#include "plant_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/plant_gpu.h" #include "ground_utils.h" #include "map/terrain.h" #include "spawn_validator.h" #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 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 { PlantRenderer::PlantRenderer() = default; PlantRenderer::~PlantRenderer() = default; void PlantRenderer::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_plantInstances.clear(); m_plantInstanceCount = 0; m_plantInstancesDirty = false; m_plantParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F); m_plantParams.time = 0.0F; m_plantParams.wind_strength = m_biome_settings.sway_strength; m_plantParams.wind_speed = m_biome_settings.sway_speed; generate_plant_instances(); } void PlantRenderer::submit(Renderer &renderer, ResourceManager *resources) { (void)resources; m_plantInstanceCount = static_cast(m_plantInstances.size()); if (m_plantInstanceCount == 0) { 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_plantInstanceCount); for (const auto &instance : m_plantInstances) { float const world_x = instance.pos_scale.x(); float const world_z = instance.pos_scale.z(); if (visibility_snapshot.isVisibleWorld(world_x, world_z)) { m_visibleInstances.push_back(instance); } } } else { m_visibleInstances = m_plantInstances; } m_cachedVisibilityVersion = current_version; m_visibilityDirty = false; if (!m_visibleInstances.empty()) { if (!m_visibleInstanceBuffer) { m_visibleInstanceBuffer = std::make_unique(Buffer::Type::Vertex); } m_visibleInstanceBuffer->set_data(m_visibleInstances, Buffer::Usage::Static); } } const auto visible_count = static_cast(m_visibleInstances.size()); if (visible_count == 0 || !m_visibleInstanceBuffer) { return; } PlantBatchParams params = m_plantParams; params.time = renderer.get_animation_time(); renderer.plant_batch(m_visibleInstanceBuffer.get(), visible_count, params); } void PlantRenderer::clear() { m_plantInstances.clear(); m_visibleInstances.clear(); m_visibleInstanceBuffer.reset(); m_plantInstanceCount = 0; m_plantInstancesDirty = false; m_visibilityDirty = true; m_cachedVisibilityVersion = 0; } void PlantRenderer::generate_plant_instances() { m_plantInstances.clear(); if (m_width < 2 || m_height < 2 || m_heightData.empty()) { m_plantInstanceCount = 0; m_plantInstancesDirty = false; return; } const float plant_density = std::clamp(m_biome_settings.plant_density, 0.0F, 2.0F); if (plant_density < 0.01F) { m_plantInstanceCount = 0; m_plantInstancesDirty = false; return; } const float tile_safe = std::max(0.001F, 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_plant_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); auto add_plant = [&](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)); float world_x = 0.0F; float world_z = 0.0F; validator.grid_to_world(gx, gz, world_x, world_z); float const world_y = terrain_cache.sample_height_at(sgx, sgz); float const scale = remap(rand_01(state), 0.30F, 0.80F) * tile_safe; float const plant_type = std::floor(rand_01(state) * 4.0F); float const color_var = remap(rand_01(state), 0.0F, 1.0F); QVector3D const base_color = m_biome_settings.grass_primary * 0.7F; QVector3D const var_color = m_biome_settings.grass_secondary * 0.8F; QVector3D tint_color = base_color * (1.0F - color_var) + var_color * color_var; float const brown_mix = remap(rand_01(state), 0.15F, 0.35F); QVector3D const brown_tint(0.55F, 0.50F, 0.35F); 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 sway_strength = remap(rand_01(state), 0.6F, 1.2F); float const sway_speed = remap(rand_01(state), 0.8F, 1.3F); float const rotation = rand_01(state) * MathConstants::k_two_pi; PlantInstanceGpu instance; instance.pos_scale = QVector4D(world_x, world_y + 0.05F, world_z, scale); instance.color_sway = QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase); instance.type_params = QVector4D(plant_type, rotation, sway_strength, sway_speed); m_plantInstances.push_back(instance); return true; }; for (int z = 0; z < m_height; z += 3) { for (int x = 0; x < m_width; x += 3) { int const idx = z * m_width + x; Game::Map::TerrainType const terrain_type = terrain_cache.get_terrain_type_at(x, z); if (terrain_type == Game::Map::TerrainType::Mountain || terrain_type == Game::Map::TerrainType::River) { continue; } float const slope = terrain_cache.get_slope_at(x, z); if (slope > 0.65F) { continue; } uint32_t state = hash_coords( x, z, m_noiseSeed ^ 0x8F3C5A7EU ^ 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 * 0.05F, world_z * 0.05F, m_noiseSeed ^ 0x4B9D2F1AU); if (cluster_noise < 0.45F) { continue; } float density_mult = 1.0F; if (terrain_type == Game::Map::TerrainType::Hill) { density_mult = 0.6F; } float const effective_density = plant_density * density_mult * 0.8F; int plant_count = static_cast(std::floor(effective_density)); float const frac = effective_density - float(plant_count); if (rand_01(state) < frac) { plant_count += 1; } for (int i = 0; i < plant_count; ++i) { float const gx = float(x) + rand_01(state) * 3.0F; float const gz = float(z) + rand_01(state) * 3.0F; add_plant(gx, gz, state); } } } m_plantInstanceCount = m_plantInstances.size(); m_plantInstancesDirty = m_plantInstanceCount > 0; } } // namespace Render::GL