Qt Quick 3D - Custom Instanced Rendering
// Copyright (C) 2020 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #include "cppinstancetable.h" #include <math.h> #include <QMatrix4x4> #include <QRandomGenerator> #include <QColor> // Quick-and-dirty smoothed out noise generation. Probably not suitable for general use. static QVector<float> generateNoiseTable(int dimension, int randomSeed) { const int tableSize = dimension * dimension; QVector<float> table(tableSize); QRandomGenerator rgen(randomSeed); for (float &f: table) f = rgen.bounded(1.0) * rgen.bounded(1.0); // We select some initial points that will not be modified. This is the distance between them: (power of two) constexpr int delta = 16; // Then we average out those points to the points half way between them, // and continue with the points half way between those, and so on. // Pattern: // STS // TTT // STS // where S = source and T = target auto smooth = [dimension, &table](int x, int y, int d) { auto lookup = [&table,dimension](int x, int y) -> float { return table[x + y*dimension]; }; auto assign = [&table,dimension,d](int x, int y, float v) { if (x < dimension && y < dimension) { float e = d*1.0/dimension; float &z = table[x + y*dimension]; z = (e*z + v)/(e+1); } }; int x1 = x + d/2; int y1 = y + d/2; int x2 = qMin(dimension-1, x + d); int y2 = qMin(dimension-1, y + d); float z1 = lookup(x,y); float z2 = lookup(x2, y); float z3 = lookup(x, y2); float z4 = lookup(x2, y2); assign(x1, y, (z1+z2)/2); assign(x, y1, (z1+z3)/2); assign(x1, y1, (z1+z2+z3+z4)/4); assign(x1, y2, (z3+z4)/2); assign(x2, y1, (z2+z4)/2); }; int d = delta; while (d > 1) { for (int ix = 0; ix < dimension; ix += d) { for (int iy = 0; iy < dimension; iy += d) { smooth(ix, iy, d); } } d = d/2; } //low-pass filter for (int i = dimension + 1; i < tableSize; ++i) table[i] = (table[i] + table[i-1] + table[i-dimension])/3; //normalize float min = 1.0; float max = 0.0; for (auto z : table) { min = qMin(z, min); max = qMax(z, max); } for (auto &z : table) z = (z - min) / (max - min); return table; } CppInstanceTable::CppInstanceTable(QQuick3DObject *parent) : QQuick3DInstancing(parent) { m_randomSeed = QRandomGenerator::global()->generate(); } CppInstanceTable::~CppInstanceTable() { } int CppInstanceTable::gridSize() const { return m_gridSize; } float CppInstanceTable::gridSpacing() const { return m_gridSpacing; } int CppInstanceTable::randomSeed() const { return m_randomSeed; } void CppInstanceTable::setGridSize(int gridSize) { if (m_gridSize == gridSize) return; m_gridSize = gridSize; emit gridSizeChanged(); markDirty(); m_dirty = true; } void CppInstanceTable::setGridSpacing(float gridSpacing) { if (qFuzzyCompare(m_gridSpacing, gridSpacing)) return; m_gridSpacing = gridSpacing; emit gridSpacingChanged(); markDirty(); m_dirty = true; } void CppInstanceTable::setRandomSeed(int randomSeed) { if (m_randomSeed == randomSeed) return; m_randomSeed = randomSeed; emit randomSeedChanged(); markDirty(); m_dirty = true; } class BlockTable { public: BlockTable(int dimension, int randomSeed) : gridSize(dimension), seaLevel(gridSize / 8) { noiseTable = generateNoiseTable(gridSize, randomSeed); lowestBlock.resize(gridSize * gridSize); for (int i = 0; i < gridSize; ++i) { for (int j = 0; j < gridSize; ++j) { // optimization: skip blocks that are obscured by neighbours int lowestVisible; if (i == 0 || j == 0 || i == gridSize - 1 || j == gridSize - 1) { lowestVisible = 0; } else { lowestVisible = terrainHeight(i, j); lowestVisible = qMin(lowestVisible, terrainHeight(i - 1, j)); lowestVisible = qMin(lowestVisible, terrainHeight(i, j - 1)); lowestVisible = qMin(lowestVisible, terrainHeight(i + 1, j)); lowestVisible = qMin(lowestVisible, terrainHeight(i, j + 1)); lowestVisible = qMax(lowestVisible, seaLevel); } lowestBlock[idx(i, j)] = lowestVisible; } } } QColor getBlockColor(int i, int j, int k) const { const int maxHeight = gridSize / 2; int snowLine = maxHeight * 4 / 5 - QRandomGenerator::global()->bounded(maxHeight / 5); int treeLine = maxHeight * 3 / 5 - QRandomGenerator::global()->bounded(maxHeight / 5); if (k > terrainHeight(i, j)) { return Qt::blue; } else if (k > snowLine) { return Qt::white; } else if (k > treeLine) { return Qt::darkGray; } else { return QColor::fromHsvF(k * 0.7f / maxHeight, 0.7f, 0.5f, 1.0f); } } bool isWaterSurface(int i, int j, int k) const { return k == seaLevel && k > terrainHeight(i, j); } int lowestVisible(int i, int j) { return lowestBlock[idx(i, j)]; } int highestBlock(int i, int j) { return qMax(seaLevel, terrainHeight(i, j)); } private: int idx(int i, int j) const { return i + j * gridSize; } int terrainHeight(int i, int j) const { const int maxHeight = gridSize / 2; return maxHeight * noiseTable[idx(i, j)]; } QVector<float> noiseTable; QVector<int> lowestBlock; int gridSize; int seaLevel; }; QByteArray CppInstanceTable::getInstanceBuffer(int *instanceCount) { if (m_dirty) { BlockTable blocks(m_gridSize, m_randomSeed); m_instanceData.resize(0); auto idxToPos = [this](int i) -> float { return m_gridSpacing * (i - m_gridSize / 2); }; int instanceNumber = 0; for (int i = 0; i < m_gridSize; ++i) { float xPos = idxToPos(i); for (int j = 0; j < m_gridSize; ++j) { float zPos = idxToPos(j); int lowest = blocks.lowestVisible(i, j); int highest = blocks.highestBlock(i, j); for (int k = lowest; k <= highest; ++k) { float yPos = idxToPos(k); QColor color = blocks.getBlockColor(i, j, k); float waterAnimation = blocks.isWaterSurface(i, j, k) ? 1.0 : 0.0; auto entry = calculateTableEntry({ xPos, yPos, zPos }, { 1.0, 1.0, 1.0 }, {}, color, { waterAnimation, 0, 0, 0 }); m_instanceData.append(reinterpret_cast<const char *>(&entry), sizeof(entry)); instanceNumber++; } } } m_instanceCount = instanceNumber; m_dirty = false; } if (instanceCount) *instanceCount = m_instanceCount; return m_instanceData; }