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- #include "firecamp_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/firecamp_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 <qvectornd.h>
- #include <vector>
- namespace {
- using std::uint32_t;
- using namespace Render::Ground;
- inline auto valueNoise(float x, float z, uint32_t seed) -> float {
- int const ix = static_cast<int>(std::floor(x));
- int const iz = static_cast<int>(std::floor(z));
- float fx = x - static_cast<float>(ix);
- float fz = z - static_cast<float>(iz);
- fx = fx * fx * (3.0F - 2.0F * fx);
- fz = fz * fz * (3.0F - 2.0F * fz);
- uint32_t s00 = hash_coords(ix, iz, seed);
- uint32_t s10 = hash_coords(ix + 1, iz, seed);
- uint32_t s01 = hash_coords(ix, iz + 1, seed);
- uint32_t s11 = hash_coords(ix + 1, iz + 1, seed);
- float const v00 = rand_01(s00);
- float const v10 = rand_01(s10);
- float const v01 = rand_01(s01);
- float const v11 = rand_01(s11);
- float const v0 = v00 * (1.0F - fx) + v10 * fx;
- float const v1 = v01 * (1.0F - fx) + v11 * fx;
- return v0 * (1.0F - fz) + v1 * fz;
- }
- } // namespace
- namespace Render::GL {
- FireCampRenderer::FireCampRenderer() = default;
- FireCampRenderer::~FireCampRenderer() = default;
- void FireCampRenderer::configure(
- const Game::Map::TerrainHeightMap &height_map,
- const Game::Map::BiomeSettings &biomeSettings) {
- 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_biomeSettings = biomeSettings;
- m_noiseSeed = biomeSettings.seed;
- m_fireCampInstances.clear();
- m_fireCampInstanceBuffer.reset();
- m_fireCampInstanceCount = 0;
- m_fireCampInstancesDirty = false;
- m_fireCampParams.time = 0.0F;
- m_fireCampParams.flickerSpeed = 5.0F;
- m_fireCampParams.flickerAmount = 0.02F;
- m_fireCampParams.glowStrength = 1.1F;
- generateFireCampInstances();
- }
- void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) {
- (void)resources;
- m_fireCampInstanceCount = static_cast<uint32_t>(m_fireCampInstances.size());
- if (m_fireCampInstanceCount == 0) {
- m_fireCampInstanceBuffer.reset();
- return;
- }
- auto &visibility = Game::Map::VisibilityService::instance();
- const bool use_visibility = visibility.isInitialized();
- std::vector<FireCampInstanceGpu> visible_instances;
- if (use_visibility) {
- visible_instances.reserve(m_fireCampInstanceCount);
- for (const auto &instance : m_fireCampInstances) {
- float const world_x = instance.pos_intensity.x();
- float const world_z = instance.pos_intensity.z();
- if (visibility.isVisibleWorld(world_x, world_z)) {
- visible_instances.push_back(instance);
- }
- }
- } else {
- visible_instances = m_fireCampInstances;
- }
- const auto visible_count = static_cast<uint32_t>(visible_instances.size());
- if (visible_count == 0) {
- m_fireCampInstanceBuffer.reset();
- return;
- }
- if (!m_fireCampInstanceBuffer) {
- m_fireCampInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- m_fireCampInstanceBuffer->setData(visible_instances, Buffer::Usage::Static);
- FireCampBatchParams params = m_fireCampParams;
- params.time = renderer.getAnimationTime();
- params.flickerAmount = m_fireCampParams.flickerAmount *
- (0.9F + 0.25F * std::sin(params.time * 1.3F));
- params.glowStrength = m_fireCampParams.glowStrength *
- (0.85F + 0.2F * std::sin(params.time * 1.7F + 1.2F));
- renderer.firecampBatch(m_fireCampInstanceBuffer.get(), visible_count, params);
- const QVector3D log_color(0.26F, 0.15F, 0.08F);
- const QVector3D char_color(0.08F, 0.05F, 0.03F);
- for (const auto &instance : visible_instances) {
- const QVector4D pos_intensity = instance.pos_intensity;
- const QVector4D radius_phase = instance.radius_phase;
- const QVector3D camp_pos = pos_intensity.toVector3D();
- const float intensity = std::clamp(pos_intensity.w(), 0.6F, 1.6F);
- const float base_radius = std::max(radius_phase.x(), 1.0F);
- uint32_t state = hash_coords(
- static_cast<int>(std::floor(camp_pos.x())),
- static_cast<int>(std::floor(camp_pos.z())),
- static_cast<uint32_t>(radius_phase.y() *
- HashConstants::k_temporal_variation_frequency));
- const float time = params.time;
- const float char_amount =
- std::clamp(time * 0.015F + rand_01(state) * 0.05F, 0.0F, 1.0F);
- const QVector3D blended_log_color =
- log_color * (1.0F - char_amount) + char_color * (char_amount + 0.15F);
- const float log_length = std::clamp(base_radius * 0.85F, 0.45F, 1.1F);
- const float log_radius = std::clamp(base_radius * 0.08F, 0.03F, 0.08F);
- const float base_yaw = (rand_01(state) - 0.5F) * 0.35F;
- const float cos_base = std::cos(base_yaw);
- const float sin_base = std::sin(base_yaw);
- const QVector3D axis_a(cos_base, 0.0F, sin_base);
- const QVector3D axis_b(-axis_a.z(), 0.0F, axis_a.x());
- const QVector3D base_center = camp_pos + QVector3D(0.0F, -0.02F, 0.0F);
- const QVector3D base_half_a = axis_a * (log_length * 0.5F);
- const QVector3D base_half_b = axis_b * (log_length * 0.45F);
- renderer.cylinder(base_center - base_half_a, base_center + base_half_a,
- log_radius, blended_log_color, 1.0F);
- renderer.cylinder(base_center - base_half_b, base_center + base_half_b,
- log_radius, blended_log_color, 1.0F);
- if (rand_01(state) > 0.25F) {
- float const top_yaw = base_yaw + 0.6F + (rand_01(state) - 0.5F) * 0.35F;
- QVector3D const top_axis(std::cos(top_yaw), 0.0F, std::sin(top_yaw));
- QVector3D const top_half = top_axis * (log_length * 0.35F);
- QVector3D const top_center =
- camp_pos + QVector3D(0.0F, log_radius * 1.6F, 0.0F);
- float const top_radius = log_radius * 0.85F;
- renderer.cylinder(top_center - top_half, top_center + top_half,
- top_radius, blended_log_color, 1.0F);
- }
- }
- }
- void FireCampRenderer::clear() {
- m_fireCampInstances.clear();
- m_fireCampInstanceBuffer.reset();
- m_fireCampInstanceCount = 0;
- m_fireCampInstancesDirty = false;
- m_explicitPositions.clear();
- m_explicitIntensities.clear();
- m_explicitRadii.clear();
- }
- void FireCampRenderer::setExplicitFireCamps(
- const std::vector<QVector3D> &positions,
- const std::vector<float> &intensities, const std::vector<float> &radii) {
- m_explicitPositions = positions;
- m_explicitIntensities = intensities;
- m_explicitRadii = radii;
- m_fireCampInstancesDirty = true;
- if (m_width > 0 && m_height > 0 && !m_heightData.empty()) {
- generateFireCampInstances();
- }
- }
- void FireCampRenderer::addExplicitFireCamps() {
- if (m_explicitPositions.empty()) {
- return;
- }
- for (size_t i = 0; i < m_explicitPositions.size(); ++i) {
- const QVector3D &pos = m_explicitPositions[i];
- float intensity = 1.0F;
- if (i < m_explicitIntensities.size()) {
- intensity = m_explicitIntensities[i];
- }
- float radius = 3.0F;
- if (i < m_explicitRadii.size()) {
- radius = m_explicitRadii[i];
- }
- float const phase = static_cast<float>(i) * 1.234567F;
- FireCampInstanceGpu instance;
- instance.pos_intensity = QVector4D(pos.x(), pos.y(), pos.z(), intensity);
- instance.radius_phase = QVector4D(radius, phase, 1.0F, 0.0F);
- m_fireCampInstances.push_back(instance);
- }
- }
- void FireCampRenderer::generateFireCampInstances() {
- m_fireCampInstances.clear();
- if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
- return;
- }
- const float half_width = static_cast<float>(m_width) * 0.5F;
- const float half_height = static_cast<float>(m_height) * 0.5F;
- const float tile_safe = std::max(0.1F, m_tile_size);
- const float edge_padding =
- std::clamp(m_biomeSettings.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;
- float const fire_camp_density = 0.02F;
- std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
- QVector3D(0, 1, 0));
- for (int z = 1; z < m_height - 1; ++z) {
- for (int x = 1; x < m_width - 1; ++x) {
- int const idx = z * m_width + x;
- float const h_l = m_heightData[(z)*m_width + (x - 1)];
- float const h_r = m_heightData[(z)*m_width + (x + 1)];
- float const h_d = m_heightData[(z - 1) * m_width + (x)];
- float const h_u = m_heightData[(z + 1) * m_width + (x)];
- QVector3D n = QVector3D(h_l - h_r, 2.0F * tile_safe, h_d - h_u);
- if (n.lengthSquared() > 0.0F) {
- n.normalize();
- } else {
- n = QVector3D(0, 1, 0);
- }
- normals[idx] = n;
- }
- }
- auto add_fire_camp = [&](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;
- QVector3D const normal = normals[normal_idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.3F) {
- 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 = m_heightData[normal_idx];
- 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 intensity = remap(rand_01(state), 0.8F, 1.2F);
- float const radius = remap(rand_01(state), 2.0F, 4.0F) * tile_safe;
- float const phase = rand_01(state) * MathConstants::k_two_pi;
- float const duration = 1.0F;
- FireCampInstanceGpu instance;
- instance.pos_intensity = QVector4D(world_x, world_y, world_z, intensity);
- instance.radius_phase = QVector4D(radius, phase, duration, 0.0F);
- m_fireCampInstances.push_back(instance);
- return true;
- };
- constexpr int k_grid_spacing = 20;
- for (int z = 0; z < m_height; z += k_grid_spacing) {
- for (int x = 0; x < m_width; x += k_grid_spacing) {
- int const idx = z * m_width + x;
- QVector3D const normal = normals[idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.3F) {
- continue;
- }
- uint32_t state = hash_coords(
- x, z, m_noiseSeed ^ 0xF12ECA3FU ^ 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 * 0.02F, world_z * 0.02F,
- m_noiseSeed ^ 0xCA3F12E0U);
- if (cluster_noise < 0.4F) {
- continue;
- }
- float density_mult = 1.0F;
- if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
- density_mult = 0.5F;
- } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
- density_mult = 0.0F;
- }
- float const effective_density = fire_camp_density * density_mult;
- if (rand_01(state) < effective_density) {
- float const gx = float(x) + rand_01(state) * float(k_grid_spacing);
- float const gz = float(z) + rand_01(state) * float(k_grid_spacing);
- add_fire_camp(gx, gz, state);
- }
- }
- }
- addExplicitFireCamps();
- m_fireCampInstanceCount = m_fireCampInstances.size();
- m_fireCampInstancesDirty = m_fireCampInstanceCount > 0;
- qDebug() << "FireCampRenderer: Generated" << m_fireCampInstanceCount
- << "total instances";
- }
- } // namespace Render::GL
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