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- #include "olive_renderer.h"
- #include "../../game/map/visibility_service.h"
- #include "../gl/buffer.h"
- #include "../scene_renderer.h"
- #include "gl/render_constants.h"
- #include "gl/resources.h"
- #include "ground/olive_gpu.h"
- #include "ground_utils.h"
- #include "map/terrain.h"
- #include "spawn_validator.h"
- #include <QVector2D>
- #include <algorithm>
- #include <cmath>
- #include <cstddef>
- #include <cstdint>
- #include <memory>
- #include <vector>
- namespace {
- using std::uint32_t;
- using namespace Render::Ground;
- inline auto value_noise(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 {
- OliveRenderer::OliveRenderer() = default;
- OliveRenderer::~OliveRenderer() = default;
- void OliveRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
- const Game::Map::BiomeSettings &biome_settings) {
- 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_biome_settings = biome_settings;
- m_noiseSeed = biome_settings.seed;
- m_oliveInstances.clear();
- m_oliveInstanceBuffer.reset();
- m_oliveInstanceCount = 0;
- m_oliveInstancesDirty = false;
- m_oliveParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
- m_oliveParams.time = 0.0F;
- m_oliveParams.wind_strength = 0.3F;
- m_oliveParams.wind_speed = 0.5F;
- generate_olive_instances();
- }
- void OliveRenderer::submit(Renderer &renderer, ResourceManager *resources) {
- (void)resources;
- m_oliveInstanceCount = static_cast<uint32_t>(m_oliveInstances.size());
- if (m_oliveInstanceCount == 0) {
- m_oliveInstanceBuffer.reset();
- m_visibleInstances.clear();
- return;
- }
- auto &visibility = Game::Map::VisibilityService::instance();
- const bool use_visibility = visibility.is_initialized();
- const std::uint64_t current_version =
- use_visibility ? visibility.version() : 0;
- const bool needs_visibility_update =
- m_visibilityDirty || (current_version != m_cachedVisibilityVersion);
- if (needs_visibility_update) {
- Game::Map::VisibilityService::Snapshot visibility_snapshot;
- if (use_visibility) {
- visibility_snapshot = visibility.snapshot();
- }
- m_visibleInstances.clear();
- if (use_visibility) {
- m_visibleInstances.reserve(m_oliveInstanceCount);
- for (const auto &instance : m_oliveInstances) {
- float const world_x = instance.pos_scale.x();
- float const world_z = instance.pos_scale.z();
- if (visibility_snapshot.isVisibleWorld(world_x, world_z)) {
- m_visibleInstances.push_back(instance);
- }
- }
- } else {
- m_visibleInstances = m_oliveInstances;
- }
- m_cachedVisibilityVersion = current_version;
- m_visibilityDirty = false;
- if (!m_visibleInstances.empty()) {
- if (!m_oliveInstanceBuffer) {
- m_oliveInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
- }
- m_oliveInstanceBuffer->set_data(m_visibleInstances,
- Buffer::Usage::Static);
- }
- }
- const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
- if (visible_count == 0 || !m_oliveInstanceBuffer) {
- return;
- }
- OliveBatchParams params = m_oliveParams;
- params.time = renderer.get_animation_time();
- renderer.olive_batch(m_oliveInstanceBuffer.get(), visible_count, params);
- }
- void OliveRenderer::clear() {
- m_oliveInstances.clear();
- m_visibleInstances.clear();
- m_oliveInstanceBuffer.reset();
- m_oliveInstanceCount = 0;
- m_oliveInstancesDirty = false;
- m_visibilityDirty = true;
- m_cachedVisibilityVersion = 0;
- }
- void OliveRenderer::generate_olive_instances() {
- m_oliveInstances.clear();
- if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
- return;
- }
- if (m_biome_settings.ground_type != Game::Map::GroundType::GrassDry) {
- m_oliveInstancesDirty = false;
- return;
- }
- const float tile_safe = std::max(0.1F, m_tile_size);
- float olive_density =
- (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry) ? 0.12F
- : 0.05F;
- if (m_biome_settings.plant_density > 0.0F) {
- float const density_mult =
- (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry)
- ? 0.15F
- : 0.08F;
- olive_density = m_biome_settings.plant_density * density_mult;
- }
- SpawnTerrainCache terrain_cache;
- terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width,
- m_height, m_tile_size);
- SpawnValidationConfig config = make_tree_spawn_config();
- config.grid_width = m_width;
- config.grid_height = m_height;
- config.tile_size = m_tile_size;
- config.edge_padding = m_biome_settings.spawn_edge_padding;
- config.max_slope = 0.65F;
- SpawnValidator validator(terrain_cache, config);
- auto add_olive = [&](float gx, float gz, uint32_t &state) -> bool {
- if (!validator.can_spawn_at_grid(gx, gz)) {
- 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;
- float world_x = 0.0F;
- float world_z = 0.0F;
- validator.grid_to_world(gx, gz, world_x, world_z);
- float const world_y = m_heightData[static_cast<size_t>(normal_idx)];
- float const color_var = remap(rand_01(state), 0.0F, 1.0F);
- QVector3D const base_color(0.35F, 0.42F, 0.28F);
- QVector3D const var_color(0.38F, 0.45F, 0.32F);
- QVector3D tint_color =
- base_color * (1.0F - color_var) + var_color * color_var;
- float const gray_mix = remap(rand_01(state), 0.08F, 0.18F);
- QVector3D const gray_tint(0.45F, 0.48F, 0.42F);
- tint_color = tint_color * (1.0F - gray_mix) + gray_tint * gray_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 leaf_seed = rand_01(state);
- float const bark_seed = rand_01(state);
- OliveInstanceGpu instance;
- float const base_scale = remap(rand_01(state), 2.8F, 5.5F) * tile_safe;
- float const dry_scale = remap(rand_01(state), 3.2F, 6.5F) * tile_safe;
- float const chosen_scale =
- (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry)
- ? dry_scale
- : base_scale;
- instance.pos_scale = QVector4D(world_x, world_y, world_z, chosen_scale);
- instance.color_sway =
- QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
- instance.rotation =
- QVector4D(rotation, silhouette_seed, leaf_seed, bark_seed);
- m_oliveInstances.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;
- float const slope = terrain_cache.get_slope_at(x, z);
- if (slope > 0.65F) {
- continue;
- }
- uint32_t state = hash_coords(
- x, z, m_noiseSeed ^ 0xCD34EF56U ^ static_cast<uint32_t>(idx));
- Game::Map::TerrainType const terrain_type =
- terrain_cache.get_terrain_type_at(x, z);
- float density_mult = 1.0F;
- if (terrain_type == Game::Map::TerrainType::Hill) {
- density_mult = 1.15F;
- } else if (terrain_type == Game::Map::TerrainType::Mountain) {
- density_mult = 0.5F;
- }
- float const effective_density = olive_density * density_mult;
- int olive_count = static_cast<int>(std::ceil(effective_density));
- for (int i = 0; i < olive_count; ++i) {
- float const gx = float(x) + rand_01(state) * 6.0F;
- float const gz = float(z) + rand_01(state) * 6.0F;
- add_olive(gx, gz, state);
- }
- }
- }
- m_oliveInstanceCount = m_oliveInstances.size();
- m_oliveInstancesDirty = m_oliveInstanceCount > 0;
- }
- } // namespace Render::GL
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