETS = 16384;
// Loaded terrain chunks
std::vector<TerrainChunkGPU> chunks;
// Texture cache (path -> VkTexture)
struct TextureCacheEntry {
std::unique_ptr<VkTexture> texture;
size_t approxBytes = 0;
uint64_t lastUse = 0;
};
std::unordered_map<std::string, TextureCacheEntry> textureCache;
size_t textureCacheBytes_ = 0;
uint64_t textureCacheCounter_ = 0;
size_t textureCacheBudgetBytes_ = 4096ull * 1024 * 1024;
std::unordered_set<std::string> failedTextureCache_;
std::unordered_set<std::string> loggedTextureLoadFails_;
uint32_t textureBudgetRejectWarnings_ = 0;
// Fallback textures
std::unique_ptr<VkTexture> whiteTexture;
std::unique_ptr<VkTexture> opaqueAlphaTexture;
// Rendering state
bool wireframe = false;
bool frustumCullingEnabled = true;
bool fogEnabled = true;
int renderedChunks = 0;
int culledChunks = 0;
};
} // namespace rendering
} // namespace wowee