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- #include "plant_renderer.h"
- #include "../../game/map/terrain_service.h"
- #include "../../game/map/visibility_service.h"
- #include "../../game/systems/building_collision_registry.h"
- #include "../gl/buffer.h"
- #include "../scene_renderer.h"
- #include "gl/render_constants.h"
- #include "gl/resources.h"
- #include "ground/plant_gpu.h"
- #include "ground_utils.h"
- #include "map/terrain.h"
- #include <QVector2D>
- #include <algorithm>
- #include <cmath>
- #include <cstddef>
- #include <cstdint>
- #include <memory>
- #include <vector>
- namespace {
- using std::uint32_t;
- using namespace Render::Ground;
- inline auto valueNoise(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 {
- PlantRenderer::PlantRenderer() = default;
- PlantRenderer::~PlantRenderer() = default;
- void PlantRenderer::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_plantInstances.clear();
- m_plantInstanceBuffer.reset();
- m_plantInstanceCount = 0;
- m_plantInstancesDirty = false;
- m_plantParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
- m_plantParams.time = 0.0F;
- m_plantParams.wind_strength = m_biome_settings.sway_strength;
- m_plantParams.wind_speed = m_biome_settings.sway_speed;
- generatePlantInstances();
- }
- void PlantRenderer::submit(Renderer &renderer, ResourceManager *resources) {
- (void)resources;
- m_plantInstanceCount = static_cast<uint32_t>(m_plantInstances.size());
- if (m_plantInstanceCount == 0) {
- m_plantInstanceBuffer.reset();
- m_visibleInstances.clear();
- return;
- }
- auto &visibility = Game::Map::VisibilityService::instance();
- const bool use_visibility = visibility.is_initialized();
- const std::uint64_t current_version =
- use_visibility ? visibility.version() : 0;
- const bool needs_visibility_update =
- m_visibilityDirty || (current_version != m_cachedVisibilityVersion);
- if (needs_visibility_update) {
- m_visibleInstances.clear();
- if (use_visibility) {
- m_visibleInstances.reserve(m_plantInstanceCount);
- for (const auto &instance : m_plantInstances) {
- float const world_x = instance.pos_scale.x();
- float const world_z = instance.pos_scale.z();
- if (visibility.isVisibleWorld(world_x, world_z)) {
- m_visibleInstances.push_back(instance);
- }
- }
- } else {
- m_visibleInstances = m_plantInstances;
- }
- m_cachedVisibilityVersion = current_version;
- m_visibilityDirty = false;
- if (!m_visibleInstances.empty()) {
- if (!m_visibleInstanceBuffer) {
- m_visibleInstanceBuffer =
- std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- m_visibleInstanceBuffer->setData(m_visibleInstances,
- Buffer::Usage::Static);
- }
- }
- const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
- if (visible_count == 0 || !m_visibleInstanceBuffer) {
- return;
- }
- PlantBatchParams params = m_plantParams;
- params.time = renderer.get_animation_time();
- renderer.plant_batch(m_visibleInstanceBuffer.get(), visible_count, params);
- }
- void PlantRenderer::clear() {
- m_plantInstances.clear();
- m_visibleInstances.clear();
- m_plantInstanceBuffer.reset();
- m_visibleInstanceBuffer.reset();
- m_plantInstanceCount = 0;
- m_plantInstancesDirty = false;
- m_visibilityDirty = true;
- m_cachedVisibilityVersion = 0;
- }
- void PlantRenderer::generatePlantInstances() {
- m_plantInstances.clear();
- if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
- m_plantInstanceCount = 0;
- m_plantInstancesDirty = false;
- return;
- }
- const float plant_density =
- std::clamp(m_biome_settings.plant_density, 0.0F, 2.0F);
- if (plant_density < 0.01F) {
- m_plantInstanceCount = 0;
- m_plantInstancesDirty = false;
- return;
- }
- const float half_width = m_width * 0.5F - 0.5F;
- const float half_height = m_height * 0.5F - 0.5F;
- const float tile_safe = std::max(0.001F, m_tile_size);
- const float edge_padding =
- std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
- const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
- const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
- std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
- QVector3D(0.0F, 1.0F, 0.0F));
- auto sample_height_at = [&](float gx, float gz) -> float {
- gx = std::clamp(gx, 0.0F, float(m_width - 1));
- gz = std::clamp(gz, 0.0F, float(m_height - 1));
- int const x0 = int(std::floor(gx));
- int const z0 = int(std::floor(gz));
- int const x1 = std::min(x0 + 1, m_width - 1);
- int const z1 = std::min(z0 + 1, m_height - 1);
- float const tx = gx - float(x0);
- float const tz = gz - float(z0);
- float const h00 = m_heightData[z0 * m_width + x0];
- float const h10 = m_heightData[z0 * m_width + x1];
- float const h01 = m_heightData[z1 * m_width + x0];
- float const h11 = m_heightData[z1 * m_width + x1];
- float const h0 = h00 * (1.0F - tx) + h10 * tx;
- float const h1 = h01 * (1.0F - tx) + h11 * tx;
- return h0 * (1.0F - tz) + h1 * tz;
- };
- for (int z = 0; z < m_height; ++z) {
- for (int x = 0; x < m_width; ++x) {
- int const idx = z * m_width + x;
- float const gx0 = std::clamp(float(x) - 1.0F, 0.0F, float(m_width - 1));
- float const gx1 = std::clamp(float(x) + 1.0F, 0.0F, float(m_width - 1));
- float const gz0 = std::clamp(float(z) - 1.0F, 0.0F, float(m_height - 1));
- float const gz1 = std::clamp(float(z) + 1.0F, 0.0F, float(m_height - 1));
- float const h_l = sample_height_at(gx0, float(z));
- float const h_r = sample_height_at(gx1, float(z));
- float const h_d = sample_height_at(float(x), gz0);
- float const h_u = sample_height_at(float(x), gz1);
- QVector3D const dx(2.0F * m_tile_size, h_r - h_l, 0.0F);
- QVector3D const dz(0.0F, h_u - h_d, 2.0F * m_tile_size);
- QVector3D n = QVector3D::crossProduct(dz, dx);
- if (n.lengthSquared() > 0.0F) {
- n.normalize();
- } else {
- n = QVector3D(0, 1, 0);
- }
- normals[idx] = n;
- }
- }
- auto add_plant = [&](float gx, float gz, uint32_t &state) -> bool {
- if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
- gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
- 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));
- int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
- int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
- int const normal_idx = iz * m_width + ix;
- if (m_terrain_types[normal_idx] == Game::Map::TerrainType::Mountain) {
- return false;
- }
- if (m_terrain_types[normal_idx] == Game::Map::TerrainType::River) {
- return false;
- }
- constexpr int k_river_margin = 1;
- for (int dz = -k_river_margin; dz <= k_river_margin; ++dz) {
- for (int dx = -k_river_margin; dx <= k_river_margin; ++dx) {
- if (dx == 0 && dz == 0) {
- continue;
- }
- int const nx = ix + dx;
- int const nz = iz + dz;
- if (nx >= 0 && nx < m_width && nz >= 0 && nz < m_height) {
- int const n_idx = nz * m_width + nx;
- if (m_terrain_types[n_idx] == Game::Map::TerrainType::River) {
- return false;
- }
- }
- }
- }
- QVector3D const normal = normals[normal_idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.65F) {
- return false;
- }
- float const world_x = (gx - half_width) * m_tile_size;
- float const world_z = (gz - half_height) * m_tile_size;
- float const world_y = sample_height_at(sgx, sgz);
- auto &building_registry =
- Game::Systems::BuildingCollisionRegistry::instance();
- if (building_registry.isPointInBuilding(world_x, world_z)) {
- return false;
- }
- auto &terrain_service = Game::Map::TerrainService::instance();
- if (terrain_service.is_point_on_road(world_x, world_z)) {
- return false;
- }
- float const scale = remap(rand_01(state), 0.30F, 0.80F) * tile_safe;
- float const plant_type = std::floor(rand_01(state) * 4.0F);
- float const color_var = remap(rand_01(state), 0.0F, 1.0F);
- QVector3D const base_color = m_biome_settings.grass_primary * 0.7F;
- QVector3D const var_color = m_biome_settings.grass_secondary * 0.8F;
- QVector3D tint_color =
- base_color * (1.0F - color_var) + var_color * color_var;
- float const brown_mix = remap(rand_01(state), 0.15F, 0.35F);
- QVector3D const brown_tint(0.55F, 0.50F, 0.35F);
- tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
- float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
- float const sway_strength = remap(rand_01(state), 0.6F, 1.2F);
- float const sway_speed = remap(rand_01(state), 0.8F, 1.3F);
- float const rotation = rand_01(state) * MathConstants::k_two_pi;
- PlantInstanceGpu instance;
- instance.pos_scale = QVector4D(world_x, world_y + 0.05F, world_z, scale);
- instance.color_sway =
- QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
- instance.type_params =
- QVector4D(plant_type, rotation, sway_strength, sway_speed);
- m_plantInstances.push_back(instance);
- return true;
- };
- int cells_checked = 0;
- int cells_passed = 0;
- int plants_added = 0;
- for (int z = 0; z < m_height; z += 3) {
- for (int x = 0; x < m_width; x += 3) {
- cells_checked++;
- int const idx = z * m_width + x;
- if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain ||
- m_terrain_types[idx] == Game::Map::TerrainType::River) {
- continue;
- }
- QVector3D const normal = normals[idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.65F) {
- continue;
- }
- uint32_t state = hash_coords(
- x, z, m_noiseSeed ^ 0x8F3C5A7EU ^ static_cast<uint32_t>(idx));
- float const world_x = (x - half_width) * m_tile_size;
- float const world_z = (z - half_height) * m_tile_size;
- float const cluster_noise = valueNoise(world_x * 0.05F, world_z * 0.05F,
- m_noiseSeed ^ 0x4B9D2F1AU);
- if (cluster_noise < 0.45F) {
- continue;
- }
- cells_passed++;
- float density_mult = 1.0F;
- if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
- density_mult = 0.6F;
- }
- float const effective_density = plant_density * density_mult * 0.8F;
- int plant_count = static_cast<int>(std::floor(effective_density));
- float const frac = effective_density - float(plant_count);
- if (rand_01(state) < frac) {
- plant_count += 1;
- }
- for (int i = 0; i < plant_count; ++i) {
- float const gx = float(x) + rand_01(state) * 3.0F;
- float const gz = float(z) + rand_01(state) * 3.0F;
- if (add_plant(gx, gz, state)) {
- plants_added++;
- }
- }
- }
- }
- m_plantInstanceCount = m_plantInstances.size();
- m_plantInstancesDirty = m_plantInstanceCount > 0;
- }
- } // namespace Render::GL
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