#include "stone_renderer.h" #include "../gl/buffer.h" #include "../scene_renderer.h" #include "gl/render_constants.h" #include "gl/resources.h" #include "ground/stone_gpu.h" #include "ground_utils.h" #include "map/terrain.h" #include "spawn_validator.h" #include #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 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 { StoneRenderer::StoneRenderer() = default; StoneRenderer::~StoneRenderer() = default; void StoneRenderer::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_stoneInstances.clear(); m_stoneInstanceBuffer.reset(); m_stoneInstanceCount = 0; m_stoneInstancesDirty = false; m_stoneParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F); m_stoneParams.time = 0.0F; generate_stone_instances(); } void StoneRenderer::submit(Renderer &renderer, ResourceManager *resources) { Q_UNUSED(resources); if (m_stoneInstanceCount > 0) { if (!m_stoneInstanceBuffer) { m_stoneInstanceBuffer = std::make_unique(Buffer::Type::Vertex); } if (m_stoneInstancesDirty && m_stoneInstanceBuffer) { m_stoneInstanceBuffer->set_data(m_stoneInstances, Buffer::Usage::Static); m_stoneInstancesDirty = false; } } else { m_stoneInstanceBuffer.reset(); return; } renderer.stone_batch(m_stoneInstanceBuffer.get(), m_stoneInstanceCount, m_stoneParams); } void StoneRenderer::clear() { m_stoneInstances.clear(); m_stoneInstanceBuffer.reset(); m_stoneInstanceCount = 0; m_stoneInstancesDirty = false; } void StoneRenderer::generate_stone_instances() { QElapsedTimer timer; timer.start(); m_stoneInstances.clear(); if (m_width < 2 || m_height < 2 || m_heightData.empty()) { m_stoneInstanceCount = 0; m_stoneInstancesDirty = 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_stone_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_stone = [&](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), 0.08F, 0.25F) * tile_safe; float const color_var = remap(rand_01(state), 0.0F, 1.0F); QVector3D const base_rock = m_biome_settings.rock_low; QVector3D const high_rock = m_biome_settings.rock_high; QVector3D color = base_rock * (1.0F - color_var) + high_rock * color_var; float const brown_mix = remap(rand_01(state), 0.0F, 0.4F); QVector3D const brown_tint(0.45F, 0.38F, 0.30F); color = color * (1.0F - brown_mix) + brown_tint * brown_mix; float const rotation = rand_01(state) * MathConstants::k_two_pi; StoneInstanceGpu instance; instance.pos_scale = QVector4D(world_x, world_y + 0.01F, world_z, scale); instance.color_rot = QVector4D(color.x(), color.y(), color.z(), rotation); m_stoneInstances.push_back(instance); return true; }; const float stone_density = 0.15F; for (int z = 0; z < m_height; z += 2) { for (int x = 0; x < m_width; x += 2) { 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::Flat) { continue; } float const slope = terrain_cache.get_slope_at(x, z); if (slope > 0.15F) { continue; } uint32_t state = hash_coords( x, z, m_noiseSeed ^ 0xABCDEF12U ^ 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 * 0.03F, world_z * 0.03F, m_noiseSeed ^ 0x7F3A9B2CU); if (cluster_noise < 0.6F) { continue; } int stone_count = static_cast(std::floor(stone_density)); float const frac = stone_density - float(stone_count); if (rand_01(state) < frac) { stone_count += 1; } for (int i = 0; i < stone_count; ++i) { float const gx = float(x) + rand_01(state) * 2.0F; float const gz = float(z) + rand_01(state) * 2.0F; add_stone(gx, gz, state); } } } m_stoneInstanceCount = m_stoneInstances.size(); m_stoneInstancesDirty = m_stoneInstanceCount > 0; } } // namespace Render::GL