pine_renderer.cpp 9.4 KB

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  1. #include "pine_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/pine_gpu.h"
  10. #include "ground_utils.h"
  11. #include "map/terrain.h"
  12. #include <QVector2D>
  13. #include <algorithm>
  14. #include <cmath>
  15. #include <cstddef>
  16. #include <cstdint>
  17. #include <memory>
  18. #include <vector>
  19. namespace {
  20. using std::uint32_t;
  21. using namespace Render::Ground;
  22. inline auto valueNoise(float x, float z, uint32_t salt = 0U) -> float {
  23. int const x0 = int(std::floor(x));
  24. int const z0 = int(std::floor(z));
  25. int const x1 = x0 + 1;
  26. int const z1 = z0 + 1;
  27. float const tx = x - float(x0);
  28. float const tz = z - float(z0);
  29. float const n00 = hash_to_01(hash_coords(x0, z0, salt));
  30. float const n10 = hash_to_01(hash_coords(x1, z0, salt));
  31. float const n01 = hash_to_01(hash_coords(x0, z1, salt));
  32. float const n11 = hash_to_01(hash_coords(x1, z1, salt));
  33. float const nx0 = n00 * (1 - tx) + n10 * tx;
  34. float const nx1 = n01 * (1 - tx) + n11 * tx;
  35. return nx0 * (1 - tz) + nx1 * tz;
  36. }
  37. } // namespace
  38. namespace Render::GL {
  39. PineRenderer::PineRenderer() = default;
  40. PineRenderer::~PineRenderer() = default;
  41. void PineRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
  42. const Game::Map::BiomeSettings &biome_settings) {
  43. m_width = height_map.getWidth();
  44. m_height = height_map.getHeight();
  45. m_tile_size = height_map.getTileSize();
  46. m_heightData = height_map.getHeightData();
  47. m_terrain_types = height_map.getTerrainTypes();
  48. m_biome_settings = biome_settings;
  49. m_noiseSeed = biome_settings.seed;
  50. m_pineInstances.clear();
  51. m_pineInstanceBuffer.reset();
  52. m_pineInstanceCount = 0;
  53. m_pineInstancesDirty = false;
  54. m_pineParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  55. m_pineParams.time = 0.0F;
  56. m_pineParams.wind_strength = 0.3F;
  57. m_pineParams.wind_speed = 0.5F;
  58. generatePineInstances();
  59. }
  60. void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  61. (void)resources;
  62. m_pineInstanceCount = static_cast<uint32_t>(m_pineInstances.size());
  63. if (m_pineInstanceCount == 0) {
  64. m_pineInstanceBuffer.reset();
  65. m_visibleInstances.clear();
  66. return;
  67. }
  68. auto &visibility = Game::Map::VisibilityService::instance();
  69. const bool use_visibility = visibility.is_initialized();
  70. const std::uint64_t current_version =
  71. use_visibility ? visibility.version() : 0;
  72. const bool needs_visibility_update =
  73. m_visibilityDirty || (current_version != m_cachedVisibilityVersion);
  74. if (needs_visibility_update) {
  75. m_visibleInstances.clear();
  76. if (use_visibility) {
  77. m_visibleInstances.reserve(m_pineInstanceCount);
  78. for (const auto &instance : m_pineInstances) {
  79. float const world_x = instance.pos_scale.x();
  80. float const world_z = instance.pos_scale.z();
  81. if (visibility.isVisibleWorld(world_x, world_z)) {
  82. m_visibleInstances.push_back(instance);
  83. }
  84. }
  85. } else {
  86. m_visibleInstances = m_pineInstances;
  87. }
  88. m_cachedVisibilityVersion = current_version;
  89. m_visibilityDirty = false;
  90. if (!m_visibleInstances.empty()) {
  91. if (!m_pineInstanceBuffer) {
  92. m_pineInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  93. }
  94. m_pineInstanceBuffer->setData(m_visibleInstances, Buffer::Usage::Static);
  95. }
  96. }
  97. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  98. if (visible_count == 0 || !m_pineInstanceBuffer) {
  99. return;
  100. }
  101. PineBatchParams params = m_pineParams;
  102. params.time = renderer.get_animation_time();
  103. renderer.pine_batch(m_pineInstanceBuffer.get(), visible_count, params);
  104. }
  105. void PineRenderer::clear() {
  106. m_pineInstances.clear();
  107. m_visibleInstances.clear();
  108. m_pineInstanceBuffer.reset();
  109. m_pineInstanceCount = 0;
  110. m_pineInstancesDirty = false;
  111. m_visibilityDirty = true;
  112. m_cachedVisibilityVersion = 0;
  113. }
  114. void PineRenderer::generatePineInstances() {
  115. m_pineInstances.clear();
  116. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  117. return;
  118. }
  119. if (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry) {
  120. m_pineInstancesDirty = false;
  121. return;
  122. }
  123. const float half_width = static_cast<float>(m_width) * 0.5F;
  124. const float half_height = static_cast<float>(m_height) * 0.5F;
  125. const float tile_safe = std::max(0.1F, m_tile_size);
  126. const float edge_padding =
  127. std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
  128. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  129. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  130. float pine_density = 0.2F;
  131. if (m_biome_settings.plant_density > 0.0F) {
  132. pine_density = m_biome_settings.plant_density * 0.3F;
  133. }
  134. std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
  135. QVector3D(0, 1, 0));
  136. for (int z = 1; z < m_height - 1; ++z) {
  137. for (int x = 1; x < m_width - 1; ++x) {
  138. int const idx = z * m_width + x;
  139. float const h_l = m_heightData[(z)*m_width + (x - 1)];
  140. float const h_r = m_heightData[(z)*m_width + (x + 1)];
  141. float const h_d = m_heightData[(z - 1) * m_width + (x)];
  142. float const h_u = m_heightData[(z + 1) * m_width + (x)];
  143. QVector3D n = QVector3D(h_l - h_r, 2.0F * tile_safe, h_d - h_u);
  144. if (n.lengthSquared() > 0.0F) {
  145. n.normalize();
  146. } else {
  147. n = QVector3D(0, 1, 0);
  148. }
  149. normals[idx] = n;
  150. }
  151. }
  152. auto add_pine = [&](float gx, float gz, uint32_t &state) -> bool {
  153. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  154. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  155. return false;
  156. }
  157. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  158. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  159. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  160. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  161. int const normal_idx = iz * m_width + ix;
  162. QVector3D const normal = normals[normal_idx];
  163. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  164. if (slope > 0.75F) {
  165. return false;
  166. }
  167. float const world_x = (gx - half_width) * m_tile_size;
  168. float const world_z = (gz - half_height) * m_tile_size;
  169. float const world_y = m_heightData[normal_idx];
  170. auto &building_registry =
  171. Game::Systems::BuildingCollisionRegistry::instance();
  172. if (building_registry.isPointInBuilding(world_x, world_z)) {
  173. return false;
  174. }
  175. auto &terrain_service = Game::Map::TerrainService::instance();
  176. if (terrain_service.is_point_on_road(world_x, world_z)) {
  177. return false;
  178. }
  179. float const scale = remap(rand_01(state), 3.0F, 6.0F) * tile_safe;
  180. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  181. QVector3D const base_color(0.15F, 0.35F, 0.20F);
  182. QVector3D const var_color(0.20F, 0.40F, 0.25F);
  183. QVector3D tint_color =
  184. base_color * (1.0F - color_var) + var_color * color_var;
  185. float const brown_mix = remap(rand_01(state), 0.10F, 0.25F);
  186. QVector3D const brown_tint(0.35F, 0.30F, 0.20F);
  187. tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
  188. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  189. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  190. float const silhouette_seed = rand_01(state);
  191. float const needle_seed = rand_01(state);
  192. float const bark_seed = rand_01(state);
  193. PineInstanceGpu instance;
  194. instance.pos_scale = QVector4D(world_x, world_y, world_z, scale);
  195. instance.color_sway =
  196. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  197. instance.rotation =
  198. QVector4D(rotation, silhouette_seed, needle_seed, bark_seed);
  199. m_pineInstances.push_back(instance);
  200. return true;
  201. };
  202. for (int z = 0; z < m_height; z += 6) {
  203. for (int x = 0; x < m_width; x += 6) {
  204. int const idx = z * m_width + x;
  205. QVector3D const normal = normals[idx];
  206. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  207. if (slope > 0.75F) {
  208. continue;
  209. }
  210. uint32_t state = hash_coords(
  211. x, z, m_noiseSeed ^ 0xAB12CD34U ^ static_cast<uint32_t>(idx));
  212. float const world_x = (x - half_width) * m_tile_size;
  213. float const world_z = (z - half_height) * m_tile_size;
  214. float const cluster_noise = valueNoise(world_x * 0.03F, world_z * 0.03F,
  215. m_noiseSeed ^ 0x7F8E9D0AU);
  216. if (cluster_noise < 0.35F) {
  217. continue;
  218. }
  219. float density_mult = 1.0F;
  220. if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
  221. density_mult = 1.2F;
  222. } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
  223. density_mult = 0.4F;
  224. }
  225. float const effective_density = pine_density * density_mult * 0.8F;
  226. int pine_count = static_cast<int>(std::floor(effective_density));
  227. float const frac = effective_density - float(pine_count);
  228. if (rand_01(state) < frac) {
  229. pine_count += 1;
  230. }
  231. for (int i = 0; i < pine_count; ++i) {
  232. float const gx = float(x) + rand_01(state) * 6.0F;
  233. float const gz = float(z) + rand_01(state) * 6.0F;
  234. add_pine(gx, gz, state);
  235. }
  236. }
  237. }
  238. m_pineInstanceCount = m_pineInstances.size();
  239. m_pineInstancesDirty = m_pineInstanceCount > 0;
  240. }
  241. } // namespace Render::GL