| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287 |
- #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 <QVector2D>
- #include <algorithm>
- #include <array>
- #include <cmath>
- #include <optional>
- namespace {
- using std::uint32_t;
- inline uint32_t hashCoords(int x, int z, uint32_t salt = 0u) {
- uint32_t ux = static_cast<uint32_t>(x * 73856093);
- uint32_t uz = static_cast<uint32_t>(z * 19349663);
- return ux ^ uz ^ (salt * 83492791u);
- }
- inline float rand01(uint32_t &state) {
- state = state * 1664525u + 1013904223u;
- return static_cast<float>((state >> 8) & 0xFFFFFF) /
- static_cast<float>(0xFFFFFF);
- }
- inline float remap(float value, float minOut, float maxOut) {
- return minOut + (maxOut - minOut) * value;
- }
- inline float valueNoise(float x, float z, uint32_t seed) {
- int ix = static_cast<int>(std::floor(x));
- int iz = static_cast<int>(std::floor(z));
- float fx = x - static_cast<float>(ix);
- float fz = z - static_cast<float>(iz);
- fx = fx * fx * (3.0f - 2.0f * fx);
- fz = fz * fz * (3.0f - 2.0f * fz);
- uint32_t s00 = hashCoords(ix, iz, seed);
- uint32_t s10 = hashCoords(ix + 1, iz, seed);
- uint32_t s01 = hashCoords(ix, iz + 1, seed);
- uint32_t s11 = hashCoords(ix + 1, iz + 1, seed);
- float v00 = rand01(s00);
- float v10 = rand01(s10);
- float v01 = rand01(s01);
- float v11 = rand01(s11);
- float v0 = v00 * (1.0f - fx) + v10 * fx;
- float v1 = v01 * (1.0f - fx) + v11 * fx;
- return v0 * (1.0f - fz) + v1 * fz;
- }
- } // namespace
- namespace Render::GL {
- PineRenderer::PineRenderer() = default;
- PineRenderer::~PineRenderer() = default;
- void PineRenderer::configure(const Game::Map::TerrainHeightMap &heightMap,
- const Game::Map::BiomeSettings &biomeSettings) {
- m_width = heightMap.getWidth();
- m_height = heightMap.getHeight();
- m_tileSize = heightMap.getTileSize();
- m_heightData = heightMap.getHeightData();
- m_terrainTypes = heightMap.getTerrainTypes();
- m_biomeSettings = biomeSettings;
- m_noiseSeed = biomeSettings.seed;
- m_pineInstances.clear();
- m_pineInstanceBuffer.reset();
- m_pineInstanceCount = 0;
- m_pineInstancesDirty = false;
- m_pineParams.lightDirection = 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<uint32_t>(m_pineInstances.size());
- if (m_pineInstanceCount == 0) {
- m_pineInstanceBuffer.reset();
- return;
- }
- auto &visibility = Game::Map::VisibilityService::instance();
- const bool useVisibility = visibility.isInitialized();
- std::vector<PineInstanceGpu> visibleInstances;
- if (useVisibility) {
- visibleInstances.reserve(m_pineInstanceCount);
- for (const auto &instance : m_pineInstances) {
- float worldX = instance.posScale.x();
- float worldZ = instance.posScale.z();
- if (visibility.isVisibleWorld(worldX, worldZ)) {
- visibleInstances.push_back(instance);
- }
- }
- } else {
- visibleInstances = m_pineInstances;
- }
- const uint32_t visibleCount = static_cast<uint32_t>(visibleInstances.size());
- if (visibleCount == 0) {
- m_pineInstanceBuffer.reset();
- return;
- }
- if (!m_pineInstanceBuffer) {
- m_pineInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- m_pineInstanceBuffer->setData(visibleInstances, Buffer::Usage::Static);
- PineBatchParams params = m_pineParams;
- params.time = renderer.getAnimationTime();
- renderer.pineBatch(m_pineInstanceBuffer.get(), visibleCount, 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 halfWidth = static_cast<float>(m_width) * 0.5f;
- const float halfHeight = static_cast<float>(m_height) * 0.5f;
- const float tileSafe = std::max(0.1f, m_tileSize);
- const float edgePadding =
- std::clamp(m_biomeSettings.spawnEdgePadding, 0.0f, 0.5f);
- const float edgeMarginX = static_cast<float>(m_width) * edgePadding;
- const float edgeMarginZ = static_cast<float>(m_height) * edgePadding;
- float pineDensity = 0.2f;
- if (m_biomeSettings.plantDensity > 0.0f) {
- pineDensity = m_biomeSettings.plantDensity * 0.3f;
- }
- std::vector<QVector3D> normals(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 idx = z * m_width + x;
- float hL = m_heightData[(z)*m_width + (x - 1)];
- float hR = m_heightData[(z)*m_width + (x + 1)];
- float hD = m_heightData[(z - 1) * m_width + (x)];
- float hU = m_heightData[(z + 1) * m_width + (x)];
- QVector3D n = QVector3D(hL - hR, 2.0f * tileSafe, hD - hU);
- if (n.lengthSquared() > 0.0f) {
- n.normalize();
- } else {
- n = QVector3D(0, 1, 0);
- }
- normals[idx] = n;
- }
- }
- auto addPine = [&](float gx, float gz, uint32_t &state) -> bool {
- if (gx < edgeMarginX || gx > m_width - 1 - edgeMarginX ||
- gz < edgeMarginZ || gz > m_height - 1 - edgeMarginZ) {
- return false;
- }
- float sgx = std::clamp(gx, 0.0f, float(m_width - 1));
- float sgz = std::clamp(gz, 0.0f, float(m_height - 1));
- int ix = std::clamp(int(std::floor(sgx + 0.5f)), 0, m_width - 1);
- int iz = std::clamp(int(std::floor(sgz + 0.5f)), 0, m_height - 1);
- int normalIdx = iz * m_width + ix;
- QVector3D normal = normals[normalIdx];
- float slope = 1.0f - std::clamp(normal.y(), 0.0f, 1.0f);
- if (slope > 0.75f) {
- return false;
- }
- float worldX = (gx - halfWidth) * m_tileSize;
- float worldZ = (gz - halfHeight) * m_tileSize;
- float worldY = m_heightData[normalIdx];
- auto &buildingRegistry =
- Game::Systems::BuildingCollisionRegistry::instance();
- if (buildingRegistry.isPointInBuilding(worldX, worldZ)) {
- return false;
- }
- float scale = remap(rand01(state), 3.0f, 6.0f) * tileSafe;
- float colorVar = remap(rand01(state), 0.0f, 1.0f);
- QVector3D baseColor(0.15f, 0.35f, 0.20f);
- QVector3D varColor(0.20f, 0.40f, 0.25f);
- QVector3D tintColor = baseColor * (1.0f - colorVar) + varColor * colorVar;
- float brownMix = remap(rand01(state), 0.10f, 0.25f);
- QVector3D brownTint(0.35f, 0.30f, 0.20f);
- tintColor = tintColor * (1.0f - brownMix) + brownTint * brownMix;
- float swayPhase = rand01(state) * 6.2831853f;
- float rotation = rand01(state) * 6.2831853f;
- float silhouetteSeed = rand01(state);
- float needleSeed = rand01(state);
- float barkSeed = rand01(state);
- PineInstanceGpu instance;
- instance.posScale = QVector4D(worldX, worldY, worldZ, scale);
- instance.colorSway =
- QVector4D(tintColor.x(), tintColor.y(), tintColor.z(), swayPhase);
- instance.rotation =
- QVector4D(rotation, silhouetteSeed, needleSeed, barkSeed);
- 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 idx = z * m_width + x;
- QVector3D normal = normals[idx];
- float slope = 1.0f - std::clamp(normal.y(), 0.0f, 1.0f);
- if (slope > 0.75f) {
- continue;
- }
- uint32_t state = hashCoords(
- x, z, m_noiseSeed ^ 0xAB12CD34u ^ static_cast<uint32_t>(idx));
- float worldX = (x - halfWidth) * m_tileSize;
- float worldZ = (z - halfHeight) * m_tileSize;
- float clusterNoise =
- valueNoise(worldX * 0.03f, worldZ * 0.03f, m_noiseSeed ^ 0x7F8E9D0Au);
- if (clusterNoise < 0.35f) {
- continue;
- }
- float densityMult = 1.0f;
- if (m_terrainTypes[idx] == Game::Map::TerrainType::Hill) {
- densityMult = 1.2f;
- } else if (m_terrainTypes[idx] == Game::Map::TerrainType::Mountain) {
- densityMult = 0.4f;
- }
- float effectiveDensity = pineDensity * densityMult * 0.8f;
- int pineCount = static_cast<int>(std::floor(effectiveDensity));
- float frac = effectiveDensity - float(pineCount);
- if (rand01(state) < frac) {
- pineCount += 1;
- }
- for (int i = 0; i < pineCount; ++i) {
- float gx = float(x) + rand01(state) * 6.0f;
- float gz = float(z) + rand01(state) * 6.0f;
- addPine(gx, gz, state);
- }
- }
- }
- m_pineInstanceCount = m_pineInstances.size();
- m_pineInstancesDirty = m_pineInstanceCount > 0;
- }
- } // namespace Render::GL
|