backend.cpp 59 KB

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  1. #include "backend.h"
  2. #include "../draw_queue.h"
  3. #include "../geom/selection_disc.h"
  4. #include "../geom/selection_ring.h"
  5. #include "buffer.h"
  6. #include "mesh.h"
  7. #include "primitives.h"
  8. #include "shader.h"
  9. #include "state_scopes.h"
  10. #include "texture.h"
  11. #include <QDebug>
  12. #include <algorithm>
  13. #include <cmath>
  14. #include <cstddef>
  15. #include <memory>
  16. #include <vector>
  17. namespace Render::GL {
  18. namespace {
  19. const QVector3D kGridLineColor(0.22f, 0.25f, 0.22f);
  20. }
  21. Backend::~Backend() {
  22. shutdownCylinderPipeline();
  23. shutdownFogPipeline();
  24. shutdownGrassPipeline();
  25. shutdownStonePipeline();
  26. shutdownPlantPipeline();
  27. }
  28. void Backend::initialize() {
  29. initializeOpenGLFunctions();
  30. glEnable(GL_DEPTH_TEST);
  31. glDepthFunc(GL_LESS);
  32. glDepthRange(0.0, 1.0);
  33. glDepthMask(GL_TRUE);
  34. glEnable(GL_BLEND);
  35. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  36. m_resources = std::make_unique<ResourceManager>();
  37. if (!m_resources->initialize()) {
  38. qWarning() << "Backend: failed to initialize ResourceManager";
  39. }
  40. m_shaderCache = std::make_unique<ShaderCache>();
  41. m_shaderCache->initializeDefaults();
  42. m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
  43. m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
  44. m_cylinderShader = m_shaderCache->get(QStringLiteral("cylinder_instanced"));
  45. m_fogShader = m_shaderCache->get(QStringLiteral("fog_instanced"));
  46. m_grassShader = m_shaderCache->get(QStringLiteral("grass_instanced"));
  47. m_stoneShader = m_shaderCache->get(QStringLiteral("stone_instanced"));
  48. m_plantShader = m_shaderCache->get(QStringLiteral("plant_instanced"));
  49. m_pineShader = m_shaderCache->get(QStringLiteral("pine_instanced"));
  50. m_groundShader = m_shaderCache->get(QStringLiteral("ground_plane"));
  51. m_terrainShader = m_shaderCache->get(QStringLiteral("terrain_chunk"));
  52. m_archerShader = m_shaderCache->get(QStringLiteral("archer"));
  53. m_knightShader = m_shaderCache->get(QStringLiteral("knight"));
  54. m_spearmanShader = m_shaderCache->get(QStringLiteral("spearman"));
  55. if (!m_basicShader)
  56. qWarning() << "Backend: basic shader missing";
  57. if (!m_gridShader)
  58. qWarning() << "Backend: grid shader missing";
  59. if (!m_cylinderShader)
  60. qWarning() << "Backend: cylinder shader missing";
  61. if (!m_fogShader)
  62. qWarning() << "Backend: fog shader missing";
  63. if (!m_grassShader)
  64. qWarning() << "Backend: grass shader missing";
  65. if (!m_stoneShader)
  66. qWarning() << "Backend: stone shader missing";
  67. if (!m_plantShader)
  68. qWarning()
  69. << "Backend: plant shader missing - check plant_instanced.vert/frag";
  70. if (!m_pineShader)
  71. qWarning()
  72. << "Backend: pine shader missing - check pine_instanced.vert/frag";
  73. if (!m_groundShader)
  74. qWarning() << "Backend: ground_plane shader missing";
  75. if (!m_terrainShader)
  76. qWarning() << "Backend: terrain shader missing";
  77. if (!m_archerShader)
  78. qWarning() << "Backend: archer shader missing";
  79. if (!m_knightShader)
  80. qWarning() << "Backend: knight shader missing";
  81. if (!m_spearmanShader)
  82. qWarning() << "Backend: spearman shader missing";
  83. cacheBasicUniforms();
  84. cacheArcherUniforms();
  85. cacheKnightUniforms();
  86. cacheSpearmanUniforms();
  87. cacheGridUniforms();
  88. cacheCylinderUniforms();
  89. cacheFogUniforms();
  90. cacheGrassUniforms();
  91. cacheStoneUniforms();
  92. cachePlantUniforms();
  93. cachePineUniforms();
  94. cacheGroundUniforms();
  95. cacheTerrainUniforms();
  96. initializeCylinderPipeline();
  97. initializeFogPipeline();
  98. initializeGrassPipeline();
  99. initializeStonePipeline();
  100. initializePlantPipeline();
  101. initializePinePipeline();
  102. }
  103. void Backend::beginFrame() {
  104. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  105. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  106. }
  107. glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2],
  108. m_clearColor[3]);
  109. glClearDepth(1.0);
  110. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  111. glEnable(GL_DEPTH_TEST);
  112. glDepthFunc(GL_LESS);
  113. glDepthMask(GL_TRUE);
  114. if (m_usePersistentBuffers) {
  115. if (m_cylinderPersistentBuffer.isValid()) {
  116. m_cylinderPersistentBuffer.beginFrame();
  117. }
  118. if (m_fogPersistentBuffer.isValid()) {
  119. m_fogPersistentBuffer.beginFrame();
  120. }
  121. }
  122. }
  123. void Backend::setViewport(int w, int h) {
  124. m_viewportWidth = w;
  125. m_viewportHeight = h;
  126. }
  127. void Backend::setClearColor(float r, float g, float b, float a) {
  128. m_clearColor[0] = r;
  129. m_clearColor[1] = g;
  130. m_clearColor[2] = b;
  131. m_clearColor[3] = a;
  132. }
  133. void Backend::execute(const DrawQueue &queue, const Camera &cam) {
  134. if (!m_basicShader)
  135. return;
  136. const QMatrix4x4 viewProj = cam.getProjectionMatrix() * cam.getViewMatrix();
  137. m_lastBoundShader = nullptr;
  138. m_lastBoundTexture = nullptr;
  139. const std::size_t count = queue.size();
  140. std::size_t i = 0;
  141. while (i < count) {
  142. const auto &cmd = queue.getSorted(i);
  143. switch (cmd.index()) {
  144. case CylinderCmdIndex: {
  145. m_cylinderScratch.clear();
  146. do {
  147. const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
  148. CylinderInstanceGpu gpu{};
  149. gpu.start = cy.start;
  150. gpu.end = cy.end;
  151. gpu.radius = cy.radius;
  152. gpu.alpha = cy.alpha;
  153. gpu.color = cy.color;
  154. m_cylinderScratch.emplace_back(gpu);
  155. ++i;
  156. } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
  157. const std::size_t instanceCount = m_cylinderScratch.size();
  158. if (instanceCount > 0 && m_cylinderShader && m_cylinderVao) {
  159. glDepthMask(GL_TRUE);
  160. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  161. glDisable(GL_POLYGON_OFFSET_FILL);
  162. if (m_lastBoundShader != m_cylinderShader) {
  163. m_cylinderShader->use();
  164. m_lastBoundShader = m_cylinderShader;
  165. m_lastBoundTexture = nullptr;
  166. }
  167. if (m_cylinderUniforms.viewProj != Shader::InvalidUniform) {
  168. m_cylinderShader->setUniform(m_cylinderUniforms.viewProj, viewProj);
  169. }
  170. uploadCylinderInstances(instanceCount);
  171. drawCylinders(instanceCount);
  172. }
  173. continue;
  174. }
  175. case FogBatchCmdIndex: {
  176. const auto &batch = std::get<FogBatchCmdIndex>(cmd);
  177. const FogInstanceData *instances = batch.instances;
  178. const std::size_t instanceCount = batch.count;
  179. if (instances && instanceCount > 0 && m_fogShader && m_fogVao) {
  180. m_fogScratch.resize(instanceCount);
  181. for (std::size_t idx = 0; idx < instanceCount; ++idx) {
  182. FogInstanceGpu gpu{};
  183. gpu.center = instances[idx].center;
  184. gpu.size = instances[idx].size;
  185. gpu.color = instances[idx].color;
  186. gpu.alpha = instances[idx].alpha;
  187. m_fogScratch[idx] = gpu;
  188. }
  189. glDepthMask(GL_TRUE);
  190. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  191. glDisable(GL_POLYGON_OFFSET_FILL);
  192. if (m_lastBoundShader != m_fogShader) {
  193. m_fogShader->use();
  194. m_lastBoundShader = m_fogShader;
  195. m_lastBoundTexture = nullptr;
  196. }
  197. if (m_fogUniforms.viewProj != Shader::InvalidUniform) {
  198. m_fogShader->setUniform(m_fogUniforms.viewProj, viewProj);
  199. }
  200. uploadFogInstances(instanceCount);
  201. drawFog(instanceCount);
  202. }
  203. ++i;
  204. continue;
  205. }
  206. case GrassBatchCmdIndex: {
  207. const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
  208. if (!grass.instanceBuffer || grass.instanceCount == 0 || !m_grassShader ||
  209. !m_grassVao || m_grassVertexCount == 0)
  210. break;
  211. DepthMaskScope depthMask(false);
  212. BlendScope blend(true);
  213. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  214. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  215. if (prevCull)
  216. glDisable(GL_CULL_FACE);
  217. if (m_lastBoundShader != m_grassShader) {
  218. m_grassShader->use();
  219. m_lastBoundShader = m_grassShader;
  220. m_lastBoundTexture = nullptr;
  221. }
  222. if (m_grassUniforms.viewProj != Shader::InvalidUniform) {
  223. m_grassShader->setUniform(m_grassUniforms.viewProj, viewProj);
  224. }
  225. if (m_grassUniforms.time != Shader::InvalidUniform) {
  226. m_grassShader->setUniform(m_grassUniforms.time, grass.params.time);
  227. }
  228. if (m_grassUniforms.windStrength != Shader::InvalidUniform) {
  229. m_grassShader->setUniform(m_grassUniforms.windStrength,
  230. grass.params.windStrength);
  231. }
  232. if (m_grassUniforms.windSpeed != Shader::InvalidUniform) {
  233. m_grassShader->setUniform(m_grassUniforms.windSpeed,
  234. grass.params.windSpeed);
  235. }
  236. if (m_grassUniforms.soilColor != Shader::InvalidUniform) {
  237. m_grassShader->setUniform(m_grassUniforms.soilColor,
  238. grass.params.soilColor);
  239. }
  240. if (m_grassUniforms.lightDir != Shader::InvalidUniform) {
  241. QVector3D lightDir = grass.params.lightDirection;
  242. if (!lightDir.isNull())
  243. lightDir.normalize();
  244. m_grassShader->setUniform(m_grassUniforms.lightDir, lightDir);
  245. }
  246. glBindVertexArray(m_grassVao);
  247. grass.instanceBuffer->bind();
  248. const GLsizei stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
  249. glVertexAttribPointer(
  250. 2, 4, GL_FLOAT, GL_FALSE, stride,
  251. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
  252. glVertexAttribPointer(
  253. 3, 4, GL_FLOAT, GL_FALSE, stride,
  254. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
  255. glVertexAttribPointer(
  256. 4, 4, GL_FLOAT, GL_FALSE, stride,
  257. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
  258. grass.instanceBuffer->unbind();
  259. glDrawArraysInstanced(GL_TRIANGLES, 0, m_grassVertexCount,
  260. static_cast<GLsizei>(grass.instanceCount));
  261. glBindVertexArray(0);
  262. if (prevCull)
  263. glEnable(GL_CULL_FACE);
  264. break;
  265. }
  266. case StoneBatchCmdIndex: {
  267. const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
  268. if (!stone.instanceBuffer || stone.instanceCount == 0 || !m_stoneShader ||
  269. !m_stoneVao || m_stoneIndexCount == 0)
  270. break;
  271. DepthMaskScope depthMask(true);
  272. BlendScope blend(false);
  273. if (m_lastBoundShader != m_stoneShader) {
  274. m_stoneShader->use();
  275. m_lastBoundShader = m_stoneShader;
  276. m_lastBoundTexture = nullptr;
  277. }
  278. if (m_stoneUniforms.viewProj != Shader::InvalidUniform) {
  279. m_stoneShader->setUniform(m_stoneUniforms.viewProj, viewProj);
  280. }
  281. if (m_stoneUniforms.lightDirection != Shader::InvalidUniform) {
  282. QVector3D lightDir = stone.params.lightDirection;
  283. if (!lightDir.isNull())
  284. lightDir.normalize();
  285. m_stoneShader->setUniform(m_stoneUniforms.lightDirection, lightDir);
  286. }
  287. glBindVertexArray(m_stoneVao);
  288. stone.instanceBuffer->bind();
  289. const GLsizei stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
  290. glVertexAttribPointer(
  291. 2, 4, GL_FLOAT, GL_FALSE, stride,
  292. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
  293. glVertexAttribPointer(
  294. 3, 4, GL_FLOAT, GL_FALSE, stride,
  295. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
  296. stone.instanceBuffer->unbind();
  297. glDrawElementsInstanced(GL_TRIANGLES, m_stoneIndexCount,
  298. GL_UNSIGNED_SHORT, nullptr,
  299. static_cast<GLsizei>(stone.instanceCount));
  300. glBindVertexArray(0);
  301. break;
  302. }
  303. case PlantBatchCmdIndex: {
  304. const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
  305. if (!plant.instanceBuffer || plant.instanceCount == 0 || !m_plantShader ||
  306. !m_plantVao || m_plantIndexCount == 0) {
  307. break;
  308. }
  309. DepthMaskScope depthMask(false);
  310. glEnable(GL_DEPTH_TEST);
  311. BlendScope blend(true);
  312. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  313. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  314. if (prevCull)
  315. glDisable(GL_CULL_FACE);
  316. if (m_lastBoundShader != m_plantShader) {
  317. m_plantShader->use();
  318. m_lastBoundShader = m_plantShader;
  319. m_lastBoundTexture = nullptr;
  320. }
  321. if (m_plantUniforms.viewProj != Shader::InvalidUniform) {
  322. m_plantShader->setUniform(m_plantUniforms.viewProj, viewProj);
  323. }
  324. if (m_plantUniforms.time != Shader::InvalidUniform) {
  325. m_plantShader->setUniform(m_plantUniforms.time, plant.params.time);
  326. }
  327. if (m_plantUniforms.windStrength != Shader::InvalidUniform) {
  328. m_plantShader->setUniform(m_plantUniforms.windStrength,
  329. plant.params.windStrength);
  330. }
  331. if (m_plantUniforms.windSpeed != Shader::InvalidUniform) {
  332. m_plantShader->setUniform(m_plantUniforms.windSpeed,
  333. plant.params.windSpeed);
  334. }
  335. if (m_plantUniforms.lightDirection != Shader::InvalidUniform) {
  336. QVector3D lightDir = plant.params.lightDirection;
  337. if (!lightDir.isNull())
  338. lightDir.normalize();
  339. m_plantShader->setUniform(m_plantUniforms.lightDirection, lightDir);
  340. }
  341. glBindVertexArray(m_plantVao);
  342. plant.instanceBuffer->bind();
  343. const GLsizei stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
  344. glVertexAttribPointer(
  345. 3, 4, GL_FLOAT, GL_FALSE, stride,
  346. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
  347. glVertexAttribPointer(
  348. 4, 4, GL_FLOAT, GL_FALSE, stride,
  349. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
  350. glVertexAttribPointer(
  351. 5, 4, GL_FLOAT, GL_FALSE, stride,
  352. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
  353. plant.instanceBuffer->unbind();
  354. glDrawElementsInstanced(GL_TRIANGLES, m_plantIndexCount,
  355. GL_UNSIGNED_SHORT, nullptr,
  356. static_cast<GLsizei>(plant.instanceCount));
  357. glBindVertexArray(0);
  358. if (prevCull)
  359. glEnable(GL_CULL_FACE);
  360. break;
  361. }
  362. case PineBatchCmdIndex: {
  363. const auto &pine = std::get<PineBatchCmdIndex>(cmd);
  364. if (!pine.instanceBuffer || pine.instanceCount == 0 || !m_pineShader ||
  365. !m_pineVao || m_pineIndexCount == 0) {
  366. break;
  367. }
  368. DepthMaskScope depthMask(true);
  369. glEnable(GL_DEPTH_TEST);
  370. BlendScope blend(true);
  371. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  372. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  373. if (prevCull)
  374. glDisable(GL_CULL_FACE);
  375. if (m_lastBoundShader != m_pineShader) {
  376. m_pineShader->use();
  377. m_lastBoundShader = m_pineShader;
  378. m_lastBoundTexture = nullptr;
  379. }
  380. if (m_pineUniforms.viewProj != Shader::InvalidUniform) {
  381. m_pineShader->setUniform(m_pineUniforms.viewProj, viewProj);
  382. }
  383. if (m_pineUniforms.time != Shader::InvalidUniform) {
  384. m_pineShader->setUniform(m_pineUniforms.time, pine.params.time);
  385. }
  386. if (m_pineUniforms.windStrength != Shader::InvalidUniform) {
  387. m_pineShader->setUniform(m_pineUniforms.windStrength,
  388. pine.params.windStrength);
  389. }
  390. if (m_pineUniforms.windSpeed != Shader::InvalidUniform) {
  391. m_pineShader->setUniform(m_pineUniforms.windSpeed,
  392. pine.params.windSpeed);
  393. }
  394. if (m_pineUniforms.lightDirection != Shader::InvalidUniform) {
  395. QVector3D lightDir = pine.params.lightDirection;
  396. if (!lightDir.isNull())
  397. lightDir.normalize();
  398. m_pineShader->setUniform(m_pineUniforms.lightDirection, lightDir);
  399. }
  400. glBindVertexArray(m_pineVao);
  401. pine.instanceBuffer->bind();
  402. const GLsizei stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
  403. glVertexAttribPointer(
  404. 3, 4, GL_FLOAT, GL_FALSE, stride,
  405. reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
  406. glVertexAttribPointer(
  407. 4, 4, GL_FLOAT, GL_FALSE, stride,
  408. reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
  409. glVertexAttribPointer(
  410. 5, 4, GL_FLOAT, GL_FALSE, stride,
  411. reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
  412. pine.instanceBuffer->unbind();
  413. glDrawElementsInstanced(GL_TRIANGLES, m_pineIndexCount, GL_UNSIGNED_SHORT,
  414. nullptr,
  415. static_cast<GLsizei>(pine.instanceCount));
  416. glBindVertexArray(0);
  417. if (prevCull)
  418. glEnable(GL_CULL_FACE);
  419. break;
  420. }
  421. case TerrainChunkCmdIndex: {
  422. const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
  423. Shader *activeShader =
  424. terrain.params.isGroundPlane ? m_groundShader : m_terrainShader;
  425. if (!terrain.mesh || !activeShader)
  426. break;
  427. if (m_lastBoundShader != activeShader) {
  428. activeShader->use();
  429. m_lastBoundShader = activeShader;
  430. m_lastBoundTexture = nullptr;
  431. }
  432. const QMatrix4x4 mvp = viewProj * terrain.model;
  433. if (terrain.params.isGroundPlane) {
  434. if (m_groundUniforms.mvp != Shader::InvalidUniform)
  435. activeShader->setUniform(m_groundUniforms.mvp, mvp);
  436. if (m_groundUniforms.model != Shader::InvalidUniform)
  437. activeShader->setUniform(m_groundUniforms.model, terrain.model);
  438. if (m_groundUniforms.grassPrimary != Shader::InvalidUniform)
  439. activeShader->setUniform(m_groundUniforms.grassPrimary,
  440. terrain.params.grassPrimary);
  441. if (m_groundUniforms.grassSecondary != Shader::InvalidUniform)
  442. activeShader->setUniform(m_groundUniforms.grassSecondary,
  443. terrain.params.grassSecondary);
  444. if (m_groundUniforms.grassDry != Shader::InvalidUniform)
  445. activeShader->setUniform(m_groundUniforms.grassDry,
  446. terrain.params.grassDry);
  447. if (m_groundUniforms.soilColor != Shader::InvalidUniform)
  448. activeShader->setUniform(m_groundUniforms.soilColor,
  449. terrain.params.soilColor);
  450. if (m_groundUniforms.tint != Shader::InvalidUniform)
  451. activeShader->setUniform(m_groundUniforms.tint, terrain.params.tint);
  452. if (m_groundUniforms.noiseOffset != Shader::InvalidUniform)
  453. activeShader->setUniform(m_groundUniforms.noiseOffset,
  454. terrain.params.noiseOffset);
  455. if (m_groundUniforms.tileSize != Shader::InvalidUniform)
  456. activeShader->setUniform(m_groundUniforms.tileSize,
  457. terrain.params.tileSize);
  458. if (m_groundUniforms.macroNoiseScale != Shader::InvalidUniform)
  459. activeShader->setUniform(m_groundUniforms.macroNoiseScale,
  460. terrain.params.macroNoiseScale);
  461. if (m_groundUniforms.detailNoiseScale != Shader::InvalidUniform)
  462. activeShader->setUniform(m_groundUniforms.detailNoiseScale,
  463. terrain.params.detailNoiseScale);
  464. if (m_groundUniforms.soilBlendHeight != Shader::InvalidUniform)
  465. activeShader->setUniform(m_groundUniforms.soilBlendHeight,
  466. terrain.params.soilBlendHeight);
  467. if (m_groundUniforms.soilBlendSharpness != Shader::InvalidUniform)
  468. activeShader->setUniform(m_groundUniforms.soilBlendSharpness,
  469. terrain.params.soilBlendSharpness);
  470. if (m_groundUniforms.ambientBoost != Shader::InvalidUniform)
  471. activeShader->setUniform(m_groundUniforms.ambientBoost,
  472. terrain.params.ambientBoost);
  473. if (m_groundUniforms.lightDir != Shader::InvalidUniform) {
  474. QVector3D lightDir = terrain.params.lightDirection;
  475. if (!lightDir.isNull())
  476. lightDir.normalize();
  477. activeShader->setUniform(m_groundUniforms.lightDir, lightDir);
  478. }
  479. } else {
  480. if (m_terrainUniforms.mvp != Shader::InvalidUniform)
  481. activeShader->setUniform(m_terrainUniforms.mvp, mvp);
  482. if (m_terrainUniforms.model != Shader::InvalidUniform)
  483. activeShader->setUniform(m_terrainUniforms.model, terrain.model);
  484. if (m_terrainUniforms.grassPrimary != Shader::InvalidUniform)
  485. activeShader->setUniform(m_terrainUniforms.grassPrimary,
  486. terrain.params.grassPrimary);
  487. if (m_terrainUniforms.grassSecondary != Shader::InvalidUniform)
  488. activeShader->setUniform(m_terrainUniforms.grassSecondary,
  489. terrain.params.grassSecondary);
  490. if (m_terrainUniforms.grassDry != Shader::InvalidUniform)
  491. activeShader->setUniform(m_terrainUniforms.grassDry,
  492. terrain.params.grassDry);
  493. if (m_terrainUniforms.soilColor != Shader::InvalidUniform)
  494. activeShader->setUniform(m_terrainUniforms.soilColor,
  495. terrain.params.soilColor);
  496. if (m_terrainUniforms.rockLow != Shader::InvalidUniform)
  497. activeShader->setUniform(m_terrainUniforms.rockLow,
  498. terrain.params.rockLow);
  499. if (m_terrainUniforms.rockHigh != Shader::InvalidUniform)
  500. activeShader->setUniform(m_terrainUniforms.rockHigh,
  501. terrain.params.rockHigh);
  502. if (m_terrainUniforms.tint != Shader::InvalidUniform)
  503. activeShader->setUniform(m_terrainUniforms.tint, terrain.params.tint);
  504. if (m_terrainUniforms.noiseOffset != Shader::InvalidUniform)
  505. activeShader->setUniform(m_terrainUniforms.noiseOffset,
  506. terrain.params.noiseOffset);
  507. if (m_terrainUniforms.tileSize != Shader::InvalidUniform)
  508. activeShader->setUniform(m_terrainUniforms.tileSize,
  509. terrain.params.tileSize);
  510. if (m_terrainUniforms.macroNoiseScale != Shader::InvalidUniform)
  511. activeShader->setUniform(m_terrainUniforms.macroNoiseScale,
  512. terrain.params.macroNoiseScale);
  513. if (m_terrainUniforms.detailNoiseScale != Shader::InvalidUniform)
  514. activeShader->setUniform(m_terrainUniforms.detailNoiseScale,
  515. terrain.params.detailNoiseScale);
  516. if (m_terrainUniforms.slopeRockThreshold != Shader::InvalidUniform)
  517. activeShader->setUniform(m_terrainUniforms.slopeRockThreshold,
  518. terrain.params.slopeRockThreshold);
  519. if (m_terrainUniforms.slopeRockSharpness != Shader::InvalidUniform)
  520. activeShader->setUniform(m_terrainUniforms.slopeRockSharpness,
  521. terrain.params.slopeRockSharpness);
  522. if (m_terrainUniforms.soilBlendHeight != Shader::InvalidUniform)
  523. activeShader->setUniform(m_terrainUniforms.soilBlendHeight,
  524. terrain.params.soilBlendHeight);
  525. if (m_terrainUniforms.soilBlendSharpness != Shader::InvalidUniform)
  526. activeShader->setUniform(m_terrainUniforms.soilBlendSharpness,
  527. terrain.params.soilBlendSharpness);
  528. if (m_terrainUniforms.heightNoiseStrength != Shader::InvalidUniform)
  529. activeShader->setUniform(m_terrainUniforms.heightNoiseStrength,
  530. terrain.params.heightNoiseStrength);
  531. if (m_terrainUniforms.heightNoiseFrequency != Shader::InvalidUniform)
  532. activeShader->setUniform(m_terrainUniforms.heightNoiseFrequency,
  533. terrain.params.heightNoiseFrequency);
  534. if (m_terrainUniforms.ambientBoost != Shader::InvalidUniform)
  535. activeShader->setUniform(m_terrainUniforms.ambientBoost,
  536. terrain.params.ambientBoost);
  537. if (m_terrainUniforms.rockDetailStrength != Shader::InvalidUniform)
  538. activeShader->setUniform(m_terrainUniforms.rockDetailStrength,
  539. terrain.params.rockDetailStrength);
  540. if (m_terrainUniforms.lightDir != Shader::InvalidUniform) {
  541. QVector3D lightDir = terrain.params.lightDirection;
  542. if (!lightDir.isNull())
  543. lightDir.normalize();
  544. activeShader->setUniform(m_terrainUniforms.lightDir, lightDir);
  545. }
  546. }
  547. DepthMaskScope depthMask(terrain.depthWrite);
  548. std::unique_ptr<PolygonOffsetScope> polyScope;
  549. if (terrain.depthBias != 0.0f)
  550. polyScope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
  551. terrain.depthBias);
  552. terrain.mesh->draw();
  553. break;
  554. }
  555. case MeshCmdIndex: {
  556. const auto &it = std::get<MeshCmdIndex>(cmd);
  557. if (!it.mesh)
  558. break;
  559. glDepthMask(GL_TRUE);
  560. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  561. glDisable(GL_POLYGON_OFFSET_FILL);
  562. Shader *activeShader = it.shader ? it.shader : m_basicShader;
  563. if (!activeShader)
  564. break;
  565. BasicUniforms *uniforms = &m_basicUniforms;
  566. if (activeShader == m_archerShader)
  567. uniforms = &m_archerUniforms;
  568. else if (activeShader == m_knightShader)
  569. uniforms = &m_knightUniforms;
  570. else if (activeShader == m_spearmanShader)
  571. uniforms = &m_spearmanUniforms;
  572. if (m_lastBoundShader != activeShader) {
  573. activeShader->use();
  574. m_lastBoundShader = activeShader;
  575. }
  576. activeShader->setUniform(uniforms->mvp, it.mvp);
  577. activeShader->setUniform(uniforms->model, it.model);
  578. Texture *texToUse = it.texture
  579. ? it.texture
  580. : (m_resources ? m_resources->white() : nullptr);
  581. if (texToUse && texToUse != m_lastBoundTexture) {
  582. texToUse->bind(0);
  583. m_lastBoundTexture = texToUse;
  584. activeShader->setUniform(uniforms->texture, 0);
  585. }
  586. activeShader->setUniform(uniforms->useTexture, it.texture != nullptr);
  587. activeShader->setUniform(uniforms->color, it.color);
  588. activeShader->setUniform(uniforms->alpha, it.alpha);
  589. it.mesh->draw();
  590. break;
  591. }
  592. case GridCmdIndex: {
  593. if (!m_gridShader)
  594. break;
  595. const auto &gc = std::get<GridCmdIndex>(cmd);
  596. if (m_lastBoundShader != m_gridShader) {
  597. m_gridShader->use();
  598. m_lastBoundShader = m_gridShader;
  599. }
  600. m_gridShader->setUniform(m_gridUniforms.mvp, gc.mvp);
  601. m_gridShader->setUniform(m_gridUniforms.model, gc.model);
  602. m_gridShader->setUniform(m_gridUniforms.gridColor, gc.color);
  603. m_gridShader->setUniform(m_gridUniforms.lineColor, kGridLineColor);
  604. m_gridShader->setUniform(m_gridUniforms.cellSize, gc.cellSize);
  605. m_gridShader->setUniform(m_gridUniforms.thickness, gc.thickness);
  606. if (m_resources) {
  607. if (auto *plane = m_resources->ground())
  608. plane->draw();
  609. }
  610. break;
  611. }
  612. case SelectionRingCmdIndex: {
  613. const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
  614. Mesh *ring = Render::Geom::SelectionRing::get();
  615. if (!ring)
  616. break;
  617. if (m_lastBoundShader != m_basicShader) {
  618. m_basicShader->use();
  619. m_lastBoundShader = m_basicShader;
  620. }
  621. m_basicShader->use();
  622. m_basicShader->setUniform(m_basicUniforms.useTexture, false);
  623. m_basicShader->setUniform(m_basicUniforms.color, sc.color);
  624. DepthMaskScope depthMask(false);
  625. DepthTestScope depthTest(true);
  626. PolygonOffsetScope poly(-1.0f, -1.0f);
  627. BlendScope blend(true);
  628. {
  629. QMatrix4x4 m = sc.model;
  630. m.scale(1.08f, 1.0f, 1.08f);
  631. const QMatrix4x4 mvp = viewProj * m;
  632. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  633. m_basicShader->setUniform(m_basicUniforms.model, m);
  634. m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaOuter);
  635. ring->draw();
  636. }
  637. {
  638. const QMatrix4x4 mvp = viewProj * sc.model;
  639. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  640. m_basicShader->setUniform(m_basicUniforms.model, sc.model);
  641. m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaInner);
  642. ring->draw();
  643. }
  644. break;
  645. }
  646. case SelectionSmokeCmdIndex: {
  647. const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
  648. Mesh *disc = Render::Geom::SelectionDisc::get();
  649. if (!disc)
  650. break;
  651. if (m_lastBoundShader != m_basicShader) {
  652. m_basicShader->use();
  653. m_lastBoundShader = m_basicShader;
  654. }
  655. m_basicShader->setUniform(m_basicUniforms.useTexture, false);
  656. m_basicShader->setUniform(m_basicUniforms.color, sm.color);
  657. DepthMaskScope depthMask(false);
  658. DepthTestScope depthTest(true);
  659. PolygonOffsetScope poly(-1.0f, -1.0f);
  660. BlendScope blend(true);
  661. for (int i = 0; i < 7; ++i) {
  662. float scale = 1.35f + 0.12f * i;
  663. float a = sm.baseAlpha * (1.0f - 0.09f * i);
  664. QMatrix4x4 m = sm.model;
  665. m.translate(0.0f, 0.02f, 0.0f);
  666. m.scale(scale, 1.0f, scale);
  667. const QMatrix4x4 mvp = viewProj * m;
  668. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  669. m_basicShader->setUniform(m_basicUniforms.model, m);
  670. m_basicShader->setUniform(m_basicUniforms.alpha, a);
  671. disc->draw();
  672. }
  673. break;
  674. }
  675. default:
  676. break;
  677. }
  678. ++i;
  679. }
  680. if (m_lastBoundShader) {
  681. m_lastBoundShader->release();
  682. m_lastBoundShader = nullptr;
  683. }
  684. }
  685. void Backend::cacheBasicUniforms() {
  686. if (!m_basicShader)
  687. return;
  688. m_basicUniforms.mvp = m_basicShader->uniformHandle("u_mvp");
  689. m_basicUniforms.model = m_basicShader->uniformHandle("u_model");
  690. m_basicUniforms.texture = m_basicShader->uniformHandle("u_texture");
  691. m_basicUniforms.useTexture = m_basicShader->uniformHandle("u_useTexture");
  692. m_basicUniforms.color = m_basicShader->uniformHandle("u_color");
  693. m_basicUniforms.alpha = m_basicShader->uniformHandle("u_alpha");
  694. }
  695. void Backend::cacheArcherUniforms() {
  696. if (!m_archerShader)
  697. return;
  698. m_archerUniforms.mvp = m_archerShader->uniformHandle("u_mvp");
  699. m_archerUniforms.model = m_archerShader->uniformHandle("u_model");
  700. m_archerUniforms.texture = m_archerShader->uniformHandle("u_texture");
  701. m_archerUniforms.useTexture = m_archerShader->uniformHandle("u_useTexture");
  702. m_archerUniforms.color = m_archerShader->uniformHandle("u_color");
  703. m_archerUniforms.alpha = m_archerShader->uniformHandle("u_alpha");
  704. }
  705. void Backend::cacheKnightUniforms() {
  706. if (!m_knightShader)
  707. return;
  708. m_knightUniforms.mvp = m_knightShader->uniformHandle("u_mvp");
  709. m_knightUniforms.model = m_knightShader->uniformHandle("u_model");
  710. m_knightUniforms.texture = m_knightShader->uniformHandle("u_texture");
  711. m_knightUniforms.useTexture = m_knightShader->uniformHandle("u_useTexture");
  712. m_knightUniforms.color = m_knightShader->uniformHandle("u_color");
  713. m_knightUniforms.alpha = m_knightShader->uniformHandle("u_alpha");
  714. }
  715. void Backend::cacheSpearmanUniforms() {
  716. if (!m_spearmanShader)
  717. return;
  718. m_spearmanUniforms.mvp = m_spearmanShader->uniformHandle("u_mvp");
  719. m_spearmanUniforms.model = m_spearmanShader->uniformHandle("u_model");
  720. m_spearmanUniforms.texture = m_spearmanShader->uniformHandle("u_texture");
  721. m_spearmanUniforms.useTexture =
  722. m_spearmanShader->uniformHandle("u_useTexture");
  723. m_spearmanUniforms.color = m_spearmanShader->uniformHandle("u_color");
  724. m_spearmanUniforms.alpha = m_spearmanShader->uniformHandle("u_alpha");
  725. }
  726. void Backend::cacheGridUniforms() {
  727. if (!m_gridShader)
  728. return;
  729. m_gridUniforms.mvp = m_gridShader->uniformHandle("u_mvp");
  730. m_gridUniforms.model = m_gridShader->uniformHandle("u_model");
  731. m_gridUniforms.gridColor = m_gridShader->uniformHandle("u_gridColor");
  732. m_gridUniforms.lineColor = m_gridShader->uniformHandle("u_lineColor");
  733. m_gridUniforms.cellSize = m_gridShader->uniformHandle("u_cellSize");
  734. m_gridUniforms.thickness = m_gridShader->uniformHandle("u_thickness");
  735. }
  736. void Backend::cacheCylinderUniforms() {
  737. if (!m_cylinderShader)
  738. return;
  739. m_cylinderUniforms.viewProj = m_cylinderShader->uniformHandle("u_viewProj");
  740. }
  741. void Backend::cacheFogUniforms() {
  742. if (!m_fogShader)
  743. return;
  744. m_fogUniforms.viewProj = m_fogShader->uniformHandle("u_viewProj");
  745. }
  746. void Backend::initializeCylinderPipeline() {
  747. initializeOpenGLFunctions();
  748. shutdownCylinderPipeline();
  749. Mesh *unit = getUnitCylinder();
  750. if (!unit)
  751. return;
  752. const auto &vertices = unit->getVertices();
  753. const auto &indices = unit->getIndices();
  754. if (vertices.empty() || indices.empty())
  755. return;
  756. glGenVertexArrays(1, &m_cylinderVao);
  757. glBindVertexArray(m_cylinderVao);
  758. glGenBuffers(1, &m_cylinderVertexBuffer);
  759. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderVertexBuffer);
  760. glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
  761. vertices.data(), GL_STATIC_DRAW);
  762. glGenBuffers(1, &m_cylinderIndexBuffer);
  763. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinderIndexBuffer);
  764. glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
  765. indices.data(), GL_STATIC_DRAW);
  766. m_cylinderIndexCount = static_cast<GLsizei>(indices.size());
  767. glEnableVertexAttribArray(0);
  768. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  769. reinterpret_cast<void *>(offsetof(Vertex, position)));
  770. glEnableVertexAttribArray(1);
  771. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  772. reinterpret_cast<void *>(offsetof(Vertex, normal)));
  773. glEnableVertexAttribArray(2);
  774. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  775. reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
  776. const std::size_t persistentCapacity = 10000;
  777. if (m_cylinderPersistentBuffer.initialize(persistentCapacity, 3)) {
  778. m_usePersistentBuffers = true;
  779. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
  780. } else {
  781. m_usePersistentBuffers = false;
  782. glGenBuffers(1, &m_cylinderInstanceBuffer);
  783. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
  784. m_cylinderInstanceCapacity = 256;
  785. glBufferData(GL_ARRAY_BUFFER,
  786. m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
  787. nullptr, GL_DYNAMIC_DRAW);
  788. }
  789. const GLsizei stride = static_cast<GLsizei>(sizeof(CylinderInstanceGpu));
  790. glEnableVertexAttribArray(3);
  791. glVertexAttribPointer(
  792. 3, 3, GL_FLOAT, GL_FALSE, stride,
  793. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, start)));
  794. glVertexAttribDivisor(3, 1);
  795. glEnableVertexAttribArray(4);
  796. glVertexAttribPointer(
  797. 4, 3, GL_FLOAT, GL_FALSE, stride,
  798. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, end)));
  799. glVertexAttribDivisor(4, 1);
  800. glEnableVertexAttribArray(5);
  801. glVertexAttribPointer(
  802. 5, 1, GL_FLOAT, GL_FALSE, stride,
  803. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, radius)));
  804. glVertexAttribDivisor(5, 1);
  805. glEnableVertexAttribArray(6);
  806. glVertexAttribPointer(
  807. 6, 1, GL_FLOAT, GL_FALSE, stride,
  808. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, alpha)));
  809. glVertexAttribDivisor(6, 1);
  810. glEnableVertexAttribArray(7);
  811. glVertexAttribPointer(
  812. 7, 3, GL_FLOAT, GL_FALSE, stride,
  813. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, color)));
  814. glVertexAttribDivisor(7, 1);
  815. glBindVertexArray(0);
  816. glBindBuffer(GL_ARRAY_BUFFER, 0);
  817. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  818. m_cylinderScratch.reserve(
  819. m_usePersistentBuffers ? persistentCapacity : m_cylinderInstanceCapacity);
  820. }
  821. void Backend::shutdownCylinderPipeline() {
  822. initializeOpenGLFunctions();
  823. m_cylinderPersistentBuffer.destroy();
  824. if (m_cylinderInstanceBuffer) {
  825. glDeleteBuffers(1, &m_cylinderInstanceBuffer);
  826. m_cylinderInstanceBuffer = 0;
  827. }
  828. if (m_cylinderVertexBuffer) {
  829. glDeleteBuffers(1, &m_cylinderVertexBuffer);
  830. m_cylinderVertexBuffer = 0;
  831. }
  832. if (m_cylinderIndexBuffer) {
  833. glDeleteBuffers(1, &m_cylinderIndexBuffer);
  834. m_cylinderIndexBuffer = 0;
  835. }
  836. if (m_cylinderVao) {
  837. glDeleteVertexArrays(1, &m_cylinderVao);
  838. m_cylinderVao = 0;
  839. }
  840. m_cylinderIndexCount = 0;
  841. m_cylinderInstanceCapacity = 0;
  842. m_cylinderScratch.clear();
  843. }
  844. void Backend::uploadCylinderInstances(std::size_t count) {
  845. if (count == 0)
  846. return;
  847. initializeOpenGLFunctions();
  848. if (m_usePersistentBuffers && m_cylinderPersistentBuffer.isValid()) {
  849. if (count > m_cylinderPersistentBuffer.capacity()) {
  850. count = m_cylinderPersistentBuffer.capacity();
  851. }
  852. m_cylinderPersistentBuffer.write(m_cylinderScratch.data(), count);
  853. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
  854. glBindBuffer(GL_ARRAY_BUFFER, 0);
  855. return;
  856. }
  857. if (!m_cylinderInstanceBuffer)
  858. return;
  859. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
  860. if (count > m_cylinderInstanceCapacity) {
  861. m_cylinderInstanceCapacity = std::max<std::size_t>(
  862. count,
  863. m_cylinderInstanceCapacity ? m_cylinderInstanceCapacity * 2 : count);
  864. glBufferData(GL_ARRAY_BUFFER,
  865. m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
  866. nullptr, GL_DYNAMIC_DRAW);
  867. m_cylinderScratch.reserve(m_cylinderInstanceCapacity);
  868. }
  869. glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(CylinderInstanceGpu),
  870. m_cylinderScratch.data());
  871. glBindBuffer(GL_ARRAY_BUFFER, 0);
  872. }
  873. void Backend::drawCylinders(std::size_t count) {
  874. if (!m_cylinderVao || m_cylinderIndexCount == 0 || count == 0)
  875. return;
  876. initializeOpenGLFunctions();
  877. glBindVertexArray(m_cylinderVao);
  878. glDrawElementsInstanced(GL_TRIANGLES, m_cylinderIndexCount, GL_UNSIGNED_INT,
  879. nullptr, static_cast<GLsizei>(count));
  880. glBindVertexArray(0);
  881. }
  882. void Backend::initializeFogPipeline() {
  883. initializeOpenGLFunctions();
  884. shutdownFogPipeline();
  885. const Vertex vertices[4] = {
  886. {{-0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
  887. {{0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
  888. {{-0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
  889. {{0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
  890. };
  891. const unsigned int indices[6] = {0, 1, 2, 2, 1, 3};
  892. glGenVertexArrays(1, &m_fogVao);
  893. glBindVertexArray(m_fogVao);
  894. glGenBuffers(1, &m_fogVertexBuffer);
  895. glBindBuffer(GL_ARRAY_BUFFER, m_fogVertexBuffer);
  896. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  897. glGenBuffers(1, &m_fogIndexBuffer);
  898. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_fogIndexBuffer);
  899. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
  900. GL_STATIC_DRAW);
  901. m_fogIndexCount = 6;
  902. glEnableVertexAttribArray(0);
  903. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  904. reinterpret_cast<void *>(offsetof(Vertex, position)));
  905. glEnableVertexAttribArray(1);
  906. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  907. reinterpret_cast<void *>(offsetof(Vertex, normal)));
  908. glEnableVertexAttribArray(2);
  909. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  910. reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
  911. glGenBuffers(1, &m_fogInstanceBuffer);
  912. glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
  913. m_fogInstanceCapacity = 512;
  914. glBufferData(GL_ARRAY_BUFFER, m_fogInstanceCapacity * sizeof(FogInstanceGpu),
  915. nullptr, GL_DYNAMIC_DRAW);
  916. const GLsizei stride = static_cast<GLsizei>(sizeof(FogInstanceGpu));
  917. glEnableVertexAttribArray(3);
  918. glVertexAttribPointer(
  919. 3, 3, GL_FLOAT, GL_FALSE, stride,
  920. reinterpret_cast<void *>(offsetof(FogInstanceGpu, center)));
  921. glVertexAttribDivisor(3, 1);
  922. glEnableVertexAttribArray(4);
  923. glVertexAttribPointer(
  924. 4, 1, GL_FLOAT, GL_FALSE, stride,
  925. reinterpret_cast<void *>(offsetof(FogInstanceGpu, size)));
  926. glVertexAttribDivisor(4, 1);
  927. glEnableVertexAttribArray(5);
  928. glVertexAttribPointer(
  929. 5, 3, GL_FLOAT, GL_FALSE, stride,
  930. reinterpret_cast<void *>(offsetof(FogInstanceGpu, color)));
  931. glVertexAttribDivisor(5, 1);
  932. glEnableVertexAttribArray(6);
  933. glVertexAttribPointer(
  934. 6, 1, GL_FLOAT, GL_FALSE, stride,
  935. reinterpret_cast<void *>(offsetof(FogInstanceGpu, alpha)));
  936. glVertexAttribDivisor(6, 1);
  937. glBindVertexArray(0);
  938. glBindBuffer(GL_ARRAY_BUFFER, 0);
  939. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  940. m_fogScratch.reserve(m_fogInstanceCapacity);
  941. }
  942. void Backend::shutdownFogPipeline() {
  943. initializeOpenGLFunctions();
  944. if (m_fogInstanceBuffer) {
  945. glDeleteBuffers(1, &m_fogInstanceBuffer);
  946. m_fogInstanceBuffer = 0;
  947. }
  948. if (m_fogVertexBuffer) {
  949. glDeleteBuffers(1, &m_fogVertexBuffer);
  950. m_fogVertexBuffer = 0;
  951. }
  952. if (m_fogIndexBuffer) {
  953. glDeleteBuffers(1, &m_fogIndexBuffer);
  954. m_fogIndexBuffer = 0;
  955. }
  956. if (m_fogVao) {
  957. glDeleteVertexArrays(1, &m_fogVao);
  958. m_fogVao = 0;
  959. }
  960. m_fogIndexCount = 0;
  961. m_fogInstanceCapacity = 0;
  962. m_fogScratch.clear();
  963. }
  964. void Backend::uploadFogInstances(std::size_t count) {
  965. if (!m_fogInstanceBuffer || count == 0)
  966. return;
  967. initializeOpenGLFunctions();
  968. glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
  969. if (count > m_fogInstanceCapacity) {
  970. m_fogInstanceCapacity = std::max<std::size_t>(
  971. count, m_fogInstanceCapacity ? m_fogInstanceCapacity * 2 : count);
  972. glBufferData(GL_ARRAY_BUFFER,
  973. m_fogInstanceCapacity * sizeof(FogInstanceGpu), nullptr,
  974. GL_DYNAMIC_DRAW);
  975. m_fogScratch.reserve(m_fogInstanceCapacity);
  976. }
  977. glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(FogInstanceGpu),
  978. m_fogScratch.data());
  979. glBindBuffer(GL_ARRAY_BUFFER, 0);
  980. }
  981. void Backend::drawFog(std::size_t count) {
  982. if (!m_fogVao || m_fogIndexCount == 0 || count == 0)
  983. return;
  984. initializeOpenGLFunctions();
  985. glBindVertexArray(m_fogVao);
  986. glDrawElementsInstanced(GL_TRIANGLES, m_fogIndexCount, GL_UNSIGNED_INT,
  987. nullptr, static_cast<GLsizei>(count));
  988. glBindVertexArray(0);
  989. }
  990. void Backend::cacheGrassUniforms() {
  991. if (!m_grassShader)
  992. return;
  993. m_grassUniforms.viewProj = m_grassShader->uniformHandle("u_viewProj");
  994. m_grassUniforms.time = m_grassShader->uniformHandle("u_time");
  995. m_grassUniforms.windStrength = m_grassShader->uniformHandle("u_windStrength");
  996. m_grassUniforms.windSpeed = m_grassShader->uniformHandle("u_windSpeed");
  997. m_grassUniforms.soilColor = m_grassShader->uniformHandle("u_soilColor");
  998. m_grassUniforms.lightDir = m_grassShader->uniformHandle("u_lightDir");
  999. }
  1000. void Backend::cacheGroundUniforms() {
  1001. if (!m_groundShader)
  1002. return;
  1003. m_groundUniforms.mvp = m_groundShader->uniformHandle("u_mvp");
  1004. m_groundUniforms.model = m_groundShader->uniformHandle("u_model");
  1005. m_groundUniforms.grassPrimary =
  1006. m_groundShader->uniformHandle("u_grassPrimary");
  1007. m_groundUniforms.grassSecondary =
  1008. m_groundShader->uniformHandle("u_grassSecondary");
  1009. m_groundUniforms.grassDry = m_groundShader->uniformHandle("u_grassDry");
  1010. m_groundUniforms.soilColor = m_groundShader->uniformHandle("u_soilColor");
  1011. m_groundUniforms.tint = m_groundShader->uniformHandle("u_tint");
  1012. m_groundUniforms.noiseOffset = m_groundShader->uniformHandle("u_noiseOffset");
  1013. m_groundUniforms.tileSize = m_groundShader->uniformHandle("u_tileSize");
  1014. m_groundUniforms.macroNoiseScale =
  1015. m_groundShader->uniformHandle("u_macroNoiseScale");
  1016. m_groundUniforms.detailNoiseScale =
  1017. m_groundShader->uniformHandle("u_detailNoiseScale");
  1018. m_groundUniforms.soilBlendHeight =
  1019. m_groundShader->uniformHandle("u_soilBlendHeight");
  1020. m_groundUniforms.soilBlendSharpness =
  1021. m_groundShader->uniformHandle("u_soilBlendSharpness");
  1022. m_groundUniforms.ambientBoost =
  1023. m_groundShader->uniformHandle("u_ambientBoost");
  1024. m_groundUniforms.lightDir = m_groundShader->uniformHandle("u_lightDir");
  1025. }
  1026. void Backend::cacheTerrainUniforms() {
  1027. if (!m_terrainShader)
  1028. return;
  1029. m_terrainUniforms.mvp = m_terrainShader->uniformHandle("u_mvp");
  1030. m_terrainUniforms.model = m_terrainShader->uniformHandle("u_model");
  1031. m_terrainUniforms.grassPrimary =
  1032. m_terrainShader->uniformHandle("u_grassPrimary");
  1033. m_terrainUniforms.grassSecondary =
  1034. m_terrainShader->uniformHandle("u_grassSecondary");
  1035. m_terrainUniforms.grassDry = m_terrainShader->uniformHandle("u_grassDry");
  1036. m_terrainUniforms.soilColor = m_terrainShader->uniformHandle("u_soilColor");
  1037. m_terrainUniforms.rockLow = m_terrainShader->uniformHandle("u_rockLow");
  1038. m_terrainUniforms.rockHigh = m_terrainShader->uniformHandle("u_rockHigh");
  1039. m_terrainUniforms.tint = m_terrainShader->uniformHandle("u_tint");
  1040. m_terrainUniforms.noiseOffset =
  1041. m_terrainShader->uniformHandle("u_noiseOffset");
  1042. m_terrainUniforms.tileSize = m_terrainShader->uniformHandle("u_tileSize");
  1043. m_terrainUniforms.macroNoiseScale =
  1044. m_terrainShader->uniformHandle("u_macroNoiseScale");
  1045. m_terrainUniforms.detailNoiseScale =
  1046. m_terrainShader->uniformHandle("u_detailNoiseScale");
  1047. m_terrainUniforms.slopeRockThreshold =
  1048. m_terrainShader->uniformHandle("u_slopeRockThreshold");
  1049. m_terrainUniforms.slopeRockSharpness =
  1050. m_terrainShader->uniformHandle("u_slopeRockSharpness");
  1051. m_terrainUniforms.soilBlendHeight =
  1052. m_terrainShader->uniformHandle("u_soilBlendHeight");
  1053. m_terrainUniforms.soilBlendSharpness =
  1054. m_terrainShader->uniformHandle("u_soilBlendSharpness");
  1055. m_terrainUniforms.heightNoiseStrength =
  1056. m_terrainShader->uniformHandle("u_heightNoiseStrength");
  1057. m_terrainUniforms.heightNoiseFrequency =
  1058. m_terrainShader->uniformHandle("u_heightNoiseFrequency");
  1059. m_terrainUniforms.ambientBoost =
  1060. m_terrainShader->uniformHandle("u_ambientBoost");
  1061. m_terrainUniforms.rockDetailStrength =
  1062. m_terrainShader->uniformHandle("u_rockDetailStrength");
  1063. m_terrainUniforms.lightDir = m_terrainShader->uniformHandle("u_lightDir");
  1064. }
  1065. void Backend::initializeGrassPipeline() {
  1066. initializeOpenGLFunctions();
  1067. shutdownGrassPipeline();
  1068. struct GrassVertex {
  1069. QVector3D position;
  1070. QVector2D uv;
  1071. };
  1072. const GrassVertex bladeVertices[6] = {
  1073. {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}},
  1074. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
  1075. {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
  1076. {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
  1077. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
  1078. {{0.35f, 1.0f, 0.0f}, {0.9f, 1.0f}},
  1079. };
  1080. glGenVertexArrays(1, &m_grassVao);
  1081. glBindVertexArray(m_grassVao);
  1082. glGenBuffers(1, &m_grassVertexBuffer);
  1083. glBindBuffer(GL_ARRAY_BUFFER, m_grassVertexBuffer);
  1084. glBufferData(GL_ARRAY_BUFFER, sizeof(bladeVertices), bladeVertices,
  1085. GL_STATIC_DRAW);
  1086. m_grassVertexCount = 6;
  1087. glEnableVertexAttribArray(0);
  1088. glVertexAttribPointer(
  1089. 0, 3, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  1090. reinterpret_cast<void *>(offsetof(GrassVertex, position)));
  1091. glEnableVertexAttribArray(1);
  1092. glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  1093. reinterpret_cast<void *>(offsetof(GrassVertex, uv)));
  1094. glEnableVertexAttribArray(2);
  1095. glVertexAttribDivisor(2, 1);
  1096. glEnableVertexAttribArray(3);
  1097. glVertexAttribDivisor(3, 1);
  1098. glEnableVertexAttribArray(4);
  1099. glVertexAttribDivisor(4, 1);
  1100. glBindVertexArray(0);
  1101. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1102. }
  1103. void Backend::shutdownGrassPipeline() {
  1104. initializeOpenGLFunctions();
  1105. if (m_grassVertexBuffer) {
  1106. glDeleteBuffers(1, &m_grassVertexBuffer);
  1107. m_grassVertexBuffer = 0;
  1108. }
  1109. if (m_grassVao) {
  1110. glDeleteVertexArrays(1, &m_grassVao);
  1111. m_grassVao = 0;
  1112. }
  1113. m_grassVertexCount = 0;
  1114. }
  1115. void Backend::cacheStoneUniforms() {
  1116. if (m_stoneShader) {
  1117. m_stoneUniforms.viewProj = m_stoneShader->uniformHandle("uViewProj");
  1118. m_stoneUniforms.lightDirection =
  1119. m_stoneShader->uniformHandle("uLightDirection");
  1120. }
  1121. }
  1122. void Backend::initializeStonePipeline() {
  1123. initializeOpenGLFunctions();
  1124. shutdownStonePipeline();
  1125. struct StoneVertex {
  1126. QVector3D position;
  1127. QVector3D normal;
  1128. };
  1129. const StoneVertex stoneVertices[] = {
  1130. {{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1131. {{0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1132. {{0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1133. {{-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1134. {{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1135. {{-0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1136. {{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1137. {{0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1138. {{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
  1139. {{-0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
  1140. {{0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
  1141. {{0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
  1142. {{-0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
  1143. {{0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
  1144. {{0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
  1145. {{-0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
  1146. {{0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
  1147. {{0.5f, 0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
  1148. {{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
  1149. {{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
  1150. {{-0.5f, -0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
  1151. {{-0.5f, -0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
  1152. {{-0.5f, 0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
  1153. {{-0.5f, 0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
  1154. };
  1155. const uint16_t stoneIndices[] = {
  1156. 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8,
  1157. 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20};
  1158. glGenVertexArrays(1, &m_stoneVao);
  1159. glBindVertexArray(m_stoneVao);
  1160. glGenBuffers(1, &m_stoneVertexBuffer);
  1161. glBindBuffer(GL_ARRAY_BUFFER, m_stoneVertexBuffer);
  1162. glBufferData(GL_ARRAY_BUFFER, sizeof(stoneVertices), stoneVertices,
  1163. GL_STATIC_DRAW);
  1164. m_stoneVertexCount = 24;
  1165. glGenBuffers(1, &m_stoneIndexBuffer);
  1166. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_stoneIndexBuffer);
  1167. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(stoneIndices), stoneIndices,
  1168. GL_STATIC_DRAW);
  1169. m_stoneIndexCount = 36;
  1170. glEnableVertexAttribArray(0);
  1171. glVertexAttribPointer(
  1172. 0, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
  1173. reinterpret_cast<void *>(offsetof(StoneVertex, position)));
  1174. glEnableVertexAttribArray(1);
  1175. glVertexAttribPointer(
  1176. 1, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
  1177. reinterpret_cast<void *>(offsetof(StoneVertex, normal)));
  1178. glEnableVertexAttribArray(2);
  1179. glVertexAttribDivisor(2, 1);
  1180. glEnableVertexAttribArray(3);
  1181. glVertexAttribDivisor(3, 1);
  1182. glBindVertexArray(0);
  1183. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1184. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1185. }
  1186. void Backend::shutdownStonePipeline() {
  1187. initializeOpenGLFunctions();
  1188. if (m_stoneIndexBuffer) {
  1189. glDeleteBuffers(1, &m_stoneIndexBuffer);
  1190. m_stoneIndexBuffer = 0;
  1191. }
  1192. if (m_stoneVertexBuffer) {
  1193. glDeleteBuffers(1, &m_stoneVertexBuffer);
  1194. m_stoneVertexBuffer = 0;
  1195. }
  1196. if (m_stoneVao) {
  1197. glDeleteVertexArrays(1, &m_stoneVao);
  1198. m_stoneVao = 0;
  1199. }
  1200. m_stoneVertexCount = 0;
  1201. m_stoneIndexCount = 0;
  1202. }
  1203. void Backend::cachePlantUniforms() {
  1204. if (m_plantShader) {
  1205. m_plantUniforms.viewProj = m_plantShader->uniformHandle("uViewProj");
  1206. m_plantUniforms.time = m_plantShader->uniformHandle("uTime");
  1207. m_plantUniforms.windStrength =
  1208. m_plantShader->uniformHandle("uWindStrength");
  1209. m_plantUniforms.windSpeed = m_plantShader->uniformHandle("uWindSpeed");
  1210. m_plantUniforms.lightDirection =
  1211. m_plantShader->uniformHandle("uLightDirection");
  1212. }
  1213. }
  1214. void Backend::cachePineUniforms() {
  1215. if (m_pineShader) {
  1216. m_pineUniforms.viewProj = m_pineShader->uniformHandle("uViewProj");
  1217. m_pineUniforms.time = m_pineShader->uniformHandle("uTime");
  1218. m_pineUniforms.windStrength = m_pineShader->uniformHandle("uWindStrength");
  1219. m_pineUniforms.windSpeed = m_pineShader->uniformHandle("uWindSpeed");
  1220. m_pineUniforms.lightDirection =
  1221. m_pineShader->uniformHandle("uLightDirection");
  1222. }
  1223. }
  1224. void Backend::initializePlantPipeline() {
  1225. initializeOpenGLFunctions();
  1226. shutdownPlantPipeline();
  1227. struct PlantVertex {
  1228. QVector3D position;
  1229. QVector2D texCoord;
  1230. QVector3D normal;
  1231. };
  1232. const PlantVertex plantVertices[] = {
  1233. {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
  1234. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
  1235. {{0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
  1236. {{-0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
  1237. {{0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
  1238. {{-0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
  1239. {{-0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
  1240. {{0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
  1241. {{0.0f, 0.0f, -0.5f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
  1242. {{0.0f, 0.0f, 0.5f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
  1243. {{0.0f, 1.0f, 0.5f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
  1244. {{0.0f, 1.0f, -0.5f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
  1245. {{0.0f, 0.0f, 0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
  1246. {{0.0f, 0.0f, -0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
  1247. {{0.0f, 1.0f, -0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
  1248. {{0.0f, 1.0f, 0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
  1249. };
  1250. const unsigned short plantIndices[] = {
  1251. 0, 1, 2, 0, 2, 3,
  1252. 4, 5, 6, 4, 6, 7,
  1253. 8, 9, 10, 8, 10, 11,
  1254. 12, 13, 14, 12, 14, 15,
  1255. };
  1256. glGenVertexArrays(1, &m_plantVao);
  1257. glBindVertexArray(m_plantVao);
  1258. glGenBuffers(1, &m_plantVertexBuffer);
  1259. glBindBuffer(GL_ARRAY_BUFFER, m_plantVertexBuffer);
  1260. glBufferData(GL_ARRAY_BUFFER, sizeof(plantVertices), plantVertices,
  1261. GL_STATIC_DRAW);
  1262. m_plantVertexCount = 16;
  1263. glEnableVertexAttribArray(0);
  1264. glVertexAttribPointer(
  1265. 0, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1266. reinterpret_cast<void *>(offsetof(PlantVertex, position)));
  1267. glEnableVertexAttribArray(1);
  1268. glVertexAttribPointer(
  1269. 1, 2, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1270. reinterpret_cast<void *>(offsetof(PlantVertex, texCoord)));
  1271. glEnableVertexAttribArray(2);
  1272. glVertexAttribPointer(
  1273. 2, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1274. reinterpret_cast<void *>(offsetof(PlantVertex, normal)));
  1275. glGenBuffers(1, &m_plantIndexBuffer);
  1276. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_plantIndexBuffer);
  1277. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plantIndices), plantIndices,
  1278. GL_STATIC_DRAW);
  1279. m_plantIndexCount = 24;
  1280. glEnableVertexAttribArray(3);
  1281. glVertexAttribDivisor(3, 1);
  1282. glEnableVertexAttribArray(4);
  1283. glVertexAttribDivisor(4, 1);
  1284. glEnableVertexAttribArray(5);
  1285. glVertexAttribDivisor(5, 1);
  1286. glBindVertexArray(0);
  1287. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1288. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1289. }
  1290. void Backend::shutdownPlantPipeline() {
  1291. initializeOpenGLFunctions();
  1292. if (m_plantIndexBuffer) {
  1293. glDeleteBuffers(1, &m_plantIndexBuffer);
  1294. m_plantIndexBuffer = 0;
  1295. }
  1296. if (m_plantVertexBuffer) {
  1297. glDeleteBuffers(1, &m_plantVertexBuffer);
  1298. m_plantVertexBuffer = 0;
  1299. }
  1300. if (m_plantVao) {
  1301. glDeleteVertexArrays(1, &m_plantVao);
  1302. m_plantVao = 0;
  1303. }
  1304. m_plantVertexCount = 0;
  1305. m_plantIndexCount = 0;
  1306. }
  1307. void Backend::initializePinePipeline() {
  1308. initializeOpenGLFunctions();
  1309. shutdownPinePipeline();
  1310. struct PineVertex {
  1311. QVector3D position;
  1312. QVector2D texCoord;
  1313. QVector3D normal;
  1314. };
  1315. constexpr int kSegments = 6;
  1316. constexpr float kTwoPi = 6.28318530718f;
  1317. std::vector<PineVertex> vertices;
  1318. vertices.reserve(kSegments * 5 + 1);
  1319. std::vector<unsigned short> indices;
  1320. indices.reserve(kSegments * 6 * 4 + kSegments * 3);
  1321. auto addRing = [&](float radius, float y, float normalUp,
  1322. float vCoord) -> int {
  1323. const int start = static_cast<int>(vertices.size());
  1324. for (int i = 0; i < kSegments; ++i) {
  1325. const float t = static_cast<float>(i) / static_cast<float>(kSegments);
  1326. const float angle = t * kTwoPi;
  1327. const float nx = std::cos(angle);
  1328. const float nz = std::sin(angle);
  1329. QVector3D normal(nx, normalUp, nz);
  1330. normal.normalize();
  1331. QVector3D position(radius * nx, y, radius * nz);
  1332. QVector2D texCoord(t, vCoord);
  1333. vertices.push_back({position, texCoord, normal});
  1334. }
  1335. return start;
  1336. };
  1337. auto connectRings = [&](int lowerStart, int upperStart) {
  1338. for (int i = 0; i < kSegments; ++i) {
  1339. const int next = (i + 1) % kSegments;
  1340. const unsigned short lower0 = static_cast<unsigned short>(lowerStart + i);
  1341. const unsigned short lower1 =
  1342. static_cast<unsigned short>(lowerStart + next);
  1343. const unsigned short upper0 = static_cast<unsigned short>(upperStart + i);
  1344. const unsigned short upper1 =
  1345. static_cast<unsigned short>(upperStart + next);
  1346. indices.push_back(lower0);
  1347. indices.push_back(lower1);
  1348. indices.push_back(upper1);
  1349. indices.push_back(lower0);
  1350. indices.push_back(upper1);
  1351. indices.push_back(upper0);
  1352. }
  1353. };
  1354. const int trunkBottom = addRing(0.12f, 0.0f, 0.0f, 0.0f);
  1355. const int trunkMid = addRing(0.11f, 0.35f, 0.0f, 0.12f);
  1356. const int trunkTop = addRing(0.10f, 0.58f, 0.05f, 0.30f);
  1357. const int branchBase = addRing(0.60f, 0.64f, 0.35f, 0.46f);
  1358. const int branchMid = addRing(0.42f, 0.82f, 0.6f, 0.68f);
  1359. const int branchUpper = addRing(0.24f, 1.00f, 0.7f, 0.88f);
  1360. const int branchTip = addRing(0.12f, 1.10f, 0.85f, 0.96f);
  1361. connectRings(trunkBottom, trunkMid);
  1362. connectRings(trunkMid, trunkTop);
  1363. connectRings(trunkTop, branchBase);
  1364. connectRings(branchBase, branchMid);
  1365. connectRings(branchMid, branchUpper);
  1366. connectRings(branchUpper, branchTip);
  1367. const unsigned short trunkCapIndex =
  1368. static_cast<unsigned short>(vertices.size());
  1369. vertices.push_back({QVector3D(0.0f, 0.0f, 0.0f), QVector2D(0.5f, 0.0f),
  1370. QVector3D(0.0f, -1.0f, 0.0f)});
  1371. for (int i = 0; i < kSegments; ++i) {
  1372. const int next = (i + 1) % kSegments;
  1373. indices.push_back(static_cast<unsigned short>(trunkBottom + next));
  1374. indices.push_back(static_cast<unsigned short>(trunkBottom + i));
  1375. indices.push_back(trunkCapIndex);
  1376. }
  1377. const unsigned short apexIndex = static_cast<unsigned short>(vertices.size());
  1378. vertices.push_back({QVector3D(0.0f, 1.18f, 0.0f), QVector2D(0.5f, 1.0f),
  1379. QVector3D(0.0f, 1.0f, 0.0f)});
  1380. for (int i = 0; i < kSegments; ++i) {
  1381. const int next = (i + 1) % kSegments;
  1382. indices.push_back(static_cast<unsigned short>(branchTip + i));
  1383. indices.push_back(static_cast<unsigned short>(branchTip + next));
  1384. indices.push_back(apexIndex);
  1385. }
  1386. glGenVertexArrays(1, &m_pineVao);
  1387. glBindVertexArray(m_pineVao);
  1388. glGenBuffers(1, &m_pineVertexBuffer);
  1389. glBindBuffer(GL_ARRAY_BUFFER, m_pineVertexBuffer);
  1390. glBufferData(GL_ARRAY_BUFFER,
  1391. static_cast<GLsizeiptr>(vertices.size() * sizeof(PineVertex)),
  1392. vertices.data(), GL_STATIC_DRAW);
  1393. m_pineVertexCount = static_cast<GLsizei>(vertices.size());
  1394. glEnableVertexAttribArray(0);
  1395. glVertexAttribPointer(
  1396. 0, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1397. reinterpret_cast<void *>(offsetof(PineVertex, position)));
  1398. glEnableVertexAttribArray(1);
  1399. glVertexAttribPointer(
  1400. 1, 2, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1401. reinterpret_cast<void *>(offsetof(PineVertex, texCoord)));
  1402. glEnableVertexAttribArray(2);
  1403. glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1404. reinterpret_cast<void *>(offsetof(PineVertex, normal)));
  1405. glGenBuffers(1, &m_pineIndexBuffer);
  1406. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pineIndexBuffer);
  1407. glBufferData(GL_ELEMENT_ARRAY_BUFFER,
  1408. static_cast<GLsizeiptr>(indices.size() * sizeof(unsigned short)),
  1409. indices.data(), GL_STATIC_DRAW);
  1410. m_pineIndexCount = static_cast<GLsizei>(indices.size());
  1411. glEnableVertexAttribArray(3);
  1412. glVertexAttribDivisor(3, 1);
  1413. glEnableVertexAttribArray(4);
  1414. glVertexAttribDivisor(4, 1);
  1415. glEnableVertexAttribArray(5);
  1416. glVertexAttribDivisor(5, 1);
  1417. glBindVertexArray(0);
  1418. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1419. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1420. }
  1421. void Backend::shutdownPinePipeline() {
  1422. initializeOpenGLFunctions();
  1423. if (m_pineIndexBuffer) {
  1424. glDeleteBuffers(1, &m_pineIndexBuffer);
  1425. m_pineIndexBuffer = 0;
  1426. }
  1427. if (m_pineVertexBuffer) {
  1428. glDeleteBuffers(1, &m_pineVertexBuffer);
  1429. m_pineVertexBuffer = 0;
  1430. }
  1431. if (m_pineVao) {
  1432. glDeleteVertexArrays(1, &m_pineVao);
  1433. m_pineVao = 0;
  1434. }
  1435. m_pineVertexCount = 0;
  1436. m_pineIndexCount = 0;
  1437. }
  1438. } // namespace Render::GL