firecamp_renderer.cpp 13 KB

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  1. #include "firecamp_renderer.h"
  2. #include "../../game/map/terrain_service.h"
  3. #include "../../game/map/visibility_service.h"
  4. #include "../../game/systems/building_collision_registry.h"
  5. #include "../gl/buffer.h"
  6. #include "../scene_renderer.h"
  7. #include "gl/render_constants.h"
  8. #include "gl/resources.h"
  9. #include "ground/firecamp_gpu.h"
  10. #include "ground_utils.h"
  11. #include "map/terrain.h"
  12. #include <QDebug>
  13. #include <QVector2D>
  14. #include <algorithm>
  15. #include <cmath>
  16. #include <cstddef>
  17. #include <cstdint>
  18. #include <memory>
  19. #include <qglobal.h>
  20. #include <qvectornd.h>
  21. #include <vector>
  22. namespace {
  23. using std::uint32_t;
  24. using namespace Render::Ground;
  25. inline auto valueNoise(float x, float z, uint32_t seed) -> float {
  26. int const ix = static_cast<int>(std::floor(x));
  27. int const iz = static_cast<int>(std::floor(z));
  28. float fx = x - static_cast<float>(ix);
  29. float fz = z - static_cast<float>(iz);
  30. fx = fx * fx * (3.0F - 2.0F * fx);
  31. fz = fz * fz * (3.0F - 2.0F * fz);
  32. uint32_t s00 = hash_coords(ix, iz, seed);
  33. uint32_t s10 = hash_coords(ix + 1, iz, seed);
  34. uint32_t s01 = hash_coords(ix, iz + 1, seed);
  35. uint32_t s11 = hash_coords(ix + 1, iz + 1, seed);
  36. float const v00 = rand_01(s00);
  37. float const v10 = rand_01(s10);
  38. float const v01 = rand_01(s01);
  39. float const v11 = rand_01(s11);
  40. float const v0 = v00 * (1.0F - fx) + v10 * fx;
  41. float const v1 = v01 * (1.0F - fx) + v11 * fx;
  42. return v0 * (1.0F - fz) + v1 * fz;
  43. }
  44. } // namespace
  45. namespace Render::GL {
  46. FireCampRenderer::FireCampRenderer() = default;
  47. FireCampRenderer::~FireCampRenderer() = default;
  48. void FireCampRenderer::configure(
  49. const Game::Map::TerrainHeightMap &height_map,
  50. const Game::Map::BiomeSettings &biome_settings) {
  51. m_width = height_map.getWidth();
  52. m_height = height_map.getHeight();
  53. m_tile_size = height_map.getTileSize();
  54. m_heightData = height_map.getHeightData();
  55. m_terrain_types = height_map.getTerrainTypes();
  56. m_biome_settings = biome_settings;
  57. m_noiseSeed = biome_settings.seed;
  58. m_fireCampInstances.clear();
  59. m_fireCampInstanceBuffer.reset();
  60. m_fireCampInstanceCount = 0;
  61. m_fireCampInstancesDirty = false;
  62. m_fireCampParams.time = 0.0F;
  63. m_fireCampParams.flicker_speed = 5.0F;
  64. m_fireCampParams.flicker_amount = 0.02F;
  65. m_fireCampParams.glow_strength = 1.1F;
  66. generateFireCampInstances();
  67. }
  68. void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  69. (void)resources;
  70. m_fireCampInstanceCount = static_cast<uint32_t>(m_fireCampInstances.size());
  71. if (m_fireCampInstanceCount == 0) {
  72. m_fireCampInstanceBuffer.reset();
  73. m_visibleInstances.clear();
  74. return;
  75. }
  76. auto &visibility = Game::Map::VisibilityService::instance();
  77. const bool use_visibility = visibility.is_initialized();
  78. const std::uint64_t current_version =
  79. use_visibility ? visibility.version() : 0;
  80. const bool needs_visibility_update =
  81. m_visibilityDirty || (current_version != m_cachedVisibilityVersion);
  82. if (needs_visibility_update) {
  83. m_visibleInstances.clear();
  84. if (use_visibility) {
  85. m_visibleInstances.reserve(m_fireCampInstanceCount);
  86. for (const auto &instance : m_fireCampInstances) {
  87. float const world_x = instance.pos_intensity.x();
  88. float const world_z = instance.pos_intensity.z();
  89. if (visibility.isVisibleWorld(world_x, world_z)) {
  90. m_visibleInstances.push_back(instance);
  91. }
  92. }
  93. } else {
  94. m_visibleInstances = m_fireCampInstances;
  95. }
  96. m_cachedVisibilityVersion = current_version;
  97. m_visibilityDirty = false;
  98. if (!m_visibleInstances.empty()) {
  99. if (!m_fireCampInstanceBuffer) {
  100. m_fireCampInstanceBuffer =
  101. std::make_unique<Buffer>(Buffer::Type::Vertex);
  102. }
  103. m_fireCampInstanceBuffer->setData(m_visibleInstances,
  104. Buffer::Usage::Static);
  105. }
  106. }
  107. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  108. if (visible_count == 0 || !m_fireCampInstanceBuffer) {
  109. return;
  110. }
  111. FireCampBatchParams params = m_fireCampParams;
  112. params.time = renderer.get_animation_time();
  113. params.flicker_amount = m_fireCampParams.flicker_amount *
  114. (0.9F + 0.25F * std::sin(params.time * 1.3F));
  115. params.glow_strength = m_fireCampParams.glow_strength *
  116. (0.85F + 0.2F * std::sin(params.time * 1.7F + 1.2F));
  117. renderer.firecamp_batch(m_fireCampInstanceBuffer.get(), visible_count,
  118. params);
  119. const QVector3D log_color(0.26F, 0.15F, 0.08F);
  120. const QVector3D char_color(0.08F, 0.05F, 0.03F);
  121. for (const auto &instance : m_visibleInstances) {
  122. const QVector4D pos_intensity = instance.pos_intensity;
  123. const QVector4D radius_phase = instance.radius_phase;
  124. const QVector3D camp_pos = pos_intensity.toVector3D();
  125. const float intensity = std::clamp(pos_intensity.w(), 0.6F, 1.6F);
  126. const float base_radius = std::max(radius_phase.x(), 1.0F);
  127. uint32_t state = hash_coords(
  128. static_cast<int>(std::floor(camp_pos.x())),
  129. static_cast<int>(std::floor(camp_pos.z())),
  130. static_cast<uint32_t>(radius_phase.y() *
  131. HashConstants::k_temporal_variation_frequency));
  132. const float time = params.time;
  133. const float char_amount =
  134. std::clamp(time * 0.015F + rand_01(state) * 0.05F, 0.0F, 1.0F);
  135. const QVector3D blended_log_color =
  136. log_color * (1.0F - char_amount) + char_color * (char_amount + 0.15F);
  137. const float log_length = std::clamp(base_radius * 0.85F, 0.45F, 1.1F);
  138. const float log_radius = std::clamp(base_radius * 0.08F, 0.03F, 0.08F);
  139. const float base_yaw = (rand_01(state) - 0.5F) * 0.35F;
  140. const float cos_base = std::cos(base_yaw);
  141. const float sin_base = std::sin(base_yaw);
  142. const QVector3D axis_a(cos_base, 0.0F, sin_base);
  143. const QVector3D axis_b(-axis_a.z(), 0.0F, axis_a.x());
  144. const QVector3D base_center = camp_pos + QVector3D(0.0F, -0.02F, 0.0F);
  145. const QVector3D base_half_a = axis_a * (log_length * 0.5F);
  146. const QVector3D base_half_b = axis_b * (log_length * 0.45F);
  147. renderer.cylinder(base_center - base_half_a, base_center + base_half_a,
  148. log_radius, blended_log_color, 1.0F);
  149. renderer.cylinder(base_center - base_half_b, base_center + base_half_b,
  150. log_radius, blended_log_color, 1.0F);
  151. if (rand_01(state) > 0.25F) {
  152. float const top_yaw = base_yaw + 0.6F + (rand_01(state) - 0.5F) * 0.35F;
  153. QVector3D const top_axis(std::cos(top_yaw), 0.0F, std::sin(top_yaw));
  154. QVector3D const top_half = top_axis * (log_length * 0.35F);
  155. QVector3D const top_center =
  156. camp_pos + QVector3D(0.0F, log_radius * 1.6F, 0.0F);
  157. float const top_radius = log_radius * 0.85F;
  158. renderer.cylinder(top_center - top_half, top_center + top_half,
  159. top_radius, blended_log_color, 1.0F);
  160. }
  161. }
  162. }
  163. void FireCampRenderer::clear() {
  164. m_fireCampInstances.clear();
  165. m_visibleInstances.clear();
  166. m_fireCampInstanceBuffer.reset();
  167. m_fireCampInstanceCount = 0;
  168. m_fireCampInstancesDirty = false;
  169. m_visibilityDirty = true;
  170. m_cachedVisibilityVersion = 0;
  171. m_explicitPositions.clear();
  172. m_explicitIntensities.clear();
  173. m_explicitRadii.clear();
  174. }
  175. void FireCampRenderer::setExplicitFireCamps(
  176. const std::vector<QVector3D> &positions,
  177. const std::vector<float> &intensities, const std::vector<float> &radii) {
  178. m_explicitPositions = positions;
  179. m_explicitIntensities = intensities;
  180. m_explicitRadii = radii;
  181. m_fireCampInstancesDirty = true;
  182. if (m_width > 0 && m_height > 0 && !m_heightData.empty()) {
  183. generateFireCampInstances();
  184. }
  185. }
  186. void FireCampRenderer::addExplicitFireCamps() {
  187. if (m_explicitPositions.empty()) {
  188. return;
  189. }
  190. for (size_t i = 0; i < m_explicitPositions.size(); ++i) {
  191. const QVector3D &pos = m_explicitPositions[i];
  192. float intensity = 1.0F;
  193. if (i < m_explicitIntensities.size()) {
  194. intensity = m_explicitIntensities[i];
  195. }
  196. float radius = 3.0F;
  197. if (i < m_explicitRadii.size()) {
  198. radius = m_explicitRadii[i];
  199. }
  200. float const phase = static_cast<float>(i) * 1.234567F;
  201. FireCampInstanceGpu instance;
  202. instance.pos_intensity = QVector4D(pos.x(), pos.y(), pos.z(), intensity);
  203. instance.radius_phase = QVector4D(radius, phase, 1.0F, 0.0F);
  204. m_fireCampInstances.push_back(instance);
  205. }
  206. }
  207. void FireCampRenderer::generateFireCampInstances() {
  208. m_fireCampInstances.clear();
  209. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  210. return;
  211. }
  212. const float half_width = static_cast<float>(m_width) * 0.5F;
  213. const float half_height = static_cast<float>(m_height) * 0.5F;
  214. const float tile_safe = std::max(0.1F, m_tile_size);
  215. const float edge_padding =
  216. std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
  217. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  218. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  219. float const fire_camp_density = 0.02F;
  220. std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
  221. QVector3D(0, 1, 0));
  222. for (int z = 1; z < m_height - 1; ++z) {
  223. for (int x = 1; x < m_width - 1; ++x) {
  224. int const idx = z * m_width + x;
  225. float const h_l = m_heightData[(z)*m_width + (x - 1)];
  226. float const h_r = m_heightData[(z)*m_width + (x + 1)];
  227. float const h_d = m_heightData[(z - 1) * m_width + (x)];
  228. float const h_u = m_heightData[(z + 1) * m_width + (x)];
  229. QVector3D n = QVector3D(h_l - h_r, 2.0F * tile_safe, h_d - h_u);
  230. if (n.lengthSquared() > 0.0F) {
  231. n.normalize();
  232. } else {
  233. n = QVector3D(0, 1, 0);
  234. }
  235. normals[idx] = n;
  236. }
  237. }
  238. auto add_fire_camp = [&](float gx, float gz, uint32_t &state) -> bool {
  239. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  240. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  241. return false;
  242. }
  243. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  244. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  245. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  246. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  247. int const normal_idx = iz * m_width + ix;
  248. QVector3D const normal = normals[normal_idx];
  249. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  250. if (slope > 0.3F) {
  251. return false;
  252. }
  253. float const world_x = (gx - half_width) * m_tile_size;
  254. float const world_z = (gz - half_height) * m_tile_size;
  255. float const world_y = m_heightData[normal_idx];
  256. auto &building_registry =
  257. Game::Systems::BuildingCollisionRegistry::instance();
  258. if (building_registry.isPointInBuilding(world_x, world_z)) {
  259. return false;
  260. }
  261. auto &terrain_service = Game::Map::TerrainService::instance();
  262. if (terrain_service.is_point_on_road(world_x, world_z)) {
  263. return false;
  264. }
  265. float const intensity = remap(rand_01(state), 0.8F, 1.2F);
  266. float const radius = remap(rand_01(state), 2.0F, 4.0F) * tile_safe;
  267. float const phase = rand_01(state) * MathConstants::k_two_pi;
  268. float const duration = 1.0F;
  269. FireCampInstanceGpu instance;
  270. instance.pos_intensity = QVector4D(world_x, world_y, world_z, intensity);
  271. instance.radius_phase = QVector4D(radius, phase, duration, 0.0F);
  272. m_fireCampInstances.push_back(instance);
  273. return true;
  274. };
  275. constexpr int k_grid_spacing = 20;
  276. for (int z = 0; z < m_height; z += k_grid_spacing) {
  277. for (int x = 0; x < m_width; x += k_grid_spacing) {
  278. int const idx = z * m_width + x;
  279. QVector3D const normal = normals[idx];
  280. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  281. if (slope > 0.3F) {
  282. continue;
  283. }
  284. uint32_t state = hash_coords(
  285. x, z, m_noiseSeed ^ 0xF12ECA3FU ^ static_cast<uint32_t>(idx));
  286. float const world_x = (x - half_width) * m_tile_size;
  287. float const world_z = (z - half_height) * m_tile_size;
  288. float const cluster_noise = valueNoise(world_x * 0.02F, world_z * 0.02F,
  289. m_noiseSeed ^ 0xCA3F12E0U);
  290. if (cluster_noise < 0.4F) {
  291. continue;
  292. }
  293. float density_mult = 1.0F;
  294. if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
  295. density_mult = 0.5F;
  296. } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
  297. density_mult = 0.0F;
  298. }
  299. float const effective_density = fire_camp_density * density_mult;
  300. if (rand_01(state) < effective_density) {
  301. float const gx = float(x) + rand_01(state) * float(k_grid_spacing);
  302. float const gz = float(z) + rand_01(state) * float(k_grid_spacing);
  303. add_fire_camp(gx, gz, state);
  304. }
  305. }
  306. }
  307. addExplicitFireCamps();
  308. m_fireCampInstanceCount = m_fireCampInstances.size();
  309. m_fireCampInstancesDirty = m_fireCampInstanceCount > 0;
  310. qDebug() << "FireCampRenderer: Generated" << m_fireCampInstanceCount
  311. << "total instances";
  312. }
  313. } // namespace Render::GL