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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cmath>
#include "GrassDrawer.h"
#include "Game/Camera.h"
#include "Game/CameraHandler.h"
#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Rendering/GlobalRendering.h"
#include "Rendering/ShadowHandler.h"
#include "Rendering/Env/ISky.h"
#include "Rendering/Env/SunLighting.h"
#include "Rendering/Env/CubeMapHandler.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/Map/InfoTexture/IInfoTextureHandler.h"
#include "Rendering/Shaders/ShaderHandler.h"
#include "Rendering/Shaders/Shader.h"
#include "Rendering/Textures/Bitmap.h"
#include "Sim/Misc/Wind.h"
#include "System/EventHandler.h"
#include "System/GlobalRNG.h"
#include "System/SpringMath.h"
#include "System/Config/ConfigHandler.h"
#include "System/Color.h"
#include "System/Exceptions.h"
#include "System/StringUtil.h"
#include "System/TimeProfiler.h"
#include "System/Log/ILog.h"
#include "System/FileSystem/FileHandler.h"
CONFIG(int, GrassDetail).defaultValue(7).headlessValue(0).minimumValue(0).description("Sets how detailed the engine rendered grass will be on any given map.");
// uses a 'synced' RNG s.t. grass turfs generated from the same
// seed also share identical sequences, otherwise an unpleasant
// shimmering effect occurs when zooming
#if 0
typedef CGlobalRNG<LCG16, true> GrassRNG;
#else
typedef CGlobalRNG<PCG32, true> GrassRNG;
#endif
class CGrassBlockDrawer: public CReadMap::IQuadDrawer
{
public:
void ResetState() override {
inViewQuads.clear();
inViewQuads.reserve(32);
}
void DrawQuad(int x, int y) override {
inViewQuads.emplace_back(x, y);
}
public:
std::vector<int2> inViewQuads;
};
static constexpr float turfSize = 20.0f; // single turf size
static constexpr float partTurfSize = turfSize * 1.0f; // single turf size
static constexpr int grassSquareSize = 4; // mapsquares per grass square
static constexpr int grassBlockSize = 4; // grass squares per grass block
static constexpr int blockMapSize = grassSquareSize * grassBlockSize;
static constexpr int GSSSQ = SQUARE_SIZE * grassSquareSize;
static constexpr int BMSSQ = SQUARE_SIZE * blockMapSize;
static GrassRNG drawRNG;
static GrassRNG turfRNG;
static std::array<CMatrix44f, 128> turfMatrices;
static CGrassBlockDrawer blockDrawer;
// managed by WorldDrawer
CGrassDrawer* grassDrawer = nullptr;
CGrassDrawer::CGrassDrawer(): CEventClient("[GrassDrawer]", 199992, false)
{
const int detail = configHandler->GetInt("GrassDetail");
if (detail == 0)
return;
blockCount.x = mapDims.mapx / grassSquareSize / grassBlockSize;
blockCount.y = mapDims.mapy / grassSquareSize / grassBlockSize;
// load grass density from map
{
MapBitmapInfo grassbm;
uint8_t* grassdata = readMap->GetInfoMap("grass", &grassbm);
if (grassdata == nullptr)
return;
if (grassbm.width != mapDims.mapx / grassSquareSize || grassbm.height != mapDims.mapy / grassSquareSize) {
char b[128];
SNPRINTF(b, sizeof(b), "grass-map has wrong size (%dx%d, should be %dx%d)\n",
grassbm.width, grassbm.height, mapDims.mapx / grassSquareSize, mapDims.mapy / grassSquareSize);
throw std::runtime_error(b);
}
// grassBlocks.resize(blockCount.x * blockCount.y);
grassMap.resize(mapDims.mapx * mapDims.mapy / (grassSquareSize * grassSquareSize));
memcpy(grassMap.data(), grassdata, grassMap.size());
readMap->FreeInfoMap("grass", grassdata);
}
// create/load blade texture
{
CBitmap grassBladeTexBM;
if (!grassBladeTexBM.Load(mapInfo->grass.bladeTexName)) {
// map didn't define a grasstex, so generate one
grassBladeTexBM.Alloc(256, 64, 4);
for (int a = 0; a < 16; ++a) {
CreateGrassBladeTex(&grassBladeTexBM.GetRawMem()[a * 16 * 4]);
}
}
// grassBladeTexBM.Save("blade.png", false);
grassBladeTex = grassBladeTexBM.CreateMipMapTexture();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// ??
glAttribStatePtr->ViewPort(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
}
// create shaders and finalize
ChangeDetail(detail);
defDrawGrass = LoadGrassShaders();
configHandler->NotifyOnChange(this, {"GrassDetail"});
// eventclient
autoLinkEvents = true;
RegisterLinkedEvents(this);
eventHandler.AddClient(this);
}
CGrassDrawer::~CGrassDrawer()
{
eventHandler.RemoveClient(this);
configHandler->RemoveObserver(this);
glDeleteTextures(1, &grassBladeTex);
grassBuffer.Kill();
shaderHandler->ReleaseProgramObjects("[GrassDrawer]");
}
float CGrassDrawer::IncrDrawDistance() { return (grassDrawDist = Clamp(grassDrawDist *= 1.25f, 1.0f, CGlobalRendering::MAX_VIEW_RANGE)); }
float CGrassDrawer::DecrDrawDistance() { return (grassDrawDist = Clamp(grassDrawDist *= 0.80f, 1.0f, CGlobalRendering::MAX_VIEW_RANGE)); }
void CGrassDrawer::ChangeDetail(int detail) {
// TODO: get rid of the magic constants
const int minDetail = std::min(3, detail);
grassDrawDist = std::sqrt(detail * 1.0f) * 100.0f;
// turfs per block
turfDetail.x = std::min(3 + int(minDetail * 0.5f), int(turfMatrices.size()));
// straws per turf
turfDetail.y = std::min(50 + int(std::sqrt(minDetail * 1.0f) * 10), mapInfo->grass.maxStrawsPerTurf);
// recreate turf geometry
CreateGrassBuffer();
}
void CGrassDrawer::ConfigNotify(const std::string& key, const std::string& value) {
ChangeDetail(configHandler->GetInt("GrassDetail"));
}
bool CGrassDrawer::LoadGrassShaders() {
#define sh shaderHandler
grassShaders.fill(nullptr);
static const std::string shaderNames[GRASS_PROGRAM_LAST] = {
"grassNearAdvShader",
"grassShadGenShader",
};
for (int i = 0; i < GRASS_PROGRAM_CURR; i++) {
grassShaders[i] = sh->CreateProgramObject("[GrassDrawer]", shaderNames[i] + "GLSL");
grassShaders[i]->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassVertProg.glsl", "", GL_VERTEX_SHADER));
grassShaders[i]->AttachShaderObject(sh->CreateShaderObject("GLSL/GrassFragProg.glsl", "", GL_FRAGMENT_SHADER));
grassShaders[i]->Link();
grassShaders[i]->SetFlag("HAVE_INFOTEX", infoTextureHandler->IsEnabled());
grassShaders[i]->SetFlag("HAVE_SHADOWS", shadowHandler.ShadowsLoaded());
grassShaders[i]->SetFlag("SHADOW_GEN", i == GRASS_PROGRAM_SHADOW);
// idx 0, not settable as an array via name-based API
// needs to be named "[0]" or state-copying will fail
grassShaders[i]->SetUniformLocation("turfMatrices[0]");
grassShaders[i]->Enable();
grassShaders[i]->SetUniform("mapSizePO2", 1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE));
grassShaders[i]->SetUniform("mapSize", 1.0f / (mapDims.mapx * SQUARE_SIZE), 1.0f / (mapDims.mapy * SQUARE_SIZE));
grassShaders[i]->SetUniform("bladeTex", 0);
grassShaders[i]->SetUniform("grassShadingTex", 1);
grassShaders[i]->SetUniform("shadingTex", 2);
grassShaders[i]->SetUniform("infoMap", 3);
grassShaders[i]->SetUniform("shadowMap", 4);
grassShaders[i]->SetUniform("infoTexIntensityMul", 1.0f);
grassShaders[i]->SetUniform("specularExponent", sunLighting->specularExponent);
grassShaders[i]->SetUniform("groundShadowDensity", sunLighting->groundShadowDensity);
grassShaders[i]->SetUniform("gammaExponent", globalRendering->gammaExponent);
grassShaders[i]->SetUniform4v<float>("shadowParams", shadowHandler.GetShadowParams());
grassShaders[i]->SetUniform4v<float>("fogColor", sky->fogColor);
grassShaders[i]->SetUniformMatrix4x4<float>("shadowMatrix", false, shadowHandler.GetShadowViewMatrix());
grassShaders[i]->SetUniformMatrix4x4<float>("viewMatrix", false, camera->GetViewMatrix());
grassShaders[i]->SetUniformMatrix4x4<float>("projMatrix", false, camera->GetProjectionMatrix());
grassShaders[i]->Disable();
grassShaders[i]->Validate();
if (!grassShaders[i]->IsValid())
return false;
}
#undef sh
return true;
}
void CGrassDrawer::CreateGrassBuffer()
{
turfRNG.Seed(15);
grassBuffer.Kill();
grassBuffer.Init();
std::vector<VA_TYPE_TN> verts;
std::vector<uint32_t> indcs;
verts.reserve(turfDetail.y * 8 * 4);
indcs.reserve(turfDetail.y * 8 * 6);
for (int a = 0; a < turfDetail.y; ++a) {
// generate a single blade
const float rndVal = turfRNG.NextFloat();
const float length = mapInfo->grass.bladeHeight * (1.0f + rndVal);
const float maxAng = mapInfo->grass.bladeAngle * std::max(turfRNG.NextFloat(), 1.0f - smoothstep(0.0f, 1.0f, rndVal));
// select one of the 16 color shadings
const float xtexCoord = turfRNG.NextInt(16) / 16.0f;
const float heightIncr = 1.0f / (2 + int(maxAng * 1.2f + length * 0.2f));
const float3 randVect = (turfRNG.NextVector2D() * 0.5f).ANormalize();
// direction to bend into
const float3 bendVect = randVect.cross(UpVector);
const float3 sideVect = randVect * (mapInfo->grass.bladeWidth * (-0.15f * rndVal + 1.0f));
const float3 normalBend = -bendVect;
const float3 basePos = turfRNG.NextVector2D() * (turfSize - (bendVect * std::sin(maxAng) * length).Length2D());
// start at bottom of blade
VA_TYPE_TN prvVertR = {basePos + sideVect - (UpVector * 3.0f), xtexCoord , 0.0f, normalBend};
VA_TYPE_TN prvVertL = {basePos - sideVect - (UpVector * 3.0f), xtexCoord + (1.0f / 16), 0.0f, normalBend};
for (float h = 0.0f; h < 1.0f; h += heightIncr) {
const float ang = maxAng * h;
const float3 n = (normalBend * std::cos(ang) + UpVector * std::sin(ang)).ANormalize();
const float3 edgePos = (UpVector * std::cos(ang) + bendVect * std::sin(ang)) * length * h;
const float3 edgePosR = edgePos + sideVect * (1.0f - h);
const float3 edgePosL = edgePos - sideVect * (1.0f - h);
verts.push_back(prvVertR);
verts.push_back(prvVertL);
verts.push_back({basePos + edgePosR, xtexCoord + (1.0f / 32) * h , h, (n + sideVect * 0.04f).ANormalize()});
verts.push_back({basePos + edgePosL, xtexCoord - (1.0f / 32) * h + (1.0f / 16), h, (n - sideVect * 0.04f).ANormalize()});
indcs.push_back(verts.size() - 4);
indcs.push_back(verts.size() - 3);
indcs.push_back(verts.size() - 2);
indcs.push_back(verts.size() - 3);
indcs.push_back(verts.size() - 1);
indcs.push_back(verts.size() - 2);
prvVertR = verts[verts.size() - 2];
prvVertL = verts[verts.size() - 1];
}
// blade tip; single triangle
const float3 tipOffset = (UpVector * std::cos(maxAng) + bendVect * std::sin(maxAng)) * length;
const float3 normalDir = (normalBend * std::cos(maxAng) + UpVector * std::sin(maxAng)).ANormalize();
verts.push_back({basePos + tipOffset, xtexCoord + (1.0f / 32), 1.0f, normalDir});
indcs.push_back(verts.size() - 3);
indcs.push_back(verts.size() - 2);
indcs.push_back(verts.size() - 1);
}
grassBuffer.UploadTN(verts.size(), indcs.size(), verts.data(), indcs.data());
}
void CGrassDrawer::CreateGrassBladeTex(uint8_t* buf)
{
float3 redish = float3(0.95f, 0.70f, 0.4f);
float3 color = mix(mapInfo->grass.color, redish, 0.1f * turfRNG.NextFloat());
color.x = Clamp(color.x, 0.0f, 1.0f);
color.y = Clamp(color.y, 0.0f, 1.0f);
color.z = Clamp(color.z, 0.0f, 1.0f);
SColor* img = reinterpret_cast<SColor*>(buf);
for (int y = 0; y < 64; ++y) {
for (int x = 0; x < 16; ++x) {
const float brightness = smoothstep(-0.8f, 0.5f, y/63.0f) + ((x%2) == 0 ? 0.035f : 0.0f);
const float3 c = color * brightness;
img[y * 256 + x] = SColor(c.r, c.g, c.b, 1.0f);
}
}
}
void CGrassDrawer::EnableShader(const GrassShaderProgram type) {
const float3 windSpeed = envResHandler.GetCurrentWindVec() * mapInfo->grass.bladeWaveScale;
const float3 fogParams = {sky->fogStart, sky->fogEnd, camera->GetFarPlaneDist()};
Shader::IProgramObject* ipo = (grassShaders[GRASS_PROGRAM_CURR] = grassShaders[type]);
ipo->SetFlag("HAVE_INFOTEX", infoTextureHandler->IsEnabled());
ipo->SetFlag("HAVE_SHADOWS", shadowHandler.ShadowsLoaded());
ipo->Enable();
ipo->SetUniform("frame", gs->frameNum + globalRendering->timeOffset);
ipo->SetUniform3v("windSpeed", &windSpeed.x);
ipo->SetUniform3v("camPos", &camera->GetPos().x);
ipo->SetUniform3v("camDir", &camera->GetDir().x);
ipo->SetUniform3v("camUp", &camera->GetUp().x);
ipo->SetUniform3v("camRight", &camera->GetRight().x);
ipo->SetUniform("infoTexIntensityMul", float(infoTextureHandler->InMetalMode()) + 1.0f);
ipo->SetUniform("specularExponent" , sunLighting->specularExponent);
ipo->SetUniform("groundShadowDensity", sunLighting->groundShadowDensity);
ipo->SetUniform("gammaExponent" , globalRendering->gammaExponent);
ipo->SetUniformMatrix4x4<float>("shadowMatrix", false, shadowHandler.GetShadowViewMatrix());
ipo->SetUniform4v<float>("shadowParams", shadowHandler.GetShadowParams());
switch (type) {
case GRASS_PROGRAM_OPAQUE: {
ipo->SetUniformMatrix4x4<float>("viewMatrix", false, camera->GetViewMatrix());
ipo->SetUniformMatrix4x4<float>("projMatrix", false, camera->GetProjectionMatrix());
} break;
case GRASS_PROGRAM_SHADOW: {
ipo->SetUniformMatrix4x4<float>("viewMatrix", false, shadowHandler.GetShadowViewMatrix());
ipo->SetUniformMatrix4x4<float>("projMatrix", false, shadowHandler.GetShadowProjMatrix());
} break;
default: {
} break;
}
ipo->SetUniform3v("ambientLightColor", &sunLighting->modelAmbientColor.x);
ipo->SetUniform3v("diffuseLightColor", &sunLighting->modelDiffuseColor.x);
ipo->SetUniform3v("specularLightColor", &sunLighting->modelSpecularColor.x);
ipo->SetUniform3v("sunDir", &sky->GetLight()->GetLightDir().x);
ipo->SetUniform3v("fogParams", &fogParams.x);
}
//////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
//
// NB: has to use another RNG so density reduction is not influenced
static float3 GetRandomTurfParams(const int2& blockPos)
{
float3 p;
p.x = (blockPos.x + turfRNG.NextFloat()) * GSSSQ;
p.y = (blockPos.y + turfRNG.NextFloat()) * GSSSQ;
p.z = (turfRNG.NextFloat() * 360.0f) * math::DEG_TO_RAD; // rotation
return p;
}
static float GetGrassBlockCamDistSq(const float3& pos, const int2 coors)
{
const float qx = coors.x * GSSSQ;
const float qz = coors.y * GSSSQ;
const float3 mid = {qx, CGround::GetHeightReal(qx, qz, false), qz};
const float3 dif = pos - mid;
return (dif.SqLength());
}
unsigned int CGrassDrawer::DrawBlock(const float3& camPos, const int2& blockPos, unsigned int turfMatIndex)
{
const float blockDist = GetGrassBlockCamDistSq(camPos, blockPos);
const float drawProb = std::min(1.0f, Square(grassDrawDist) / blockDist);
if (drawProb < 0.001f)
return 0;
drawRNG.Seed(blockPos.y * (mapDims.mapx / grassSquareSize) + blockPos.x);
turfRNG.Seed(blockPos.y * (mapDims.mapx / grassSquareSize) + blockPos.x);
unsigned int numVisibleTurfs = 0;
// TODO: LODs?
for (int a = 0; a < turfDetail.x; a++) {
if (drawRNG.NextFloat() > drawProb)
continue;
const float3& rtp = GetRandomTurfParams(blockPos);
const float3 pos = {rtp.x, CGround::GetHeightReal(rtp.x, rtp.y, false) - CGround::GetSlope(rtp.x, rtp.y, false) * 30.0f, rtp.y};
turfMatrices[turfMatIndex + numVisibleTurfs].LoadIdentity();
turfMatrices[turfMatIndex + numVisibleTurfs].Translate(pos);
turfMatrices[turfMatIndex + numVisibleTurfs].RotateY(-rtp.z);
numVisibleTurfs += 1;
}
return numVisibleTurfs;
}
void CGrassDrawer::DrawBlocks(const CCamera* cam)
{
Shader::IProgramObject* grassShader = grassShaders[GRASS_PROGRAM_CURR];
const unsigned int maxTurfsPerBatch = turfMatrices.size() - turfDetail.x + 1;
unsigned int numInstanceTurfs = 0;
for (const int2 idx: blockDrawer.inViewQuads) {
for (int y = idx.y * grassBlockSize; y < (idx.y + 1) * grassBlockSize; ++y) {
for (int x = idx.x * grassBlockSize; x < (idx.x + 1) * grassBlockSize; ++x) {
if (grassMap[y * (mapDims.mapx / grassSquareSize) + x] == 0)
continue;
if ((numInstanceTurfs += DrawBlock(cam->GetPos(), {x, y}, numInstanceTurfs)) < maxTurfsPerBatch)
continue;
grassShader->SetUniformMatrix4fv(0, -int(numInstanceTurfs), false, &turfMatrices[0].m[0]);
grassBuffer.SubmitIndexedInstanced(GL_TRIANGLES, 0, grassBuffer.GetNumIndcs<uint32_t>(), numInstanceTurfs);
numInstanceTurfs = 0;
}
}
}
if (numInstanceTurfs == 0)
return;
// draw any leftovers
grassShader->SetUniformMatrix4fv(0, -int(numInstanceTurfs), false, &turfMatrices[0].m[0]);
grassBuffer.SubmitIndexedInstanced(GL_TRIANGLES, 0, grassBuffer.GetNumIndcs<uint32_t>(), numInstanceTurfs);
}
void CGrassDrawer::Update()
{
// grass is never drawn in any special (non-opaque) pass
CCamera* cam = CCameraHandler::GetCamera(CCamera::CAMTYPE_PLAYER);
// update visible blocks
updateVisibility |= (prvUpdateCamPos != cam->GetPos());
updateVisibility |= (prvUpdateCamDir != cam->GetDir());
if (updateVisibility) {
prvUpdateCamPos = cam->GetPos();
prvUpdateCamDir = cam->GetDir();
blockDrawer.ResetState();
readMap->GridVisibility(nullptr, &blockDrawer, grassDrawDist * grassDrawDist, blockMapSize);
updateVisibility = false;
}
}
void CGrassDrawer::SetupStateShadow()
{
EnableShader(GRASS_PROGRAM_SHADOW);
glActiveTexture(GL_TEXTURE0);
glAttribStatePtr->DisableCullFace();
glAttribStatePtr->PolygonOffset(5.0f, 15.0f);
glAttribStatePtr->PolygonOffsetFill(GL_TRUE);
}
void CGrassDrawer::ResetStateShadow()
{
glAttribStatePtr->EnableCullFace();
glAttribStatePtr->PolygonOffsetFill(GL_FALSE);
grassShaders[GRASS_PROGRAM_CURR]->Disable();
}
void CGrassDrawer::DrawShadow()
{
if (luaDrawGrass) {
eventHandler.DrawGrass();
return;
}
if (!defDrawGrass || readMap->GetGrassShadingTexture() == 0)
return;
if (!blockDrawer.inViewQuads.empty()) {
SetupStateShadow();
#if 0
DrawBlocks(CCameraHandler::GetCamera(CCamera::CAMTYPE_SHADOW));
#else
// note: use player camera here s.t. all blocks it can see are shadowed
DrawBlocks(CCameraHandler::GetCamera(CCamera::CAMTYPE_PLAYER));
#endif
ResetStateShadow();
}
}
void CGrassDrawer::SetupStateOpaque()
{
// bind textures
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, grassBladeTex);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, readMap->GetGrassShadingTexture());
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
}
// bind shader
{
EnableShader(GRASS_PROGRAM_OPAQUE);
if (shadowHandler.ShadowsLoaded())
shadowHandler.SetupShadowTexSampler(GL_TEXTURE4);
}
glActiveTexture(GL_TEXTURE0);
glAttribStatePtr->DisableBlendMask();
glAttribStatePtr->EnableDepthMask();
}
void CGrassDrawer::ResetStateOpaque()
{
grassShaders[GRASS_PROGRAM_CURR]->Disable();
glAttribStatePtr->EnableBlendMask();
}
void CGrassDrawer::Draw()
{
if (luaDrawGrass) {
// bypass engine rendering
eventHandler.DrawGrass();
return;
}
if (!defDrawGrass || readMap->GetGrassShadingTexture() == 0)
return;
glAttribStatePtr->PushBits(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT);
if (!blockDrawer.inViewQuads.empty()) {
SetupStateOpaque();
DrawBlocks(CCameraHandler::GetCamera(CCamera::CAMTYPE_PLAYER));
ResetStateOpaque();
}
glAttribStatePtr->PopBits();
}
void CGrassDrawer::AddGrass(const float3& pos)
{
if (!defDrawGrass)
return;
const int x = int(pos.x) / GSSSQ;
const int z = int(pos.z) / GSSSQ;
assert(x >= 0 && x < (mapDims.mapx / grassSquareSize));
assert(z >= 0 && z < (mapDims.mapy / grassSquareSize));
grassMap[z * (mapDims.mapx / grassSquareSize) + x] = 1;
}
void CGrassDrawer::RemoveGrass(const float3& pos)
{
if (!defDrawGrass)
return;
const int x = int(pos.x) / GSSSQ;
const int z = int(pos.z) / GSSSQ;
assert(x >= 0 && x < (mapDims.mapx / grassSquareSize));
assert(z >= 0 && z < (mapDims.mapy / grassSquareSize));
grassMap[z * (mapDims.mapx / grassSquareSize) + x] = 0;
}
uint8_t CGrassDrawer::GetGrass(const float3& pos)
{
if (!defDrawGrass)
return -1;
const int x = int(pos.x) / GSSSQ;
const int z = int(pos.z) / GSSSQ;
assert(x >= 0 && x < (mapDims.mapx / grassSquareSize));
assert(z >= 0 && z < (mapDims.mapy / grassSquareSize));
return grassMap[z * (mapDims.mapx / grassSquareSize) + x];
}
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