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- #include "stone_renderer.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/stone_gpu.h"
- #include "ground_utils.h"
- #include "map/terrain.h"
- #include <QDebug>
- #include <QElapsedTimer>
- #include <QVector2D>
- #include <algorithm>
- #include <cmath>
- #include <cstdint>
- #include <memory>
- #include <qelapsedtimer.h>
- #include <qglobal.h>
- #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 {
- StoneRenderer::StoneRenderer() = default;
- StoneRenderer::~StoneRenderer() = default;
- void StoneRenderer::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_stoneInstances.clear();
- m_stoneInstanceBuffer.reset();
- m_stoneInstanceCount = 0;
- m_stoneInstancesDirty = false;
- m_stoneParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
- m_stoneParams.time = 0.0F;
- generateStoneInstances();
- }
- void StoneRenderer::submit(Renderer &renderer, ResourceManager *resources) {
- Q_UNUSED(resources);
- if (m_stoneInstanceCount > 0) {
- if (!m_stoneInstanceBuffer) {
- m_stoneInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- if (m_stoneInstancesDirty && m_stoneInstanceBuffer) {
- m_stoneInstanceBuffer->setData(m_stoneInstances, Buffer::Usage::Static);
- m_stoneInstancesDirty = false;
- }
- } else {
- m_stoneInstanceBuffer.reset();
- return;
- }
- renderer.stoneBatch(m_stoneInstanceBuffer.get(), m_stoneInstanceCount,
- m_stoneParams);
- }
- void StoneRenderer::clear() {
- m_stoneInstances.clear();
- m_stoneInstanceBuffer.reset();
- m_stoneInstanceCount = 0;
- m_stoneInstancesDirty = false;
- }
- void StoneRenderer::generateStoneInstances() {
- QElapsedTimer timer;
- timer.start();
- m_stoneInstances.clear();
- if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
- m_stoneInstanceCount = 0;
- m_stoneInstancesDirty = false;
- return;
- }
- const float half_width = m_width * 0.5F - 0.5F;
- const float half_height = m_height * 0.5F - 0.5F;
- const float tile_safe = std::max(0.001F, 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;
- std::vector<QVector3D> normals(m_width * m_height,
- QVector3D(0.0F, 1.0F, 0.0F));
- auto sample_height_at = [&](float gx, float gz) -> float {
- gx = std::clamp(gx, 0.0F, float(m_width - 1));
- gz = std::clamp(gz, 0.0F, float(m_height - 1));
- int const x0 = int(std::floor(gx));
- int const z0 = int(std::floor(gz));
- int const x1 = std::min(x0 + 1, m_width - 1);
- int const z1 = std::min(z0 + 1, m_height - 1);
- float const tx = gx - float(x0);
- float const tz = gz - float(z0);
- float const h00 = m_heightData[z0 * m_width + x0];
- float const h10 = m_heightData[z0 * m_width + x1];
- float const h01 = m_heightData[z1 * m_width + x0];
- float const h11 = m_heightData[z1 * m_width + x1];
- float const h0 = h00 * (1.0F - tx) + h10 * tx;
- float const h1 = h01 * (1.0F - tx) + h11 * tx;
- return h0 * (1.0F - tz) + h1 * tz;
- };
- for (int z = 0; z < m_height; ++z) {
- for (int x = 0; x < m_width; ++x) {
- int const idx = z * m_width + x;
- float const gx0 = std::clamp(float(x) - 1.0F, 0.0F, float(m_width - 1));
- float const gx1 = std::clamp(float(x) + 1.0F, 0.0F, float(m_width - 1));
- float const gz0 = std::clamp(float(z) - 1.0F, 0.0F, float(m_height - 1));
- float const gz1 = std::clamp(float(z) + 1.0F, 0.0F, float(m_height - 1));
- float const hL = sample_height_at(gx0, float(z));
- float const hR = sample_height_at(gx1, float(z));
- float const hD = sample_height_at(float(x), gz0);
- float const hU = sample_height_at(float(x), gz1);
- QVector3D const dx(2.0F * m_tile_size, hR - hL, 0.0F);
- QVector3D const dz(0.0F, hU - hD, 2.0F * m_tile_size);
- QVector3D n = QVector3D::crossProduct(dz, dx);
- if (n.lengthSquared() > 0.0F) {
- n.normalize();
- } else {
- n = QVector3D(0, 1, 0);
- }
- normals[idx] = n;
- }
- }
- auto add_stone = [&](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;
- if (m_terrain_types[normal_idx] != Game::Map::TerrainType::Flat) {
- return false;
- }
- constexpr int k_river_margin = 1;
- for (int dz = -k_river_margin; dz <= k_river_margin; ++dz) {
- for (int dx = -k_river_margin; dx <= k_river_margin; ++dx) {
- int const nx = ix + dx;
- int const nz = iz + dz;
- if (nx >= 0 && nx < m_width && nz >= 0 && nz < m_height) {
- int const nIdx = nz * m_width + nx;
- if (m_terrain_types[nIdx] == Game::Map::TerrainType::River) {
- return false;
- }
- }
- }
- }
- QVector3D const normal = normals[normal_idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.15F) {
- 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 = sample_height_at(sgx, sgz);
- auto &building_registry =
- Game::Systems::BuildingCollisionRegistry::instance();
- if (building_registry.isPointInBuilding(world_x, world_z)) {
- return false;
- }
- float const scale = remap(rand_01(state), 0.08F, 0.25F) * tile_safe;
- float const color_var = remap(rand_01(state), 0.0F, 1.0F);
- QVector3D const base_rock = m_biomeSettings.rockLow;
- QVector3D const high_rock = m_biomeSettings.rockHigh;
- QVector3D color = base_rock * (1.0F - color_var) + high_rock * color_var;
- float const brown_mix = remap(rand_01(state), 0.0F, 0.4F);
- QVector3D const brown_tint(0.45F, 0.38F, 0.30F);
- color = color * (1.0F - brown_mix) + brown_tint * brown_mix;
- float const rotation = rand_01(state) * MathConstants::k_two_pi;
- StoneInstanceGpu instance;
- instance.posScale = QVector4D(world_x, world_y + 0.01F, world_z, scale);
- instance.colorRot = QVector4D(color.x(), color.y(), color.z(), rotation);
- m_stoneInstances.push_back(instance);
- return true;
- };
- const float stone_density = 0.15F;
- for (int z = 0; z < m_height; z += 2) {
- for (int x = 0; x < m_width; x += 2) {
- int const idx = z * m_width + x;
- if (m_terrain_types[idx] != Game::Map::TerrainType::Flat) {
- continue;
- }
- QVector3D const normal = normals[idx];
- float const slope = 1.0F - std::clamp(normal.y(), 0.0F, 1.0F);
- if (slope > 0.15F) {
- continue;
- }
- uint32_t state = hash_coords(
- x, z, m_noiseSeed ^ 0xABCDEF12U ^ 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 ^ 0x7F3A9B2CU);
- if (cluster_noise < 0.6F) {
- continue;
- }
- int stone_count = static_cast<int>(std::floor(stone_density));
- float const frac = stone_density - float(stone_count);
- if (rand_01(state) < frac) {
- stone_count += 1;
- }
- for (int i = 0; i < stone_count; ++i) {
- float const gx = float(x) + rand_01(state) * 2.0F;
- float const gz = float(z) + rand_01(state) * 2.0F;
- add_stone(gx, gz, state);
- }
- }
- }
- m_stoneInstanceCount = m_stoneInstances.size();
- m_stoneInstancesDirty = m_stoneInstanceCount > 0;
- }
- } // namespace Render::GL
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