stone_renderer.cpp 9.1 KB

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  1. #include "stone_renderer.h"
  2. #include "../../game/systems/building_collision_registry.h"
  3. #include "../gl/buffer.h"
  4. #include "../scene_renderer.h"
  5. #include "gl/render_constants.h"
  6. #include "gl/resources.h"
  7. #include "ground/stone_gpu.h"
  8. #include "ground_utils.h"
  9. #include "map/terrain.h"
  10. #include <QDebug>
  11. #include <QElapsedTimer>
  12. #include <QVector2D>
  13. #include <algorithm>
  14. #include <cmath>
  15. #include <cstddef>
  16. #include <cstdint>
  17. #include <memory>
  18. #include <qelapsedtimer.h>
  19. #include <qglobal.h>
  20. #include <vector>
  21. namespace {
  22. using std::uint32_t;
  23. using namespace Render::Ground;
  24. inline auto valueNoise(float x, float z, uint32_t salt = 0U) -> float {
  25. int const x0 = int(std::floor(x));
  26. int const z0 = int(std::floor(z));
  27. int const x1 = x0 + 1;
  28. int const z1 = z0 + 1;
  29. float const tx = x - float(x0);
  30. float const tz = z - float(z0);
  31. float const n00 = hash_to_01(hash_coords(x0, z0, salt));
  32. float const n10 = hash_to_01(hash_coords(x1, z0, salt));
  33. float const n01 = hash_to_01(hash_coords(x0, z1, salt));
  34. float const n11 = hash_to_01(hash_coords(x1, z1, salt));
  35. float const nx0 = n00 * (1 - tx) + n10 * tx;
  36. float const nx1 = n01 * (1 - tx) + n11 * tx;
  37. return nx0 * (1 - tz) + nx1 * tz;
  38. }
  39. } // namespace
  40. namespace Render::GL {
  41. StoneRenderer::StoneRenderer() = default;
  42. StoneRenderer::~StoneRenderer() = default;
  43. void StoneRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
  44. const Game::Map::BiomeSettings &biome_settings) {
  45. m_width = height_map.getWidth();
  46. m_height = height_map.getHeight();
  47. m_tile_size = height_map.getTileSize();
  48. m_heightData = height_map.getHeightData();
  49. m_terrain_types = height_map.getTerrainTypes();
  50. m_biome_settings = biome_settings;
  51. m_noiseSeed = biome_settings.seed;
  52. m_stoneInstances.clear();
  53. m_stoneInstanceBuffer.reset();
  54. m_stoneInstanceCount = 0;
  55. m_stoneInstancesDirty = false;
  56. m_stoneParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  57. m_stoneParams.time = 0.0F;
  58. generateStoneInstances();
  59. }
  60. void StoneRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  61. Q_UNUSED(resources);
  62. if (m_stoneInstanceCount > 0) {
  63. if (!m_stoneInstanceBuffer) {
  64. m_stoneInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  65. }
  66. if (m_stoneInstancesDirty && m_stoneInstanceBuffer) {
  67. m_stoneInstanceBuffer->setData(m_stoneInstances, Buffer::Usage::Static);
  68. m_stoneInstancesDirty = false;
  69. }
  70. } else {
  71. m_stoneInstanceBuffer.reset();
  72. return;
  73. }
  74. renderer.stone_batch(m_stoneInstanceBuffer.get(), m_stoneInstanceCount,
  75. m_stoneParams);
  76. }
  77. void StoneRenderer::clear() {
  78. m_stoneInstances.clear();
  79. m_stoneInstanceBuffer.reset();
  80. m_stoneInstanceCount = 0;
  81. m_stoneInstancesDirty = false;
  82. }
  83. void StoneRenderer::generateStoneInstances() {
  84. QElapsedTimer timer;
  85. timer.start();
  86. m_stoneInstances.clear();
  87. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  88. m_stoneInstanceCount = 0;
  89. m_stoneInstancesDirty = false;
  90. return;
  91. }
  92. const float half_width = m_width * 0.5F - 0.5F;
  93. const float half_height = m_height * 0.5F - 0.5F;
  94. const float tile_safe = std::max(0.001F, m_tile_size);
  95. const float edge_padding =
  96. std::clamp(m_biome_settings.spawn_edge_padding, 0.0F, 0.5F);
  97. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  98. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  99. std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
  100. QVector3D(0.0F, 1.0F, 0.0F));
  101. auto sample_height_at = [&](float gx, float gz) -> float {
  102. gx = std::clamp(gx, 0.0F, float(m_width - 1));
  103. gz = std::clamp(gz, 0.0F, float(m_height - 1));
  104. int const x0 = int(std::floor(gx));
  105. int const z0 = int(std::floor(gz));
  106. int const x1 = std::min(x0 + 1, m_width - 1);
  107. int const z1 = std::min(z0 + 1, m_height - 1);
  108. float const tx = gx - float(x0);
  109. float const tz = gz - float(z0);
  110. float const h00 = m_heightData[z0 * m_width + x0];
  111. float const h10 = m_heightData[z0 * m_width + x1];
  112. float const h01 = m_heightData[z1 * m_width + x0];
  113. float const h11 = m_heightData[z1 * m_width + x1];
  114. float const h0 = h00 * (1.0F - tx) + h10 * tx;
  115. float const h1 = h01 * (1.0F - tx) + h11 * tx;
  116. return h0 * (1.0F - tz) + h1 * tz;
  117. };
  118. for (int z = 0; z < m_height; ++z) {
  119. for (int x = 0; x < m_width; ++x) {
  120. int const idx = z * m_width + x;
  121. float const gx0 = std::clamp(float(x) - 1.0F, 0.0F, float(m_width - 1));
  122. float const gx1 = std::clamp(float(x) + 1.0F, 0.0F, float(m_width - 1));
  123. float const gz0 = std::clamp(float(z) - 1.0F, 0.0F, float(m_height - 1));
  124. float const gz1 = std::clamp(float(z) + 1.0F, 0.0F, float(m_height - 1));
  125. float const h_l = sample_height_at(gx0, float(z));
  126. float const h_r = sample_height_at(gx1, float(z));
  127. float const h_d = sample_height_at(float(x), gz0);
  128. float const h_u = sample_height_at(float(x), gz1);
  129. QVector3D const dx(2.0F * m_tile_size, h_r - h_l, 0.0F);
  130. QVector3D const dz(0.0F, h_u - h_d, 2.0F * m_tile_size);
  131. QVector3D n = QVector3D::crossProduct(dz, dx);
  132. if (n.lengthSquared() > 0.0F) {
  133. n.normalize();
  134. } else {
  135. n = QVector3D(0, 1, 0);
  136. }
  137. normals[idx] = n;
  138. }
  139. }
  140. auto add_stone = [&](float gx, float gz, uint32_t &state) -> bool {
  141. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  142. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  143. return false;
  144. }
  145. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  146. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  147. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  148. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  149. int const normal_idx = iz * m_width + ix;
  150. if (m_terrain_types[normal_idx] != Game::Map::TerrainType::Flat) {
  151. return false;
  152. }
  153. constexpr int k_river_margin = 1;
  154. for (int dz = -k_river_margin; dz <= k_river_margin; ++dz) {
  155. for (int dx = -k_river_margin; dx <= k_river_margin; ++dx) {
  156. int const nx = ix + dx;
  157. int const nz = iz + dz;
  158. if (nx >= 0 && nx < m_width && nz >= 0 && nz < m_height) {
  159. int const n_idx = nz * m_width + nx;
  160. if (m_terrain_types[n_idx] == Game::Map::TerrainType::River) {
  161. return false;
  162. }
  163. }
  164. }
  165. }
  166. QVector3D const normal = normals[normal_idx];
  167. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  168. if (slope > 0.15F) {
  169. return false;
  170. }
  171. float const world_x = (gx - half_width) * m_tile_size;
  172. float const world_z = (gz - half_height) * m_tile_size;
  173. float const world_y = sample_height_at(sgx, sgz);
  174. auto &building_registry =
  175. Game::Systems::BuildingCollisionRegistry::instance();
  176. if (building_registry.isPointInBuilding(world_x, world_z)) {
  177. return false;
  178. }
  179. float const scale = remap(rand_01(state), 0.08F, 0.25F) * tile_safe;
  180. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  181. QVector3D const base_rock = m_biome_settings.rock_low;
  182. QVector3D const high_rock = m_biome_settings.rock_high;
  183. QVector3D color = base_rock * (1.0F - color_var) + high_rock * color_var;
  184. float const brown_mix = remap(rand_01(state), 0.0F, 0.4F);
  185. QVector3D const brown_tint(0.45F, 0.38F, 0.30F);
  186. color = color * (1.0F - brown_mix) + brown_tint * brown_mix;
  187. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  188. StoneInstanceGpu instance;
  189. instance.pos_scale = QVector4D(world_x, world_y + 0.01F, world_z, scale);
  190. instance.color_rot = QVector4D(color.x(), color.y(), color.z(), rotation);
  191. m_stoneInstances.push_back(instance);
  192. return true;
  193. };
  194. const float stone_density = 0.15F;
  195. for (int z = 0; z < m_height; z += 2) {
  196. for (int x = 0; x < m_width; x += 2) {
  197. int const idx = z * m_width + x;
  198. if (m_terrain_types[idx] != Game::Map::TerrainType::Flat) {
  199. continue;
  200. }
  201. QVector3D const normal = normals[idx];
  202. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  203. if (slope > 0.15F) {
  204. continue;
  205. }
  206. uint32_t state = hash_coords(
  207. x, z, m_noiseSeed ^ 0xABCDEF12U ^ static_cast<uint32_t>(idx));
  208. float const world_x = (x - half_width) * m_tile_size;
  209. float const world_z = (z - half_height) * m_tile_size;
  210. float const cluster_noise = valueNoise(world_x * 0.03F, world_z * 0.03F,
  211. m_noiseSeed ^ 0x7F3A9B2CU);
  212. if (cluster_noise < 0.6F) {
  213. continue;
  214. }
  215. int stone_count = static_cast<int>(std::floor(stone_density));
  216. float const frac = stone_density - float(stone_count);
  217. if (rand_01(state) < frac) {
  218. stone_count += 1;
  219. }
  220. for (int i = 0; i < stone_count; ++i) {
  221. float const gx = float(x) + rand_01(state) * 2.0F;
  222. float const gz = float(z) + rand_01(state) * 2.0F;
  223. add_stone(gx, gz, state);
  224. }
  225. }
  226. }
  227. m_stoneInstanceCount = m_stoneInstances.size();
  228. m_stoneInstancesDirty = m_stoneInstanceCount > 0;
  229. }
  230. } // namespace Render::GL