#include "ground_renderer.h" #include "../draw_queue.h" #include "../gl/resources.h" #include "../scene_renderer.h" #include "ground/terrain_gpu.h" #include #include #include #include namespace Render::GL { namespace { const QMatrix4x4 k_identity_matrix; inline auto saturate(const QVector3D &c) -> QVector3D { return {std::clamp(c.x(), 0.0F, 1.0F), std::clamp(c.y(), 0.0F, 1.0F), std::clamp(c.z(), 0.0F, 1.0F)}; } } // namespace static auto clamp01(const QVector3D &c) -> QVector3D { return saturate(c); } void GroundRenderer::recomputeModel() { QMatrix4x4 new_model = k_identity_matrix; new_model.translate(0.0F, -0.5F, 0.0F); if (m_width > 0 && m_height > 0) { const float scale_x = std::sqrt(float(m_width)) * m_tile_size; const float scale_z = std::sqrt(float(m_height)) * m_tile_size; new_model.scale(scale_x, 1.0F, scale_z); } else { new_model.scale(m_extent, 1.0F, m_extent); } if (new_model != m_model) { m_model = new_model; m_modelDirty = true; } } void GroundRenderer::updateNoiseOffset() { const float span_x = (m_width > 0 ? float(m_width) * m_tile_size : m_extent); const float span_z = (m_height > 0 ? float(m_height) * m_tile_size : m_extent); const auto seed = static_cast(m_biomeSettings.seed % 1024U); QVector2D new_offset; new_offset.setX(span_x * 0.37F + seed * 0.21F); new_offset.setY(span_z * 0.43F + seed * 0.17F); m_noiseAngle = std::fmod(seed * 0.6180339887F, 1.0F) * 6.28318530718F; if (new_offset != m_noiseOffset) { m_noiseOffset = new_offset; invalidateParamsCache(); } } auto GroundRenderer::buildParams() const -> TerrainChunkParams { if (m_cachedParamsValid) { return m_cachedParams; } TerrainChunkParams params; const QVector3D primary = m_biomeSettings.grassPrimary * 0.97F; const QVector3D secondary = m_biomeSettings.grassSecondary * 0.93F; const QVector3D dry = m_biomeSettings.grassDry * 0.90F; const QVector3D soil = m_biomeSettings.soilColor * 0.68F; params.grassPrimary = saturate(primary); params.grassSecondary = saturate(secondary); params.grassDry = saturate(dry); params.soilColor = saturate(soil); params.rockLow = saturate(m_biomeSettings.rockLow); params.rockHigh = saturate(m_biomeSettings.rockHigh); params.tint = QVector3D(0.96F, 0.98F, 0.96F); params.tile_size = std::max(0.25F, m_tile_size); params.macroNoiseScale = std::max(0.012F, m_biomeSettings.terrainMacroNoiseScale * 0.60F); params.detail_noiseScale = std::max(0.045F, m_biomeSettings.terrainDetailNoiseScale * 0.75F); params.slopeRockThreshold = 0.72F; params.slopeRockSharpness = 4.5F; params.soilBlendHeight = -0.65F; params.soilBlendSharpness = 2.6F; params.noiseOffset = m_noiseOffset; params.noiseAngle = m_noiseAngle; const float target_amp = std::clamp(m_biomeSettings.heightNoiseAmplitude * 0.22F, 0.10F, 0.20F); params.heightNoiseStrength = target_amp; params.heightNoiseFrequency = std::max(0.6F, m_biomeSettings.heightNoiseFrequency * 1.05F); params.microBumpAmp = 0.07F; params.microBumpFreq = 2.2F; params.microNormalWeight = 0.65F; params.albedoJitter = 0.05F; params.ambientBoost = m_biomeSettings.terrainAmbientBoost * 0.85F; params.rockDetailStrength = m_biomeSettings.terrainRockDetailStrength * 0.18F; QVector3D const l(0.35F, 0.85F, 0.42F); params.light_direction = l.normalized(); params.isGroundPlane = true; m_cachedParams = params; m_cachedParamsValid = true; return params; } void GroundRenderer::submit(Renderer &renderer, ResourceManager *resources) { if (resources == nullptr) { return; } if (m_hasBiome) { Mesh *plane = resources->ground(); if (plane != nullptr) { const TerrainChunkParams params = buildParams(); const bool model_changed = m_modelDirty || (m_lastSubmittedModel != m_model); const bool state_changed = (m_lastSubmittedStateVersion != m_stateVersion); (void)model_changed; (void)state_changed; renderer.terrainChunk(plane, m_model, params, 0x0040U, true, +0.0008F); m_lastSubmittedModel = m_model; m_modelDirty = false; m_lastSubmittedStateVersion = m_stateVersion; return; } } const float cell = (m_tile_size > 0.0F ? m_tile_size : 1.0F); const float extent = (m_width > 0 && m_height > 0) ? std::max(m_width, m_height) * m_tile_size * 0.5F : m_extent; renderer.grid(m_model, m_color, cell, 0.06F, extent); } } // namespace Render::GL