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fix(terrain): Cover the visible ground at high camera zoom - #2785

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fix(terrain): Cover the visible ground at high camera zoom#2785
sailro wants to merge 7 commits into
TheSuperHackers:mainfrom
sailro:fix/terrain-cover-visible-ground-at-zoom

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@sailro

@sailro sailro commented Jun 12, 2026

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Problem

With the default settings (DrawEntireTerrain=No) the terrain is only drawn within a window of tiles around the view center. At high camera zoom this window no longer covers the visible ground, so any map water renders behind it. Many maps that have no real water still keep a map-sized "Default Water" polygon, which then makes the whole map look flooded when the camera is zoomed out.

The legacy workaround was DrawEntireTerrain=Yes, but that always draws the entire map and is very slow even at normal zoom (#2743).

Fix

Size the normal draw window to the actual visible footprint instead of a fixed tile count:

  • Project the four view corners onto the ground plane (the same method updateCenter() already uses to position the window).
  • Grow the draw size just enough to span them, bounded by the map extent and snapped to whole vertex-buffer tiles, so the terrain only reallocates when a zoom threshold is crossed.
  • Use a single square size so the window stays stable as the camera rotates (no reallocation on yaw).
  • Near-horizontal / parallel corner rays (which meet the ground far away, behind the camera, or not at all) are clamped to the map extent, so they cannot produce a degenerate or NaN draw size.

At normal zoom the footprint is smaller than the normal window, so this is a no-op and behavior is unchanged; the window only grows as the camera zooms out. It works for all maps.

This change lives in the default DrawEntireTerrain=No path. It does not modify the DrawEntireTerrain path, so it does not by itself resolve #2743 — it removes the need for that slow workaround in the common case.

Before / After

Before — zoomed out on a no-water map, the terrain window ends and the map's default water polygon fills the rest of the view:

before

After — the draw window covers the visible ground, so the sand renders all the way out (same scene type, patched build):

after

After on a stock map (Whiteout) — the real lake still renders correctly and the terrain fills the view (the black wedge top-left is genuinely off-map, past the terrain border at extreme zoom):

after-whiteout

Testing

  • Built Release / Win32 and tested in skirmish (Zero Hour).
  • At maximum camera zoom-out: no water bleed-through on no-water maps, and the real water on stock maps still renders correctly.
  • Performance stays smooth at all zoom levels across multiple maps (no DrawEntireTerrain=Yes-style degradation).

AI disclosure

Per the contribution guidelines: the code in this PR was written with the help of an LLM (GitHub Copilot CLI) and then reviewed, iterated on, and verified by a human. The approach — projecting the view footprint the same way updateCenter() does, tile snapping, and map-extent / NaN bounding — was chosen deliberately, and the change was validated in-game across several maps and zoom levels. The diff is intentionally small and self-contained: one file, only the draw-size calculation in updateTerrain().

cc @xezon

@greptile-apps

greptile-apps Bot commented Jun 12, 2026

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Greptile Summary

The PR dynamically sizes and centers the normal terrain rendering window from the camera’s projected ground footprint, preventing water behind the terrain from becoming visible at high zoom while retaining bounded fallback behavior.

  • Projects view-plane corners onto terrain height bounds and derives a yaw-stable square footprint.
  • Snaps terrain dimensions to vertex-buffer tile boundaries and caps them at map extents.
  • Passes the calculated footprint center through the terrain renderer hierarchy.
  • The latest revision keeps CENTER_LIMIT private to HeightMap.cpp while preserving the five-cell sizing margin.

Confidence Score: 5/5

The PR appears safe to merge, with no actionable new defect or outstanding rule violation identified.

The latest change only moves an otherwise repository-unused centering constant into its implementation file and preserves the draw-window margin; the complete terrain-footprint path remains bounded by finite projection checks and map extents.

Important Files Changed

Filename Overview
Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Calculates a finite, map-bounded camera footprint and uses it to size and center the terrain window.
Core/GameEngineDevice/Source/W3DDevice/GameClient/HeightMap.cpp Accepts the calculated draw center, applies it to terrain-origin updates, and keeps the origin-drift constant implementation-local.
Core/GameEngineDevice/Include/W3DDevice/GameClient/BaseHeightMap.h Extends the terrain centering interface with an optional draw-center argument.
Core/GameEngineDevice/Source/W3DDevice/GameClient/FlatHeightMap.cpp Propagates the optional draw center through the flat-height-map renderer.
Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DView.h Updates the terrain sizing helper contract to return the projected draw center.

Flowchart

%%{init: {'theme': 'neutral'}}%%
flowchart LR
    Camera[Camera view plane] --> Projection[Project corners onto terrain height planes]
    Projection -->|Invalid or horizon crossing| Fallback[Use map-sized fallback]
    Projection --> Footprint[Compute bounded XY footprint]
    Footprint --> Snap[Add centering margin and snap to buffer tiles]
    Snap --> Resize[Set terrain draw size]
    Footprint --> Center[Calculate footprint center]
    Center --> Update[Update terrain draw origin]
    Resize --> Update
Loading

Reviews (9): Last reviewed commit: "refactor(terrain): Keep the centering co..." | Re-trigger Greptile

@Skyaero42

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@Mauller is this something you were addressing in #1711 as well, or is it a separate issue?

@sailro
sailro force-pushed the fix/terrain-cover-visible-ground-at-zoom branch from e001c0c to c245104 Compare June 13, 2026 13:15
@sailro

sailro commented Jun 13, 2026

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Tidied the comments in updateTerrain() to match the style we landed on in #2786:

  • Dropped references to other functions (updateCenter()) so the comments can't go stale if that code is renamed or moved.
  • Removed the issue id from the comments.
  • Condensed the header block from ~13 lines down to 5, keeping just the what/why/how. The finer implementation details (map-extent bounding, NaN clamping, tile snapping, rotation stability) are already documented by the inline comments right next to the relevant lines, so nothing was lost.

No functional change — comments only.

@sailro

sailro commented Jun 13, 2026

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@Mauller is this something you were addressing in #1711 as well, or is it a separate issue?

Hi @Skyaero42, From the #2785 side, I think these are separate, complementary fixes rather than the same one:

Same file, but different functions (setDefaultView/setZoomToDefault vs updateTerrain), so no logical overlap or expected conflict.

They're actually complementary: #1711 raises the effective camera height on wide aspect ratios, which is exactly the zoomed-out condition where an un-sized terrain window stops covering the view and the water bleeds through. #2785 derives the window from the projected view corners, so it adapts automatically to whatever camera height #1711 produces. So #1711 can make the symptom more visible on wide screens, and #2785 fixes the rendering side of it.

@Mauller can confirm the #1711 specifics/intent — I'm only speaking to how #2785 relates.

Thanks!

@sailro

sailro commented Jun 21, 2026

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Hello @xezon @Skyaero42

I'd be happy to discuss or modify anything in this PR that you think is worth changing.

I'm just trying to fix a display issue that I think is crucial given today's high resolutions.

Thanks!

@sailro

sailro commented Jun 27, 2026

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I was able to test the fix during a 4h session (Generals Online fork with this fix backported), on various maps. All good !

@Skyaero42

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There is a major deficit in reviewing capacity. You just gonna have to be patient.

With the default settings (DrawEntireTerrain=No) the terrain is drawn only
within a window of tiles around the view center. At high camera zoom this
window no longer covers the visible ground, so any map water renders behind
it. Maps that have no real water often still keep a map-sized "Default Water"
polygon, which then makes the whole map look flooded.

Players worked around this with DrawEntireTerrain=Yes, but that always draws
the entire map and is very slow even at normal zoom (TheSuperHackers#2743).

This change instead sizes the normal draw window to the actual visible
footprint: it projects the four view corners onto the ground plane (the same
method updateCenter() uses to position the window) and grows the draw size
just enough to span them, bounded by the map extent and snapped to whole
vertex-buffer tiles. At normal zoom the footprint is smaller than the normal
window, so this is a no-op and behavior is unchanged; the window only grows as
the camera zooms out.

This does not change the DrawEntireTerrain path, but removes the need for it in
the common case.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
@sailro
sailro force-pushed the fix/terrain-cover-visible-ground-at-zoom branch from c245104 to bf9ab08 Compare July 20, 2026 05:38
The terrain draw-window growth added in the previous commit was gated to
the user-controlled camera only. The scripted camera, for example the
main menu shell map, can also view past the regular draw window, which
left the ground uncovered and the water plane showing through. Apply the
growth to the scripted camera as well.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: 6fc47f85-1023-4457-9df0-8e97163e72f0
@sailro

sailro commented Jul 20, 2026

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@Skyaero42 @xezon Update now that #2846 has landed.

I rebased this PR on top of it, and the fix now lives inside the new W3DView::getDesiredTerrainDrawSize(): the footprint-based growth is applied to the "desired" draw size there, so it composes with your model instead of fighting it.

Why it's still worth having alongside #2846:

So the two are complementary: #2846 makes the "draw everything" workaround fast; this PR removes the need for that workaround in the common case by sizing the draw window to the actual visible footprint. It's a no-op at normal zoom and grows only as you zoom out, bounded by the map extent and snapped to tile blocks so it doesn't reallocate every frame.

The latest commit also extends the coverage to the scripted camera (for example the main-menu shell map), which can likewise see past the regular window.

Happy to tweak anything.

@Caball009

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I did some quick performance comparisons:

  1. Comparing with DrawEntireTerrain=No, there's still a noticeable drop in performance, even at camera heights where all visible terrain is rendered.
  2. Comparing with DrawEntireTerrain=Yes, there's a very noticeable improvement in performance.

@sailro Can you verify these findings?

I'd be hesitant to add this code for DrawEntireTerrain=No, but perhaps it's worth having for DrawEntireTerrain=Yes.

The previous snapping always added a full spare vertex-buffer block (32
tiles) of margin before rounding up, so the draw window grew one block
earlier than geometrically necessary. A footprint of 96-128 tiles - which
the normal 129-vertex window (128 tiles) still covers - was drawn with a
161 window (25 blocks instead of 16, +56% terrain blocks), and some
viewport aspect ratios crossed that threshold even at normal zoom.

Compute the required block count directly with a ceiling division and add
only a small centering margin (CENTER_LIMIT-sized), so the window stays at
the normal size until the footprint truly exceeds it. This keeps the
zoomed-out coverage while making the change a genuine no-op at normal zoom.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: 6fc47f85-1023-4457-9df0-8e97163e72f0
@sailro

sailro commented Jul 24, 2026

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@Caball009 Thanks a lot for profiling this - your finding was real and pointed at an actual inefficiency in my code, which I've now fixed (latest commit).

Root cause of the drop you saw with DrawEntireTerrain=No:
The normal draw window is 129 vertices = 128 tiles wide. My snapping was adding a full spare 32-tile block before rounding up, so the window grew to 161 as soon as the visible footprint passed ~95 tiles - roughly a whole block earlier than geometrically necessary. So for footprints of 96-128 tiles, which the normal 129 window still fully covers, I was drawing a 161 window = 25 blocks instead of 16 (+56%). Depending on the viewport aspect ratio, the footprint can already sit in that band at fairly normal camera heights - which is exactly the "drop even at camera heights where all visible terrain is rendered" you observed. Good catch.

The fix:
Compute the required block count with a ceiling division to the smallest size that actually covers the footprint, plus a small centering margin (sized to updateCenter()'s CENTER_LIMIT re-centering tolerance) instead of a whole spare block. Result:

visible footprint before after
up to ~124 tiles 161 (25 blocks) 129 (16 blocks) - no-op
~125-128 tiles 193 161
larger grows grows one block later

So at any camera height where the visible terrain fits the normal window, this is now a genuine no-op - only the four corner-ray projections run, and setTerrainDrawSize()'s guard early-returns with no rebuild.

On the two cost sources when actually zoomed out:

  • (a) unavoidable: once the visible ground genuinely exceeds the normal window, more terrain has to be drawn to cover it - any fix that covers the ground pays this. But it scales with what's on screen, unlike DrawEntireTerrain=Yes which draws the whole map regardless of zoom.
  • (b) avoidable: the extra ring of blocks from the early growth. That was the bug; it's gone now.

Comparing against the DrawEntireTerrain=No baseline is only apples-to-apples in the range where 129 still covers everything (now a no-op). Past that, the baseline is necessarily cheaper because it draws less - and shows the water bug this PR fixes.

On your suggestion to apply it for DrawEntireTerrain=Yes instead:
I looked into it and it isn't a clean swap. DrawEntireTerrain=Yes also (1) forces the camera far-clip plane to 100000 in updateCameraClipPlanes() and (2) takes a whole-map early-return in updateCenter() (no streaming). Repurposing the flag to mean "footprint-sized" would change its documented semantics and remove the conservative "just draw the whole map" escape hatch. Footprint sizing for the =Yes path could be a separate follow-up, but I think this PR is best kept on the default path, which is where the flooding bug actually bites players.

Happy to share raw numbers or a capture if useful.

@sailro

sailro commented Aug 15, 2026

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@Caball009 happy to discuss or modify anything in this PR that you think is worth changing. Thanks !

@Caball009
Caball009 self-requested a review August 15, 2026 20:20
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Ray direction normalization is unnecessary for a line-plane intersection,
and the previous code solved the X and Y coordinates with separate divisions.
Use the unnormalized direction and a shared scale instead, removing four
inverse square roots and four divisions from each draw-size recalculation.

Use the project clamp helper for finite and infinite intersections while
preserving the conservative NaN fallback for parallel rays.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: 6fc47f85-1023-4457-9df0-8e97163e72f0
@sailro

sailro commented Aug 17, 2026

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@Skyaero42 thank you for this review.

So I think I addressed both comments in my last fixing commit.

  • I replaced the manual bounds logic with clamp(), while preserving an explicit NaN fallback.
  • I removed unnecessary ray normalization: indeed line-plane intersection is scale-invariant.
  • I reused one intersection scale for both X and Y instead of solving them separately.

This removes four inverse-square-root operations and four divisions per draw-size recalculation. The calculation only runs when the camera transform changes, not while stationary.

@sailro

sailro commented Sep 1, 2026

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@Skyaero42 @Caball009 I've been testing this for weeks with private builds / private online lobbies with friends on Generals Online. Works well from my point of view.

Happy to discuss or modify anything in this PR that you think is worth changing. Thanks !

@Caball009

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Yeah, I still need to do another round of reviewing. I'll try to get to it.

@Caball009

Caball009 commented Sep 6, 2026

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@sailro Try rotating the map at very high camera heights. It's fine with m_drawEntireTerrain but very laggy with your code. The lagging gets worse as the camera height increases and rotation speed increases. It starts to become noticeable with camera heights >= 850.0 (m_maxCameraHeight).

@xezon

xezon commented Sep 6, 2026

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The original height map update is inefficient, not necessarily caused by this Pull

@OmarAglan

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Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Comment thread Core/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp Outdated
Size terrain from a yaw-invariant footprint diameter across the terrain
height range, and reuse its center instead of rescanning the heightmap.
Bound horizon-crossing projections by the map and round coverage upward
with enough margin for origin drift and grid rounding.

Pass the optional center through the renderer interfaces while retaining
the legacy centering path for callers that do not provide it.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: 6fc47f85-1023-4457-9df0-8e97163e72f0
@sailro

sailro commented Sep 6, 2026

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Thanks @Caball009, @xezon, @OmarAglan and @Skyaero42. I reproduced the rotation regression and pushed a follow-up commit. My earlier square-window claim was wrong: its world-axis spans still changed with yaw, triggering buffer rebuilds.

Idle-machine comparison: previous PR state vs this fix; Win32 Release, 1280x720 windowed, uncapped, verified camera heights, two 20-second runs per case with continuous rotation.

Height Average FPS: before / after p99 frame time: before / after
850 929 / 1062 2.13 / 1.33 ms
1500 351 / 648 44.01 / 2.11 ms

The patched draw size stayed constant; the old revision had 260/460 observed size changes at 850/1500 across 40 seconds each.

Why eight files now: sizing and centering must agree. W3DView.cpp computes both; HeightMap.cpp reuses the center, avoiding the existing expensive scan and low-angle offset. The other six files are signature/forwarding plumbing. The new argument defaults to nullptr, preserving the legacy path for existing callers such as WorldBuilder. This is not a general renderer refactor.

sailro and others added 2 commits September 6, 2026 16:58
Reuse vector bounds helpers and the validated camera transform. Defer
minimum-size calculations until projection succeeds, and derive padding
from the renderer's shared centering tolerance without changing behavior.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: 6fc47f85-1023-4457-9df0-8e97163e72f0
Restore the existing CENTER_LIMIT define alongside the other renderer
limits instead of exposing it in the public header. Keep the documented
five-cell padding and the other footprint cleanup unchanged.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Copilot-Session: 6fc47f85-1023-4457-9df0-8e97163e72f0
@Caball009

Caball009 commented Sep 6, 2026

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I don't know how much of a problem this will be realistically, but there's a very noticeable lag that happens when zooming in / out at extremely high camera heights >= 1200. Try with 2500 for instance. You can use numpad 4 & 8 for smoother zooming than using the scroll button.

@sailro

sailro commented Sep 6, 2026

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I don't know how much of a problem this will be realistically, but there's a very noticeable lag that happens when zooming in / out at extremely high camera heights >= 1200. Try with 2500 for instance. You can use numpad 4 & 8 for smoother zooming than using the scroll button.

Yes it is probably quite an edge case at those zoom-levels but the culprit is the full terrain rebuild whenever zoom crosses a 32-tile size threshold.

setTerrainDrawSize() calls initHeightData(), which releases and recreates all terrain buffers, repopulates the mesh, and schedules another full update. Both growing and shrinking the window pay this cost.

The minimal approach would retain the larger terrain window during zooming and add modest growth headroom, rather than shrinking and rebuilding at every threshold. That reduces repeated stalls, but temporarily draws more terrain and won’t eliminate first-time growth stalls.

But the complete fix would reuse existing buffers and update only newly needed regions. That touches more renderer internals and needs broader testing. Perhaps for another follow-up PR ?

I think what we have now is quite nice: solve the issue and is now quite performant thanks to the reviews.

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Massive performance degradation with DrawEntireTerrain=Yes

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