#include "firecamp_renderer.h" #include "../../game/map/visibility_service.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 "spawn_validator.h" #include #include #include #include #include #include #include #include #include #include namespace { using std::uint32_t; using namespace Render::Ground; inline auto value_noise(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 &biome_settings) { 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_biome_settings = biome_settings; m_noiseSeed = biome_settings.seed; m_fireCampInstances.clear(); m_fireCampInstanceBuffer.reset(); m_fireCampInstanceCount = 0; m_fireCampInstancesDirty = false; m_fireCampParams.time = 0.0F; m_fireCampParams.flicker_speed = 5.0F; m_fireCampParams.flicker_amount = 0.02F; m_fireCampParams.glow_strength = 1.1F; generate_firecamp_instances(); } void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) { (void)resources; m_fireCampInstanceCount = static_cast(m_fireCampInstances.size()); if (m_fireCampInstanceCount == 0) { m_fireCampInstanceBuffer.reset(); m_visibleInstances.clear(); return; } auto &visibility = Game::Map::VisibilityService::instance(); const bool use_visibility = visibility.is_initialized(); const std::uint64_t current_version = use_visibility ? visibility.version() : 0; const bool needs_visibility_update = m_visibilityDirty || (current_version != m_cachedVisibilityVersion); if (needs_visibility_update) { Game::Map::VisibilityService::Snapshot visibility_snapshot; if (use_visibility) { visibility_snapshot = visibility.snapshot(); } m_visibleInstances.clear(); if (use_visibility) { m_visibleInstances.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_snapshot.isVisibleWorld(world_x, world_z)) { m_visibleInstances.push_back(instance); } } } else { m_visibleInstances = m_fireCampInstances; } m_cachedVisibilityVersion = current_version; m_visibilityDirty = false; if (!m_visibleInstances.empty()) { if (!m_fireCampInstanceBuffer) { m_fireCampInstanceBuffer = std::make_unique(Buffer::Type::Vertex); } m_fireCampInstanceBuffer->set_data(m_visibleInstances, Buffer::Usage::Static); } } const auto visible_count = static_cast(m_visibleInstances.size()); if (visible_count == 0 || !m_fireCampInstanceBuffer) { return; } FireCampBatchParams params = m_fireCampParams; params.time = renderer.get_animation_time(); params.flicker_amount = m_fireCampParams.flicker_amount * (0.9F + 0.25F * std::sin(params.time * 1.3F)); params.glow_strength = m_fireCampParams.glow_strength * (0.85F + 0.2F * std::sin(params.time * 1.7F + 1.2F)); renderer.firecamp_batch(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 : m_visibleInstances) { 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_visibleInstances.clear(); m_fireCampInstanceBuffer.reset(); m_fireCampInstanceCount = 0; m_fireCampInstancesDirty = false; m_visibilityDirty = true; m_cachedVisibilityVersion = 0; 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()) { generate_firecamp_instances(); } } void FireCampRenderer::add_explicit_firecamps(const SpawnValidator &validator) { if (m_explicitPositions.empty()) { return; } for (size_t i = 0; i < m_explicitPositions.size(); ++i) { const QVector3D &pos = m_explicitPositions[i]; if (!validator.can_spawn_at_world(pos.x(), pos.z())) { continue; } 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::generate_firecamp_instances() { m_fireCampInstances.clear(); if (m_width < 2 || m_height < 2 || m_heightData.empty()) { return; } const float tile_safe = std::max(0.1F, m_tile_size); SpawnTerrainCache terrain_cache; terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width, m_height, m_tile_size); SpawnValidationConfig config = make_firecamp_spawn_config(); config.grid_width = m_width; config.grid_height = m_height; config.tile_size = m_tile_size; config.edge_padding = m_biome_settings.spawn_edge_padding; SpawnValidator validator(terrain_cache, config); float const fire_camp_density = 0.02F; auto add_fire_camp = [&](float gx, float gz, uint32_t &state) -> bool { if (!validator.can_spawn_at_grid(gx, gz)) { 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; float world_x = 0.0F; float world_z = 0.0F; validator.grid_to_world(gx, gz, world_x, world_z); float const world_y = m_heightData[static_cast(normal_idx)]; 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; float const slope = terrain_cache.get_slope_at(x, z); if (slope > 0.3F) { continue; } uint32_t state = hash_coords( x, z, m_noiseSeed ^ 0xF12ECA3FU ^ static_cast(idx)); float world_x = 0.0F; float world_z = 0.0F; validator.grid_to_world(static_cast(x), static_cast(z), world_x, world_z); float const cluster_noise = value_noise(world_x * 0.02F, world_z * 0.02F, m_noiseSeed ^ 0xCA3F12E0U); if (cluster_noise < 0.4F) { continue; } Game::Map::TerrainType const terrain_type = terrain_cache.get_terrain_type_at(x, z); float density_mult = 1.0F; if (terrain_type == Game::Map::TerrainType::Hill) { density_mult = 0.5F; } else if (terrain_type == 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); } } } add_explicit_firecamps(validator); m_fireCampInstanceCount = m_fireCampInstances.size(); m_fireCampInstancesDirty = m_fireCampInstanceCount > 0; qDebug() << "FireCampRenderer: Generated" << m_fireCampInstanceCount << "total instances"; } } // namespace Render::GL