backend.cpp 44 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201
  1. #include "backend.h"
  2. #include "../draw_queue.h"
  3. #include "../geom/selection_disc.h"
  4. #include "../geom/selection_ring.h"
  5. #include "backend/character_pipeline.h"
  6. #include "backend/cylinder_pipeline.h"
  7. #include "backend/effects_pipeline.h"
  8. #include "backend/terrain_pipeline.h"
  9. #include "backend/vegetation_pipeline.h"
  10. #include "backend/water_pipeline.h"
  11. #include "buffer.h"
  12. #include "gl/camera.h"
  13. #include "gl/resources.h"
  14. #include "ground/firecamp_gpu.h"
  15. #include "ground/grass_gpu.h"
  16. #include "ground/pine_gpu.h"
  17. #include "ground/plant_gpu.h"
  18. #include "ground/stone_gpu.h"
  19. #include "mesh.h"
  20. #include "render_constants.h"
  21. #include "shader.h"
  22. #include "state_scopes.h"
  23. #include "texture.h"
  24. #include <GL/gl.h>
  25. #include <QDebug>
  26. #include <QOpenGLContext>
  27. #include <cmath>
  28. #include <cstddef>
  29. #include <memory>
  30. #include <qglobal.h>
  31. #include <qmatrix4x4.h>
  32. #include <qstringliteral.h>
  33. #include <qvectornd.h>
  34. #include <vector>
  35. namespace Render::GL {
  36. using namespace Render::GL::ColorIndex;
  37. using namespace Render::GL::VertexAttrib;
  38. using namespace Render::GL::ComponentCount;
  39. namespace {
  40. const QVector3D k_grid_line_color(0.22F, 0.25F, 0.22F);
  41. }
  42. Backend::Backend() = default;
  43. Backend::~Backend() {
  44. if (QOpenGLContext::currentContext() == nullptr) {
  45. (void)m_cylinderPipeline.release();
  46. (void)m_vegetationPipeline.release();
  47. (void)m_terrainPipeline.release();
  48. (void)m_characterPipeline.release();
  49. (void)m_waterPipeline.release();
  50. (void)m_effectsPipeline.release();
  51. } else {
  52. m_cylinderPipeline.reset();
  53. m_vegetationPipeline.reset();
  54. m_terrainPipeline.reset();
  55. m_characterPipeline.reset();
  56. m_waterPipeline.reset();
  57. m_effectsPipeline.reset();
  58. }
  59. }
  60. void Backend::initialize() {
  61. qInfo() << "Backend::initialize() - Starting...";
  62. qInfo() << "Backend: Initializing OpenGL functions...";
  63. initializeOpenGLFunctions();
  64. qInfo() << "Backend: OpenGL functions initialized";
  65. qInfo() << "Backend: Setting up depth test...";
  66. glEnable(GL_DEPTH_TEST);
  67. glDepthFunc(GL_LESS);
  68. glDepthRange(0.0, 1.0);
  69. glDepthMask(GL_TRUE);
  70. qInfo() << "Backend: Setting up blending...";
  71. glEnable(GL_BLEND);
  72. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  73. qInfo() << "Backend: Creating ResourceManager...";
  74. m_resources = std::make_unique<ResourceManager>();
  75. if (!m_resources->initialize()) {
  76. qWarning() << "Backend: failed to initialize ResourceManager";
  77. }
  78. qInfo() << "Backend: ResourceManager created";
  79. qInfo() << "Backend: Creating ShaderCache...";
  80. m_shaderCache = std::make_unique<ShaderCache>();
  81. m_shaderCache->initializeDefaults();
  82. qInfo() << "Backend: ShaderCache created";
  83. qInfo() << "Backend: Creating CylinderPipeline...";
  84. m_cylinderPipeline =
  85. std::make_unique<BackendPipelines::CylinderPipeline>(m_shaderCache.get());
  86. m_cylinderPipeline->initialize();
  87. qInfo() << "Backend: CylinderPipeline initialized";
  88. qInfo() << "Backend: Creating VegetationPipeline...";
  89. m_vegetationPipeline = std::make_unique<BackendPipelines::VegetationPipeline>(
  90. m_shaderCache.get());
  91. m_vegetationPipeline->initialize();
  92. qInfo() << "Backend: VegetationPipeline initialized";
  93. qInfo() << "Backend: Creating TerrainPipeline...";
  94. m_terrainPipeline = std::make_unique<BackendPipelines::TerrainPipeline>(
  95. this, m_shaderCache.get());
  96. m_terrainPipeline->initialize();
  97. qInfo() << "Backend: TerrainPipeline initialized";
  98. qInfo() << "Backend: Creating CharacterPipeline...";
  99. m_characterPipeline = std::make_unique<BackendPipelines::CharacterPipeline>(
  100. this, m_shaderCache.get());
  101. m_characterPipeline->initialize();
  102. qInfo() << "Backend: CharacterPipeline initialized";
  103. qInfo() << "Backend: Creating WaterPipeline...";
  104. m_waterPipeline = std::make_unique<BackendPipelines::WaterPipeline>(
  105. this, m_shaderCache.get());
  106. m_waterPipeline->initialize();
  107. qInfo() << "Backend: WaterPipeline initialized";
  108. qInfo() << "Backend: Creating EffectsPipeline...";
  109. m_effectsPipeline = std::make_unique<BackendPipelines::EffectsPipeline>(
  110. this, m_shaderCache.get());
  111. m_effectsPipeline->initialize();
  112. qInfo() << "Backend: EffectsPipeline initialized";
  113. qInfo() << "Backend: Loading basic shaders...";
  114. m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
  115. m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
  116. if (m_basicShader == nullptr) {
  117. qWarning() << "Backend: basic shader missing";
  118. }
  119. if (m_gridShader == nullptr) {
  120. qWarning() << "Backend: grid shader missing";
  121. }
  122. qInfo() << "Backend::initialize() - Complete!";
  123. }
  124. void Backend::beginFrame() {
  125. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  126. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  127. }
  128. glClearColor(m_clearColor[Red], m_clearColor[Green], m_clearColor[Blue],
  129. m_clearColor[Alpha]);
  130. glClearDepth(1.0);
  131. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  132. glEnable(GL_DEPTH_TEST);
  133. glDepthFunc(GL_LESS);
  134. glDepthMask(GL_TRUE);
  135. if (m_cylinderPipeline) {
  136. m_cylinderPipeline->beginFrame();
  137. }
  138. }
  139. void Backend::setViewport(int w, int h) {
  140. m_viewportWidth = w;
  141. m_viewportHeight = h;
  142. }
  143. void Backend::setClearColor(float r, float g, float b, float a) {
  144. m_clearColor[Red] = r;
  145. m_clearColor[Green] = g;
  146. m_clearColor[Blue] = b;
  147. m_clearColor[Alpha] = a;
  148. }
  149. void Backend::execute(const DrawQueue &queue, const Camera &cam) {
  150. if (m_basicShader == nullptr) {
  151. return;
  152. }
  153. const QMatrix4x4 view_proj = cam.getProjectionMatrix() * cam.getViewMatrix();
  154. m_lastBoundShader = nullptr;
  155. m_lastBoundTexture = nullptr;
  156. const std::size_t count = queue.size();
  157. std::size_t i = 0;
  158. while (i < count) {
  159. const auto &cmd = queue.getSorted(i);
  160. switch (cmd.index()) {
  161. case CylinderCmdIndex: {
  162. if (!m_cylinderPipeline) {
  163. ++i;
  164. continue;
  165. }
  166. m_cylinderPipeline->m_cylinderScratch.clear();
  167. do {
  168. const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
  169. BackendPipelines::CylinderPipeline::CylinderInstanceGpu gpu{};
  170. gpu.start = cy.start;
  171. gpu.end = cy.end;
  172. gpu.radius = cy.radius;
  173. gpu.alpha = cy.alpha;
  174. gpu.color = cy.color;
  175. m_cylinderPipeline->m_cylinderScratch.emplace_back(gpu);
  176. ++i;
  177. } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
  178. const std::size_t instance_count =
  179. m_cylinderPipeline->m_cylinderScratch.size();
  180. if (instance_count > 0 &&
  181. (m_cylinderPipeline->cylinderShader() != nullptr)) {
  182. glDepthMask(GL_TRUE);
  183. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  184. glDisable(GL_POLYGON_OFFSET_FILL);
  185. }
  186. Shader *cylinderShader = m_cylinderPipeline->cylinderShader();
  187. if (m_lastBoundShader != cylinderShader) {
  188. cylinderShader->use();
  189. m_lastBoundShader = cylinderShader;
  190. m_lastBoundTexture = nullptr;
  191. }
  192. if (m_cylinderPipeline->m_cylinderUniforms.view_proj !=
  193. Shader::InvalidUniform) {
  194. cylinderShader->setUniform(
  195. m_cylinderPipeline->m_cylinderUniforms.view_proj, view_proj);
  196. }
  197. m_cylinderPipeline->uploadCylinderInstances(instance_count);
  198. m_cylinderPipeline->drawCylinders(instance_count);
  199. }
  200. continue;
  201. }
  202. case FogBatchCmdIndex: {
  203. if (!m_cylinderPipeline) {
  204. ++i;
  205. continue;
  206. }
  207. const auto &batch = std::get<FogBatchCmdIndex>(cmd);
  208. const FogInstanceData *instances = batch.instances;
  209. const std::size_t instance_count = batch.count;
  210. if ((instances != nullptr) && instance_count > 0 &&
  211. (m_cylinderPipeline->fogShader() != nullptr)) {
  212. m_cylinderPipeline->m_fogScratch.resize(instance_count);
  213. for (std::size_t idx = 0; idx < instance_count; ++idx) {
  214. BackendPipelines::CylinderPipeline::FogInstanceGpu gpu{};
  215. gpu.center = instances[idx].center;
  216. gpu.size = instances[idx].size;
  217. gpu.color = instances[idx].color;
  218. gpu.alpha = instances[idx].alpha;
  219. m_cylinderPipeline->m_fogScratch[idx] = gpu;
  220. }
  221. glDepthMask(GL_TRUE);
  222. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  223. glDisable(GL_POLYGON_OFFSET_FILL);
  224. }
  225. Shader *fogShader = m_cylinderPipeline->fogShader();
  226. if (m_lastBoundShader != fogShader) {
  227. fogShader->use();
  228. m_lastBoundShader = fogShader;
  229. m_lastBoundTexture = nullptr;
  230. }
  231. if (m_cylinderPipeline->m_fogUniforms.view_proj !=
  232. Shader::InvalidUniform) {
  233. fogShader->setUniform(m_cylinderPipeline->m_fogUniforms.view_proj,
  234. view_proj);
  235. }
  236. m_cylinderPipeline->uploadFogInstances(instance_count);
  237. m_cylinderPipeline->drawFog(instance_count);
  238. }
  239. ++i;
  240. continue;
  241. }
  242. case GrassBatchCmdIndex: {
  243. const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
  244. if ((grass.instanceBuffer == nullptr) || grass.instance_count == 0 ||
  245. (m_terrainPipeline->m_grassShader == nullptr) ||
  246. (m_terrainPipeline->m_grassVao == 0U) ||
  247. m_terrainPipeline->m_grassVertexCount == 0) {
  248. break;
  249. }
  250. DepthMaskScope const depth_mask(false);
  251. BlendScope const blend(true);
  252. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  253. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  254. if (prev_cull != 0U) {
  255. glDisable(GL_CULL_FACE);
  256. }
  257. if (m_lastBoundShader != m_terrainPipeline->m_grassShader) {
  258. m_terrainPipeline->m_grassShader->use();
  259. m_lastBoundShader = m_terrainPipeline->m_grassShader;
  260. m_lastBoundTexture = nullptr;
  261. }
  262. if (m_terrainPipeline->m_grassUniforms.view_proj !=
  263. Shader::InvalidUniform) {
  264. m_terrainPipeline->m_grassShader->setUniform(
  265. m_terrainPipeline->m_grassUniforms.view_proj, view_proj);
  266. }
  267. if (m_terrainPipeline->m_grassUniforms.time != Shader::InvalidUniform) {
  268. m_terrainPipeline->m_grassShader->setUniform(
  269. m_terrainPipeline->m_grassUniforms.time, grass.params.time);
  270. }
  271. if (m_terrainPipeline->m_grassUniforms.windStrength !=
  272. Shader::InvalidUniform) {
  273. m_terrainPipeline->m_grassShader->setUniform(
  274. m_terrainPipeline->m_grassUniforms.windStrength,
  275. grass.params.windStrength);
  276. }
  277. if (m_terrainPipeline->m_grassUniforms.windSpeed !=
  278. Shader::InvalidUniform) {
  279. m_terrainPipeline->m_grassShader->setUniform(
  280. m_terrainPipeline->m_grassUniforms.windSpeed,
  281. grass.params.windSpeed);
  282. }
  283. if (m_terrainPipeline->m_grassUniforms.soilColor !=
  284. Shader::InvalidUniform) {
  285. m_terrainPipeline->m_grassShader->setUniform(
  286. m_terrainPipeline->m_grassUniforms.soilColor,
  287. grass.params.soilColor);
  288. }
  289. if (m_terrainPipeline->m_grassUniforms.light_dir !=
  290. Shader::InvalidUniform) {
  291. QVector3D light_dir = grass.params.light_direction;
  292. if (!light_dir.isNull()) {
  293. light_dir.normalize();
  294. }
  295. m_terrainPipeline->m_grassShader->setUniform(
  296. m_terrainPipeline->m_grassUniforms.light_dir, light_dir);
  297. }
  298. glBindVertexArray(m_terrainPipeline->m_grassVao);
  299. grass.instanceBuffer->bind();
  300. const auto stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
  301. glVertexAttribPointer(
  302. TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
  303. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
  304. glVertexAttribPointer(
  305. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  306. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
  307. glVertexAttribPointer(
  308. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  309. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
  310. grass.instanceBuffer->unbind();
  311. glDrawArraysInstanced(GL_TRIANGLES, 0,
  312. m_terrainPipeline->m_grassVertexCount,
  313. static_cast<GLsizei>(grass.instance_count));
  314. glBindVertexArray(0);
  315. if (prev_cull != 0U) {
  316. glEnable(GL_CULL_FACE);
  317. }
  318. break;
  319. }
  320. case StoneBatchCmdIndex: {
  321. if (!m_vegetationPipeline) {
  322. ++i;
  323. continue;
  324. }
  325. const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
  326. if ((stone.instanceBuffer == nullptr) || stone.instance_count == 0 ||
  327. (m_vegetationPipeline->stoneShader() == nullptr) ||
  328. (m_vegetationPipeline->m_stoneVao == 0U) ||
  329. m_vegetationPipeline->m_stoneIndexCount == 0) {
  330. break;
  331. }
  332. DepthMaskScope const depth_mask(true);
  333. BlendScope const blend(false);
  334. Shader *stoneShader = m_vegetationPipeline->stoneShader();
  335. if (m_lastBoundShader != stoneShader) {
  336. stoneShader->use();
  337. m_lastBoundShader = stoneShader;
  338. m_lastBoundTexture = nullptr;
  339. }
  340. if (m_vegetationPipeline->m_stoneUniforms.view_proj !=
  341. Shader::InvalidUniform) {
  342. stoneShader->setUniform(m_vegetationPipeline->m_stoneUniforms.view_proj,
  343. view_proj);
  344. }
  345. if (m_vegetationPipeline->m_stoneUniforms.light_direction !=
  346. Shader::InvalidUniform) {
  347. QVector3D light_dir = stone.params.light_direction;
  348. if (!light_dir.isNull()) {
  349. light_dir.normalize();
  350. }
  351. stoneShader->setUniform(
  352. m_vegetationPipeline->m_stoneUniforms.light_direction, light_dir);
  353. }
  354. glBindVertexArray(m_vegetationPipeline->m_stoneVao);
  355. stone.instanceBuffer->bind();
  356. const auto stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
  357. glVertexAttribPointer(
  358. TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
  359. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
  360. glVertexAttribPointer(
  361. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  362. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
  363. stone.instanceBuffer->unbind();
  364. glDrawElementsInstanced(GL_TRIANGLES,
  365. m_vegetationPipeline->m_stoneIndexCount,
  366. GL_UNSIGNED_SHORT, nullptr,
  367. static_cast<GLsizei>(stone.instance_count));
  368. glBindVertexArray(0);
  369. break;
  370. }
  371. case PlantBatchCmdIndex: {
  372. if (!m_vegetationPipeline) {
  373. ++i;
  374. continue;
  375. }
  376. const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
  377. if ((plant.instanceBuffer == nullptr) || plant.instance_count == 0 ||
  378. (m_vegetationPipeline->plantShader() == nullptr) ||
  379. (m_vegetationPipeline->m_plantVao == 0U) ||
  380. m_vegetationPipeline->m_plantIndexCount == 0) {
  381. break;
  382. }
  383. DepthMaskScope const depth_mask(true);
  384. glEnable(GL_DEPTH_TEST);
  385. BlendScope const blend(true);
  386. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  387. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  388. if (prev_cull != 0U) {
  389. glDisable(GL_CULL_FACE);
  390. }
  391. Shader *plantShader = m_vegetationPipeline->plantShader();
  392. if (m_lastBoundShader != plantShader) {
  393. plantShader->use();
  394. m_lastBoundShader = plantShader;
  395. m_lastBoundTexture = nullptr;
  396. }
  397. if (m_vegetationPipeline->m_plantUniforms.view_proj !=
  398. Shader::InvalidUniform) {
  399. plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.view_proj,
  400. view_proj);
  401. }
  402. if (m_vegetationPipeline->m_plantUniforms.time !=
  403. Shader::InvalidUniform) {
  404. plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.time,
  405. plant.params.time);
  406. }
  407. if (m_vegetationPipeline->m_plantUniforms.windStrength !=
  408. Shader::InvalidUniform) {
  409. plantShader->setUniform(
  410. m_vegetationPipeline->m_plantUniforms.windStrength,
  411. plant.params.windStrength);
  412. }
  413. if (m_vegetationPipeline->m_plantUniforms.windSpeed !=
  414. Shader::InvalidUniform) {
  415. plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.windSpeed,
  416. plant.params.windSpeed);
  417. }
  418. if (m_vegetationPipeline->m_plantUniforms.light_direction !=
  419. Shader::InvalidUniform) {
  420. QVector3D light_dir = plant.params.light_direction;
  421. if (!light_dir.isNull()) {
  422. light_dir.normalize();
  423. }
  424. plantShader->setUniform(
  425. m_vegetationPipeline->m_plantUniforms.light_direction, light_dir);
  426. }
  427. glBindVertexArray(m_vegetationPipeline->m_plantVao);
  428. plant.instanceBuffer->bind();
  429. const auto stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
  430. glVertexAttribPointer(
  431. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  432. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
  433. glVertexAttribPointer(
  434. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  435. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
  436. glVertexAttribPointer(
  437. InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
  438. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
  439. plant.instanceBuffer->unbind();
  440. glDrawElementsInstanced(GL_TRIANGLES,
  441. m_vegetationPipeline->m_plantIndexCount,
  442. GL_UNSIGNED_SHORT, nullptr,
  443. static_cast<GLsizei>(plant.instance_count));
  444. glBindVertexArray(0);
  445. if (prev_cull != 0U) {
  446. glEnable(GL_CULL_FACE);
  447. }
  448. break;
  449. }
  450. case PineBatchCmdIndex: {
  451. if (!m_vegetationPipeline) {
  452. ++i;
  453. continue;
  454. }
  455. const auto &pine = std::get<PineBatchCmdIndex>(cmd);
  456. if ((pine.instanceBuffer == nullptr) || pine.instance_count == 0 ||
  457. (m_vegetationPipeline->pineShader() == nullptr) ||
  458. (m_vegetationPipeline->m_pineVao == 0U) ||
  459. m_vegetationPipeline->m_pineIndexCount == 0) {
  460. break;
  461. }
  462. DepthMaskScope const depth_mask(true);
  463. glEnable(GL_DEPTH_TEST);
  464. BlendScope const blend(true);
  465. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  466. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  467. if (prev_cull != 0U) {
  468. glDisable(GL_CULL_FACE);
  469. }
  470. Shader *pineShader = m_vegetationPipeline->pineShader();
  471. if (m_lastBoundShader != pineShader) {
  472. pineShader->use();
  473. m_lastBoundShader = pineShader;
  474. m_lastBoundTexture = nullptr;
  475. }
  476. if (m_vegetationPipeline->m_pineUniforms.view_proj !=
  477. Shader::InvalidUniform) {
  478. pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.view_proj,
  479. view_proj);
  480. }
  481. if (m_vegetationPipeline->m_pineUniforms.time != Shader::InvalidUniform) {
  482. pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.time,
  483. pine.params.time);
  484. }
  485. if (m_vegetationPipeline->m_pineUniforms.windStrength !=
  486. Shader::InvalidUniform) {
  487. pineShader->setUniform(
  488. m_vegetationPipeline->m_pineUniforms.windStrength,
  489. pine.params.windStrength);
  490. }
  491. if (m_vegetationPipeline->m_pineUniforms.windSpeed !=
  492. Shader::InvalidUniform) {
  493. pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.windSpeed,
  494. pine.params.windSpeed);
  495. }
  496. if (m_vegetationPipeline->m_pineUniforms.light_direction !=
  497. Shader::InvalidUniform) {
  498. QVector3D light_dir = pine.params.light_direction;
  499. if (!light_dir.isNull()) {
  500. light_dir.normalize();
  501. }
  502. pineShader->setUniform(
  503. m_vegetationPipeline->m_pineUniforms.light_direction, light_dir);
  504. }
  505. glBindVertexArray(m_vegetationPipeline->m_pineVao);
  506. pine.instanceBuffer->bind();
  507. const auto stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
  508. glVertexAttribPointer(
  509. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  510. reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
  511. glVertexAttribPointer(
  512. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  513. reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
  514. glVertexAttribPointer(
  515. InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
  516. reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
  517. pine.instanceBuffer->unbind();
  518. glDrawElementsInstanced(GL_TRIANGLES,
  519. m_vegetationPipeline->m_pineIndexCount,
  520. GL_UNSIGNED_SHORT, nullptr,
  521. static_cast<GLsizei>(pine.instance_count));
  522. glBindVertexArray(0);
  523. if (prev_cull != 0U) {
  524. glEnable(GL_CULL_FACE);
  525. }
  526. break;
  527. }
  528. case FireCampBatchCmdIndex: {
  529. if (!m_vegetationPipeline) {
  530. ++i;
  531. continue;
  532. }
  533. const auto &firecamp = std::get<FireCampBatchCmdIndex>(cmd);
  534. if ((firecamp.instanceBuffer == nullptr) ||
  535. firecamp.instance_count == 0 ||
  536. (m_vegetationPipeline->firecampShader() == nullptr) ||
  537. (m_vegetationPipeline->m_firecampVao == 0U) ||
  538. m_vegetationPipeline->m_firecampIndexCount == 0) {
  539. break;
  540. }
  541. DepthMaskScope const depth_mask(true);
  542. glEnable(GL_DEPTH_TEST);
  543. BlendScope const blend(true);
  544. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  545. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  546. if (prev_cull != 0U) {
  547. glDisable(GL_CULL_FACE);
  548. }
  549. Shader *firecampShader = m_vegetationPipeline->firecampShader();
  550. if (m_lastBoundShader != firecampShader) {
  551. firecampShader->use();
  552. m_lastBoundShader = firecampShader;
  553. m_lastBoundTexture = nullptr;
  554. }
  555. if (m_vegetationPipeline->m_firecampUniforms.view_proj !=
  556. Shader::InvalidUniform) {
  557. firecampShader->setUniform(
  558. m_vegetationPipeline->m_firecampUniforms.view_proj, view_proj);
  559. }
  560. if (m_vegetationPipeline->m_firecampUniforms.time !=
  561. Shader::InvalidUniform) {
  562. firecampShader->setUniform(
  563. m_vegetationPipeline->m_firecampUniforms.time,
  564. firecamp.params.time);
  565. }
  566. if (m_vegetationPipeline->m_firecampUniforms.flickerSpeed !=
  567. Shader::InvalidUniform) {
  568. firecampShader->setUniform(
  569. m_vegetationPipeline->m_firecampUniforms.flickerSpeed,
  570. firecamp.params.flickerSpeed);
  571. }
  572. if (m_vegetationPipeline->m_firecampUniforms.flickerAmount !=
  573. Shader::InvalidUniform) {
  574. firecampShader->setUniform(
  575. m_vegetationPipeline->m_firecampUniforms.flickerAmount,
  576. firecamp.params.flickerAmount);
  577. }
  578. if (m_vegetationPipeline->m_firecampUniforms.glowStrength !=
  579. Shader::InvalidUniform) {
  580. firecampShader->setUniform(
  581. m_vegetationPipeline->m_firecampUniforms.glowStrength,
  582. firecamp.params.glowStrength);
  583. }
  584. if (m_vegetationPipeline->m_firecampUniforms.camera_right !=
  585. Shader::InvalidUniform) {
  586. QVector3D camera_right = cam.getRightVector();
  587. if (camera_right.lengthSquared() < 1e-6F) {
  588. camera_right = QVector3D(1.0F, 0.0F, 0.0F);
  589. } else {
  590. camera_right.normalize();
  591. }
  592. firecampShader->setUniform(
  593. m_vegetationPipeline->m_firecampUniforms.camera_right,
  594. camera_right);
  595. }
  596. if (m_vegetationPipeline->m_firecampUniforms.camera_forward !=
  597. Shader::InvalidUniform) {
  598. QVector3D camera_forward = cam.getForwardVector();
  599. if (camera_forward.lengthSquared() < 1e-6F) {
  600. camera_forward = QVector3D(0.0F, 0.0F, -1.0F);
  601. } else {
  602. camera_forward.normalize();
  603. }
  604. firecampShader->setUniform(
  605. m_vegetationPipeline->m_firecampUniforms.camera_forward,
  606. camera_forward);
  607. }
  608. if (m_vegetationPipeline->m_firecampUniforms.fireTexture !=
  609. Shader::InvalidUniform) {
  610. if (m_resources && (m_resources->white() != nullptr)) {
  611. m_resources->white()->bind(0);
  612. firecampShader->setUniform(
  613. m_vegetationPipeline->m_firecampUniforms.fireTexture, 0);
  614. }
  615. }
  616. glBindVertexArray(m_vegetationPipeline->m_firecampVao);
  617. firecamp.instanceBuffer->bind();
  618. const auto stride = static_cast<GLsizei>(sizeof(FireCampInstanceGpu));
  619. glVertexAttribPointer(InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  620. reinterpret_cast<void *>(
  621. offsetof(FireCampInstanceGpu, pos_intensity)));
  622. glVertexAttribPointer(InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  623. reinterpret_cast<void *>(
  624. offsetof(FireCampInstanceGpu, radius_phase)));
  625. firecamp.instanceBuffer->unbind();
  626. glDrawElementsInstanced(GL_TRIANGLES,
  627. m_vegetationPipeline->m_firecampIndexCount,
  628. GL_UNSIGNED_SHORT, nullptr,
  629. static_cast<GLsizei>(firecamp.instance_count));
  630. glBindVertexArray(0);
  631. if (prev_cull != 0U) {
  632. glEnable(GL_CULL_FACE);
  633. }
  634. break;
  635. }
  636. case TerrainChunkCmdIndex: {
  637. const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
  638. Shader *active_shader = terrain.params.isGroundPlane
  639. ? m_terrainPipeline->m_groundShader
  640. : m_terrainPipeline->m_terrainShader;
  641. if ((terrain.mesh == nullptr) || (active_shader == nullptr)) {
  642. break;
  643. }
  644. if (m_lastBoundShader != active_shader) {
  645. active_shader->use();
  646. m_lastBoundShader = active_shader;
  647. m_lastBoundTexture = nullptr;
  648. }
  649. const QMatrix4x4 mvp = view_proj * terrain.model;
  650. if (terrain.params.isGroundPlane) {
  651. if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
  652. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.mvp,
  653. mvp);
  654. }
  655. if (m_terrainPipeline->m_groundUniforms.model !=
  656. Shader::InvalidUniform) {
  657. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.model,
  658. terrain.model);
  659. }
  660. if (m_terrainPipeline->m_groundUniforms.grassPrimary !=
  661. Shader::InvalidUniform) {
  662. active_shader->setUniform(
  663. m_terrainPipeline->m_groundUniforms.grassPrimary,
  664. terrain.params.grassPrimary);
  665. }
  666. if (m_terrainPipeline->m_groundUniforms.grassSecondary !=
  667. Shader::InvalidUniform) {
  668. active_shader->setUniform(
  669. m_terrainPipeline->m_groundUniforms.grassSecondary,
  670. terrain.params.grassSecondary);
  671. }
  672. if (m_terrainPipeline->m_groundUniforms.grassDry !=
  673. Shader::InvalidUniform) {
  674. active_shader->setUniform(
  675. m_terrainPipeline->m_groundUniforms.grassDry,
  676. terrain.params.grassDry);
  677. }
  678. if (m_terrainPipeline->m_groundUniforms.soilColor !=
  679. Shader::InvalidUniform) {
  680. active_shader->setUniform(
  681. m_terrainPipeline->m_groundUniforms.soilColor,
  682. terrain.params.soilColor);
  683. }
  684. if (m_terrainPipeline->m_groundUniforms.tint !=
  685. Shader::InvalidUniform) {
  686. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.tint,
  687. terrain.params.tint);
  688. }
  689. if (m_terrainPipeline->m_groundUniforms.noiseOffset !=
  690. Shader::InvalidUniform) {
  691. active_shader->setUniform(
  692. m_terrainPipeline->m_groundUniforms.noiseOffset,
  693. terrain.params.noiseOffset);
  694. }
  695. if (m_terrainPipeline->m_groundUniforms.tile_size !=
  696. Shader::InvalidUniform) {
  697. active_shader->setUniform(
  698. m_terrainPipeline->m_groundUniforms.tile_size,
  699. terrain.params.tile_size);
  700. }
  701. if (m_terrainPipeline->m_groundUniforms.macroNoiseScale !=
  702. Shader::InvalidUniform) {
  703. active_shader->setUniform(
  704. m_terrainPipeline->m_groundUniforms.macroNoiseScale,
  705. terrain.params.macroNoiseScale);
  706. }
  707. if (m_terrainPipeline->m_groundUniforms.detail_noiseScale !=
  708. Shader::InvalidUniform) {
  709. active_shader->setUniform(
  710. m_terrainPipeline->m_groundUniforms.detail_noiseScale,
  711. terrain.params.detail_noiseScale);
  712. }
  713. if (m_terrainPipeline->m_groundUniforms.soilBlendHeight !=
  714. Shader::InvalidUniform) {
  715. active_shader->setUniform(
  716. m_terrainPipeline->m_groundUniforms.soilBlendHeight,
  717. terrain.params.soilBlendHeight);
  718. }
  719. if (m_terrainPipeline->m_groundUniforms.soilBlendSharpness !=
  720. Shader::InvalidUniform) {
  721. active_shader->setUniform(
  722. m_terrainPipeline->m_groundUniforms.soilBlendSharpness,
  723. terrain.params.soilBlendSharpness);
  724. }
  725. if (m_terrainPipeline->m_groundUniforms.ambientBoost !=
  726. Shader::InvalidUniform) {
  727. active_shader->setUniform(
  728. m_terrainPipeline->m_groundUniforms.ambientBoost,
  729. terrain.params.ambientBoost);
  730. }
  731. if (m_terrainPipeline->m_groundUniforms.light_dir !=
  732. Shader::InvalidUniform) {
  733. QVector3D light_dir = terrain.params.light_direction;
  734. if (!light_dir.isNull()) {
  735. light_dir.normalize();
  736. }
  737. active_shader->setUniform(
  738. m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
  739. }
  740. } else {
  741. if (m_terrainPipeline->m_terrainUniforms.mvp !=
  742. Shader::InvalidUniform) {
  743. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.mvp,
  744. mvp);
  745. }
  746. if (m_terrainPipeline->m_terrainUniforms.model !=
  747. Shader::InvalidUniform) {
  748. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.model,
  749. terrain.model);
  750. }
  751. if (m_terrainPipeline->m_terrainUniforms.grassPrimary !=
  752. Shader::InvalidUniform) {
  753. active_shader->setUniform(
  754. m_terrainPipeline->m_terrainUniforms.grassPrimary,
  755. terrain.params.grassPrimary);
  756. }
  757. if (m_terrainPipeline->m_terrainUniforms.grassSecondary !=
  758. Shader::InvalidUniform) {
  759. active_shader->setUniform(
  760. m_terrainPipeline->m_terrainUniforms.grassSecondary,
  761. terrain.params.grassSecondary);
  762. }
  763. if (m_terrainPipeline->m_terrainUniforms.grassDry !=
  764. Shader::InvalidUniform) {
  765. active_shader->setUniform(
  766. m_terrainPipeline->m_terrainUniforms.grassDry,
  767. terrain.params.grassDry);
  768. }
  769. if (m_terrainPipeline->m_terrainUniforms.soilColor !=
  770. Shader::InvalidUniform) {
  771. active_shader->setUniform(
  772. m_terrainPipeline->m_terrainUniforms.soilColor,
  773. terrain.params.soilColor);
  774. }
  775. if (m_terrainPipeline->m_terrainUniforms.rockLow !=
  776. Shader::InvalidUniform) {
  777. active_shader->setUniform(
  778. m_terrainPipeline->m_terrainUniforms.rockLow,
  779. terrain.params.rockLow);
  780. }
  781. if (m_terrainPipeline->m_terrainUniforms.rockHigh !=
  782. Shader::InvalidUniform) {
  783. active_shader->setUniform(
  784. m_terrainPipeline->m_terrainUniforms.rockHigh,
  785. terrain.params.rockHigh);
  786. }
  787. if (m_terrainPipeline->m_terrainUniforms.tint !=
  788. Shader::InvalidUniform) {
  789. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.tint,
  790. terrain.params.tint);
  791. }
  792. if (m_terrainPipeline->m_terrainUniforms.noiseOffset !=
  793. Shader::InvalidUniform) {
  794. active_shader->setUniform(
  795. m_terrainPipeline->m_terrainUniforms.noiseOffset,
  796. terrain.params.noiseOffset);
  797. }
  798. if (m_terrainPipeline->m_terrainUniforms.tile_size !=
  799. Shader::InvalidUniform) {
  800. active_shader->setUniform(
  801. m_terrainPipeline->m_terrainUniforms.tile_size,
  802. terrain.params.tile_size);
  803. }
  804. if (m_terrainPipeline->m_terrainUniforms.macroNoiseScale !=
  805. Shader::InvalidUniform) {
  806. active_shader->setUniform(
  807. m_terrainPipeline->m_terrainUniforms.macroNoiseScale,
  808. terrain.params.macroNoiseScale);
  809. }
  810. if (m_terrainPipeline->m_terrainUniforms.detail_noiseScale !=
  811. Shader::InvalidUniform) {
  812. active_shader->setUniform(
  813. m_terrainPipeline->m_terrainUniforms.detail_noiseScale,
  814. terrain.params.detail_noiseScale);
  815. }
  816. if (m_terrainPipeline->m_terrainUniforms.slopeRockThreshold !=
  817. Shader::InvalidUniform) {
  818. active_shader->setUniform(
  819. m_terrainPipeline->m_terrainUniforms.slopeRockThreshold,
  820. terrain.params.slopeRockThreshold);
  821. }
  822. if (m_terrainPipeline->m_terrainUniforms.slopeRockSharpness !=
  823. Shader::InvalidUniform) {
  824. active_shader->setUniform(
  825. m_terrainPipeline->m_terrainUniforms.slopeRockSharpness,
  826. terrain.params.slopeRockSharpness);
  827. }
  828. if (m_terrainPipeline->m_terrainUniforms.soilBlendHeight !=
  829. Shader::InvalidUniform) {
  830. active_shader->setUniform(
  831. m_terrainPipeline->m_terrainUniforms.soilBlendHeight,
  832. terrain.params.soilBlendHeight);
  833. }
  834. if (m_terrainPipeline->m_terrainUniforms.soilBlendSharpness !=
  835. Shader::InvalidUniform) {
  836. active_shader->setUniform(
  837. m_terrainPipeline->m_terrainUniforms.soilBlendSharpness,
  838. terrain.params.soilBlendSharpness);
  839. }
  840. if (m_terrainPipeline->m_terrainUniforms.heightNoiseStrength !=
  841. Shader::InvalidUniform) {
  842. active_shader->setUniform(
  843. m_terrainPipeline->m_terrainUniforms.heightNoiseStrength,
  844. terrain.params.heightNoiseStrength);
  845. }
  846. if (m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency !=
  847. Shader::InvalidUniform) {
  848. active_shader->setUniform(
  849. m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency,
  850. terrain.params.heightNoiseFrequency);
  851. }
  852. if (m_terrainPipeline->m_terrainUniforms.ambientBoost !=
  853. Shader::InvalidUniform) {
  854. active_shader->setUniform(
  855. m_terrainPipeline->m_terrainUniforms.ambientBoost,
  856. terrain.params.ambientBoost);
  857. }
  858. if (m_terrainPipeline->m_terrainUniforms.rockDetailStrength !=
  859. Shader::InvalidUniform) {
  860. active_shader->setUniform(
  861. m_terrainPipeline->m_terrainUniforms.rockDetailStrength,
  862. terrain.params.rockDetailStrength);
  863. }
  864. if (m_terrainPipeline->m_terrainUniforms.light_dir !=
  865. Shader::InvalidUniform) {
  866. QVector3D light_dir = terrain.params.light_direction;
  867. if (!light_dir.isNull()) {
  868. light_dir.normalize();
  869. }
  870. active_shader->setUniform(
  871. m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
  872. }
  873. }
  874. DepthMaskScope const depth_mask(terrain.depthWrite);
  875. std::unique_ptr<PolygonOffsetScope> poly_scope;
  876. if (terrain.depthBias != 0.0F) {
  877. poly_scope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
  878. terrain.depthBias);
  879. }
  880. terrain.mesh->draw();
  881. break;
  882. }
  883. case MeshCmdIndex: {
  884. const auto &it = std::get<MeshCmdIndex>(cmd);
  885. if (it.mesh == nullptr) {
  886. break;
  887. }
  888. glDepthMask(GL_TRUE);
  889. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  890. glDisable(GL_POLYGON_OFFSET_FILL);
  891. }
  892. Shader *active_shader =
  893. (it.shader != nullptr) ? it.shader : m_basicShader;
  894. if (active_shader == nullptr) {
  895. break;
  896. }
  897. if (active_shader == m_waterPipeline->m_riverShader) {
  898. if (m_lastBoundShader != active_shader) {
  899. active_shader->use();
  900. m_lastBoundShader = active_shader;
  901. }
  902. active_shader->setUniform(m_waterPipeline->m_riverUniforms.model,
  903. it.model);
  904. active_shader->setUniform(m_waterPipeline->m_riverUniforms.view,
  905. cam.getViewMatrix());
  906. active_shader->setUniform(m_waterPipeline->m_riverUniforms.projection,
  907. cam.getProjectionMatrix());
  908. active_shader->setUniform(m_waterPipeline->m_riverUniforms.time,
  909. m_animationTime);
  910. it.mesh->draw();
  911. break;
  912. }
  913. if (active_shader == m_waterPipeline->m_riverbankShader) {
  914. if (m_lastBoundShader != active_shader) {
  915. active_shader->use();
  916. m_lastBoundShader = active_shader;
  917. }
  918. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.model,
  919. it.model);
  920. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.view,
  921. cam.getViewMatrix());
  922. active_shader->setUniform(
  923. m_waterPipeline->m_riverbankUniforms.projection,
  924. cam.getProjectionMatrix());
  925. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.time,
  926. m_animationTime);
  927. it.mesh->draw();
  928. break;
  929. }
  930. if (active_shader == m_waterPipeline->m_bridgeShader) {
  931. if (m_lastBoundShader != active_shader) {
  932. active_shader->use();
  933. m_lastBoundShader = active_shader;
  934. }
  935. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.mvp,
  936. it.mvp);
  937. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.model,
  938. it.model);
  939. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.color,
  940. it.color);
  941. QVector3D const light_dir(0.35F, 0.8F, 0.45F);
  942. active_shader->setUniform(
  943. m_waterPipeline->m_bridgeUniforms.light_direction, light_dir);
  944. it.mesh->draw();
  945. break;
  946. }
  947. BackendPipelines::CharacterPipeline::BasicUniforms *uniforms =
  948. &m_characterPipeline->m_basicUniforms;
  949. if (active_shader == m_characterPipeline->m_archerShader) {
  950. uniforms = &m_characterPipeline->m_archerUniforms;
  951. } else if (active_shader == m_characterPipeline->m_knightShader) {
  952. uniforms = &m_characterPipeline->m_knightUniforms;
  953. } else if (active_shader == m_characterPipeline->m_spearmanShader) {
  954. uniforms = &m_characterPipeline->m_spearmanUniforms;
  955. }
  956. if (m_lastBoundShader != active_shader) {
  957. active_shader->use();
  958. m_lastBoundShader = active_shader;
  959. }
  960. active_shader->setUniform(uniforms->mvp, it.mvp);
  961. active_shader->setUniform(uniforms->model, it.model);
  962. Texture *tex_to_use =
  963. (it.texture != nullptr)
  964. ? it.texture
  965. : (m_resources ? m_resources->white() : nullptr);
  966. if ((tex_to_use != nullptr) && tex_to_use != m_lastBoundTexture) {
  967. tex_to_use->bind(0);
  968. m_lastBoundTexture = tex_to_use;
  969. active_shader->setUniform(uniforms->texture, 0);
  970. }
  971. active_shader->setUniform(uniforms->useTexture, it.texture != nullptr);
  972. active_shader->setUniform(uniforms->color, it.color);
  973. active_shader->setUniform(uniforms->alpha, it.alpha);
  974. it.mesh->draw();
  975. break;
  976. }
  977. case GridCmdIndex: {
  978. if (m_effectsPipeline->m_gridShader == nullptr) {
  979. break;
  980. }
  981. const auto &gc = std::get<GridCmdIndex>(cmd);
  982. if (m_lastBoundShader != m_effectsPipeline->m_gridShader) {
  983. m_effectsPipeline->m_gridShader->use();
  984. m_lastBoundShader = m_effectsPipeline->m_gridShader;
  985. }
  986. m_effectsPipeline->m_gridShader->setUniform(
  987. m_effectsPipeline->m_gridUniforms.mvp, gc.mvp);
  988. m_effectsPipeline->m_gridShader->setUniform(
  989. m_effectsPipeline->m_gridUniforms.model, gc.model);
  990. m_effectsPipeline->m_gridShader->setUniform(
  991. m_effectsPipeline->m_gridUniforms.gridColor, gc.color);
  992. m_effectsPipeline->m_gridShader->setUniform(
  993. m_effectsPipeline->m_gridUniforms.lineColor, k_grid_line_color);
  994. m_effectsPipeline->m_gridShader->setUniform(
  995. m_effectsPipeline->m_gridUniforms.cellSize, gc.cellSize);
  996. m_effectsPipeline->m_gridShader->setUniform(
  997. m_effectsPipeline->m_gridUniforms.thickness, gc.thickness);
  998. if (m_resources) {
  999. if (auto *plane = m_resources->ground()) {
  1000. plane->draw();
  1001. }
  1002. }
  1003. break;
  1004. }
  1005. case SelectionRingCmdIndex: {
  1006. const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
  1007. Mesh *ring = Render::Geom::SelectionRing::get();
  1008. if (ring == nullptr) {
  1009. break;
  1010. }
  1011. if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
  1012. m_effectsPipeline->m_basicShader->use();
  1013. m_lastBoundShader = m_effectsPipeline->m_basicShader;
  1014. }
  1015. m_effectsPipeline->m_basicShader->use();
  1016. m_effectsPipeline->m_basicShader->setUniform(
  1017. m_effectsPipeline->m_basicUniforms.useTexture, false);
  1018. m_effectsPipeline->m_basicShader->setUniform(
  1019. m_effectsPipeline->m_basicUniforms.color, sc.color);
  1020. DepthMaskScope const depth_mask(false);
  1021. PolygonOffsetScope const poly(-1.0F, -1.0F);
  1022. BlendScope const blend(true);
  1023. {
  1024. QMatrix4x4 m = sc.model;
  1025. m.scale(1.08F, 1.0F, 1.08F);
  1026. const QMatrix4x4 mvp = view_proj * m;
  1027. m_effectsPipeline->m_basicShader->setUniform(
  1028. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1029. m_effectsPipeline->m_basicShader->setUniform(
  1030. m_effectsPipeline->m_basicUniforms.model, m);
  1031. m_effectsPipeline->m_basicShader->setUniform(
  1032. m_effectsPipeline->m_basicUniforms.alpha, sc.alphaOuter);
  1033. ring->draw();
  1034. }
  1035. {
  1036. const QMatrix4x4 mvp = view_proj * sc.model;
  1037. m_effectsPipeline->m_basicShader->setUniform(
  1038. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1039. m_effectsPipeline->m_basicShader->setUniform(
  1040. m_effectsPipeline->m_basicUniforms.model, sc.model);
  1041. m_effectsPipeline->m_basicShader->setUniform(
  1042. m_effectsPipeline->m_basicUniforms.alpha, sc.alphaInner);
  1043. ring->draw();
  1044. }
  1045. break;
  1046. }
  1047. case SelectionSmokeCmdIndex: {
  1048. const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
  1049. Mesh *disc = Render::Geom::SelectionDisc::get();
  1050. if (disc == nullptr) {
  1051. break;
  1052. }
  1053. if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
  1054. m_effectsPipeline->m_basicShader->use();
  1055. m_lastBoundShader = m_effectsPipeline->m_basicShader;
  1056. }
  1057. m_effectsPipeline->m_basicShader->setUniform(
  1058. m_effectsPipeline->m_basicUniforms.useTexture, false);
  1059. m_effectsPipeline->m_basicShader->setUniform(
  1060. m_effectsPipeline->m_basicUniforms.color, sm.color);
  1061. DepthMaskScope const depth_mask(false);
  1062. DepthTestScope const depth_test(true);
  1063. PolygonOffsetScope const poly(-1.0F, -1.0F);
  1064. BlendScope const blend(true);
  1065. for (int i = 0; i < 7; ++i) {
  1066. float const scale = 1.35F + 0.12F * i;
  1067. float const a = sm.baseAlpha * (1.0F - 0.09F * i);
  1068. QMatrix4x4 m = sm.model;
  1069. m.translate(0.0F, 0.02F, 0.0F);
  1070. m.scale(scale, 1.0F, scale);
  1071. const QMatrix4x4 mvp = view_proj * m;
  1072. m_effectsPipeline->m_basicShader->setUniform(
  1073. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1074. m_effectsPipeline->m_basicShader->setUniform(
  1075. m_effectsPipeline->m_basicUniforms.model, m);
  1076. m_effectsPipeline->m_basicShader->setUniform(
  1077. m_effectsPipeline->m_basicUniforms.alpha, a);
  1078. disc->draw();
  1079. }
  1080. break;
  1081. }
  1082. default:
  1083. break;
  1084. }
  1085. ++i;
  1086. }
  1087. if (m_lastBoundShader != nullptr) {
  1088. m_lastBoundShader->release();
  1089. m_lastBoundShader = nullptr;
  1090. }
  1091. }
  1092. } // namespace Render::GL