| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205 |
- #include "stone_renderer.h"
- #include "../gl/buffer.h"
- #include "../scene_renderer.h"
- #include "gl/render_constants.h"
- #include "gl/resources.h"
- #include "ground/stone_gpu.h"
- #include "ground_utils.h"
- #include "map/terrain.h"
- #include "spawn_validator.h"
- #include <QDebug>
- #include <QElapsedTimer>
- #include <QVector2D>
- #include <algorithm>
- #include <cmath>
- #include <cstddef>
- #include <cstdint>
- #include <memory>
- #include <qelapsedtimer.h>
- #include <qglobal.h>
- #include <vector>
- namespace {
- using std::uint32_t;
- using namespace Render::Ground;
- inline auto value_noise(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 {
- StoneRenderer::StoneRenderer() = default;
- StoneRenderer::~StoneRenderer() = default;
- void StoneRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
- const Game::Map::BiomeSettings &biome_settings) {
- 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_stoneInstances.clear();
- m_stoneInstanceBuffer.reset();
- m_stoneInstanceCount = 0;
- m_stoneInstancesDirty = false;
- m_stoneParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
- m_stoneParams.time = 0.0F;
- generate_stone_instances();
- }
- void StoneRenderer::submit(Renderer &renderer, ResourceManager *resources) {
- Q_UNUSED(resources);
- if (m_stoneInstanceCount > 0) {
- if (!m_stoneInstanceBuffer) {
- m_stoneInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- if (m_stoneInstancesDirty && m_stoneInstanceBuffer) {
- m_stoneInstanceBuffer->set_data(m_stoneInstances, Buffer::Usage::Static);
- m_stoneInstancesDirty = false;
- }
- } else {
- m_stoneInstanceBuffer.reset();
- return;
- }
- renderer.stone_batch(m_stoneInstanceBuffer.get(), m_stoneInstanceCount,
- m_stoneParams);
- }
- void StoneRenderer::clear() {
- m_stoneInstances.clear();
- m_stoneInstanceBuffer.reset();
- m_stoneInstanceCount = 0;
- m_stoneInstancesDirty = false;
- }
- void StoneRenderer::generate_stone_instances() {
- QElapsedTimer timer;
- timer.start();
- m_stoneInstances.clear();
- if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
- m_stoneInstanceCount = 0;
- m_stoneInstancesDirty = false;
- return;
- }
- const float tile_safe = std::max(0.001F, m_tile_size);
- SpawnTerrainCache terrain_cache;
- terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width,
- m_height, m_tile_size);
- SpawnValidationConfig config = make_stone_spawn_config();
- config.grid_width = m_width;
- config.grid_height = m_height;
- config.tile_size = m_tile_size;
- config.edge_padding = m_biome_settings.spawn_edge_padding;
- SpawnValidator validator(terrain_cache, config);
- auto add_stone = [&](float gx, float gz, uint32_t &state) -> bool {
- if (!validator.can_spawn_at_grid(gx, gz)) {
- 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));
- float world_x = 0.0F;
- float world_z = 0.0F;
- validator.grid_to_world(gx, gz, world_x, world_z);
- float const world_y = terrain_cache.sample_height_at(sgx, sgz);
- float const scale = remap(rand_01(state), 0.08F, 0.25F) * tile_safe;
- float const color_var = remap(rand_01(state), 0.0F, 1.0F);
- QVector3D const base_rock = m_biome_settings.rock_low;
- QVector3D const high_rock = m_biome_settings.rock_high;
- QVector3D color = base_rock * (1.0F - color_var) + high_rock * color_var;
- float const brown_mix = remap(rand_01(state), 0.0F, 0.4F);
- QVector3D const brown_tint(0.45F, 0.38F, 0.30F);
- color = color * (1.0F - brown_mix) + brown_tint * brown_mix;
- float const rotation = rand_01(state) * MathConstants::k_two_pi;
- StoneInstanceGpu instance;
- instance.pos_scale = QVector4D(world_x, world_y + 0.01F, world_z, scale);
- instance.color_rot = QVector4D(color.x(), color.y(), color.z(), rotation);
- m_stoneInstances.push_back(instance);
- return true;
- };
- const float stone_density = 0.15F;
- for (int z = 0; z < m_height; z += 2) {
- for (int x = 0; x < m_width; x += 2) {
- int const idx = z * m_width + x;
- Game::Map::TerrainType const terrain_type =
- terrain_cache.get_terrain_type_at(x, z);
- if (terrain_type != Game::Map::TerrainType::Flat) {
- continue;
- }
- float const slope = terrain_cache.get_slope_at(x, z);
- if (slope > 0.15F) {
- continue;
- }
- uint32_t state = hash_coords(
- x, z, m_noiseSeed ^ 0xABCDEF12U ^ static_cast<uint32_t>(idx));
- float world_x = 0.0F;
- float world_z = 0.0F;
- validator.grid_to_world(static_cast<float>(x), static_cast<float>(z),
- world_x, world_z);
- float const cluster_noise = value_noise(world_x * 0.03F, world_z * 0.03F,
- m_noiseSeed ^ 0x7F3A9B2CU);
- if (cluster_noise < 0.6F) {
- continue;
- }
- int stone_count = static_cast<int>(std::floor(stone_density));
- float const frac = stone_density - float(stone_count);
- if (rand_01(state) < frac) {
- stone_count += 1;
- }
- for (int i = 0; i < stone_count; ++i) {
- float const gx = float(x) + rand_01(state) * 2.0F;
- float const gz = float(z) + rand_01(state) * 2.0F;
- add_stone(gx, gz, state);
- }
- }
- }
- m_stoneInstanceCount = m_stoneInstances.size();
- m_stoneInstancesDirty = m_stoneInstanceCount > 0;
- }
- } // namespace Render::GL
|