plant_renderer.cpp 12 KB

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  1. #include "plant_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/plant_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. PlantRenderer::PlantRenderer() = default;
  40. PlantRenderer::~PlantRenderer() = default;
  41. void PlantRenderer::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_plantInstances.clear();
  51. m_plantInstanceBuffer.reset();
  52. m_plantInstanceCount = 0;
  53. m_plantInstancesDirty = false;
  54. m_plantParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  55. m_plantParams.time = 0.0F;
  56. m_plantParams.wind_strength = m_biome_settings.sway_strength;
  57. m_plantParams.wind_speed = m_biome_settings.sway_speed;
  58. generatePlantInstances();
  59. }
  60. void PlantRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  61. (void)resources;
  62. m_plantInstanceCount = static_cast<uint32_t>(m_plantInstances.size());
  63. if (m_plantInstanceCount == 0) {
  64. m_plantInstanceBuffer.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_plantInstanceCount);
  78. for (const auto &instance : m_plantInstances) {
  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_plantInstances;
  87. }
  88. m_cachedVisibilityVersion = current_version;
  89. m_visibilityDirty = false;
  90. if (!m_visibleInstances.empty()) {
  91. if (!m_visibleInstanceBuffer) {
  92. m_visibleInstanceBuffer =
  93. std::make_unique<Buffer>(Buffer::Type::Vertex);
  94. }
  95. m_visibleInstanceBuffer->setData(m_visibleInstances,
  96. Buffer::Usage::Static);
  97. }
  98. }
  99. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  100. if (visible_count == 0 || !m_visibleInstanceBuffer) {
  101. return;
  102. }
  103. PlantBatchParams params = m_plantParams;
  104. params.time = renderer.get_animation_time();
  105. renderer.plant_batch(m_visibleInstanceBuffer.get(), visible_count, params);
  106. }
  107. void PlantRenderer::clear() {
  108. m_plantInstances.clear();
  109. m_visibleInstances.clear();
  110. m_plantInstanceBuffer.reset();
  111. m_visibleInstanceBuffer.reset();
  112. m_plantInstanceCount = 0;
  113. m_plantInstancesDirty = false;
  114. m_visibilityDirty = true;
  115. m_cachedVisibilityVersion = 0;
  116. }
  117. void PlantRenderer::generatePlantInstances() {
  118. m_plantInstances.clear();
  119. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  120. m_plantInstanceCount = 0;
  121. m_plantInstancesDirty = false;
  122. return;
  123. }
  124. const float plant_density =
  125. std::clamp(m_biome_settings.plant_density, 0.0F, 2.0F);
  126. if (plant_density < 0.01F) {
  127. m_plantInstanceCount = 0;
  128. m_plantInstancesDirty = false;
  129. return;
  130. }
  131. const float half_width = m_width * 0.5F - 0.5F;
  132. const float half_height = m_height * 0.5F - 0.5F;
  133. const float tile_safe = std::max(0.001F, m_tile_size);
  134. const float edge_padding =
  135. std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
  136. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  137. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  138. std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
  139. QVector3D(0.0F, 1.0F, 0.0F));
  140. auto sample_height_at = [&](float gx, float gz) -> float {
  141. gx = std::clamp(gx, 0.0F, float(m_width - 1));
  142. gz = std::clamp(gz, 0.0F, float(m_height - 1));
  143. int const x0 = int(std::floor(gx));
  144. int const z0 = int(std::floor(gz));
  145. int const x1 = std::min(x0 + 1, m_width - 1);
  146. int const z1 = std::min(z0 + 1, m_height - 1);
  147. float const tx = gx - float(x0);
  148. float const tz = gz - float(z0);
  149. float const h00 = m_heightData[z0 * m_width + x0];
  150. float const h10 = m_heightData[z0 * m_width + x1];
  151. float const h01 = m_heightData[z1 * m_width + x0];
  152. float const h11 = m_heightData[z1 * m_width + x1];
  153. float const h0 = h00 * (1.0F - tx) + h10 * tx;
  154. float const h1 = h01 * (1.0F - tx) + h11 * tx;
  155. return h0 * (1.0F - tz) + h1 * tz;
  156. };
  157. for (int z = 0; z < m_height; ++z) {
  158. for (int x = 0; x < m_width; ++x) {
  159. int const idx = z * m_width + x;
  160. float const gx0 = std::clamp(float(x) - 1.0F, 0.0F, float(m_width - 1));
  161. float const gx1 = std::clamp(float(x) + 1.0F, 0.0F, float(m_width - 1));
  162. float const gz0 = std::clamp(float(z) - 1.0F, 0.0F, float(m_height - 1));
  163. float const gz1 = std::clamp(float(z) + 1.0F, 0.0F, float(m_height - 1));
  164. float const h_l = sample_height_at(gx0, float(z));
  165. float const h_r = sample_height_at(gx1, float(z));
  166. float const h_d = sample_height_at(float(x), gz0);
  167. float const h_u = sample_height_at(float(x), gz1);
  168. QVector3D const dx(2.0F * m_tile_size, h_r - h_l, 0.0F);
  169. QVector3D const dz(0.0F, h_u - h_d, 2.0F * m_tile_size);
  170. QVector3D n = QVector3D::crossProduct(dz, dx);
  171. if (n.lengthSquared() > 0.0F) {
  172. n.normalize();
  173. } else {
  174. n = QVector3D(0, 1, 0);
  175. }
  176. normals[idx] = n;
  177. }
  178. }
  179. auto add_plant = [&](float gx, float gz, uint32_t &state) -> bool {
  180. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  181. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  182. return false;
  183. }
  184. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  185. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  186. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  187. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  188. int const normal_idx = iz * m_width + ix;
  189. if (m_terrain_types[normal_idx] == Game::Map::TerrainType::Mountain) {
  190. return false;
  191. }
  192. if (m_terrain_types[normal_idx] == Game::Map::TerrainType::River) {
  193. return false;
  194. }
  195. constexpr int k_river_margin = 1;
  196. for (int dz = -k_river_margin; dz <= k_river_margin; ++dz) {
  197. for (int dx = -k_river_margin; dx <= k_river_margin; ++dx) {
  198. if (dx == 0 && dz == 0) {
  199. continue;
  200. }
  201. int const nx = ix + dx;
  202. int const nz = iz + dz;
  203. if (nx >= 0 && nx < m_width && nz >= 0 && nz < m_height) {
  204. int const n_idx = nz * m_width + nx;
  205. if (m_terrain_types[n_idx] == Game::Map::TerrainType::River) {
  206. return false;
  207. }
  208. }
  209. }
  210. }
  211. QVector3D const normal = normals[normal_idx];
  212. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  213. if (slope > 0.65F) {
  214. return false;
  215. }
  216. float const world_x = (gx - half_width) * m_tile_size;
  217. float const world_z = (gz - half_height) * m_tile_size;
  218. float const world_y = sample_height_at(sgx, sgz);
  219. auto &building_registry =
  220. Game::Systems::BuildingCollisionRegistry::instance();
  221. if (building_registry.isPointInBuilding(world_x, world_z)) {
  222. return false;
  223. }
  224. auto &terrain_service = Game::Map::TerrainService::instance();
  225. if (terrain_service.is_point_on_road(world_x, world_z)) {
  226. return false;
  227. }
  228. float const scale = remap(rand_01(state), 0.30F, 0.80F) * tile_safe;
  229. float const plant_type = std::floor(rand_01(state) * 4.0F);
  230. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  231. QVector3D const base_color = m_biome_settings.grass_primary * 0.7F;
  232. QVector3D const var_color = m_biome_settings.grass_secondary * 0.8F;
  233. QVector3D tint_color =
  234. base_color * (1.0F - color_var) + var_color * color_var;
  235. float const brown_mix = remap(rand_01(state), 0.15F, 0.35F);
  236. QVector3D const brown_tint(0.55F, 0.50F, 0.35F);
  237. tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
  238. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  239. float const sway_strength = remap(rand_01(state), 0.6F, 1.2F);
  240. float const sway_speed = remap(rand_01(state), 0.8F, 1.3F);
  241. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  242. PlantInstanceGpu instance;
  243. instance.pos_scale = QVector4D(world_x, world_y + 0.05F, world_z, scale);
  244. instance.color_sway =
  245. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  246. instance.type_params =
  247. QVector4D(plant_type, rotation, sway_strength, sway_speed);
  248. m_plantInstances.push_back(instance);
  249. return true;
  250. };
  251. int cells_checked = 0;
  252. int cells_passed = 0;
  253. int plants_added = 0;
  254. for (int z = 0; z < m_height; z += 3) {
  255. for (int x = 0; x < m_width; x += 3) {
  256. cells_checked++;
  257. int const idx = z * m_width + x;
  258. if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain ||
  259. m_terrain_types[idx] == Game::Map::TerrainType::River) {
  260. continue;
  261. }
  262. QVector3D const normal = normals[idx];
  263. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  264. if (slope > 0.65F) {
  265. continue;
  266. }
  267. uint32_t state = hash_coords(
  268. x, z, m_noiseSeed ^ 0x8F3C5A7EU ^ static_cast<uint32_t>(idx));
  269. float const world_x = (x - half_width) * m_tile_size;
  270. float const world_z = (z - half_height) * m_tile_size;
  271. float const cluster_noise = valueNoise(world_x * 0.05F, world_z * 0.05F,
  272. m_noiseSeed ^ 0x4B9D2F1AU);
  273. if (cluster_noise < 0.45F) {
  274. continue;
  275. }
  276. cells_passed++;
  277. float density_mult = 1.0F;
  278. if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
  279. density_mult = 0.6F;
  280. }
  281. float const effective_density = plant_density * density_mult * 0.8F;
  282. int plant_count = static_cast<int>(std::floor(effective_density));
  283. float const frac = effective_density - float(plant_count);
  284. if (rand_01(state) < frac) {
  285. plant_count += 1;
  286. }
  287. for (int i = 0; i < plant_count; ++i) {
  288. float const gx = float(x) + rand_01(state) * 3.0F;
  289. float const gz = float(z) + rand_01(state) * 3.0F;
  290. if (add_plant(gx, gz, state)) {
  291. plants_added++;
  292. }
  293. }
  294. }
  295. }
  296. m_plantInstanceCount = m_plantInstances.size();
  297. m_plantInstancesDirty = m_plantInstanceCount > 0;
  298. }
  299. } // namespace Render::GL