pine_renderer.cpp 8.4 KB

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  1. #include "pine_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/pine_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. PineRenderer::PineRenderer() = default;
  39. PineRenderer::~PineRenderer() = default;
  40. void PineRenderer::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_pineInstances.clear();
  50. m_pineInstanceBuffer.reset();
  51. m_pineInstanceCount = 0;
  52. m_pineInstancesDirty = false;
  53. m_pineParams.light_direction = QVector3D(0.35F, 0.8F, 0.45F);
  54. m_pineParams.time = 0.0F;
  55. m_pineParams.wind_strength = 0.3F;
  56. m_pineParams.wind_speed = 0.5F;
  57. generate_pine_instances();
  58. }
  59. void PineRenderer::submit(Renderer &renderer, ResourceManager *resources) {
  60. (void)resources;
  61. m_pineInstanceCount = static_cast<uint32_t>(m_pineInstances.size());
  62. if (m_pineInstanceCount == 0) {
  63. m_pineInstanceBuffer.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_pineInstanceCount);
  81. for (const auto &instance : m_pineInstances) {
  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_pineInstances;
  90. }
  91. m_cachedVisibilityVersion = current_version;
  92. m_visibilityDirty = false;
  93. if (!m_visibleInstances.empty()) {
  94. if (!m_pineInstanceBuffer) {
  95. m_pineInstanceBuffer = std::make_unique<Buffer>(Buffer::Type::Vertex);
  96. }
  97. m_pineInstanceBuffer->set_data(m_visibleInstances, Buffer::Usage::Static);
  98. }
  99. }
  100. const auto visible_count = static_cast<uint32_t>(m_visibleInstances.size());
  101. if (visible_count == 0 || !m_pineInstanceBuffer) {
  102. return;
  103. }
  104. PineBatchParams params = m_pineParams;
  105. params.time = renderer.get_animation_time();
  106. renderer.pine_batch(m_pineInstanceBuffer.get(), visible_count, params);
  107. }
  108. void PineRenderer::clear() {
  109. m_pineInstances.clear();
  110. m_visibleInstances.clear();
  111. m_pineInstanceBuffer.reset();
  112. m_pineInstanceCount = 0;
  113. m_pineInstancesDirty = false;
  114. m_visibilityDirty = true;
  115. m_cachedVisibilityVersion = 0;
  116. }
  117. void PineRenderer::generate_pine_instances() {
  118. m_pineInstances.clear();
  119. if (m_width < 2 || m_height < 2 || m_heightData.empty()) {
  120. return;
  121. }
  122. if (m_biome_settings.ground_type == Game::Map::GroundType::GrassDry) {
  123. m_pineInstancesDirty = false;
  124. return;
  125. }
  126. const float tile_safe = std::max(0.1F, m_tile_size);
  127. float pine_density = 0.2F;
  128. if (m_biome_settings.plant_density > 0.0F) {
  129. pine_density = m_biome_settings.plant_density * 0.3F;
  130. }
  131. SpawnTerrainCache terrain_cache;
  132. terrain_cache.build_from_height_map(m_heightData, m_terrain_types, m_width,
  133. m_height, m_tile_size);
  134. SpawnValidationConfig config = make_tree_spawn_config();
  135. config.grid_width = m_width;
  136. config.grid_height = m_height;
  137. config.tile_size = m_tile_size;
  138. config.edge_padding = m_biome_settings.spawn_edge_padding;
  139. SpawnValidator validator(terrain_cache, config);
  140. auto add_pine = [&](float gx, float gz, uint32_t &state) -> bool {
  141. if (!validator.can_spawn_at_grid(gx, gz)) {
  142. return false;
  143. }
  144. float const sgx = std::clamp(gx, 0.0F, float(m_width - 1));
  145. float const sgz = std::clamp(gz, 0.0F, float(m_height - 1));
  146. int const ix = std::clamp(int(std::floor(sgx + 0.5F)), 0, m_width - 1);
  147. int const iz = std::clamp(int(std::floor(sgz + 0.5F)), 0, m_height - 1);
  148. int const normal_idx = iz * m_width + ix;
  149. float world_x = 0.0F;
  150. float world_z = 0.0F;
  151. validator.grid_to_world(gx, gz, world_x, world_z);
  152. float const world_y = m_heightData[static_cast<size_t>(normal_idx)];
  153. float const scale = remap(rand_01(state), 3.0F, 6.0F) * tile_safe;
  154. float const color_var = remap(rand_01(state), 0.0F, 1.0F);
  155. QVector3D const base_color(0.15F, 0.35F, 0.20F);
  156. QVector3D const var_color(0.20F, 0.40F, 0.25F);
  157. QVector3D tint_color =
  158. base_color * (1.0F - color_var) + var_color * color_var;
  159. float const brown_mix = remap(rand_01(state), 0.10F, 0.25F);
  160. QVector3D const brown_tint(0.35F, 0.30F, 0.20F);
  161. tint_color = tint_color * (1.0F - brown_mix) + brown_tint * brown_mix;
  162. float const sway_phase = rand_01(state) * MathConstants::k_two_pi;
  163. float const rotation = rand_01(state) * MathConstants::k_two_pi;
  164. float const silhouette_seed = rand_01(state);
  165. float const needle_seed = rand_01(state);
  166. float const bark_seed = rand_01(state);
  167. PineInstanceGpu instance;
  168. instance.pos_scale = QVector4D(world_x, world_y, world_z, scale);
  169. instance.color_sway =
  170. QVector4D(tint_color.x(), tint_color.y(), tint_color.z(), sway_phase);
  171. instance.rotation =
  172. QVector4D(rotation, silhouette_seed, needle_seed, bark_seed);
  173. m_pineInstances.push_back(instance);
  174. return true;
  175. };
  176. for (int z = 0; z < m_height; z += 6) {
  177. for (int x = 0; x < m_width; x += 6) {
  178. int const idx = z * m_width + x;
  179. float const slope = terrain_cache.get_slope_at(x, z);
  180. if (slope > 0.75F) {
  181. continue;
  182. }
  183. uint32_t state = hash_coords(
  184. x, z, m_noiseSeed ^ 0xAB12CD34U ^ static_cast<uint32_t>(idx));
  185. float world_x = 0.0F;
  186. float world_z = 0.0F;
  187. validator.grid_to_world(static_cast<float>(x), static_cast<float>(z),
  188. world_x, world_z);
  189. float const cluster_noise = value_noise(world_x * 0.03F, world_z * 0.03F,
  190. m_noiseSeed ^ 0x7F8E9D0AU);
  191. if (cluster_noise < 0.35F) {
  192. continue;
  193. }
  194. Game::Map::TerrainType const terrain_type =
  195. terrain_cache.get_terrain_type_at(x, z);
  196. float density_mult = 1.0F;
  197. if (terrain_type == Game::Map::TerrainType::Hill) {
  198. density_mult = 1.2F;
  199. } else if (terrain_type == Game::Map::TerrainType::Mountain) {
  200. density_mult = 0.4F;
  201. }
  202. float const effective_density = pine_density * density_mult * 0.8F;
  203. int pine_count = static_cast<int>(std::floor(effective_density));
  204. float const frac = effective_density - float(pine_count);
  205. if (rand_01(state) < frac) {
  206. pine_count += 1;
  207. }
  208. for (int i = 0; i < pine_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_pine(gx, gz, state);
  212. }
  213. }
  214. }
  215. m_pineInstanceCount = m_pineInstances.size();
  216. m_pineInstancesDirty = m_pineInstanceCount > 0;
  217. }
  218. } // namespace Render::GL