#include "pine_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/pine_gpu.h" #include "ground_utils.h" #include "map/terrain.h" #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 salt = 0U) -> float { int const x0 = int(std::floor(x)); int const z0 = int(std::floor(z)); int const x1 = x0 + 1; int const z1 = z0 + 1; float const tx = x - float(x0); float const tz = z - float(z0); float const n00 = hash_to_01(hash_coords(x0, z0, salt)); float const n10 = hash_to_01(hash_coords(x1, z0, salt)); float const n01 = hash_to_01(hash_coords(x0, z1, salt)); float const n11 = hash_to_01(hash_coords(x1, z1, salt)); float const nx0 = n00 * (1 - tx) + n10 * tx; float const nx1 = n01 * (1 - tx) + n11 * tx; return nx0 * (1 - tz) + nx1 * tz; } } // namespace namespace Render::GL { PineRenderer::PineRenderer() = default; PineRenderer::~PineRenderer() = default; void PineRenderer::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_pineInstances.clear(); m_pineInstanceBuffer.reset(); m_pineInstanceCount = 0; m_pineInstancesDirty = false; m_pineParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F); m_pineParams.time = 0.0F; m_pineParams.windStrength = 0.3F; m_pineParams.windSpeed = 0.5F; generatePineInstances(); } void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) { (void)resources; m_pineInstanceCount = static_cast(m_pineInstances.size()); if (m_pineInstanceCount == 0) { m_pineInstanceBuffer.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_pineInstanceCount); for (const auto &instance : m_pineInstances) { float const world_x = instance.posScale.x(); float const world_z = instance.posScale.z(); if (visibility.isVisibleWorld(world_x, world_z)) { visible_instances.push_back(instance); } } } else { visible_instances = m_pineInstances; } const auto visible_count = static_cast(visible_instances.size()); if (visible_count == 0) { m_pineInstanceBuffer.reset(); return; } if (!m_pineInstanceBuffer) { m_pineInstanceBuffer = std::make_unique(Buffer::Type::Vertex); } m_pineInstanceBuffer->setData(visible_instances, Buffer::Usage::Static); PineBatchParams params = m_pineParams; params.time = renderer.getAnimationTime(); renderer.pineBatch(m_pineInstanceBuffer.get(), visible_count, params); } void PineRenderer::clear() { m_pineInstances.clear(); m_pineInstanceBuffer.reset(); m_pineInstanceCount = 0; m_pineInstancesDirty = false; } void PineRenderer::generatePineInstances() { m_pineInstances.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 pine_density = 0.2F; if (m_biomeSettings.plant_density > 0.0F) { pine_density = m_biomeSettings.plant_density * 0.3F; } 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_pine = [&](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 > 0.75F) { 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 scale = remap(rand_01(state), 3.0F, 6.0F) * tile_safe; float const color_var = remap(rand_01(state), 0.0F, 1.0F); QVector3D const base_color(0.15F, 0.35F, 0.20F); QVector3D const var_color(0.20F, 0.40F, 0.25F); QVector3D tint_color = base_color * (1.0F - color_var) + var_color * color_var; float const brown_mix = remap(rand_01(state), 0.10F, 0.25F); QVector3D const brown_tint(0.35F, 0.30F, 0.20F); tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix; float const sway_phase = rand_01(state) * MathConstants::k_two_pi; float const rotation = rand_01(state) * MathConstants::k_two_pi; float const silhouette_seed = rand_01(state); float const needle_seed = rand_01(state); float const bark_seed = rand_01(state); PineInstanceGpu instance; instance.posScale = QVector4D(world_x, world_y, world_z, scale); instance.colorSway = QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase); instance.rotation = QVector4D(rotation, silhouette_seed, needle_seed, bark_seed); m_pineInstances.push_back(instance); return true; }; for (int z = 0; z < m_height; z += 6) { for (int x = 0; x < m_width; x += 6) { 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 > 0.75F) { continue; } uint32_t state = hash_coords( x, z, m_noiseSeed ^ 0xAB12CD34U ^ 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 * 0.03F, world_z * 0.03F, m_noiseSeed ^ 0x7F8E9D0AU); if (cluster_noise < 0.35F) { continue; } float density_mult = 1.0F; if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) { density_mult = 1.2F; } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) { density_mult = 0.4F; } float const effective_density = pine_density * density_mult * 0.8F; int pine_count = static_cast(std::floor(effective_density)); float const frac = effective_density - float(pine_count); if (rand_01(state) < frac) { pine_count += 1; } for (int i = 0; i < pine_count; ++i) { float const gx = float(x) + rand_01(state) * 6.0F; float const gz = float(z) + rand_01(state) * 6.0F; add_pine(gx, gz, state); } } } m_pineInstanceCount = m_pineInstances.size(); m_pineInstancesDirty = m_pineInstanceCount > 0; } } // namespace Render::GL