olive_renderer.cpp 8.5 KB

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  1. #include "olive_renderer.h"
  2. #include "../../game/map/visibility_service.h"
  3. #include "../gl/buffer.h"
  4. #include "../scene_renderer.h"
  5. #include "gl/render_constants.h"
  6. #include "gl/resources.h"
  7. #include "ground/olive_gpu.h"
  8. #include "ground_utils.h"
  9. #include "map/terrain.h"
  10. #include "spawn_validator.h"
  11. #include <QVector2D>
  12. #include <algorithm>
  13. #include <cmath>
  14. #include <cstddef>
  15. #include <cstdint>
  16. #include <memory>
  17. #include <vector>
  18. namespace {
  19. using std::uint32_t;
  20. using namespace Render::Ground;
  21. inline auto value_noise(float x, float z, uint32_t salt = 0U) -> float {
  22. int const x0 = int(std::floor(x));
  23. int const z0 = int(std::floor(z));
  24. int const x1 = x0 + 1;
  25. int const z1 = z0 + 1;
  26. float const tx = x - float(x0);
  27. float const tz = z - float(z0);
  28. float const n00 = hash_to_01(hash_coords(x0, z0, salt));
  29. float const n10 = hash_to_01(hash_coords(x1, z0, salt));
  30. float const n01 = hash_to_01(hash_coords(x0, z1, salt));
  31. float const n11 = hash_to_01(hash_coords(x1, z1, salt));
  32. float const nx0 = n00 * (1 - tx) + n10 * tx;
  33. float const nx1 = n01 * (1 - tx) + n11 * tx;
  34. return nx0 * (1 - tz) + nx1 * tz;
  35. }
  36. } // namespace
  37. namespace Render::GL {
  38. OliveRenderer::OliveRenderer() = default;
  39. OliveRenderer::~OliveRenderer() = default;
  40. void OliveRenderer::configure(const Game::Map::TerrainHeightMap &height_map,
  41. const Game::Map::BiomeSettings &biome_settings) {
  42. m_width = height_map.getWidth();
  43. m_height = height_map.getHeight();
  44. m_tile_size = height_map.getTileSize();
  45. m_heightData = height_map.getHeightData();
  46. m_terrain_types = height_map.getTerrainTypes();
  47. m_biome_settings = biome_settings;
  48. m_noiseSeed = biome_settings.seed;
  49. m_oliveInstances.clear();
  50. m_oliveInstanceBuffer.reset();
  51. m_oliveInstanceCount = 0;
  52. m_oliveInstancesDirty = false;
  53. m_oliveParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  54. m_oliveParams.time = 0.0F;
  55. m_oliveParams.wind_strength = 0.3F;
  56. m_oliveParams.wind_speed = 0.5F;
  57. generate_olive_instances();
  58. }
  59. void OliveRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  60. (void)resources;
  61. m_oliveInstanceCount = static_cast<uint32_t>(m_oliveInstances.size());
  62. if (m_oliveInstanceCount == 0) {
  63. m_oliveInstanceBuffer.reset();
  64. m_visibleInstances.clear();
  65. return;
  66. }
  67. auto &visibility = Game::Map::VisibilityService::instance();
  68. const bool use_visibility = visibility.is_initialized();
  69. const std::uint64_t current_version =
  70. use_visibility ? visibility.version() : 0;
  71. const bool needs_visibility_update =
  72. m_visibilityDirty || (current_version != m_cachedVisibilityVersion);
  73. if (needs_visibility_update) {
  74. Game::Map::VisibilityService::Snapshot visibility_snapshot;
  75. if (use_visibility) {
  76. visibility_snapshot = visibility.snapshot();
  77. }
  78. m_visibleInstances.clear();
  79. if (use_visibility) {
  80. m_visibleInstances.reserve(m_oliveInstanceCount);
  81. for (const auto &instance : m_oliveInstances) {
  82. float const world_x = instance.pos_scale.x();
  83. float const world_z = instance.pos_scale.z();
  84. if (visibility_snapshot.isVisibleWorld(world_x, world_z)) {
  85. m_visibleInstances.push_back(instance);
  86. }
  87. }
  88. } else {
  89. m_visibleInstances = m_oliveInstances;
  90. }
  91. m_cachedVisibilityVersion = current_version;
  92. m_visibilityDirty = false;
  93. if (!m_visibleInstances.empty()) {
  94. if (!m_oliveInstanceBuffer) {
  95. m_oliveInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  96. }
  97. m_oliveInstanceBuffer->set_data(m_visibleInstances,
  98. Buffer::Usage::Static);
  99. }
  100. }
  101. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  102. if (visible_count == 0 || !m_oliveInstanceBuffer) {
  103. return;
  104. }
  105. OliveBatchParams params = m_oliveParams;
  106. params.time = renderer.get_animation_time();
  107. renderer.olive_batch(m_oliveInstanceBuffer.get(), visible_count, params);
  108. }
  109. void OliveRenderer::clear() {
  110. m_oliveInstances.clear();
  111. m_visibleInstances.clear();
  112. m_oliveInstanceBuffer.reset();
  113. m_oliveInstanceCount = 0;
  114. m_oliveInstancesDirty = false;
  115. m_visibilityDirty = true;
  116. m_cachedVisibilityVersion = 0;
  117. }
  118. void OliveRenderer::generate_olive_instances() {
  119. m_oliveInstances.clear();
  120. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  121. return;
  122. }
  123. if (m_biome_settings.ground_type != Game::Map::GroundType::GrassDry) {
  124. m_oliveInstancesDirty = false;
  125. return;
  126. }
  127. const float tile_safe = std::max(0.1F, m_tile_size);
  128. float olive_density =
  129. (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry) ? 0.12F
  130. : 0.05F;
  131. if (m_biome_settings.plant_density > 0.0F) {
  132. float const density_mult =
  133. (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry)
  134. ? 0.15F
  135. : 0.08F;
  136. olive_density = m_biome_settings.plant_density * density_mult;
  137. }
  138. SpawnTerrainCache terrain_cache;
  139. terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width,
  140. m_height, m_tile_size);
  141. SpawnValidationConfig config = make_tree_spawn_config();
  142. config.grid_width = m_width;
  143. config.grid_height = m_height;
  144. config.tile_size = m_tile_size;
  145. config.edge_padding = m_biome_settings.spawn_edge_padding;
  146. config.max_slope = 0.65F;
  147. SpawnValidator validator(terrain_cache, config);
  148. auto add_olive = [&](float gx, float gz, uint32_t &state) -> bool {
  149. if (!validator.can_spawn_at_grid(gx, gz)) {
  150. return false;
  151. }
  152. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  153. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  154. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  155. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  156. int const normal_idx = iz * m_width + ix;
  157. float world_x = 0.0F;
  158. float world_z = 0.0F;
  159. validator.grid_to_world(gx, gz, world_x, world_z);
  160. float const world_y = m_heightData[static_cast<size_t>(normal_idx)];
  161. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  162. QVector3D const base_color(0.35F, 0.42F, 0.28F);
  163. QVector3D const var_color(0.38F, 0.45F, 0.32F);
  164. QVector3D tint_color =
  165. base_color * (1.0F - color_var) + var_color * color_var;
  166. float const gray_mix = remap(rand_01(state), 0.08F, 0.18F);
  167. QVector3D const gray_tint(0.45F, 0.48F, 0.42F);
  168. tint_color = tint_color * (1.0F - gray_mix) + gray_tint * gray_mix;
  169. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  170. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  171. float const silhouette_seed = rand_01(state);
  172. float const leaf_seed = rand_01(state);
  173. float const bark_seed = rand_01(state);
  174. OliveInstanceGpu instance;
  175. float const base_scale = remap(rand_01(state), 2.8F, 5.5F) * tile_safe;
  176. float const dry_scale = remap(rand_01(state), 3.2F, 6.5F) * tile_safe;
  177. float const chosen_scale =
  178. (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry)
  179. ? dry_scale
  180. : base_scale;
  181. instance.pos_scale = QVector4D(world_x, world_y, world_z, chosen_scale);
  182. instance.color_sway =
  183. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  184. instance.rotation =
  185. QVector4D(rotation, silhouette_seed, leaf_seed, bark_seed);
  186. m_oliveInstances.push_back(instance);
  187. return true;
  188. };
  189. for (int z = 0; z < m_height; z += 6) {
  190. for (int x = 0; x < m_width; x += 6) {
  191. int const idx = z * m_width + x;
  192. float const slope = terrain_cache.get_slope_at(x, z);
  193. if (slope > 0.65F) {
  194. continue;
  195. }
  196. uint32_t state = hash_coords(
  197. x, z, m_noiseSeed ^ 0xCD34EF56U ^ static_cast<uint32_t>(idx));
  198. Game::Map::TerrainType const terrain_type =
  199. terrain_cache.get_terrain_type_at(x, z);
  200. float density_mult = 1.0F;
  201. if (terrain_type == Game::Map::TerrainType::Hill) {
  202. density_mult = 1.15F;
  203. } else if (terrain_type == Game::Map::TerrainType::Mountain) {
  204. density_mult = 0.5F;
  205. }
  206. float const effective_density = olive_density * density_mult;
  207. int olive_count = static_cast<int>(std::ceil(effective_density));
  208. for (int i = 0; i < olive_count; ++i) {
  209. float const gx = float(x) + rand_01(state) * 6.0F;
  210. float const gz = float(z) + rand_01(state) * 6.0F;
  211. add_olive(gx, gz, state);
  212. }
  213. }
  214. }
  215. m_oliveInstanceCount = m_oliveInstances.size();
  216. m_oliveInstancesDirty = m_oliveInstanceCount > 0;
  217. }
  218. } // namespace Render::GL