firecamp_renderer.cpp 12 KB

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  1. #include "firecamp_renderer.h"
  2. #include "../../game/map/visibility_service.h"
  3. #include "../gl/buffer.h"
  4. #include "../scene_renderer.h"
  5. #include "gl/render_constants.h"
  6. #include "gl/resources.h"
  7. #include "ground/firecamp_gpu.h"
  8. #include "ground_utils.h"
  9. #include "map/terrain.h"
  10. #include "spawn_validator.h"
  11. #include <QDebug>
  12. #include <QVector2D>
  13. #include <algorithm>
  14. #include <cmath>
  15. #include <cstddef>
  16. #include <cstdint>
  17. #include <memory>
  18. #include <qglobal.h>
  19. #include <qvectornd.h>
  20. #include <vector>
  21. namespace {
  22. using std::uint32_t;
  23. using namespace Render::Ground;
  24. inline auto value_noise(float x, float z, uint32_t seed) -> float {
  25. int const ix = static_cast<int>(std::floor(x));
  26. int const iz = static_cast<int>(std::floor(z));
  27. float fx = x - static_cast<float>(ix);
  28. float fz = z - static_cast<float>(iz);
  29. fx = fx * fx * (3.0F - 2.0F * fx);
  30. fz = fz * fz * (3.0F - 2.0F * fz);
  31. uint32_t s00 = hash_coords(ix, iz, seed);
  32. uint32_t s10 = hash_coords(ix + 1, iz, seed);
  33. uint32_t s01 = hash_coords(ix, iz + 1, seed);
  34. uint32_t s11 = hash_coords(ix + 1, iz + 1, seed);
  35. float const v00 = rand_01(s00);
  36. float const v10 = rand_01(s10);
  37. float const v01 = rand_01(s01);
  38. float const v11 = rand_01(s11);
  39. float const v0 = v00 * (1.0F - fx) + v10 * fx;
  40. float const v1 = v01 * (1.0F - fx) + v11 * fx;
  41. return v0 * (1.0F - fz) + v1 * fz;
  42. }
  43. } // namespace
  44. namespace Render::GL {
  45. FireCampRenderer::FireCampRenderer() = default;
  46. FireCampRenderer::~FireCampRenderer() = default;
  47. void FireCampRenderer::configure(
  48. const Game::Map::TerrainHeightMap &height_map,
  49. const Game::Map::BiomeSettings &biome_settings) {
  50. m_width = height_map.getWidth();
  51. m_height = height_map.getHeight();
  52. m_tile_size = height_map.getTileSize();
  53. m_heightData = height_map.getHeightData();
  54. m_terrain_types = height_map.getTerrainTypes();
  55. m_biome_settings = biome_settings;
  56. m_noiseSeed = biome_settings.seed;
  57. m_fireCampInstances.clear();
  58. m_fireCampInstanceBuffer.reset();
  59. m_fireCampInstanceCount = 0;
  60. m_fireCampInstancesDirty = false;
  61. m_fireCampParams.time = 0.0F;
  62. m_fireCampParams.flicker_speed = 5.0F;
  63. m_fireCampParams.flicker_amount = 0.02F;
  64. m_fireCampParams.glow_strength = 1.1F;
  65. generate_firecamp_instances();
  66. }
  67. void FireCampRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  68. (void)resources;
  69. m_fireCampInstanceCount = static_cast<uint32_t>(m_fireCampInstances.size());
  70. if (m_fireCampInstanceCount == 0) {
  71. m_fireCampInstanceBuffer.reset();
  72. m_visibleInstances.clear();
  73. return;
  74. }
  75. auto &visibility = Game::Map::VisibilityService::instance();
  76. const bool use_visibility = visibility.is_initialized();
  77. const std::uint64_t current_version =
  78. use_visibility ? visibility.version() : 0;
  79. const bool needs_visibility_update =
  80. m_visibilityDirty || (current_version != m_cachedVisibilityVersion);
  81. if (needs_visibility_update) {
  82. m_visibleInstances.clear();
  83. if (use_visibility) {
  84. m_visibleInstances.reserve(m_fireCampInstanceCount);
  85. for (const auto &instance : m_fireCampInstances) {
  86. float const world_x = instance.pos_intensity.x();
  87. float const world_z = instance.pos_intensity.z();
  88. if (visibility.isVisibleWorld(world_x, world_z)) {
  89. m_visibleInstances.push_back(instance);
  90. }
  91. }
  92. } else {
  93. m_visibleInstances = m_fireCampInstances;
  94. }
  95. m_cachedVisibilityVersion = current_version;
  96. m_visibilityDirty = false;
  97. if (!m_visibleInstances.empty()) {
  98. if (!m_fireCampInstanceBuffer) {
  99. m_fireCampInstanceBuffer =
  100. std::make_unique<Buffer>(Buffer::Type::Vertex);
  101. }
  102. m_fireCampInstanceBuffer->set_data(m_visibleInstances,
  103. Buffer::Usage::Static);
  104. }
  105. }
  106. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  107. if (visible_count == 0 || !m_fireCampInstanceBuffer) {
  108. return;
  109. }
  110. FireCampBatchParams params = m_fireCampParams;
  111. params.time = renderer.get_animation_time();
  112. params.flicker_amount = m_fireCampParams.flicker_amount *
  113. (0.9F + 0.25F * std::sin(params.time * 1.3F));
  114. params.glow_strength = m_fireCampParams.glow_strength *
  115. (0.85F + 0.2F * std::sin(params.time * 1.7F + 1.2F));
  116. renderer.firecamp_batch(m_fireCampInstanceBuffer.get(), visible_count,
  117. params);
  118. const QVector3D log_color(0.26F, 0.15F, 0.08F);
  119. const QVector3D char_color(0.08F, 0.05F, 0.03F);
  120. for (const auto &instance : m_visibleInstances) {
  121. const QVector4D pos_intensity = instance.pos_intensity;
  122. const QVector4D radius_phase = instance.radius_phase;
  123. const QVector3D camp_pos = pos_intensity.toVector3D();
  124. const float intensity = std::clamp(pos_intensity.w(), 0.6F, 1.6F);
  125. const float base_radius = std::max(radius_phase.x(), 1.0F);
  126. uint32_t state = hash_coords(
  127. static_cast<int>(std::floor(camp_pos.x())),
  128. static_cast<int>(std::floor(camp_pos.z())),
  129. static_cast<uint32_t>(radius_phase.y() *
  130. HashConstants::k_temporal_variation_frequency));
  131. const float time = params.time;
  132. const float char_amount =
  133. std::clamp(time * 0.015F + rand_01(state) * 0.05F, 0.0F, 1.0F);
  134. const QVector3D blended_log_color =
  135. log_color * (1.0F - char_amount) + char_color * (char_amount + 0.15F);
  136. const float log_length = std::clamp(base_radius * 0.85F, 0.45F, 1.1F);
  137. const float log_radius = std::clamp(base_radius * 0.08F, 0.03F, 0.08F);
  138. const float base_yaw = (rand_01(state) - 0.5F) * 0.35F;
  139. const float cos_base = std::cos(base_yaw);
  140. const float sin_base = std::sin(base_yaw);
  141. const QVector3D axis_a(cos_base, 0.0F, sin_base);
  142. const QVector3D axis_b(-axis_a.z(), 0.0F, axis_a.x());
  143. const QVector3D base_center = camp_pos + QVector3D(0.0F, -0.02F, 0.0F);
  144. const QVector3D base_half_a = axis_a * (log_length * 0.5F);
  145. const QVector3D base_half_b = axis_b * (log_length * 0.45F);
  146. renderer.cylinder(base_center - base_half_a, base_center + base_half_a,
  147. log_radius, blended_log_color, 1.0F);
  148. renderer.cylinder(base_center - base_half_b, base_center + base_half_b,
  149. log_radius, blended_log_color, 1.0F);
  150. if (rand_01(state) > 0.25F) {
  151. float const top_yaw = base_yaw + 0.6F + (rand_01(state) - 0.5F) * 0.35F;
  152. QVector3D const top_axis(std::cos(top_yaw), 0.0F, std::sin(top_yaw));
  153. QVector3D const top_half = top_axis * (log_length * 0.35F);
  154. QVector3D const top_center =
  155. camp_pos + QVector3D(0.0F, log_radius * 1.6F, 0.0F);
  156. float const top_radius = log_radius * 0.85F;
  157. renderer.cylinder(top_center - top_half, top_center + top_half,
  158. top_radius, blended_log_color, 1.0F);
  159. }
  160. }
  161. }
  162. void FireCampRenderer::clear() {
  163. m_fireCampInstances.clear();
  164. m_visibleInstances.clear();
  165. m_fireCampInstanceBuffer.reset();
  166. m_fireCampInstanceCount = 0;
  167. m_fireCampInstancesDirty = false;
  168. m_visibilityDirty = true;
  169. m_cachedVisibilityVersion = 0;
  170. m_explicitPositions.clear();
  171. m_explicitIntensities.clear();
  172. m_explicitRadii.clear();
  173. }
  174. void FireCampRenderer::setExplicitFireCamps(
  175. const std::vector<QVector3D> &positions,
  176. const std::vector<float> &intensities, const std::vector<float> &radii) {
  177. m_explicitPositions = positions;
  178. m_explicitIntensities = intensities;
  179. m_explicitRadii = radii;
  180. m_fireCampInstancesDirty = true;
  181. if (m_width > 0 && m_height > 0 && !m_heightData.empty()) {
  182. generate_firecamp_instances();
  183. }
  184. }
  185. void FireCampRenderer::add_explicit_firecamps(const SpawnValidator &validator) {
  186. if (m_explicitPositions.empty()) {
  187. return;
  188. }
  189. for (size_t i = 0; i < m_explicitPositions.size(); ++i) {
  190. const QVector3D &pos = m_explicitPositions[i];
  191. if (!validator.can_spawn_at_world(pos.x(), pos.z())) {
  192. continue;
  193. }
  194. float intensity = 1.0F;
  195. if (i < m_explicitIntensities.size()) {
  196. intensity = m_explicitIntensities[i];
  197. }
  198. float radius = 3.0F;
  199. if (i < m_explicitRadii.size()) {
  200. radius = m_explicitRadii[i];
  201. }
  202. float const phase = static_cast<float>(i) * 1.234567F;
  203. FireCampInstanceGpu instance;
  204. instance.pos_intensity = QVector4D(pos.x(), pos.y(), pos.z(), intensity);
  205. instance.radius_phase = QVector4D(radius, phase, 1.0F, 0.0F);
  206. m_fireCampInstances.push_back(instance);
  207. }
  208. }
  209. void FireCampRenderer::generate_firecamp_instances() {
  210. m_fireCampInstances.clear();
  211. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  212. return;
  213. }
  214. const float tile_safe = std::max(0.1F, m_tile_size);
  215. SpawnTerrainCache terrain_cache;
  216. terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width,
  217. m_height, m_tile_size);
  218. SpawnValidationConfig config = make_firecamp_spawn_config();
  219. config.grid_width = m_width;
  220. config.grid_height = m_height;
  221. config.tile_size = m_tile_size;
  222. config.edge_padding = m_biome_settings.spawn_edge_padding;
  223. SpawnValidator validator(terrain_cache, config);
  224. float const fire_camp_density = 0.02F;
  225. auto add_fire_camp = [&](float gx, float gz, uint32_t &state) -> bool {
  226. if (!validator.can_spawn_at_grid(gx, gz)) {
  227. return false;
  228. }
  229. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  230. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  231. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  232. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  233. int const normal_idx = iz * m_width + ix;
  234. float world_x = 0.0F;
  235. float world_z = 0.0F;
  236. validator.grid_to_world(gx, gz, world_x, world_z);
  237. float const world_y = m_heightData[static_cast<size_t>(normal_idx)];
  238. float const intensity = remap(rand_01(state), 0.8F, 1.2F);
  239. float const radius = remap(rand_01(state), 2.0F, 4.0F) * tile_safe;
  240. float const phase = rand_01(state) * MathConstants::k_two_pi;
  241. float const duration = 1.0F;
  242. FireCampInstanceGpu instance;
  243. instance.pos_intensity = QVector4D(world_x, world_y, world_z, intensity);
  244. instance.radius_phase = QVector4D(radius, phase, duration, 0.0F);
  245. m_fireCampInstances.push_back(instance);
  246. return true;
  247. };
  248. constexpr int k_grid_spacing = 20;
  249. for (int z = 0; z < m_height; z += k_grid_spacing) {
  250. for (int x = 0; x < m_width; x += k_grid_spacing) {
  251. int const idx = z * m_width + x;
  252. float const slope = terrain_cache.get_slope_at(x, z);
  253. if (slope > 0.3F) {
  254. continue;
  255. }
  256. uint32_t state = hash_coords(
  257. x, z, m_noiseSeed ^ 0xF12ECA3FU ^ static_cast<uint32_t>(idx));
  258. float world_x = 0.0F;
  259. float world_z = 0.0F;
  260. validator.grid_to_world(static_cast<float>(x), static_cast<float>(z),
  261. world_x, world_z);
  262. float const cluster_noise = value_noise(world_x * 0.02F, world_z * 0.02F,
  263. m_noiseSeed ^ 0xCA3F12E0U);
  264. if (cluster_noise < 0.4F) {
  265. continue;
  266. }
  267. Game::Map::TerrainType const terrain_type =
  268. terrain_cache.get_terrain_type_at(x, z);
  269. float density_mult = 1.0F;
  270. if (terrain_type == Game::Map::TerrainType::Hill) {
  271. density_mult = 0.5F;
  272. } else if (terrain_type == Game::Map::TerrainType::Mountain) {
  273. density_mult = 0.0F;
  274. }
  275. float const effective_density = fire_camp_density * density_mult;
  276. if (rand_01(state) < effective_density) {
  277. float const gx = float(x) + rand_01(state) * float(k_grid_spacing);
  278. float const gz = float(z) + rand_01(state) * float(k_grid_spacing);
  279. add_fire_camp(gx, gz, state);
  280. }
  281. }
  282. }
  283. add_explicit_firecamps(validator);
  284. m_fireCampInstanceCount = m_fireCampInstances.size();
  285. m_fireCampInstancesDirty = m_fireCampInstanceCount > 0;
  286. qDebug() << "FireCampRenderer: Generated" << m_fireCampInstanceCount
  287. << "total instances";
  288. }
  289. } // namespace Render::GL