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- #include "riverbank_asset_renderer.h"
- #include "../../game/map/visibility_service.h"
- #include "../gl/buffer.h"
- #include "../scene_renderer.h"
- #include "gl/resources.h"
- #include "ground/riverbank_asset_gpu.h"
- #include "ground_utils.h"
- #include "map/terrain.h"
- #include <QDebug>
- #include <QVector2D>
- #include <algorithm>
- #include <cmath>
- #include <cstddef>
- #include <cstdint>
- #include <memory>
- #include <qglobal.h>
- #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 {
- RiverbankAssetRenderer::RiverbankAssetRenderer() = default;
- RiverbankAssetRenderer::~RiverbankAssetRenderer() = default;
- void RiverbankAssetRenderer::configure(
- const std::vector<Game::Map::RiverSegment> &riverSegments,
- const Game::Map::TerrainHeightMap &height_map,
- const Game::Map::BiomeSettings &biome_settings) {
- m_riverSegments = riverSegments;
- 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_assetInstances.clear();
- m_assetInstanceBuffer.reset();
- m_assetInstanceCount = 0;
- m_assetInstancesDirty = false;
- m_assetParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
- m_assetParams.time = 0.0F;
- generate_asset_instances();
- }
- void RiverbankAssetRenderer::submit(Renderer &, ResourceManager *resources) {
- Q_UNUSED(resources);
- if (m_assetInstanceCount == 0) {
- 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 || m_assetInstancesDirty ||
- (use_visibility && current_version != m_cachedVisibilityVersion);
- if (needs_visibility_update) {
- m_visibleInstances.clear();
- m_visibleInstances.reserve(m_assetInstances.size());
- for (const auto &instance : m_assetInstances) {
- bool should_render = true;
- if (use_visibility) {
- float const world_x = instance.position[0];
- float const world_z = instance.position[2];
- if (!visibility.isVisibleWorld(world_x, world_z)) {
- should_render = false;
- }
- }
- if (should_render) {
- m_visibleInstances.push_back(instance);
- }
- }
- if (!m_assetInstanceBuffer) {
- m_assetInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- if (!m_visibleInstances.empty()) {
- m_assetInstanceBuffer->set_data(m_visibleInstances,
- Buffer::Usage::Dynamic);
- }
- m_cachedVisibilityVersion = current_version;
- m_visibilityDirty = false;
- m_assetInstancesDirty = false;
- }
- if (!m_visibleInstances.empty()) {
- qDebug() << "RiverbankAssetRenderer: Would render"
- << m_visibleInstances.size() << "of" << m_assetInstanceCount
- << "riverbank assets (fog of war applied)";
- }
- }
- void RiverbankAssetRenderer::clear() {
- m_assetInstances.clear();
- m_assetInstanceBuffer.reset();
- m_assetInstanceCount = 0;
- m_assetInstancesDirty = false;
- m_visibleInstances.clear();
- m_cachedVisibilityVersion = 0;
- m_visibilityDirty = true;
- }
- void RiverbankAssetRenderer::generate_asset_instances() {
- m_assetInstances.clear();
- if (m_riverSegments.empty() || m_width < 2 || m_height < 2) {
- m_assetInstanceCount = 0;
- m_assetInstancesDirty = false;
- return;
- }
- const float half_width = m_width * 0.5F - 0.5F;
- const float half_height = m_height * 0.5F - 0.5F;
- 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 (size_t seg_idx = 0; seg_idx < m_riverSegments.size(); ++seg_idx) {
- const auto &segment = m_riverSegments[seg_idx];
- QVector3D dir = segment.end - segment.start;
- float const length = dir.length();
- if (length < 0.01F) {
- continue;
- }
- dir.normalize();
- QVector3D const perpendicular(-dir.z(), 0.0F, dir.x());
- float const half_river_width = segment.width * 0.5F;
- float const bank_zone_width = 1.5F;
- int const num_steps = static_cast<int>(length / 0.8F) + 1;
- constexpr uint32_t k_rng_segment_multiplier = 1000;
- uint32_t rng =
- m_noiseSeed + static_cast<uint32_t>(seg_idx * k_rng_segment_multiplier);
- for (int i = 0; i < num_steps; ++i) {
- float const t = static_cast<float>(i) /
- static_cast<float>(std::max(num_steps - 1, 1));
- QVector3D const center_pos = segment.start + dir * (length * t);
- for (int side = 0; side < 2; ++side) {
- float const side_sign = (side == 0) ? -1.0F : 1.0F;
- if (rand_01(rng) > 0.3F) {
- continue;
- }
- float const dist_from_water =
- half_river_width + rand_01(rng) * bank_zone_width;
- float const along_river = (rand_01(rng) - 0.5F) * 0.6F;
- QVector3D const asset_pos =
- center_pos + perpendicular * (side_sign * dist_from_water) +
- dir * along_river;
- float const gx = (asset_pos.x() / m_tile_size) + half_width;
- float const gz = (asset_pos.z() / m_tile_size) + half_height;
- if (gx < 0 || gx >= m_width - 1 || gz < 0 || gz >= m_height - 1) {
- continue;
- }
- int const ix = static_cast<int>(gx);
- int const iz = static_cast<int>(gz);
- int const idx = iz * m_width + ix;
- if (m_terrain_types[idx] != Game::Map::TerrainType::Flat) {
- continue;
- }
- float const world_y = sample_height_at(gx, gz);
- RiverbankAssetInstanceGpu instance{};
- instance.position[0] = asset_pos.x();
- instance.position[1] = world_y;
- instance.position[2] = asset_pos.z();
- float const type_rand = rand_01(rng);
- if (type_rand < 0.7F) {
- instance.asset_type = 0.0F;
- float const size = 0.05F + rand_01(rng) * 0.1F;
- instance.scale[0] = size * (0.8F + rand_01(rng) * 0.4F);
- instance.scale[1] = size * (0.6F + rand_01(rng) * 0.3F);
- instance.scale[2] = size * (0.8F + rand_01(rng) * 0.4F);
- float const color_var = 0.3F + rand_01(rng) * 0.4F;
- instance.color[0] = color_var;
- instance.color[1] = color_var * 0.9F;
- instance.color[2] = color_var * 0.85F;
- } else if (type_rand < 0.9F) {
- instance.asset_type = 1.0F;
- float const size = 0.1F + rand_01(rng) * 0.15F;
- instance.scale[0] = size;
- instance.scale[1] = size * (0.7F + rand_01(rng) * 0.4F);
- instance.scale[2] = size;
- float const color_var = 0.35F + rand_01(rng) * 0.25F;
- instance.color[0] = color_var;
- instance.color[1] = color_var * 0.95F;
- instance.color[2] = color_var * 0.9F;
- } else {
- if (dist_from_water > half_river_width + 0.5F) {
- continue;
- }
- instance.asset_type = 2.0F;
- float const size = 0.3F + rand_01(rng) * 0.4F;
- instance.scale[0] = size * 0.3F;
- instance.scale[1] = size;
- instance.scale[2] = size * 0.3F;
- instance.color[0] = 0.25F + rand_01(rng) * 0.15F;
- instance.color[1] = 0.35F + rand_01(rng) * 0.25F;
- instance.color[2] = 0.15F + rand_01(rng) * 0.1F;
- }
- float const angle = rand_01(rng) * 6.28318F;
- instance.rotation[0] = 0.0F;
- instance.rotation[1] = std::sin(angle * 0.5F);
- instance.rotation[2] = 0.0F;
- instance.rotation[3] = std::cos(angle * 0.5F);
- m_assetInstances.push_back(instance);
- }
- }
- }
- m_assetInstanceCount = m_assetInstances.size();
- m_assetInstancesDirty = true;
- qDebug() << "Generated" << m_assetInstanceCount << "riverbank assets";
- }
- } // namespace Render::GL
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