Qt Quick 3D - Custom Instanced Rendering

 /****************************************************************************
 **
 ** Copyright (C) 2020 The Qt Company Ltd.
 ** Contact: https://www.qt.io/licensing/
 **
 ** This file is part of the examples of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:BSD$
 ** Commercial License Usage
 ** Licensees holding valid commercial Qt licenses may use this file in
 ** accordance with the commercial license agreement provided with the
 ** Software or, alternatively, in accordance with the terms contained in
 ** a written agreement between you and The Qt Company. For licensing terms
 ** and conditions see https://www.qt.io/terms-conditions. For further
 ** information use the contact form at https://www.qt.io/contact-us.
 **
 ** BSD License Usage
 ** Alternatively, you may use this file under the terms of the BSD license
 ** as follows:
 **
 ** "Redistribution and use in source and binary forms, with or without
 ** modification, are permitted provided that the following conditions are
 ** met:
 **   * Redistributions of source code must retain the above copyright
 **     notice, this list of conditions and the following disclaimer.
 **   * Redistributions in binary form must reproduce the above copyright
 **     notice, this list of conditions and the following disclaimer in
 **     the documentation and/or other materials provided with the
 **     distribution.
 **   * Neither the name of The Qt Company Ltd nor the names of its
 **     contributors may be used to endorse or promote products derived
 **     from this software without specific prior written permission.
 **
 **
 ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
 **
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/

 #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 * 0.7 / maxHeight, 0.7, 0.5, 1.0);
         }
     }
     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;
 }