plant_renderer.cpp 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267
  1. #include "plant_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/plant_gpu.h"
  8. #include "ground_utils.h"
  9. #include "map/terrain.h"
  10. #include "spawn_validator.h"
  11. #include <QVector2D>
  12. #include <algorithm>
  13. #include <cmath>
  14. #include <cstddef>
  15. #include <cstdint>
  16. #include <memory>
  17. #include <vector>
  18. namespace {
  19. using std::uint32_t;
  20. using namespace Render::Ground;
  21. inline auto value_noise(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. PlantRenderer::PlantRenderer() = default;
  39. PlantRenderer::~PlantRenderer() = default;
  40. void PlantRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
  41. const Game::Map::BiomeSettings &biome_settings) {
  42. m_width = height_map.getWidth();
  43. m_height = height_map.getHeight();
  44. m_tile_size = height_map.getTileSize();
  45. m_heightData = height_map.getHeightData();
  46. m_terrain_types = height_map.getTerrainTypes();
  47. m_biome_settings = biome_settings;
  48. m_noiseSeed = biome_settings.seed;
  49. m_plantInstances.clear();
  50. m_plantInstanceCount = 0;
  51. m_plantInstancesDirty = false;
  52. m_plantParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  53. m_plantParams.time = 0.0F;
  54. m_plantParams.wind_strength = m_biome_settings.sway_strength;
  55. m_plantParams.wind_speed = m_biome_settings.sway_speed;
  56. generate_plant_instances();
  57. }
  58. void PlantRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  59. (void)resources;
  60. m_plantInstanceCount = static_cast<uint32_t>(m_plantInstances.size());
  61. if (m_plantInstanceCount == 0) {
  62. m_visibleInstances.clear();
  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 || (current_version != m_cachedVisibilityVersion);
  71. if (needs_visibility_update) {
  72. m_visibleInstances.clear();
  73. if (use_visibility) {
  74. m_visibleInstances.reserve(m_plantInstanceCount);
  75. for (const auto &instance : m_plantInstances) {
  76. float const world_x = instance.pos_scale.x();
  77. float const world_z = instance.pos_scale.z();
  78. if (visibility.isVisibleWorld(world_x, world_z)) {
  79. m_visibleInstances.push_back(instance);
  80. }
  81. }
  82. } else {
  83. m_visibleInstances = m_plantInstances;
  84. }
  85. m_cachedVisibilityVersion = current_version;
  86. m_visibilityDirty = false;
  87. if (!m_visibleInstances.empty()) {
  88. if (!m_visibleInstanceBuffer) {
  89. m_visibleInstanceBuffer =
  90. std::make_unique<Buffer>(Buffer::Type::Vertex);
  91. }
  92. m_visibleInstanceBuffer->set_data(m_visibleInstances,
  93. Buffer::Usage::Static);
  94. }
  95. }
  96. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  97. if (visible_count == 0 || !m_visibleInstanceBuffer) {
  98. return;
  99. }
  100. PlantBatchParams params = m_plantParams;
  101. params.time = renderer.get_animation_time();
  102. renderer.plant_batch(m_visibleInstanceBuffer.get(), visible_count, params);
  103. }
  104. void PlantRenderer::clear() {
  105. m_plantInstances.clear();
  106. m_visibleInstances.clear();
  107. m_visibleInstanceBuffer.reset();
  108. m_plantInstanceCount = 0;
  109. m_plantInstancesDirty = false;
  110. m_visibilityDirty = true;
  111. m_cachedVisibilityVersion = 0;
  112. }
  113. void PlantRenderer::generate_plant_instances() {
  114. m_plantInstances.clear();
  115. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  116. m_plantInstanceCount = 0;
  117. m_plantInstancesDirty = false;
  118. return;
  119. }
  120. const float plant_density =
  121. std::clamp(m_biome_settings.plant_density, 0.0F, 2.0F);
  122. if (plant_density < 0.01F) {
  123. m_plantInstanceCount = 0;
  124. m_plantInstancesDirty = false;
  125. return;
  126. }
  127. const float tile_safe = std::max(0.001F, m_tile_size);
  128. SpawnTerrainCache terrain_cache;
  129. terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width,
  130. m_height, m_tile_size);
  131. SpawnValidationConfig config = make_plant_spawn_config();
  132. config.grid_width = m_width;
  133. config.grid_height = m_height;
  134. config.tile_size = m_tile_size;
  135. config.edge_padding = m_biome_settings.spawn_edge_padding;
  136. SpawnValidator validator(terrain_cache, config);
  137. auto add_plant = [&](float gx, float gz, uint32_t &state) -> bool {
  138. if (!validator.can_spawn_at_grid(gx, gz)) {
  139. return false;
  140. }
  141. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  142. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  143. float world_x = 0.0F;
  144. float world_z = 0.0F;
  145. validator.grid_to_world(gx, gz, world_x, world_z);
  146. float const world_y = terrain_cache.sample_height_at(sgx, sgz);
  147. float const scale = remap(rand_01(state), 0.30F, 0.80F) * tile_safe;
  148. float const plant_type = std::floor(rand_01(state) * 4.0F);
  149. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  150. QVector3D const base_color = m_biome_settings.grass_primary * 0.7F;
  151. QVector3D const var_color = m_biome_settings.grass_secondary * 0.8F;
  152. QVector3D tint_color =
  153. base_color * (1.0F - color_var) + var_color * color_var;
  154. float const brown_mix = remap(rand_01(state), 0.15F, 0.35F);
  155. QVector3D const brown_tint(0.55F, 0.50F, 0.35F);
  156. tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
  157. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  158. float const sway_strength = remap(rand_01(state), 0.6F, 1.2F);
  159. float const sway_speed = remap(rand_01(state), 0.8F, 1.3F);
  160. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  161. PlantInstanceGpu instance;
  162. instance.pos_scale = QVector4D(world_x, world_y + 0.05F, world_z, scale);
  163. instance.color_sway =
  164. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  165. instance.type_params =
  166. QVector4D(plant_type, rotation, sway_strength, sway_speed);
  167. m_plantInstances.push_back(instance);
  168. return true;
  169. };
  170. for (int z = 0; z < m_height; z += 3) {
  171. for (int x = 0; x < m_width; x += 3) {
  172. int const idx = z * m_width + x;
  173. Game::Map::TerrainType const terrain_type =
  174. terrain_cache.get_terrain_type_at(x, z);
  175. if (terrain_type == Game::Map::TerrainType::Mountain ||
  176. terrain_type == Game::Map::TerrainType::River) {
  177. continue;
  178. }
  179. float const slope = terrain_cache.get_slope_at(x, z);
  180. if (slope > 0.65F) {
  181. continue;
  182. }
  183. uint32_t state = hash_coords(
  184. x, z, m_noiseSeed ^ 0x8F3C5A7EU ^ static_cast<uint32_t>(idx));
  185. float world_x = 0.0F;
  186. float world_z = 0.0F;
  187. validator.grid_to_world(static_cast<float>(x), static_cast<float>(z),
  188. world_x, world_z);
  189. float const cluster_noise = value_noise(world_x * 0.05F, world_z * 0.05F,
  190. m_noiseSeed ^ 0x4B9D2F1AU);
  191. if (cluster_noise < 0.45F) {
  192. continue;
  193. }
  194. float density_mult = 1.0F;
  195. if (terrain_type == Game::Map::TerrainType::Hill) {
  196. density_mult = 0.6F;
  197. }
  198. float const effective_density = plant_density * density_mult * 0.8F;
  199. int plant_count = static_cast<int>(std::floor(effective_density));
  200. float const frac = effective_density - float(plant_count);
  201. if (rand_01(state) < frac) {
  202. plant_count += 1;
  203. }
  204. for (int i = 0; i < plant_count; ++i) {
  205. float const gx = float(x) + rand_01(state) * 3.0F;
  206. float const gz = float(z) + rand_01(state) * 3.0F;
  207. add_plant(gx, gz, state);
  208. }
  209. }
  210. }
  211. m_plantInstanceCount = m_plantInstances.size();
  212. m_plantInstancesDirty = m_plantInstanceCount > 0;
  213. }
  214. } // namespace Render::GL