pine_renderer.cpp 8.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271
  1. #include "pine_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/pine_gpu.h"
  9. #include "ground_utils.h"
  10. #include "map/terrain.h"
  11. #include <QVector2D>
  12. #include <algorithm>
  13. #include <cmath>
  14. #include <cstdint>
  15. #include <memory>
  16. #include <vector>
  17. namespace {
  18. using std::uint32_t;
  19. using namespace Render::Ground;
  20. inline auto valueNoise(float x, float z, uint32_t salt = 0U) -> float {
  21. int const x0 = int(std::floor(x));
  22. int const z0 = int(std::floor(z));
  23. int const x1 = x0 + 1;
  24. int const z1 = z0 + 1;
  25. float const tx = x - float(x0);
  26. float const tz = z - float(z0);
  27. float const n00 = hash_to_01(hash_coords(x0, z0, salt));
  28. float const n10 = hash_to_01(hash_coords(x1, z0, salt));
  29. float const n01 = hash_to_01(hash_coords(x0, z1, salt));
  30. float const n11 = hash_to_01(hash_coords(x1, z1, salt));
  31. float const nx0 = n00 * (1 - tx) + n10 * tx;
  32. float const nx1 = n01 * (1 - tx) + n11 * tx;
  33. return nx0 * (1 - tz) + nx1 * tz;
  34. }
  35. } // namespace
  36. namespace Render::GL {
  37. PineRenderer::PineRenderer() = default;
  38. PineRenderer::~PineRenderer() = default;
  39. void PineRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
  40. const Game::Map::BiomeSettings &biomeSettings) {
  41. m_width = height_map.getWidth();
  42. m_height = height_map.getHeight();
  43. m_tile_size = height_map.getTileSize();
  44. m_heightData = height_map.getHeightData();
  45. m_terrain_types = height_map.getTerrainTypes();
  46. m_biomeSettings = biomeSettings;
  47. m_noiseSeed = biomeSettings.seed;
  48. m_pineInstances.clear();
  49. m_pineInstanceBuffer.reset();
  50. m_pineInstanceCount = 0;
  51. m_pineInstancesDirty = false;
  52. m_pineParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  53. m_pineParams.time = 0.0F;
  54. m_pineParams.windStrength = 0.3F;
  55. m_pineParams.windSpeed = 0.5F;
  56. generatePineInstances();
  57. }
  58. void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  59. (void)resources;
  60. m_pineInstanceCount = static_cast<uint32_t>(m_pineInstances.size());
  61. if (m_pineInstanceCount == 0) {
  62. m_pineInstanceBuffer.reset();
  63. return;
  64. }
  65. auto &visibility = Game::Map::VisibilityService::instance();
  66. const bool use_visibility = visibility.isInitialized();
  67. std::vector<PineInstanceGpu> visible_instances;
  68. if (use_visibility) {
  69. visible_instances.reserve(m_pineInstanceCount);
  70. for (const auto &instance : m_pineInstances) {
  71. float const world_x = instance.posScale.x();
  72. float const world_z = instance.posScale.z();
  73. if (visibility.isVisibleWorld(world_x, world_z)) {
  74. visible_instances.push_back(instance);
  75. }
  76. }
  77. } else {
  78. visible_instances = m_pineInstances;
  79. }
  80. const auto visible_count = static_cast<uint32_t>(visible_instances.size());
  81. if (visible_count == 0) {
  82. m_pineInstanceBuffer.reset();
  83. return;
  84. }
  85. if (!m_pineInstanceBuffer) {
  86. m_pineInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  87. }
  88. m_pineInstanceBuffer->setData(visible_instances, Buffer::Usage::Static);
  89. PineBatchParams params = m_pineParams;
  90. params.time = renderer.getAnimationTime();
  91. renderer.pineBatch(m_pineInstanceBuffer.get(), visible_count, params);
  92. }
  93. void PineRenderer::clear() {
  94. m_pineInstances.clear();
  95. m_pineInstanceBuffer.reset();
  96. m_pineInstanceCount = 0;
  97. m_pineInstancesDirty = false;
  98. }
  99. void PineRenderer::generatePineInstances() {
  100. m_pineInstances.clear();
  101. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  102. return;
  103. }
  104. const float half_width = static_cast<float>(m_width) * 0.5F;
  105. const float half_height = static_cast<float>(m_height) * 0.5F;
  106. const float tile_safe = std::max(0.1F, m_tile_size);
  107. const float edge_padding =
  108. std::clamp(m_biomeSettings.spawnEdgePadding, 0.0F, 0.5F);
  109. const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
  110. const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
  111. float pine_density = 0.2F;
  112. if (m_biomeSettings.plant_density > 0.0F) {
  113. pine_density = m_biomeSettings.plant_density * 0.3F;
  114. }
  115. std::vector<QVector3D> normals(m_width * m_height, QVector3D(0, 1, 0));
  116. for (int z = 1; z < m_height - 1; ++z) {
  117. for (int x = 1; x < m_width - 1; ++x) {
  118. int const idx = z * m_width + x;
  119. float const hL = m_heightData[(z)*m_width + (x - 1)];
  120. float const hR = m_heightData[(z)*m_width + (x + 1)];
  121. float const hD = m_heightData[(z - 1) * m_width + (x)];
  122. float const hU = m_heightData[(z + 1) * m_width + (x)];
  123. QVector3D n = QVector3D(hL - hR, 2.0F * tile_safe, hD - hU);
  124. if (n.lengthSquared() > 0.0F) {
  125. n.normalize();
  126. } else {
  127. n = QVector3D(0, 1, 0);
  128. }
  129. normals[idx] = n;
  130. }
  131. }
  132. auto add_pine = [&](float gx, float gz, uint32_t &state) -> bool {
  133. if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
  134. gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
  135. return false;
  136. }
  137. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  138. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  139. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  140. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  141. int const normal_idx = iz * m_width + ix;
  142. QVector3D const normal = normals[normal_idx];
  143. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  144. if (slope > 0.75F) {
  145. return false;
  146. }
  147. float const world_x = (gx - half_width) * m_tile_size;
  148. float const world_z = (gz - half_height) * m_tile_size;
  149. float const world_y = m_heightData[normal_idx];
  150. auto &building_registry =
  151. Game::Systems::BuildingCollisionRegistry::instance();
  152. if (building_registry.isPointInBuilding(world_x, world_z)) {
  153. return false;
  154. }
  155. float const scale = remap(rand_01(state), 3.0F, 6.0F) * tile_safe;
  156. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  157. QVector3D const base_color(0.15F, 0.35F, 0.20F);
  158. QVector3D const var_color(0.20F, 0.40F, 0.25F);
  159. QVector3D tint_color =
  160. base_color * (1.0F - color_var) + var_color * color_var;
  161. float const brown_mix = remap(rand_01(state), 0.10F, 0.25F);
  162. QVector3D const brown_tint(0.35F, 0.30F, 0.20F);
  163. tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
  164. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  165. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  166. float const silhouette_seed = rand_01(state);
  167. float const needle_seed = rand_01(state);
  168. float const bark_seed = rand_01(state);
  169. PineInstanceGpu instance;
  170. instance.posScale = QVector4D(world_x, world_y, world_z, scale);
  171. instance.colorSway =
  172. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  173. instance.rotation =
  174. QVector4D(rotation, silhouette_seed, needle_seed, bark_seed);
  175. m_pineInstances.push_back(instance);
  176. return true;
  177. };
  178. for (int z = 0; z < m_height; z += 6) {
  179. for (int x = 0; x < m_width; x += 6) {
  180. int const idx = z * m_width + x;
  181. QVector3D const normal = normals[idx];
  182. float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
  183. if (slope > 0.75F) {
  184. continue;
  185. }
  186. uint32_t state = hash_coords(
  187. x, z, m_noiseSeed ^ 0xAB12CD34U ^ static_cast<uint32_t>(idx));
  188. float const world_x = (x - half_width) * m_tile_size;
  189. float const world_z = (z - half_height) * m_tile_size;
  190. float const cluster_noise = valueNoise(world_x * 0.03F, world_z * 0.03F,
  191. m_noiseSeed ^ 0x7F8E9D0AU);
  192. if (cluster_noise < 0.35F) {
  193. continue;
  194. }
  195. float density_mult = 1.0F;
  196. if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
  197. density_mult = 1.2F;
  198. } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
  199. density_mult = 0.4F;
  200. }
  201. float const effective_density = pine_density * density_mult * 0.8F;
  202. int pine_count = static_cast<int>(std::floor(effective_density));
  203. float const frac = effective_density - float(pine_count);
  204. if (rand_01(state) < frac) {
  205. pine_count += 1;
  206. }
  207. for (int i = 0; i < pine_count; ++i) {
  208. float const gx = float(x) + rand_01(state) * 6.0F;
  209. float const gz = float(z) + rand_01(state) * 6.0F;
  210. add_pine(gx, gz, state);
  211. }
  212. }
  213. }
  214. m_pineInstanceCount = m_pineInstances.size();
  215. m_pineInstancesDirty = m_pineInstanceCount > 0;
  216. }
  217. } // namespace Render::GL