pine_renderer.cpp 8.6 KB

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