firecamp_renderer.cpp 12 KB

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  1. #include "firecamp_renderer.h"
  2. #include "../../game/map/visibility_service.h"
  3. #include "../../game/systems/building_collision_registry.h"
  4. #include "../gl/buffer.h"
  5. #include "../scene_renderer.h"
  6. #include "gl/render_constants.h"
  7. #include "gl/resources.h"
  8. #include "ground/firecamp_gpu.h"
  9. #include "ground_utils.h"
  10. #include "map/terrain.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 valueNoise(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 &biomeSettings) {
  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_biomeSettings = biomeSettings;
  56. m_noiseSeed = biomeSettings.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.flickerSpeed = 5.0F;
  63. m_fireCampParams.flickerAmount = 0.02F;
  64. m_fireCampParams.glowStrength = 1.1F;
  65. generateFireCampInstances();
  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. return;
  73. }
  74. auto &visibility = Game::Map::VisibilityService::instance();
  75. const bool use_visibility = visibility.isInitialized();
  76. std::vector<FireCampInstanceGpu> visible_instances;
  77. if (use_visibility) {
  78. visible_instances.reserve(m_fireCampInstanceCount);
  79. for (const auto &instance : m_fireCampInstances) {
  80. float const world_x = instance.pos_intensity.x();
  81. float const world_z = instance.pos_intensity.z();
  82. if (visibility.isVisibleWorld(world_x, world_z)) {
  83. visible_instances.push_back(instance);
  84. }
  85. }
  86. } else {
  87. visible_instances = m_fireCampInstances;
  88. }
  89. const auto visible_count = static_cast<uint32_t>(visible_instances.size());
  90. if (visible_count == 0) {
  91. m_fireCampInstanceBuffer.reset();
  92. return;
  93. }
  94. if (!m_fireCampInstanceBuffer) {
  95. m_fireCampInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  96. }
  97. m_fireCampInstanceBuffer->setData(visible_instances, Buffer::Usage::Static);
  98. FireCampBatchParams params = m_fireCampParams;
  99. params.time = renderer.getAnimationTime();
  100. params.flickerAmount = m_fireCampParams.flickerAmount *
  101. (0.9F + 0.25F * std::sin(params.time * 1.3F));
  102. params.glowStrength = m_fireCampParams.glowStrength *
  103. (0.85F + 0.2F * std::sin(params.time * 1.7F + 1.2F));
  104. renderer.firecampBatch(m_fireCampInstanceBuffer.get(), visible_count, params);
  105. const QVector3D log_color(0.26F, 0.15F, 0.08F);
  106. const QVector3D char_color(0.08F, 0.05F, 0.03F);
  107. for (const auto &instance : visible_instances) {
  108. const QVector4D pos_intensity = instance.pos_intensity;
  109. const QVector4D radius_phase = instance.radius_phase;
  110. const QVector3D camp_pos = pos_intensity.toVector3D();
  111. const float intensity = std::clamp(pos_intensity.w(), 0.6F, 1.6F);
  112. const float base_radius = std::max(radius_phase.x(), 1.0F);
  113. uint32_t state = hash_coords(
  114. static_cast<int>(std::floor(camp_pos.x())),
  115. static_cast<int>(std::floor(camp_pos.z())),
  116. static_cast<uint32_t>(radius_phase.y() *
  117. HashConstants::k_temporal_variation_frequency));
  118. const float time = params.time;
  119. const float char_amount =
  120. std::clamp(time * 0.015F + rand_01(state) * 0.05F, 0.0F, 1.0F);
  121. const QVector3D blended_log_color =
  122. log_color * (1.0F - char_amount) + char_color * (char_amount + 0.15F);
  123. const float log_length = std::clamp(base_radius * 0.85F, 0.45F, 1.1F);
  124. const float log_radius = std::clamp(base_radius * 0.08F, 0.03F, 0.08F);
  125. const float base_yaw = (rand_01(state) - 0.5F) * 0.35F;
  126. const float cos_base = std::cos(base_yaw);
  127. const float sin_base = std::sin(base_yaw);
  128. const QVector3D axis_a(cos_base, 0.0F, sin_base);
  129. const QVector3D axis_b(-axis_a.z(), 0.0F, axis_a.x());
  130. const QVector3D base_center = camp_pos + QVector3D(0.0F, -0.02F, 0.0F);
  131. const QVector3D base_half_a = axis_a * (log_length * 0.5F);
  132. const QVector3D base_half_b = axis_b * (log_length * 0.45F);
  133. renderer.cylinder(base_center - base_half_a, base_center + base_half_a,
  134. log_radius, blended_log_color, 1.0F);
  135. renderer.cylinder(base_center - base_half_b, base_center + base_half_b,
  136. log_radius, blended_log_color, 1.0F);
  137. if (rand_01(state) > 0.25F) {
  138. float const top_yaw = base_yaw + 0.6F + (rand_01(state) - 0.5F) * 0.35F;
  139. QVector3D const top_axis(std::cos(top_yaw), 0.0F, std::sin(top_yaw));
  140. QVector3D const top_half = top_axis * (log_length * 0.35F);
  141. QVector3D const top_center =
  142. camp_pos + QVector3D(0.0F, log_radius * 1.6F, 0.0F);
  143. float const top_radius = log_radius * 0.85F;
  144. renderer.cylinder(top_center - top_half, top_center + top_half,
  145. top_radius, blended_log_color, 1.0F);
  146. }
  147. }
  148. }
  149. void FireCampRenderer::clear() {
  150. m_fireCampInstances.clear();
  151. m_fireCampInstanceBuffer.reset();
  152. m_fireCampInstanceCount = 0;
  153. m_fireCampInstancesDirty = false;
  154. m_explicitPositions.clear();
  155. m_explicitIntensities.clear();
  156. m_explicitRadii.clear();
  157. }
  158. void FireCampRenderer::setExplicitFireCamps(
  159. const std::vector<QVector3D> &positions,
  160. const std::vector<float> &intensities, const std::vector<float> &radii) {
  161. m_explicitPositions = positions;
  162. m_explicitIntensities = intensities;
  163. m_explicitRadii = radii;
  164. m_fireCampInstancesDirty = true;
  165. if (m_width > 0 && m_height > 0 && !m_heightData.empty()) {
  166. generateFireCampInstances();
  167. }
  168. }
  169. void FireCampRenderer::addExplicitFireCamps() {
  170. if (m_explicitPositions.empty()) {
  171. return;
  172. }
  173. for (size_t i = 0; i < m_explicitPositions.size(); ++i) {
  174. const QVector3D &pos = m_explicitPositions[i];
  175. float intensity = 1.0F;
  176. if (i < m_explicitIntensities.size()) {
  177. intensity = m_explicitIntensities[i];
  178. }
  179. float radius = 3.0F;
  180. if (i < m_explicitRadii.size()) {
  181. radius = m_explicitRadii[i];
  182. }
  183. float const phase = static_cast<float>(i) * 1.234567F;
  184. FireCampInstanceGpu instance;
  185. instance.pos_intensity = QVector4D(pos.x(), pos.y(), pos.z(), intensity);
  186. instance.radius_phase = QVector4D(radius, phase, 1.0F, 0.0F);
  187. m_fireCampInstances.push_back(instance);
  188. }
  189. }
  190. void FireCampRenderer::generateFireCampInstances() {
  191. m_fireCampInstances.clear();
  192. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  193. return;
  194. }
  195. const float half_width = static_cast<float>(m_width) * 0.5F;
  196. const float half_height = static_cast<float>(m_height) * 0.5F;
  197. const float tile_safe = std::max(0.1F, m_tile_size);
  198. const float edge_padding =
  199. std::clamp(m_biomeSettings.spawnEdgePadding, 0.0F, 0.5F);
  200. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  201. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  202. float const fire_camp_density = 0.02F;
  203. std::vector<QVector3D> normals(m_width * m_height, QVector3D(0, 1, 0));
  204. for (int z = 1; z < m_height - 1; ++z) {
  205. for (int x = 1; x < m_width - 1; ++x) {
  206. int const idx = z * m_width + x;
  207. float const hL = m_heightData[(z)*m_width + (x - 1)];
  208. float const hR = m_heightData[(z)*m_width + (x + 1)];
  209. float const hD = m_heightData[(z - 1) * m_width + (x)];
  210. float const hU = m_heightData[(z + 1) * m_width + (x)];
  211. QVector3D n = QVector3D(hL - hR, 2.0F * tile_safe, hD - hU);
  212. if (n.lengthSquared() > 0.0F) {
  213. n.normalize();
  214. } else {
  215. n = QVector3D(0, 1, 0);
  216. }
  217. normals[idx] = n;
  218. }
  219. }
  220. auto add_fire_camp = [&](float gx, float gz, uint32_t &state) -> bool {
  221. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  222. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  223. return false;
  224. }
  225. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  226. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  227. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  228. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  229. int const normal_idx = iz * m_width + ix;
  230. QVector3D const normal = normals[normal_idx];
  231. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  232. if (slope > 0.3F) {
  233. return false;
  234. }
  235. float const world_x = (gx - half_width) * m_tile_size;
  236. float const world_z = (gz - half_height) * m_tile_size;
  237. float const world_y = m_heightData[normal_idx];
  238. auto &building_registry =
  239. Game::Systems::BuildingCollisionRegistry::instance();
  240. if (building_registry.isPointInBuilding(world_x, world_z)) {
  241. return false;
  242. }
  243. float const intensity = remap(rand_01(state), 0.8F, 1.2F);
  244. float const radius = remap(rand_01(state), 2.0F, 4.0F) * tile_safe;
  245. float const phase = rand_01(state) * MathConstants::k_two_pi;
  246. float const duration = 1.0F;
  247. FireCampInstanceGpu instance;
  248. instance.pos_intensity = QVector4D(world_x, world_y, world_z, intensity);
  249. instance.radius_phase = QVector4D(radius, phase, duration, 0.0F);
  250. m_fireCampInstances.push_back(instance);
  251. return true;
  252. };
  253. constexpr int k_grid_spacing = 20;
  254. for (int z = 0; z < m_height; z += k_grid_spacing) {
  255. for (int x = 0; x < m_width; x += k_grid_spacing) {
  256. int const idx = z * m_width + x;
  257. QVector3D const normal = normals[idx];
  258. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  259. if (slope > 0.3F) {
  260. continue;
  261. }
  262. uint32_t state = hash_coords(
  263. x, z, m_noiseSeed ^ 0xF12ECA3FU ^ static_cast<uint32_t>(idx));
  264. float const world_x = (x - half_width) * m_tile_size;
  265. float const world_z = (z - half_height) * m_tile_size;
  266. float const cluster_noise = valueNoise(world_x * 0.02F, world_z * 0.02F,
  267. m_noiseSeed ^ 0xCA3F12E0U);
  268. if (cluster_noise < 0.4F) {
  269. continue;
  270. }
  271. float density_mult = 1.0F;
  272. if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
  273. density_mult = 0.5F;
  274. } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
  275. density_mult = 0.0F;
  276. }
  277. float const effective_density = fire_camp_density * density_mult;
  278. if (rand_01(state) < effective_density) {
  279. float const gx = float(x) + rand_01(state) * float(k_grid_spacing);
  280. float const gz = float(z) + rand_01(state) * float(k_grid_spacing);
  281. add_fire_camp(gx, gz, state);
  282. }
  283. }
  284. }
  285. addExplicitFireCamps();
  286. m_fireCampInstanceCount = m_fireCampInstances.size();
  287. m_fireCampInstancesDirty = m_fireCampInstanceCount > 0;
  288. qDebug() << "FireCampRenderer: Generated" << m_fireCampInstanceCount
  289. << "total instances";
  290. }
  291. } // namespace Render::GL