pine_renderer.cpp 8.8 KB

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  1. #include "pine_renderer.h"
  2. #include "../../game/map/terrain_service.h"
  3. #include "../../game/map/visibility_service.h"
  4. #include "../../game/systems/building_collision_registry.h"
  5. #include "../gl/buffer.h"
  6. #include "../scene_renderer.h"
  7. #include "gl/render_constants.h"
  8. #include "gl/resources.h"
  9. #include "ground/pine_gpu.h"
  10. #include "ground_utils.h"
  11. #include "map/terrain.h"
  12. #include <QVector2D>
  13. #include <algorithm>
  14. #include <cmath>
  15. #include <cstddef>
  16. #include <cstdint>
  17. #include <memory>
  18. #include <vector>
  19. namespace {
  20. using std::uint32_t;
  21. using namespace Render::Ground;
  22. inline auto valueNoise(float x, float z, uint32_t salt = 0U) -> float {
  23. int const x0 = int(std::floor(x));
  24. int const z0 = int(std::floor(z));
  25. int const x1 = x0 + 1;
  26. int const z1 = z0 + 1;
  27. float const tx = x - float(x0);
  28. float const tz = z - float(z0);
  29. float const n00 = hash_to_01(hash_coords(x0, z0, salt));
  30. float const n10 = hash_to_01(hash_coords(x1, z0, salt));
  31. float const n01 = hash_to_01(hash_coords(x0, z1, salt));
  32. float const n11 = hash_to_01(hash_coords(x1, z1, salt));
  33. float const nx0 = n00 * (1 - tx) + n10 * tx;
  34. float const nx1 = n01 * (1 - tx) + n11 * tx;
  35. return nx0 * (1 - tz) + nx1 * tz;
  36. }
  37. } // namespace
  38. namespace Render::GL {
  39. PineRenderer::PineRenderer() = default;
  40. PineRenderer::~PineRenderer() = default;
  41. void PineRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
  42. const Game::Map::BiomeSettings &biomeSettings) {
  43. m_width = height_map.getWidth();
  44. m_height = height_map.getHeight();
  45. m_tile_size = height_map.getTileSize();
  46. m_heightData = height_map.getHeightData();
  47. m_terrain_types = height_map.getTerrainTypes();
  48. m_biomeSettings = biomeSettings;
  49. m_noiseSeed = biomeSettings.seed;
  50. m_pineInstances.clear();
  51. m_pineInstanceBuffer.reset();
  52. m_pineInstanceCount = 0;
  53. m_pineInstancesDirty = false;
  54. m_pineParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  55. m_pineParams.time = 0.0F;
  56. m_pineParams.wind_strength = 0.3F;
  57. m_pineParams.wind_speed = 0.5F;
  58. generatePineInstances();
  59. }
  60. void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  61. (void)resources;
  62. m_pineInstanceCount = static_cast<uint32_t>(m_pineInstances.size());
  63. if (m_pineInstanceCount == 0) {
  64. m_pineInstanceBuffer.reset();
  65. return;
  66. }
  67. auto &visibility = Game::Map::VisibilityService::instance();
  68. const bool use_visibility = visibility.isInitialized();
  69. std::vector<PineInstanceGpu> visible_instances;
  70. if (use_visibility) {
  71. visible_instances.reserve(m_pineInstanceCount);
  72. for (const auto &instance : m_pineInstances) {
  73. float const world_x = instance.posScale.x();
  74. float const world_z = instance.posScale.z();
  75. if (visibility.isVisibleWorld(world_x, world_z)) {
  76. visible_instances.push_back(instance);
  77. }
  78. }
  79. } else {
  80. visible_instances = m_pineInstances;
  81. }
  82. const auto visible_count = static_cast<uint32_t>(visible_instances.size());
  83. if (visible_count == 0) {
  84. m_pineInstanceBuffer.reset();
  85. return;
  86. }
  87. if (!m_pineInstanceBuffer) {
  88. m_pineInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  89. }
  90. m_pineInstanceBuffer->setData(visible_instances, Buffer::Usage::Static);
  91. PineBatchParams params = m_pineParams;
  92. params.time = renderer.getAnimationTime();
  93. renderer.pineBatch(m_pineInstanceBuffer.get(), visible_count, params);
  94. }
  95. void PineRenderer::clear() {
  96. m_pineInstances.clear();
  97. m_pineInstanceBuffer.reset();
  98. m_pineInstanceCount = 0;
  99. m_pineInstancesDirty = false;
  100. }
  101. void PineRenderer::generatePineInstances() {
  102. m_pineInstances.clear();
  103. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  104. return;
  105. }
  106. const float half_width = static_cast<float>(m_width) * 0.5F;
  107. const float half_height = static_cast<float>(m_height) * 0.5F;
  108. const float tile_safe = std::max(0.1F, m_tile_size);
  109. const float edge_padding =
  110. std::clamp(m_biomeSettings.spawn_edge_padding, 0.0F, 0.5F);
  111. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  112. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  113. float pine_density = 0.2F;
  114. if (m_biomeSettings.plant_density > 0.0F) {
  115. pine_density = m_biomeSettings.plant_density * 0.3F;
  116. }
  117. std::vector<QVector3D> normals(static_cast<qsizetype>(m_width * m_height),
  118. QVector3D(0, 1, 0));
  119. for (int z = 1; z < m_height - 1; ++z) {
  120. for (int x = 1; x < m_width - 1; ++x) {
  121. int const idx = z * m_width + x;
  122. float const h_l = m_heightData[(z)*m_width + (x - 1)];
  123. float const h_r = m_heightData[(z)*m_width + (x + 1)];
  124. float const h_d = m_heightData[(z - 1) * m_width + (x)];
  125. float const h_u = m_heightData[(z + 1) * m_width + (x)];
  126. QVector3D n = QVector3D(h_l - h_r, 2.0F * tile_safe, h_d - h_u);
  127. if (n.lengthSquared() > 0.0F) {
  128. n.normalize();
  129. } else {
  130. n = QVector3D(0, 1, 0);
  131. }
  132. normals[idx] = n;
  133. }
  134. }
  135. auto add_pine = [&](float gx, float gz, uint32_t &state) -> bool {
  136. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  137. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  138. return false;
  139. }
  140. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  141. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  142. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  143. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  144. int const normal_idx = iz * m_width + ix;
  145. QVector3D const normal = normals[normal_idx];
  146. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  147. if (slope > 0.75F) {
  148. return false;
  149. }
  150. float const world_x = (gx - half_width) * m_tile_size;
  151. float const world_z = (gz - half_height) * m_tile_size;
  152. float const world_y = m_heightData[normal_idx];
  153. auto &building_registry =
  154. Game::Systems::BuildingCollisionRegistry::instance();
  155. if (building_registry.isPointInBuilding(world_x, world_z)) {
  156. return false;
  157. }
  158. auto &terrain_service = Game::Map::TerrainService::instance();
  159. if (terrain_service.is_point_on_road(world_x, world_z)) {
  160. return false;
  161. }
  162. float const scale = remap(rand_01(state), 3.0F, 6.0F) * tile_safe;
  163. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  164. QVector3D const base_color(0.15F, 0.35F, 0.20F);
  165. QVector3D const var_color(0.20F, 0.40F, 0.25F);
  166. QVector3D tint_color =
  167. base_color * (1.0F - color_var) + var_color * color_var;
  168. float const brown_mix = remap(rand_01(state), 0.10F, 0.25F);
  169. QVector3D const brown_tint(0.35F, 0.30F, 0.20F);
  170. tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
  171. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  172. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  173. float const silhouette_seed = rand_01(state);
  174. float const needle_seed = rand_01(state);
  175. float const bark_seed = rand_01(state);
  176. PineInstanceGpu instance;
  177. instance.posScale = QVector4D(world_x, world_y, world_z, scale);
  178. instance.colorSway =
  179. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  180. instance.rotation =
  181. QVector4D(rotation, silhouette_seed, needle_seed, bark_seed);
  182. m_pineInstances.push_back(instance);
  183. return true;
  184. };
  185. for (int z = 0; z < m_height; z += 6) {
  186. for (int x = 0; x < m_width; x += 6) {
  187. int const idx = z * m_width + x;
  188. QVector3D const normal = normals[idx];
  189. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  190. if (slope > 0.75F) {
  191. continue;
  192. }
  193. uint32_t state = hash_coords(
  194. x, z, m_noiseSeed ^ 0xAB12CD34U ^ static_cast<uint32_t>(idx));
  195. float const world_x = (x - half_width) * m_tile_size;
  196. float const world_z = (z - half_height) * m_tile_size;
  197. float const cluster_noise = valueNoise(world_x * 0.03F, world_z * 0.03F,
  198. m_noiseSeed ^ 0x7F8E9D0AU);
  199. if (cluster_noise < 0.35F) {
  200. continue;
  201. }
  202. float density_mult = 1.0F;
  203. if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
  204. density_mult = 1.2F;
  205. } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
  206. density_mult = 0.4F;
  207. }
  208. float const effective_density = pine_density * density_mult * 0.8F;
  209. int pine_count = static_cast<int>(std::floor(effective_density));
  210. float const frac = effective_density - float(pine_count);
  211. if (rand_01(state) < frac) {
  212. pine_count += 1;
  213. }
  214. for (int i = 0; i < pine_count; ++i) {
  215. float const gx = float(x) + rand_01(state) * 6.0F;
  216. float const gz = float(z) + rand_01(state) * 6.0F;
  217. add_pine(gx, gz, state);
  218. }
  219. }
  220. }
  221. m_pineInstanceCount = m_pineInstances.size();
  222. m_pineInstancesDirty = m_pineInstanceCount > 0;
  223. }
  224. } // namespace Render::GL