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- #include "pine_renderer.h"
- #include "../../game/map/visibility_service.h"
- #include "../../game/systems/building_collision_registry.h"
- #include "../gl/buffer.h"
- #include "../scene_renderer.h"
- #include "gl/render_constants.h"
- #include "gl/resources.h"
- #include "ground/pine_gpu.h"
- #include "ground_utils.h"
- #include "map/terrain.h"
- #include <QVector2D>
- #include <algorithm>
- #include <cmath>
- #include <cstdint>
- #include <memory>
- #include <vector>
- namespace {
- using std::uint32_t;
- using namespace Render::Ground;
- inline auto valueNoise(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 {
- PineRenderer::PineRenderer() = default;
- PineRenderer::~PineRenderer() = default;
- void PineRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
- const Game::Map::BiomeSettings &biomeSettings) {
- 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_biomeSettings = biomeSettings;
- m_noiseSeed = biomeSettings.seed;
- m_pineInstances.clear();
- m_pineInstanceBuffer.reset();
- m_pineInstanceCount = 0;
- m_pineInstancesDirty = false;
- m_pineParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
- m_pineParams.time = 0.0F;
- m_pineParams.windStrength = 0.3F;
- m_pineParams.windSpeed = 0.5F;
- generatePineInstances();
- }
- void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) {
- (void)resources;
- m_pineInstanceCount = static_cast<uint32_t>(m_pineInstances.size());
- if (m_pineInstanceCount == 0) {
- m_pineInstanceBuffer.reset();
- return;
- }
- auto &visibility = Game::Map::VisibilityService::instance();
- const bool use_visibility = visibility.isInitialized();
- std::vector<PineInstanceGpu> visible_instances;
- if (use_visibility) {
- visible_instances.reserve(m_pineInstanceCount);
- for (const auto &instance : m_pineInstances) {
- float const world_x = instance.posScale.x();
- float const world_z = instance.posScale.z();
- if (visibility.isVisibleWorld(world_x, world_z)) {
- visible_instances.push_back(instance);
- }
- }
- } else {
- visible_instances = m_pineInstances;
- }
- const auto visible_count = static_cast<uint32_t>(visible_instances.size());
- if (visible_count == 0) {
- m_pineInstanceBuffer.reset();
- return;
- }
- if (!m_pineInstanceBuffer) {
- m_pineInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- m_pineInstanceBuffer->setData(visible_instances, Buffer::Usage::Static);
- PineBatchParams params = m_pineParams;
- params.time = renderer.getAnimationTime();
- renderer.pineBatch(m_pineInstanceBuffer.get(), visible_count, params);
- }
- void PineRenderer::clear() {
- m_pineInstances.clear();
- m_pineInstanceBuffer.reset();
- m_pineInstanceCount = 0;
- m_pineInstancesDirty = false;
- }
- void PineRenderer::generatePineInstances() {
- m_pineInstances.clear();
- if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
- return;
- }
- const float half_width = static_cast<float>(m_width) * 0.5F;
- const float half_height = static_cast<float>(m_height) * 0.5F;
- const float tile_safe = std::max(0.1F, m_tile_size);
- const float edge_padding =
- std::clamp(m_biomeSettings.spawnEdgePadding, 0.0F, 0.5F);
- const float edge_margin_x = static_cast<float>(m_width) * edge_padding;
- const float edge_margin_z = static_cast<float>(m_height) * edge_padding;
- float pine_density = 0.2F;
- if (m_biomeSettings.plant_density > 0.0F) {
- pine_density = m_biomeSettings.plant_density * 0.3F;
- }
- std::vector<QVector3D> normals(m_width * m_height, QVector3D(0, 1, 0));
- for (int z = 1; z < m_height - 1; ++z) {
- for (int x = 1; x < m_width - 1; ++x) {
- int const idx = z * m_width + x;
- float const hL = m_heightData[(z)*m_width + (x - 1)];
- float const hR = m_heightData[(z)*m_width + (x + 1)];
- float const hD = m_heightData[(z - 1) * m_width + (x)];
- float const hU = m_heightData[(z + 1) * m_width + (x)];
- QVector3D n = QVector3D(hL - hR, 2.0F * tile_safe, hD - hU);
- if (n.lengthSquared() > 0.0F) {
- n.normalize();
- } else {
- n = QVector3D(0, 1, 0);
- }
- normals[idx] = n;
- }
- }
- auto add_pine = [&](float gx, float gz, uint32_t &state) -> bool {
- if (gx < edge_margin_x || gx > m_width - 1 - edge_margin_x ||
- gz < edge_margin_z || gz > m_height - 1 - edge_margin_z) {
- 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));
- int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
- int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
- int const normal_idx = iz * m_width + ix;
- QVector3D const normal = normals[normal_idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.75F) {
- return false;
- }
- float const world_x = (gx - half_width) * m_tile_size;
- float const world_z = (gz - half_height) * m_tile_size;
- float const world_y = m_heightData[normal_idx];
- auto &building_registry =
- Game::Systems::BuildingCollisionRegistry::instance();
- if (building_registry.isPointInBuilding(world_x, world_z)) {
- return false;
- }
- float const scale = remap(rand_01(state), 3.0F, 6.0F) * tile_safe;
- float const color_var = remap(rand_01(state), 0.0F, 1.0F);
- QVector3D const base_color(0.15F, 0.35F, 0.20F);
- QVector3D const var_color(0.20F, 0.40F, 0.25F);
- QVector3D tint_color =
- base_color * (1.0F - color_var) + var_color * color_var;
- float const brown_mix = remap(rand_01(state), 0.10F, 0.25F);
- QVector3D const brown_tint(0.35F, 0.30F, 0.20F);
- tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
- float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
- float const rotation = rand_01(state) * MathConstants::k_two_pi;
- float const silhouette_seed = rand_01(state);
- float const needle_seed = rand_01(state);
- float const bark_seed = rand_01(state);
- PineInstanceGpu instance;
- instance.posScale = QVector4D(world_x, world_y, world_z, scale);
- instance.colorSway =
- QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
- instance.rotation =
- QVector4D(rotation, silhouette_seed, needle_seed, bark_seed);
- m_pineInstances.push_back(instance);
- return true;
- };
- for (int z = 0; z < m_height; z += 6) {
- for (int x = 0; x < m_width; x += 6) {
- int const idx = z * m_width + x;
- QVector3D const normal = normals[idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.75F) {
- continue;
- }
- uint32_t state = hash_coords(
- x, z, m_noiseSeed ^ 0xAB12CD34U ^ static_cast<uint32_t>(idx));
- float const world_x = (x - half_width) * m_tile_size;
- float const world_z = (z - half_height) * m_tile_size;
- float const cluster_noise = valueNoise(world_x * 0.03F, world_z * 0.03F,
- m_noiseSeed ^ 0x7F8E9D0AU);
- if (cluster_noise < 0.35F) {
- continue;
- }
- float density_mult = 1.0F;
- if (m_terrain_types[idx] == Game::Map::TerrainType::Hill) {
- density_mult = 1.2F;
- } else if (m_terrain_types[idx] == Game::Map::TerrainType::Mountain) {
- density_mult = 0.4F;
- }
- float const effective_density = pine_density * density_mult * 0.8F;
- int pine_count = static_cast<int>(std::floor(effective_density));
- float const frac = effective_density - float(pine_count);
- if (rand_01(state) < frac) {
- pine_count += 1;
- }
- for (int i = 0; i < pine_count; ++i) {
- float const gx = float(x) + rand_01(state) * 6.0F;
- float const gz = float(z) + rand_01(state) * 6.0F;
- add_pine(gx, gz, state);
- }
- }
- }
- m_pineInstanceCount = m_pineInstances.size();
- m_pineInstancesDirty = m_pineInstanceCount > 0;
- }
- } // namespace Render::GL
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