#include "firecamp_renderer.h" #include "../../game/map/visibility_service.h" #include "../../game/systems/building_collision_registry.h" #include "../gl/buffer.h" #include "../scene_renderer.h" #include "gl/render_constants.h" #include "gl/resources.h" #include "ground/firecamp_gpu.h" #include "ground_utils.h" #include "map/terrain.h" #include #include #include #include #include #include #include #include #include #include namespace { using std::uint32_t; using namespace Render::Ground; inline auto valueNoise(float x, float z, uint32_t seed) -> float { int const ix = static_cast(std::floor(x)); int const iz = static_cast(std::floor(z)); float fx = x - static_cast(ix); float fz = z - static_cast(iz); fx = fx * fx * (3.0F - 2.0F * fx); fz = fz * fz * (3.0F - 2.0F * fz); uint32_t s00 = hash_coords(ix, iz, seed); uint32_t s10 = hash_coords(ix + 1, iz, seed); uint32_t s01 = hash_coords(ix, iz + 1, seed); uint32_t s11 = hash_coords(ix + 1, iz + 1, seed); float const v00 = rand_01(s00); float const v10 = rand_01(s10); float const v01 = rand_01(s01); float const v11 = rand_01(s11); float const v0 = v00 * (1.0F - fx) + v10 * fx; float const v1 = v01 * (1.0F - fx) + v11 * fx; return v0 * (1.0F - fz) + v1 * fz; } } // namespace namespace Render::GL { FireCampRenderer::FireCampRenderer() = default; FireCampRenderer::~FireCampRenderer() = default; void FireCampRenderer::configure( const Game::Map::TerrainHeightMap &height_map, const Game::Map::BiomeSettings &biomeSettings) { m_width = height_map.getWidth(); m_height = height_map.getHeight(); m_tile_size = height_map.getTileSize(); m_heightData = height_map.getHeightData(); m_terrain_types = height_map.getTerrainTypes(); m_biomeSettings = biomeSettings; m_noiseSeed = biomeSettings.seed; m_fireCampInstances.clear(); m_fireCampInstanceBuffer.reset(); m_fireCampInstanceCount = 0; m_fireCampInstancesDirty = false; m_fireCampParams.time = 0.0F; m_fireCampParams.flickerSpeed = 5.0F; m_fireCampParams.flickerAmount = 0.02F; m_fireCampParams.glowStrength = 1.1F; generateFireCampInstances(); } void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) { (void)resources; m_fireCampInstanceCount = static_cast(m_fireCampInstances.size()); if (m_fireCampInstanceCount == 0) { m_fireCampInstanceBuffer.reset(); return; } auto &visibility = Game::Map::VisibilityService::instance(); const bool use_visibility = visibility.isInitialized(); std::vector visible_instances; if (use_visibility) { visible_instances.reserve(m_fireCampInstanceCount); for (const auto &instance : m_fireCampInstances) { float const world_x = instance.pos_intensity.x(); float const world_z = instance.pos_intensity.z(); if (visibility.isVisibleWorld(world_x, world_z)) { visible_instances.push_back(instance); } } } else { visible_instances = m_fireCampInstances; } const auto visible_count = static_cast(visible_instances.size()); if (visible_count == 0) { m_fireCampInstanceBuffer.reset(); return; } if (!m_fireCampInstanceBuffer) { m_fireCampInstanceBuffer = std::make_unique(Buffer::Type::Vertex); } m_fireCampInstanceBuffer->setData(visible_instances, Buffer::Usage::Static); FireCampBatchParams params = m_fireCampParams; params.time = renderer.getAnimationTime(); params.flickerAmount = m_fireCampParams.flickerAmount * (0.9F + 0.25F * std::sin(params.time * 1.3F)); params.glowStrength = m_fireCampParams.glowStrength * (0.85F + 0.2F * std::sin(params.time * 1.7F + 1.2F)); renderer.firecampBatch(m_fireCampInstanceBuffer.get(), visible_count, params); const QVector3D log_color(0.26F, 0.15F, 0.08F); const QVector3D char_color(0.08F, 0.05F, 0.03F); for (const auto &instance : visible_instances) { const QVector4D pos_intensity = instance.pos_intensity; const QVector4D radius_phase = instance.radius_phase; const QVector3D camp_pos = pos_intensity.toVector3D(); const float intensity = std::clamp(pos_intensity.w(), 0.6F, 1.6F); const float base_radius = std::max(radius_phase.x(), 1.0F); uint32_t state = hash_coords( static_cast(std::floor(camp_pos.x())), static_cast(std::floor(camp_pos.z())), static_cast(radius_phase.y() * HashConstants::k_temporal_variation_frequency)); const float time = params.time; const float char_amount = std::clamp(time * 0.015F + rand_01(state) * 0.05F, 0.0F, 1.0F); const QVector3D blended_log_color = log_color * (1.0F - char_amount) + char_color * (char_amount + 0.15F); const float log_length = std::clamp(base_radius * 0.85F, 0.45F, 1.1F); const float log_radius = std::clamp(base_radius * 0.08F, 0.03F, 0.08F); const float base_yaw = (rand_01(state) - 0.5F) * 0.35F; const float cos_base = std::cos(base_yaw); const float sin_base = std::sin(base_yaw); const QVector3D axis_a(cos_base, 0.0F, sin_base); const QVector3D axis_b(-axis_a.z(), 0.0F, axis_a.x()); const QVector3D base_center = camp_pos + QVector3D(0.0F, -0.02F, 0.0F); const QVector3D base_half_a = axis_a * (log_length * 0.5F); const QVector3D base_half_b = axis_b * (log_length * 0.45F); renderer.cylinder(base_center - base_half_a, base_center + base_half_a, log_radius, blended_log_color, 1.0F); renderer.cylinder(base_center - base_half_b, base_center + base_half_b, log_radius, blended_log_color, 1.0F); if (rand_01(state) > 0.25F) { float const top_yaw = base_yaw + 0.6F + (rand_01(state) - 0.5F) * 0.35F; QVector3D const top_axis(std::cos(top_yaw), 0.0F, std::sin(top_yaw)); QVector3D const top_half = top_axis * (log_length * 0.35F); QVector3D const top_center = camp_pos + QVector3D(0.0F, log_radius * 1.6F, 0.0F); float const top_radius = log_radius * 0.85F; renderer.cylinder(top_center - top_half, top_center + top_half, top_radius, blended_log_color, 1.0F); } } } void FireCampRenderer::clear() { m_fireCampInstances.clear(); m_fireCampInstanceBuffer.reset(); m_fireCampInstanceCount = 0; m_fireCampInstancesDirty = false; m_explicitPositions.clear(); m_explicitIntensities.clear(); m_explicitRadii.clear(); } void FireCampRenderer::setExplicitFireCamps( const std::vector &positions, const std::vector &intensities, const std::vector &radii) { m_explicitPositions = positions; m_explicitIntensities = intensities; m_explicitRadii = radii; m_fireCampInstancesDirty = true; if (m_width > 0 && m_height > 0 && !m_heightData.empty()) { generateFireCampInstances(); } } void FireCampRenderer::addExplicitFireCamps() { if (m_explicitPositions.empty()) { return; } for (size_t i = 0; i < m_explicitPositions.size(); ++i) { const QVector3D &pos = m_explicitPositions[i]; float intensity = 1.0F; if (i < m_explicitIntensities.size()) { intensity = m_explicitIntensities[i]; } float radius = 3.0F; if (i < m_explicitRadii.size()) { radius = m_explicitRadii[i]; } float const phase = static_cast(i) * 1.234567F; FireCampInstanceGpu instance; instance.pos_intensity = QVector4D(pos.x(), pos.y(), pos.z(), intensity); instance.radius_phase = QVector4D(radius, phase, 1.0F, 0.0F); m_fireCampInstances.push_back(instance); } } void FireCampRenderer::generateFireCampInstances() { m_fireCampInstances.clear(); if (m_width < 2 || m_height < 2 || m_heightData.empty()) { return; } const float half_width = static_cast(m_width) * 0.5F; const float half_height = static_cast(m_height) * 0.5F; const float tile_safe = std::max(0.1F, m_tile_size); const float edge_padding = std::clamp(m_biomeSettings.spawnEdgePadding, 0.0F, 0.5F); const float edge_margin_x = static_cast(m_width) * edge_padding; const float edge_margin_z = static_cast(m_height) * edge_padding; float const fire_camp_density = 0.02F; std::vector normals(static_cast(m_width * m_height), QVector3D(0, 1, 0)); for (int z = 1; z < m_height - 1; ++z) { for (int x = 1; x < m_width - 1; ++x) { int const idx = z * m_width + x; float const h_l = m_heightData[(z)*m_width + (x - 1)]; float const h_r = m_heightData[(z)*m_width + (x + 1)]; float const h_d = m_heightData[(z - 1) * m_width + (x)]; float const h_u = m_heightData[(z + 1) * m_width + (x)]; QVector3D n = QVector3D(h_l - h_r, 2.0F * tile_safe, h_d - h_u); if (n.lengthSquared() > 0.0F) { n.normalize(); } else { n = QVector3D(0, 1, 0); } normals[idx] = n; } } auto add_fire_camp = [&](float gx, float gz, uint32_t &state) -> bool { if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x || gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) { return false; } float const sgx = std::clamp(gx, 0.0F, float(m_width - 1)); float const sgz = std::clamp(gz, 0.0F, float(m_height - 1)); int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1); int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1); int const normal_idx = iz * m_width + ix; QVector3D const normal = normals[normal_idx]; float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F); if (slope > 0.3F) { return false; } float const world_x = (gx - half_width) * m_tile_size; float const world_z = (gz - half_height) * m_tile_size; float const world_y = m_heightData[normal_idx]; auto &building_registry = Game::Systems::BuildingCollisionRegistry::instance(); if (building_registry.isPointInBuilding(world_x, world_z)) { return false; } float const intensity = remap(rand_01(state), 0.8F, 1.2F); float const radius = remap(rand_01(state), 2.0F, 4.0F) * tile_safe; float const phase = rand_01(state) * MathConstants::k_two_pi; float const duration = 1.0F; FireCampInstanceGpu instance; instance.pos_intensity = QVector4D(world_x, world_y, world_z, intensity); instance.radius_phase = QVector4D(radius, phase, duration, 0.0F); m_fireCampInstances.push_back(instance); return true; }; constexpr int k_grid_spacing = 20; for (int z = 0; z < m_height; z += k_grid_spacing) { for (int x = 0; x < m_width; x += k_grid_spacing) { int const idx = z * m_width + x; QVector3D const normal = normals[idx]; float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F); if (slope > 0.3F) { continue; } uint32_t state = hash_coords( x, z, m_noiseSeed ^ 0xF12ECA3FU ^ static_cast(idx)); float const world_x = (x - half_width) * m_tile_size; float const world_z = (z - half_height) * m_tile_size; float const cluster_noise = valueNoise(world_x * 0.02F, world_z * 0.02F, m_noiseSeed ^ 0xCA3F12E0U); if (cluster_noise < 0.4F) { continue; } float density_mult = 1.0F; if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) { density_mult = 0.5F; } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) { density_mult = 0.0F; } float const effective_density = fire_camp_density * density_mult; if (rand_01(state) < effective_density) { float const gx = float(x) + rand_01(state) * float(k_grid_spacing); float const gz = float(z) + rand_01(state) * float(k_grid_spacing); add_fire_camp(gx, gz, state); } } } addExplicitFireCamps(); m_fireCampInstanceCount = m_fireCampInstances.size(); m_fireCampInstancesDirty = m_fireCampInstanceCount > 0; qDebug() << "FireCampRenderer: Generated" << m_fireCampInstanceCount << "total instances"; } } // namespace Render::GL