riverbank_asset_renderer.cpp 9.1 KB

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  1. #include "riverbank_asset_renderer.h"
  2. #include "../../game/map/visibility_service.h"
  3. #include "../gl/buffer.h"
  4. #include "../scene_renderer.h"
  5. #include "gl/resources.h"
  6. #include "ground/riverbank_asset_gpu.h"
  7. #include "ground_utils.h"
  8. #include "map/terrain.h"
  9. #include <QDebug>
  10. #include <QVector2D>
  11. #include <algorithm>
  12. #include <cmath>
  13. #include <cstddef>
  14. #include <cstdint>
  15. #include <memory>
  16. #include <qglobal.h>
  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. RiverbankAssetRenderer::RiverbankAssetRenderer() = default;
  39. RiverbankAssetRenderer::~RiverbankAssetRenderer() = default;
  40. void RiverbankAssetRenderer::configure(
  41. const std::vector<Game::Map::RiverSegment> &riverSegments,
  42. const Game::Map::TerrainHeightMap &height_map,
  43. const Game::Map::BiomeSettings &biome_settings) {
  44. m_riverSegments = riverSegments;
  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_assetInstances.clear();
  53. m_assetInstanceBuffer.reset();
  54. m_assetInstanceCount = 0;
  55. m_assetInstancesDirty = false;
  56. m_assetParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  57. m_assetParams.time = 0.0F;
  58. generate_asset_instances();
  59. }
  60. void RiverbankAssetRenderer::submit(Renderer &, ResourceManager *resources) {
  61. Q_UNUSED(resources);
  62. if (m_assetInstanceCount == 0) {
  63. return;
  64. }
  65. auto &visibility = Game::Map::VisibilityService::instance();
  66. const bool use_visibility = visibility.is_initialized();
  67. const std::uint64_t current_version =
  68. use_visibility ? visibility.version() : 0;
  69. const bool needs_visibility_update =
  70. m_visibilityDirty || m_assetInstancesDirty ||
  71. (use_visibility && current_version != m_cachedVisibilityVersion);
  72. if (needs_visibility_update) {
  73. m_visibleInstances.clear();
  74. m_visibleInstances.reserve(m_assetInstances.size());
  75. for (const auto &instance : m_assetInstances) {
  76. bool should_render = true;
  77. if (use_visibility) {
  78. float const world_x = instance.position[0];
  79. float const world_z = instance.position[2];
  80. if (!visibility.isVisibleWorld(world_x, world_z)) {
  81. should_render = false;
  82. }
  83. }
  84. if (should_render) {
  85. m_visibleInstances.push_back(instance);
  86. }
  87. }
  88. if (!m_assetInstanceBuffer) {
  89. m_assetInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  90. }
  91. if (!m_visibleInstances.empty()) {
  92. m_assetInstanceBuffer->set_data(m_visibleInstances,
  93. Buffer::Usage::Dynamic);
  94. }
  95. m_cachedVisibilityVersion = current_version;
  96. m_visibilityDirty = false;
  97. m_assetInstancesDirty = false;
  98. }
  99. if (!m_visibleInstances.empty()) {
  100. qDebug() << "RiverbankAssetRenderer: Would render"
  101. << m_visibleInstances.size() << "of" << m_assetInstanceCount
  102. << "riverbank assets (fog of war applied)";
  103. }
  104. }
  105. void RiverbankAssetRenderer::clear() {
  106. m_assetInstances.clear();
  107. m_assetInstanceBuffer.reset();
  108. m_assetInstanceCount = 0;
  109. m_assetInstancesDirty = false;
  110. m_visibleInstances.clear();
  111. m_cachedVisibilityVersion = 0;
  112. m_visibilityDirty = true;
  113. }
  114. void RiverbankAssetRenderer::generate_asset_instances() {
  115. m_assetInstances.clear();
  116. if (m_riverSegments.empty() || m_width < 2 || m_height < 2) {
  117. m_assetInstanceCount = 0;
  118. m_assetInstancesDirty = false;
  119. return;
  120. }
  121. const float half_width = m_width * 0.5F - 0.5F;
  122. const float half_height = m_height * 0.5F - 0.5F;
  123. auto sample_height_at = [&](float gx, float gz) -> float {
  124. gx = std::clamp(gx, 0.0F, float(m_width - 1));
  125. gz = std::clamp(gz, 0.0F, float(m_height - 1));
  126. int const x0 = int(std::floor(gx));
  127. int const z0 = int(std::floor(gz));
  128. int const x1 = std::min(x0 + 1, m_width - 1);
  129. int const z1 = std::min(z0 + 1, m_height - 1);
  130. float const tx = gx - float(x0);
  131. float const tz = gz - float(z0);
  132. float const h00 = m_heightData[z0 * m_width + x0];
  133. float const h10 = m_heightData[z0 * m_width + x1];
  134. float const h01 = m_heightData[z1 * m_width + x0];
  135. float const h11 = m_heightData[z1 * m_width + x1];
  136. float const h0 = h00 * (1.0F - tx) + h10 * tx;
  137. float const h1 = h01 * (1.0F - tx) + h11 * tx;
  138. return h0 * (1.0F - tz) + h1 * tz;
  139. };
  140. for (size_t seg_idx = 0; seg_idx < m_riverSegments.size(); ++seg_idx) {
  141. const auto &segment = m_riverSegments[seg_idx];
  142. QVector3D dir = segment.end - segment.start;
  143. float const length = dir.length();
  144. if (length < 0.01F) {
  145. continue;
  146. }
  147. dir.normalize();
  148. QVector3D const perpendicular(-dir.z(), 0.0F, dir.x());
  149. float const half_river_width = segment.width * 0.5F;
  150. float const bank_zone_width = 1.5F;
  151. int const num_steps = static_cast<int>(length / 0.8F) + 1;
  152. constexpr uint32_t k_rng_segment_multiplier = 1000;
  153. uint32_t rng =
  154. m_noiseSeed + static_cast<uint32_t>(seg_idx * k_rng_segment_multiplier);
  155. for (int i = 0; i < num_steps; ++i) {
  156. float const t = static_cast<float>(i) /
  157. static_cast<float>(std::max(num_steps - 1, 1));
  158. QVector3D const center_pos = segment.start + dir * (length * t);
  159. for (int side = 0; side < 2; ++side) {
  160. float const side_sign = (side == 0) ? -1.0F : 1.0F;
  161. if (rand_01(rng) > 0.3F) {
  162. continue;
  163. }
  164. float const dist_from_water =
  165. half_river_width + rand_01(rng) * bank_zone_width;
  166. float const along_river = (rand_01(rng) - 0.5F) * 0.6F;
  167. QVector3D const asset_pos =
  168. center_pos + perpendicular * (side_sign * dist_from_water) +
  169. dir * along_river;
  170. float const gx = (asset_pos.x() / m_tile_size) + half_width;
  171. float const gz = (asset_pos.z() / m_tile_size) + half_height;
  172. if (gx < 0 || gx >= m_width - 1 || gz < 0 || gz >= m_height - 1) {
  173. continue;
  174. }
  175. int const ix = static_cast<int>(gx);
  176. int const iz = static_cast<int>(gz);
  177. int const idx = iz * m_width + ix;
  178. if (m_terrain_types[idx] != Game::Map::TerrainType::Flat) {
  179. continue;
  180. }
  181. float const world_y = sample_height_at(gx, gz);
  182. RiverbankAssetInstanceGpu instance{};
  183. instance.position[0] = asset_pos.x();
  184. instance.position[1] = world_y;
  185. instance.position[2] = asset_pos.z();
  186. float const type_rand = rand_01(rng);
  187. if (type_rand < 0.7F) {
  188. instance.asset_type = 0.0F;
  189. float const size = 0.05F + rand_01(rng) * 0.1F;
  190. instance.scale[0] = size * (0.8F + rand_01(rng) * 0.4F);
  191. instance.scale[1] = size * (0.6F + rand_01(rng) * 0.3F);
  192. instance.scale[2] = size * (0.8F + rand_01(rng) * 0.4F);
  193. float const color_var = 0.3F + rand_01(rng) * 0.4F;
  194. instance.color[0] = color_var;
  195. instance.color[1] = color_var * 0.9F;
  196. instance.color[2] = color_var * 0.85F;
  197. } else if (type_rand < 0.9F) {
  198. instance.asset_type = 1.0F;
  199. float const size = 0.1F + rand_01(rng) * 0.15F;
  200. instance.scale[0] = size;
  201. instance.scale[1] = size * (0.7F + rand_01(rng) * 0.4F);
  202. instance.scale[2] = size;
  203. float const color_var = 0.35F + rand_01(rng) * 0.25F;
  204. instance.color[0] = color_var;
  205. instance.color[1] = color_var * 0.95F;
  206. instance.color[2] = color_var * 0.9F;
  207. } else {
  208. if (dist_from_water > half_river_width + 0.5F) {
  209. continue;
  210. }
  211. instance.asset_type = 2.0F;
  212. float const size = 0.3F + rand_01(rng) * 0.4F;
  213. instance.scale[0] = size * 0.3F;
  214. instance.scale[1] = size;
  215. instance.scale[2] = size * 0.3F;
  216. instance.color[0] = 0.25F + rand_01(rng) * 0.15F;
  217. instance.color[1] = 0.35F + rand_01(rng) * 0.25F;
  218. instance.color[2] = 0.15F + rand_01(rng) * 0.1F;
  219. }
  220. float const angle = rand_01(rng) * 6.28318F;
  221. instance.rotation[0] = 0.0F;
  222. instance.rotation[1] = std::sin(angle * 0.5F);
  223. instance.rotation[2] = 0.0F;
  224. instance.rotation[3] = std::cos(angle * 0.5F);
  225. m_assetInstances.push_back(instance);
  226. }
  227. }
  228. }
  229. m_assetInstanceCount = m_assetInstances.size();
  230. m_assetInstancesDirty = true;
  231. qDebug() << "Generated" << m_assetInstanceCount << "riverbank assets";
  232. }
  233. } // namespace Render::GL