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- #include "backend.h"
- #include "../draw_queue.h"
- #include "../geom/selection_disc.h"
- #include "../geom/selection_ring.h"
- #include "buffer.h"
- #include "mesh.h"
- #include "primitives.h"
- #include "shader.h"
- #include "state_scopes.h"
- #include "texture.h"
- #include <QDebug>
- #include <algorithm>
- #include <cmath>
- #include <cstddef>
- #include <memory>
- #include <vector>
- namespace Render::GL {
- namespace {
- const QVector3D kGridLineColor(0.22f, 0.25f, 0.22f);
- }
- Backend::~Backend() {
- shutdownCylinderPipeline();
- shutdownFogPipeline();
- shutdownGrassPipeline();
- shutdownStonePipeline();
- shutdownPlantPipeline();
- }
- void Backend::initialize() {
- initializeOpenGLFunctions();
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthRange(0.0, 1.0);
- glDepthMask(GL_TRUE);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- m_resources = std::make_unique<ResourceManager>();
- if (!m_resources->initialize()) {
- qWarning() << "Backend: failed to initialize ResourceManager";
- }
- m_shaderCache = std::make_unique<ShaderCache>();
- m_shaderCache->initializeDefaults();
- m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
- m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
- m_cylinderShader = m_shaderCache->get(QStringLiteral("cylinder_instanced"));
- m_fogShader = m_shaderCache->get(QStringLiteral("fog_instanced"));
- m_grassShader = m_shaderCache->get(QStringLiteral("grass_instanced"));
- m_stoneShader = m_shaderCache->get(QStringLiteral("stone_instanced"));
- m_plantShader = m_shaderCache->get(QStringLiteral("plant_instanced"));
- m_pineShader = m_shaderCache->get(QStringLiteral("pine_instanced"));
- m_groundShader = m_shaderCache->get(QStringLiteral("ground_plane"));
- m_terrainShader = m_shaderCache->get(QStringLiteral("terrain_chunk"));
- m_archerShader = m_shaderCache->get(QStringLiteral("archer"));
- m_knightShader = m_shaderCache->get(QStringLiteral("knight"));
- if (!m_basicShader)
- qWarning() << "Backend: basic shader missing";
- if (!m_gridShader)
- qWarning() << "Backend: grid shader missing";
- if (!m_cylinderShader)
- qWarning() << "Backend: cylinder shader missing";
- if (!m_fogShader)
- qWarning() << "Backend: fog shader missing";
- if (!m_grassShader)
- qWarning() << "Backend: grass shader missing";
- if (!m_stoneShader)
- qWarning() << "Backend: stone shader missing";
- if (!m_plantShader)
- qWarning()
- << "Backend: plant shader missing - check plant_instanced.vert/frag";
- if (!m_pineShader)
- qWarning()
- << "Backend: pine shader missing - check pine_instanced.vert/frag";
- if (!m_groundShader)
- qWarning() << "Backend: ground_plane shader missing";
- if (!m_terrainShader)
- qWarning() << "Backend: terrain shader missing";
- if (!m_archerShader)
- qWarning() << "Backend: archer shader missing";
- if (!m_knightShader)
- qWarning() << "Backend: knight shader missing";
- cacheBasicUniforms();
- cacheArcherUniforms();
- cacheKnightUniforms();
- cacheGridUniforms();
- cacheCylinderUniforms();
- cacheFogUniforms();
- cacheGrassUniforms();
- cacheStoneUniforms();
- cachePlantUniforms();
- cachePineUniforms();
- cacheGroundUniforms();
- cacheTerrainUniforms();
- initializeCylinderPipeline();
- initializeFogPipeline();
- initializeGrassPipeline();
- initializeStonePipeline();
- initializePlantPipeline();
- initializePinePipeline();
- }
- void Backend::beginFrame() {
- if (m_viewportWidth > 0 && m_viewportHeight > 0) {
- glViewport(0, 0, m_viewportWidth, m_viewportHeight);
- }
- glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2],
- m_clearColor[3]);
- glClearDepth(1.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- if (m_usePersistentBuffers) {
- if (m_cylinderPersistentBuffer.isValid()) {
- m_cylinderPersistentBuffer.beginFrame();
- }
- if (m_fogPersistentBuffer.isValid()) {
- m_fogPersistentBuffer.beginFrame();
- }
- }
- }
- void Backend::setViewport(int w, int h) {
- m_viewportWidth = w;
- m_viewportHeight = h;
- }
- void Backend::setClearColor(float r, float g, float b, float a) {
- m_clearColor[0] = r;
- m_clearColor[1] = g;
- m_clearColor[2] = b;
- m_clearColor[3] = a;
- }
- void Backend::execute(const DrawQueue &queue, const Camera &cam) {
- if (!m_basicShader)
- return;
- const QMatrix4x4 viewProj = cam.getProjectionMatrix() * cam.getViewMatrix();
- m_lastBoundShader = nullptr;
- m_lastBoundTexture = nullptr;
- const std::size_t count = queue.size();
- std::size_t i = 0;
- while (i < count) {
- const auto &cmd = queue.getSorted(i);
- switch (cmd.index()) {
- case CylinderCmdIndex: {
- m_cylinderScratch.clear();
- do {
- const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
- CylinderInstanceGpu gpu{};
- gpu.start = cy.start;
- gpu.end = cy.end;
- gpu.radius = cy.radius;
- gpu.alpha = cy.alpha;
- gpu.color = cy.color;
- m_cylinderScratch.emplace_back(gpu);
- ++i;
- } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
- const std::size_t instanceCount = m_cylinderScratch.size();
- if (instanceCount > 0 && m_cylinderShader && m_cylinderVao) {
- glDepthMask(GL_TRUE);
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
- glDisable(GL_POLYGON_OFFSET_FILL);
- if (m_lastBoundShader != m_cylinderShader) {
- m_cylinderShader->use();
- m_lastBoundShader = m_cylinderShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_cylinderUniforms.viewProj != Shader::InvalidUniform) {
- m_cylinderShader->setUniform(m_cylinderUniforms.viewProj, viewProj);
- }
- uploadCylinderInstances(instanceCount);
- drawCylinders(instanceCount);
- }
- continue;
- }
- case FogBatchCmdIndex: {
- const auto &batch = std::get<FogBatchCmdIndex>(cmd);
- const FogInstanceData *instances = batch.instances;
- const std::size_t instanceCount = batch.count;
- if (instances && instanceCount > 0 && m_fogShader && m_fogVao) {
- m_fogScratch.resize(instanceCount);
- for (std::size_t idx = 0; idx < instanceCount; ++idx) {
- FogInstanceGpu gpu{};
- gpu.center = instances[idx].center;
- gpu.size = instances[idx].size;
- gpu.color = instances[idx].color;
- gpu.alpha = instances[idx].alpha;
- m_fogScratch[idx] = gpu;
- }
- glDepthMask(GL_TRUE);
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
- glDisable(GL_POLYGON_OFFSET_FILL);
- if (m_lastBoundShader != m_fogShader) {
- m_fogShader->use();
- m_lastBoundShader = m_fogShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_fogUniforms.viewProj != Shader::InvalidUniform) {
- m_fogShader->setUniform(m_fogUniforms.viewProj, viewProj);
- }
- uploadFogInstances(instanceCount);
- drawFog(instanceCount);
- }
- ++i;
- continue;
- }
- case GrassBatchCmdIndex: {
- const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
- if (!grass.instanceBuffer || grass.instanceCount == 0 || !m_grassShader ||
- !m_grassVao || m_grassVertexCount == 0)
- break;
- DepthMaskScope depthMask(false);
- BlendScope blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
- if (prevCull)
- glDisable(GL_CULL_FACE);
- if (m_lastBoundShader != m_grassShader) {
- m_grassShader->use();
- m_lastBoundShader = m_grassShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_grassUniforms.viewProj != Shader::InvalidUniform) {
- m_grassShader->setUniform(m_grassUniforms.viewProj, viewProj);
- }
- if (m_grassUniforms.time != Shader::InvalidUniform) {
- m_grassShader->setUniform(m_grassUniforms.time, grass.params.time);
- }
- if (m_grassUniforms.windStrength != Shader::InvalidUniform) {
- m_grassShader->setUniform(m_grassUniforms.windStrength,
- grass.params.windStrength);
- }
- if (m_grassUniforms.windSpeed != Shader::InvalidUniform) {
- m_grassShader->setUniform(m_grassUniforms.windSpeed,
- grass.params.windSpeed);
- }
- if (m_grassUniforms.soilColor != Shader::InvalidUniform) {
- m_grassShader->setUniform(m_grassUniforms.soilColor,
- grass.params.soilColor);
- }
- if (m_grassUniforms.lightDir != Shader::InvalidUniform) {
- QVector3D lightDir = grass.params.lightDirection;
- if (!lightDir.isNull())
- lightDir.normalize();
- m_grassShader->setUniform(m_grassUniforms.lightDir, lightDir);
- }
- glBindVertexArray(m_grassVao);
- grass.instanceBuffer->bind();
- const GLsizei stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
- glVertexAttribPointer(
- 2, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
- glVertexAttribPointer(
- 3, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
- glVertexAttribPointer(
- 4, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
- grass.instanceBuffer->unbind();
- glDrawArraysInstanced(GL_TRIANGLES, 0, m_grassVertexCount,
- static_cast<GLsizei>(grass.instanceCount));
- glBindVertexArray(0);
- if (prevCull)
- glEnable(GL_CULL_FACE);
- break;
- }
- case StoneBatchCmdIndex: {
- const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
- if (!stone.instanceBuffer || stone.instanceCount == 0 || !m_stoneShader ||
- !m_stoneVao || m_stoneIndexCount == 0)
- break;
- DepthMaskScope depthMask(true);
- BlendScope blend(false);
- if (m_lastBoundShader != m_stoneShader) {
- m_stoneShader->use();
- m_lastBoundShader = m_stoneShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_stoneUniforms.viewProj != Shader::InvalidUniform) {
- m_stoneShader->setUniform(m_stoneUniforms.viewProj, viewProj);
- }
- if (m_stoneUniforms.lightDirection != Shader::InvalidUniform) {
- QVector3D lightDir = stone.params.lightDirection;
- if (!lightDir.isNull())
- lightDir.normalize();
- m_stoneShader->setUniform(m_stoneUniforms.lightDirection, lightDir);
- }
- glBindVertexArray(m_stoneVao);
- stone.instanceBuffer->bind();
- const GLsizei stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
- glVertexAttribPointer(
- 2, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
- glVertexAttribPointer(
- 3, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
- stone.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES, m_stoneIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(stone.instanceCount));
- glBindVertexArray(0);
- break;
- }
- case PlantBatchCmdIndex: {
- const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
- if (!plant.instanceBuffer || plant.instanceCount == 0 || !m_plantShader ||
- !m_plantVao || m_plantIndexCount == 0) {
- break;
- }
- DepthMaskScope depthMask(false);
- glEnable(GL_DEPTH_TEST);
- BlendScope blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
- if (prevCull)
- glDisable(GL_CULL_FACE);
- if (m_lastBoundShader != m_plantShader) {
- m_plantShader->use();
- m_lastBoundShader = m_plantShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_plantUniforms.viewProj != Shader::InvalidUniform) {
- m_plantShader->setUniform(m_plantUniforms.viewProj, viewProj);
- }
- if (m_plantUniforms.time != Shader::InvalidUniform) {
- m_plantShader->setUniform(m_plantUniforms.time, plant.params.time);
- }
- if (m_plantUniforms.windStrength != Shader::InvalidUniform) {
- m_plantShader->setUniform(m_plantUniforms.windStrength,
- plant.params.windStrength);
- }
- if (m_plantUniforms.windSpeed != Shader::InvalidUniform) {
- m_plantShader->setUniform(m_plantUniforms.windSpeed,
- plant.params.windSpeed);
- }
- if (m_plantUniforms.lightDirection != Shader::InvalidUniform) {
- QVector3D lightDir = plant.params.lightDirection;
- if (!lightDir.isNull())
- lightDir.normalize();
- m_plantShader->setUniform(m_plantUniforms.lightDirection, lightDir);
- }
- glBindVertexArray(m_plantVao);
- plant.instanceBuffer->bind();
- const GLsizei stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
- glVertexAttribPointer(
- 3, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
- glVertexAttribPointer(
- 4, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
- glVertexAttribPointer(
- 5, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
- plant.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES, m_plantIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(plant.instanceCount));
- glBindVertexArray(0);
- if (prevCull)
- glEnable(GL_CULL_FACE);
- break;
- }
- case PineBatchCmdIndex: {
- const auto &pine = std::get<PineBatchCmdIndex>(cmd);
- if (!pine.instanceBuffer || pine.instanceCount == 0 || !m_pineShader ||
- !m_pineVao || m_pineIndexCount == 0) {
- break;
- }
- DepthMaskScope depthMask(false);
- glEnable(GL_DEPTH_TEST);
- BlendScope blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
- if (prevCull)
- glDisable(GL_CULL_FACE);
- if (m_lastBoundShader != m_pineShader) {
- m_pineShader->use();
- m_lastBoundShader = m_pineShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_pineUniforms.viewProj != Shader::InvalidUniform) {
- m_pineShader->setUniform(m_pineUniforms.viewProj, viewProj);
- }
- if (m_pineUniforms.time != Shader::InvalidUniform) {
- m_pineShader->setUniform(m_pineUniforms.time, pine.params.time);
- }
- if (m_pineUniforms.windStrength != Shader::InvalidUniform) {
- m_pineShader->setUniform(m_pineUniforms.windStrength,
- pine.params.windStrength);
- }
- if (m_pineUniforms.windSpeed != Shader::InvalidUniform) {
- m_pineShader->setUniform(m_pineUniforms.windSpeed,
- pine.params.windSpeed);
- }
- if (m_pineUniforms.lightDirection != Shader::InvalidUniform) {
- QVector3D lightDir = pine.params.lightDirection;
- if (!lightDir.isNull())
- lightDir.normalize();
- m_pineShader->setUniform(m_pineUniforms.lightDirection, lightDir);
- }
- glBindVertexArray(m_pineVao);
- pine.instanceBuffer->bind();
- const GLsizei stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
- glVertexAttribPointer(
- 3, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
- glVertexAttribPointer(
- 4, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
- glVertexAttribPointer(
- 5, 4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
- pine.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES, m_pineIndexCount, GL_UNSIGNED_SHORT,
- nullptr,
- static_cast<GLsizei>(pine.instanceCount));
- glBindVertexArray(0);
- if (prevCull)
- glEnable(GL_CULL_FACE);
- break;
- }
- case TerrainChunkCmdIndex: {
- const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
- Shader *activeShader =
- terrain.params.isGroundPlane ? m_groundShader : m_terrainShader;
- if (!terrain.mesh || !activeShader)
- break;
- if (m_lastBoundShader != activeShader) {
- activeShader->use();
- m_lastBoundShader = activeShader;
- m_lastBoundTexture = nullptr;
- }
- const QMatrix4x4 mvp = viewProj * terrain.model;
- if (terrain.params.isGroundPlane) {
- if (m_groundUniforms.mvp != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.mvp, mvp);
- if (m_groundUniforms.model != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.model, terrain.model);
- if (m_groundUniforms.grassPrimary != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.grassPrimary,
- terrain.params.grassPrimary);
- if (m_groundUniforms.grassSecondary != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.grassSecondary,
- terrain.params.grassSecondary);
- if (m_groundUniforms.grassDry != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.grassDry,
- terrain.params.grassDry);
- if (m_groundUniforms.soilColor != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.soilColor,
- terrain.params.soilColor);
- if (m_groundUniforms.tint != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.tint, terrain.params.tint);
- if (m_groundUniforms.noiseOffset != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.noiseOffset,
- terrain.params.noiseOffset);
- if (m_groundUniforms.tileSize != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.tileSize,
- terrain.params.tileSize);
- if (m_groundUniforms.macroNoiseScale != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.macroNoiseScale,
- terrain.params.macroNoiseScale);
- if (m_groundUniforms.detailNoiseScale != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.detailNoiseScale,
- terrain.params.detailNoiseScale);
- if (m_groundUniforms.soilBlendHeight != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.soilBlendHeight,
- terrain.params.soilBlendHeight);
- if (m_groundUniforms.soilBlendSharpness != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.soilBlendSharpness,
- terrain.params.soilBlendSharpness);
- if (m_groundUniforms.ambientBoost != Shader::InvalidUniform)
- activeShader->setUniform(m_groundUniforms.ambientBoost,
- terrain.params.ambientBoost);
- if (m_groundUniforms.lightDir != Shader::InvalidUniform) {
- QVector3D lightDir = terrain.params.lightDirection;
- if (!lightDir.isNull())
- lightDir.normalize();
- activeShader->setUniform(m_groundUniforms.lightDir, lightDir);
- }
- } else {
- if (m_terrainUniforms.mvp != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.mvp, mvp);
- if (m_terrainUniforms.model != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.model, terrain.model);
- if (m_terrainUniforms.grassPrimary != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.grassPrimary,
- terrain.params.grassPrimary);
- if (m_terrainUniforms.grassSecondary != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.grassSecondary,
- terrain.params.grassSecondary);
- if (m_terrainUniforms.grassDry != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.grassDry,
- terrain.params.grassDry);
- if (m_terrainUniforms.soilColor != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.soilColor,
- terrain.params.soilColor);
- if (m_terrainUniforms.rockLow != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.rockLow,
- terrain.params.rockLow);
- if (m_terrainUniforms.rockHigh != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.rockHigh,
- terrain.params.rockHigh);
- if (m_terrainUniforms.tint != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.tint, terrain.params.tint);
- if (m_terrainUniforms.noiseOffset != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.noiseOffset,
- terrain.params.noiseOffset);
- if (m_terrainUniforms.tileSize != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.tileSize,
- terrain.params.tileSize);
- if (m_terrainUniforms.macroNoiseScale != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.macroNoiseScale,
- terrain.params.macroNoiseScale);
- if (m_terrainUniforms.detailNoiseScale != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.detailNoiseScale,
- terrain.params.detailNoiseScale);
- if (m_terrainUniforms.slopeRockThreshold != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.slopeRockThreshold,
- terrain.params.slopeRockThreshold);
- if (m_terrainUniforms.slopeRockSharpness != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.slopeRockSharpness,
- terrain.params.slopeRockSharpness);
- if (m_terrainUniforms.soilBlendHeight != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.soilBlendHeight,
- terrain.params.soilBlendHeight);
- if (m_terrainUniforms.soilBlendSharpness != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.soilBlendSharpness,
- terrain.params.soilBlendSharpness);
- if (m_terrainUniforms.heightNoiseStrength != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.heightNoiseStrength,
- terrain.params.heightNoiseStrength);
- if (m_terrainUniforms.heightNoiseFrequency != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.heightNoiseFrequency,
- terrain.params.heightNoiseFrequency);
- if (m_terrainUniforms.ambientBoost != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.ambientBoost,
- terrain.params.ambientBoost);
- if (m_terrainUniforms.rockDetailStrength != Shader::InvalidUniform)
- activeShader->setUniform(m_terrainUniforms.rockDetailStrength,
- terrain.params.rockDetailStrength);
- if (m_terrainUniforms.lightDir != Shader::InvalidUniform) {
- QVector3D lightDir = terrain.params.lightDirection;
- if (!lightDir.isNull())
- lightDir.normalize();
- activeShader->setUniform(m_terrainUniforms.lightDir, lightDir);
- }
- }
- DepthMaskScope depthMask(terrain.depthWrite);
- std::unique_ptr<PolygonOffsetScope> polyScope;
- if (terrain.depthBias != 0.0f)
- polyScope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
- terrain.depthBias);
- terrain.mesh->draw();
- break;
- }
- case MeshCmdIndex: {
- const auto &it = std::get<MeshCmdIndex>(cmd);
- if (!it.mesh)
- break;
- glDepthMask(GL_TRUE);
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
- glDisable(GL_POLYGON_OFFSET_FILL);
- Shader *activeShader = it.shader ? it.shader : m_basicShader;
- if (!activeShader)
- break;
- BasicUniforms *uniforms = &m_basicUniforms;
- if (activeShader == m_archerShader)
- uniforms = &m_archerUniforms;
- else if (activeShader == m_knightShader)
- uniforms = &m_knightUniforms;
- if (m_lastBoundShader != activeShader) {
- activeShader->use();
- m_lastBoundShader = activeShader;
- }
- activeShader->setUniform(uniforms->mvp, it.mvp);
- activeShader->setUniform(uniforms->model, it.model);
- Texture *texToUse = it.texture
- ? it.texture
- : (m_resources ? m_resources->white() : nullptr);
- if (texToUse && texToUse != m_lastBoundTexture) {
- texToUse->bind(0);
- m_lastBoundTexture = texToUse;
- activeShader->setUniform(uniforms->texture, 0);
- }
- activeShader->setUniform(uniforms->useTexture, it.texture != nullptr);
- activeShader->setUniform(uniforms->color, it.color);
- activeShader->setUniform(uniforms->alpha, it.alpha);
- it.mesh->draw();
- break;
- }
- case GridCmdIndex: {
- if (!m_gridShader)
- break;
- const auto &gc = std::get<GridCmdIndex>(cmd);
- if (m_lastBoundShader != m_gridShader) {
- m_gridShader->use();
- m_lastBoundShader = m_gridShader;
- }
- m_gridShader->setUniform(m_gridUniforms.mvp, gc.mvp);
- m_gridShader->setUniform(m_gridUniforms.model, gc.model);
- m_gridShader->setUniform(m_gridUniforms.gridColor, gc.color);
- m_gridShader->setUniform(m_gridUniforms.lineColor, kGridLineColor);
- m_gridShader->setUniform(m_gridUniforms.cellSize, gc.cellSize);
- m_gridShader->setUniform(m_gridUniforms.thickness, gc.thickness);
- if (m_resources) {
- if (auto *plane = m_resources->ground())
- plane->draw();
- }
- break;
- }
- case SelectionRingCmdIndex: {
- const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
- Mesh *ring = Render::Geom::SelectionRing::get();
- if (!ring)
- break;
- if (m_lastBoundShader != m_basicShader) {
- m_basicShader->use();
- m_lastBoundShader = m_basicShader;
- }
- m_basicShader->use();
- m_basicShader->setUniform(m_basicUniforms.useTexture, false);
- m_basicShader->setUniform(m_basicUniforms.color, sc.color);
- DepthMaskScope depthMask(false);
- DepthTestScope depthTest(false);
- PolygonOffsetScope poly(-1.0f, -1.0f);
- BlendScope blend(true);
- {
- QMatrix4x4 m = sc.model;
- m.scale(1.08f, 1.0f, 1.08f);
- const QMatrix4x4 mvp = viewProj * m;
- m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
- m_basicShader->setUniform(m_basicUniforms.model, m);
- m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaOuter);
- ring->draw();
- }
- {
- const QMatrix4x4 mvp = viewProj * sc.model;
- m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
- m_basicShader->setUniform(m_basicUniforms.model, sc.model);
- m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaInner);
- ring->draw();
- }
- break;
- }
- case SelectionSmokeCmdIndex: {
- const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
- Mesh *disc = Render::Geom::SelectionDisc::get();
- if (!disc)
- break;
- if (m_lastBoundShader != m_basicShader) {
- m_basicShader->use();
- m_lastBoundShader = m_basicShader;
- }
- m_basicShader->setUniform(m_basicUniforms.useTexture, false);
- m_basicShader->setUniform(m_basicUniforms.color, sm.color);
- DepthMaskScope depthMask(false);
- DepthTestScope depthTest(true);
- PolygonOffsetScope poly(-1.0f, -1.0f);
- BlendScope blend(true);
- for (int i = 0; i < 7; ++i) {
- float scale = 1.35f + 0.12f * i;
- float a = sm.baseAlpha * (1.0f - 0.09f * i);
- QMatrix4x4 m = sm.model;
- m.translate(0.0f, 0.02f, 0.0f);
- m.scale(scale, 1.0f, scale);
- const QMatrix4x4 mvp = viewProj * m;
- m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
- m_basicShader->setUniform(m_basicUniforms.model, m);
- m_basicShader->setUniform(m_basicUniforms.alpha, a);
- disc->draw();
- }
- break;
- }
- default:
- break;
- }
- ++i;
- }
- if (m_lastBoundShader) {
- m_lastBoundShader->release();
- m_lastBoundShader = nullptr;
- }
- }
- void Backend::cacheBasicUniforms() {
- if (!m_basicShader)
- return;
- m_basicUniforms.mvp = m_basicShader->uniformHandle("u_mvp");
- m_basicUniforms.model = m_basicShader->uniformHandle("u_model");
- m_basicUniforms.texture = m_basicShader->uniformHandle("u_texture");
- m_basicUniforms.useTexture = m_basicShader->uniformHandle("u_useTexture");
- m_basicUniforms.color = m_basicShader->uniformHandle("u_color");
- m_basicUniforms.alpha = m_basicShader->uniformHandle("u_alpha");
- }
- void Backend::cacheArcherUniforms() {
- if (!m_archerShader)
- return;
- m_archerUniforms.mvp = m_archerShader->uniformHandle("u_mvp");
- m_archerUniforms.model = m_archerShader->uniformHandle("u_model");
- m_archerUniforms.texture = m_archerShader->uniformHandle("u_texture");
- m_archerUniforms.useTexture = m_archerShader->uniformHandle("u_useTexture");
- m_archerUniforms.color = m_archerShader->uniformHandle("u_color");
- m_archerUniforms.alpha = m_archerShader->uniformHandle("u_alpha");
- }
- void Backend::cacheKnightUniforms() {
- if (!m_knightShader)
- return;
- m_knightUniforms.mvp = m_knightShader->uniformHandle("u_mvp");
- m_knightUniforms.model = m_knightShader->uniformHandle("u_model");
- m_knightUniforms.texture = m_knightShader->uniformHandle("u_texture");
- m_knightUniforms.useTexture = m_knightShader->uniformHandle("u_useTexture");
- m_knightUniforms.color = m_knightShader->uniformHandle("u_color");
- m_knightUniforms.alpha = m_knightShader->uniformHandle("u_alpha");
- }
- void Backend::cacheGridUniforms() {
- if (!m_gridShader)
- return;
- m_gridUniforms.mvp = m_gridShader->uniformHandle("u_mvp");
- m_gridUniforms.model = m_gridShader->uniformHandle("u_model");
- m_gridUniforms.gridColor = m_gridShader->uniformHandle("u_gridColor");
- m_gridUniforms.lineColor = m_gridShader->uniformHandle("u_lineColor");
- m_gridUniforms.cellSize = m_gridShader->uniformHandle("u_cellSize");
- m_gridUniforms.thickness = m_gridShader->uniformHandle("u_thickness");
- }
- void Backend::cacheCylinderUniforms() {
- if (!m_cylinderShader)
- return;
- m_cylinderUniforms.viewProj = m_cylinderShader->uniformHandle("u_viewProj");
- }
- void Backend::cacheFogUniforms() {
- if (!m_fogShader)
- return;
- m_fogUniforms.viewProj = m_fogShader->uniformHandle("u_viewProj");
- }
- void Backend::initializeCylinderPipeline() {
- initializeOpenGLFunctions();
- shutdownCylinderPipeline();
- Mesh *unit = getUnitCylinder();
- if (!unit)
- return;
- const auto &vertices = unit->getVertices();
- const auto &indices = unit->getIndices();
- if (vertices.empty() || indices.empty())
- return;
- glGenVertexArrays(1, &m_cylinderVao);
- glBindVertexArray(m_cylinderVao);
- glGenBuffers(1, &m_cylinderVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_cylinderVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
- vertices.data(), GL_STATIC_DRAW);
- glGenBuffers(1, &m_cylinderIndexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinderIndexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
- indices.data(), GL_STATIC_DRAW);
- m_cylinderIndexCount = static_cast<GLsizei>(indices.size());
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
- reinterpret_cast<void *>(offsetof(Vertex, position)));
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
- reinterpret_cast<void *>(offsetof(Vertex, normal)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
- reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
- const std::size_t persistentCapacity = 10000;
- if (m_cylinderPersistentBuffer.initialize(persistentCapacity, 3)) {
- m_usePersistentBuffers = true;
- glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
- } else {
- m_usePersistentBuffers = false;
- glGenBuffers(1, &m_cylinderInstanceBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
- m_cylinderInstanceCapacity = 256;
- glBufferData(GL_ARRAY_BUFFER,
- m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
- nullptr, GL_DYNAMIC_DRAW);
- }
- const GLsizei stride = static_cast<GLsizei>(sizeof(CylinderInstanceGpu));
- glEnableVertexAttribArray(3);
- glVertexAttribPointer(
- 3, 3, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, start)));
- glVertexAttribDivisor(3, 1);
- glEnableVertexAttribArray(4);
- glVertexAttribPointer(
- 4, 3, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, end)));
- glVertexAttribDivisor(4, 1);
- glEnableVertexAttribArray(5);
- glVertexAttribPointer(
- 5, 1, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, radius)));
- glVertexAttribDivisor(5, 1);
- glEnableVertexAttribArray(6);
- glVertexAttribPointer(
- 6, 1, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, alpha)));
- glVertexAttribDivisor(6, 1);
- glEnableVertexAttribArray(7);
- glVertexAttribPointer(
- 7, 3, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, color)));
- glVertexAttribDivisor(7, 1);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- m_cylinderScratch.reserve(
- m_usePersistentBuffers ? persistentCapacity : m_cylinderInstanceCapacity);
- }
- void Backend::shutdownCylinderPipeline() {
- initializeOpenGLFunctions();
- m_cylinderPersistentBuffer.destroy();
- if (m_cylinderInstanceBuffer) {
- glDeleteBuffers(1, &m_cylinderInstanceBuffer);
- m_cylinderInstanceBuffer = 0;
- }
- if (m_cylinderVertexBuffer) {
- glDeleteBuffers(1, &m_cylinderVertexBuffer);
- m_cylinderVertexBuffer = 0;
- }
- if (m_cylinderIndexBuffer) {
- glDeleteBuffers(1, &m_cylinderIndexBuffer);
- m_cylinderIndexBuffer = 0;
- }
- if (m_cylinderVao) {
- glDeleteVertexArrays(1, &m_cylinderVao);
- m_cylinderVao = 0;
- }
- m_cylinderIndexCount = 0;
- m_cylinderInstanceCapacity = 0;
- m_cylinderScratch.clear();
- }
- void Backend::uploadCylinderInstances(std::size_t count) {
- if (count == 0)
- return;
- initializeOpenGLFunctions();
- if (m_usePersistentBuffers && m_cylinderPersistentBuffer.isValid()) {
- if (count > m_cylinderPersistentBuffer.capacity()) {
- count = m_cylinderPersistentBuffer.capacity();
- }
- m_cylinderPersistentBuffer.write(m_cylinderScratch.data(), count);
- glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- return;
- }
- if (!m_cylinderInstanceBuffer)
- return;
- glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
- if (count > m_cylinderInstanceCapacity) {
- m_cylinderInstanceCapacity = std::max<std::size_t>(
- count,
- m_cylinderInstanceCapacity ? m_cylinderInstanceCapacity * 2 : count);
- glBufferData(GL_ARRAY_BUFFER,
- m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
- nullptr, GL_DYNAMIC_DRAW);
- m_cylinderScratch.reserve(m_cylinderInstanceCapacity);
- }
- glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(CylinderInstanceGpu),
- m_cylinderScratch.data());
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- void Backend::drawCylinders(std::size_t count) {
- if (!m_cylinderVao || m_cylinderIndexCount == 0 || count == 0)
- return;
- initializeOpenGLFunctions();
- glBindVertexArray(m_cylinderVao);
- glDrawElementsInstanced(GL_TRIANGLES, m_cylinderIndexCount, GL_UNSIGNED_INT,
- nullptr, static_cast<GLsizei>(count));
- glBindVertexArray(0);
- }
- void Backend::initializeFogPipeline() {
- initializeOpenGLFunctions();
- shutdownFogPipeline();
- const Vertex vertices[4] = {
- {{-0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
- {{0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
- {{-0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
- {{0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
- };
- const unsigned int indices[6] = {0, 1, 2, 2, 1, 3};
- glGenVertexArrays(1, &m_fogVao);
- glBindVertexArray(m_fogVao);
- glGenBuffers(1, &m_fogVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_fogVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glGenBuffers(1, &m_fogIndexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_fogIndexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
- GL_STATIC_DRAW);
- m_fogIndexCount = 6;
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
- reinterpret_cast<void *>(offsetof(Vertex, position)));
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
- reinterpret_cast<void *>(offsetof(Vertex, normal)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
- reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
- glGenBuffers(1, &m_fogInstanceBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
- m_fogInstanceCapacity = 512;
- glBufferData(GL_ARRAY_BUFFER, m_fogInstanceCapacity * sizeof(FogInstanceGpu),
- nullptr, GL_DYNAMIC_DRAW);
- const GLsizei stride = static_cast<GLsizei>(sizeof(FogInstanceGpu));
- glEnableVertexAttribArray(3);
- glVertexAttribPointer(
- 3, 3, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(FogInstanceGpu, center)));
- glVertexAttribDivisor(3, 1);
- glEnableVertexAttribArray(4);
- glVertexAttribPointer(
- 4, 1, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(FogInstanceGpu, size)));
- glVertexAttribDivisor(4, 1);
- glEnableVertexAttribArray(5);
- glVertexAttribPointer(
- 5, 3, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(FogInstanceGpu, color)));
- glVertexAttribDivisor(5, 1);
- glEnableVertexAttribArray(6);
- glVertexAttribPointer(
- 6, 1, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(FogInstanceGpu, alpha)));
- glVertexAttribDivisor(6, 1);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- m_fogScratch.reserve(m_fogInstanceCapacity);
- }
- void Backend::shutdownFogPipeline() {
- initializeOpenGLFunctions();
- if (m_fogInstanceBuffer) {
- glDeleteBuffers(1, &m_fogInstanceBuffer);
- m_fogInstanceBuffer = 0;
- }
- if (m_fogVertexBuffer) {
- glDeleteBuffers(1, &m_fogVertexBuffer);
- m_fogVertexBuffer = 0;
- }
- if (m_fogIndexBuffer) {
- glDeleteBuffers(1, &m_fogIndexBuffer);
- m_fogIndexBuffer = 0;
- }
- if (m_fogVao) {
- glDeleteVertexArrays(1, &m_fogVao);
- m_fogVao = 0;
- }
- m_fogIndexCount = 0;
- m_fogInstanceCapacity = 0;
- m_fogScratch.clear();
- }
- void Backend::uploadFogInstances(std::size_t count) {
- if (!m_fogInstanceBuffer || count == 0)
- return;
- initializeOpenGLFunctions();
- glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
- if (count > m_fogInstanceCapacity) {
- m_fogInstanceCapacity = std::max<std::size_t>(
- count, m_fogInstanceCapacity ? m_fogInstanceCapacity * 2 : count);
- glBufferData(GL_ARRAY_BUFFER,
- m_fogInstanceCapacity * sizeof(FogInstanceGpu), nullptr,
- GL_DYNAMIC_DRAW);
- m_fogScratch.reserve(m_fogInstanceCapacity);
- }
- glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(FogInstanceGpu),
- m_fogScratch.data());
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- void Backend::drawFog(std::size_t count) {
- if (!m_fogVao || m_fogIndexCount == 0 || count == 0)
- return;
- initializeOpenGLFunctions();
- glBindVertexArray(m_fogVao);
- glDrawElementsInstanced(GL_TRIANGLES, m_fogIndexCount, GL_UNSIGNED_INT,
- nullptr, static_cast<GLsizei>(count));
- glBindVertexArray(0);
- }
- void Backend::cacheGrassUniforms() {
- if (!m_grassShader)
- return;
- m_grassUniforms.viewProj = m_grassShader->uniformHandle("u_viewProj");
- m_grassUniforms.time = m_grassShader->uniformHandle("u_time");
- m_grassUniforms.windStrength = m_grassShader->uniformHandle("u_windStrength");
- m_grassUniforms.windSpeed = m_grassShader->uniformHandle("u_windSpeed");
- m_grassUniforms.soilColor = m_grassShader->uniformHandle("u_soilColor");
- m_grassUniforms.lightDir = m_grassShader->uniformHandle("u_lightDir");
- }
- void Backend::cacheGroundUniforms() {
- if (!m_groundShader)
- return;
- m_groundUniforms.mvp = m_groundShader->uniformHandle("u_mvp");
- m_groundUniforms.model = m_groundShader->uniformHandle("u_model");
- m_groundUniforms.grassPrimary =
- m_groundShader->uniformHandle("u_grassPrimary");
- m_groundUniforms.grassSecondary =
- m_groundShader->uniformHandle("u_grassSecondary");
- m_groundUniforms.grassDry = m_groundShader->uniformHandle("u_grassDry");
- m_groundUniforms.soilColor = m_groundShader->uniformHandle("u_soilColor");
- m_groundUniforms.tint = m_groundShader->uniformHandle("u_tint");
- m_groundUniforms.noiseOffset = m_groundShader->uniformHandle("u_noiseOffset");
- m_groundUniforms.tileSize = m_groundShader->uniformHandle("u_tileSize");
- m_groundUniforms.macroNoiseScale =
- m_groundShader->uniformHandle("u_macroNoiseScale");
- m_groundUniforms.detailNoiseScale =
- m_groundShader->uniformHandle("u_detailNoiseScale");
- m_groundUniforms.soilBlendHeight =
- m_groundShader->uniformHandle("u_soilBlendHeight");
- m_groundUniforms.soilBlendSharpness =
- m_groundShader->uniformHandle("u_soilBlendSharpness");
- m_groundUniforms.ambientBoost =
- m_groundShader->uniformHandle("u_ambientBoost");
- m_groundUniforms.lightDir = m_groundShader->uniformHandle("u_lightDir");
- }
- void Backend::cacheTerrainUniforms() {
- if (!m_terrainShader)
- return;
- m_terrainUniforms.mvp = m_terrainShader->uniformHandle("u_mvp");
- m_terrainUniforms.model = m_terrainShader->uniformHandle("u_model");
- m_terrainUniforms.grassPrimary =
- m_terrainShader->uniformHandle("u_grassPrimary");
- m_terrainUniforms.grassSecondary =
- m_terrainShader->uniformHandle("u_grassSecondary");
- m_terrainUniforms.grassDry = m_terrainShader->uniformHandle("u_grassDry");
- m_terrainUniforms.soilColor = m_terrainShader->uniformHandle("u_soilColor");
- m_terrainUniforms.rockLow = m_terrainShader->uniformHandle("u_rockLow");
- m_terrainUniforms.rockHigh = m_terrainShader->uniformHandle("u_rockHigh");
- m_terrainUniforms.tint = m_terrainShader->uniformHandle("u_tint");
- m_terrainUniforms.noiseOffset =
- m_terrainShader->uniformHandle("u_noiseOffset");
- m_terrainUniforms.tileSize = m_terrainShader->uniformHandle("u_tileSize");
- m_terrainUniforms.macroNoiseScale =
- m_terrainShader->uniformHandle("u_macroNoiseScale");
- m_terrainUniforms.detailNoiseScale =
- m_terrainShader->uniformHandle("u_detailNoiseScale");
- m_terrainUniforms.slopeRockThreshold =
- m_terrainShader->uniformHandle("u_slopeRockThreshold");
- m_terrainUniforms.slopeRockSharpness =
- m_terrainShader->uniformHandle("u_slopeRockSharpness");
- m_terrainUniforms.soilBlendHeight =
- m_terrainShader->uniformHandle("u_soilBlendHeight");
- m_terrainUniforms.soilBlendSharpness =
- m_terrainShader->uniformHandle("u_soilBlendSharpness");
- m_terrainUniforms.heightNoiseStrength =
- m_terrainShader->uniformHandle("u_heightNoiseStrength");
- m_terrainUniforms.heightNoiseFrequency =
- m_terrainShader->uniformHandle("u_heightNoiseFrequency");
- m_terrainUniforms.ambientBoost =
- m_terrainShader->uniformHandle("u_ambientBoost");
- m_terrainUniforms.rockDetailStrength =
- m_terrainShader->uniformHandle("u_rockDetailStrength");
- m_terrainUniforms.lightDir = m_terrainShader->uniformHandle("u_lightDir");
- }
- void Backend::initializeGrassPipeline() {
- initializeOpenGLFunctions();
- shutdownGrassPipeline();
- struct GrassVertex {
- QVector3D position;
- QVector2D uv;
- };
- const GrassVertex bladeVertices[6] = {
- {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}},
- {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
- {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
- {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
- {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
- {{0.35f, 1.0f, 0.0f}, {0.9f, 1.0f}},
- };
- glGenVertexArrays(1, &m_grassVao);
- glBindVertexArray(m_grassVao);
- glGenBuffers(1, &m_grassVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_grassVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(bladeVertices), bladeVertices,
- GL_STATIC_DRAW);
- m_grassVertexCount = 6;
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(
- 0, 3, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
- reinterpret_cast<void *>(offsetof(GrassVertex, position)));
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
- reinterpret_cast<void *>(offsetof(GrassVertex, uv)));
- glEnableVertexAttribArray(2);
- glVertexAttribDivisor(2, 1);
- glEnableVertexAttribArray(3);
- glVertexAttribDivisor(3, 1);
- glEnableVertexAttribArray(4);
- glVertexAttribDivisor(4, 1);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- void Backend::shutdownGrassPipeline() {
- initializeOpenGLFunctions();
- if (m_grassVertexBuffer) {
- glDeleteBuffers(1, &m_grassVertexBuffer);
- m_grassVertexBuffer = 0;
- }
- if (m_grassVao) {
- glDeleteVertexArrays(1, &m_grassVao);
- m_grassVao = 0;
- }
- m_grassVertexCount = 0;
- }
- void Backend::cacheStoneUniforms() {
- if (m_stoneShader) {
- m_stoneUniforms.viewProj = m_stoneShader->uniformHandle("uViewProj");
- m_stoneUniforms.lightDirection =
- m_stoneShader->uniformHandle("uLightDirection");
- }
- }
- void Backend::initializeStonePipeline() {
- initializeOpenGLFunctions();
- shutdownStonePipeline();
- struct StoneVertex {
- QVector3D position;
- QVector3D normal;
- };
- const StoneVertex stoneVertices[] = {
- {{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
- {{0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
- {{0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
- {{-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
- {{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
- {{-0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
- {{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
- {{0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
- {{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
- {{-0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
- {{0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
- {{0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
- {{-0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
- {{0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
- {{0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
- {{-0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
- {{0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
- {{0.5f, 0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
- {{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
- {{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
- {{-0.5f, -0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
- {{-0.5f, -0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
- {{-0.5f, 0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
- {{-0.5f, 0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
- };
- const uint16_t stoneIndices[] = {
- 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8,
- 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20};
- glGenVertexArrays(1, &m_stoneVao);
- glBindVertexArray(m_stoneVao);
- glGenBuffers(1, &m_stoneVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_stoneVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(stoneVertices), stoneVertices,
- GL_STATIC_DRAW);
- m_stoneVertexCount = 24;
- glGenBuffers(1, &m_stoneIndexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_stoneIndexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(stoneIndices), stoneIndices,
- GL_STATIC_DRAW);
- m_stoneIndexCount = 36;
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(
- 0, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
- reinterpret_cast<void *>(offsetof(StoneVertex, position)));
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(
- 1, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
- reinterpret_cast<void *>(offsetof(StoneVertex, normal)));
- glEnableVertexAttribArray(2);
- glVertexAttribDivisor(2, 1);
- glEnableVertexAttribArray(3);
- glVertexAttribDivisor(3, 1);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- void Backend::shutdownStonePipeline() {
- initializeOpenGLFunctions();
- if (m_stoneIndexBuffer) {
- glDeleteBuffers(1, &m_stoneIndexBuffer);
- m_stoneIndexBuffer = 0;
- }
- if (m_stoneVertexBuffer) {
- glDeleteBuffers(1, &m_stoneVertexBuffer);
- m_stoneVertexBuffer = 0;
- }
- if (m_stoneVao) {
- glDeleteVertexArrays(1, &m_stoneVao);
- m_stoneVao = 0;
- }
- m_stoneVertexCount = 0;
- m_stoneIndexCount = 0;
- }
- void Backend::cachePlantUniforms() {
- if (m_plantShader) {
- m_plantUniforms.viewProj = m_plantShader->uniformHandle("uViewProj");
- m_plantUniforms.time = m_plantShader->uniformHandle("uTime");
- m_plantUniforms.windStrength =
- m_plantShader->uniformHandle("uWindStrength");
- m_plantUniforms.windSpeed = m_plantShader->uniformHandle("uWindSpeed");
- m_plantUniforms.lightDirection =
- m_plantShader->uniformHandle("uLightDirection");
- }
- }
- void Backend::cachePineUniforms() {
- if (m_pineShader) {
- m_pineUniforms.viewProj = m_pineShader->uniformHandle("uViewProj");
- m_pineUniforms.time = m_pineShader->uniformHandle("uTime");
- m_pineUniforms.windStrength = m_pineShader->uniformHandle("uWindStrength");
- m_pineUniforms.windSpeed = m_pineShader->uniformHandle("uWindSpeed");
- m_pineUniforms.lightDirection =
- m_pineShader->uniformHandle("uLightDirection");
- }
- }
- void Backend::initializePlantPipeline() {
- initializeOpenGLFunctions();
- shutdownPlantPipeline();
- struct PlantVertex {
- QVector3D position;
- QVector2D texCoord;
- QVector3D normal;
- };
- const PlantVertex plantVertices[] = {
- {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
- {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
- {{0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
- {{-0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
- {{0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
- {{-0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
- {{-0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
- {{0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
- {{0.0f, 0.0f, -0.5f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
- {{0.0f, 0.0f, 0.5f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
- {{0.0f, 1.0f, 0.5f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
- {{0.0f, 1.0f, -0.5f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
- {{0.0f, 0.0f, 0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
- {{0.0f, 0.0f, -0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
- {{0.0f, 1.0f, -0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
- {{0.0f, 1.0f, 0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
- };
- const unsigned short plantIndices[] = {
- 0, 1, 2, 0, 2, 3,
- 4, 5, 6, 4, 6, 7,
- 8, 9, 10, 8, 10, 11,
- 12, 13, 14, 12, 14, 15,
- };
- glGenVertexArrays(1, &m_plantVao);
- glBindVertexArray(m_plantVao);
- glGenBuffers(1, &m_plantVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_plantVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER, sizeof(plantVertices), plantVertices,
- GL_STATIC_DRAW);
- m_plantVertexCount = 16;
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(
- 0, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
- reinterpret_cast<void *>(offsetof(PlantVertex, position)));
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(
- 1, 2, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
- reinterpret_cast<void *>(offsetof(PlantVertex, texCoord)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(
- 2, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
- reinterpret_cast<void *>(offsetof(PlantVertex, normal)));
- glGenBuffers(1, &m_plantIndexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_plantIndexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plantIndices), plantIndices,
- GL_STATIC_DRAW);
- m_plantIndexCount = 24;
- glEnableVertexAttribArray(3);
- glVertexAttribDivisor(3, 1);
- glEnableVertexAttribArray(4);
- glVertexAttribDivisor(4, 1);
- glEnableVertexAttribArray(5);
- glVertexAttribDivisor(5, 1);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- void Backend::shutdownPlantPipeline() {
- initializeOpenGLFunctions();
- if (m_plantIndexBuffer) {
- glDeleteBuffers(1, &m_plantIndexBuffer);
- m_plantIndexBuffer = 0;
- }
- if (m_plantVertexBuffer) {
- glDeleteBuffers(1, &m_plantVertexBuffer);
- m_plantVertexBuffer = 0;
- }
- if (m_plantVao) {
- glDeleteVertexArrays(1, &m_plantVao);
- m_plantVao = 0;
- }
- m_plantVertexCount = 0;
- m_plantIndexCount = 0;
- }
- void Backend::initializePinePipeline() {
- initializeOpenGLFunctions();
- shutdownPinePipeline();
- struct PineVertex {
- QVector3D position;
- QVector2D texCoord;
- QVector3D normal;
- };
- constexpr int kSegments = 6;
- constexpr float kTwoPi = 6.28318530718f;
- std::vector<PineVertex> vertices;
- vertices.reserve(kSegments * 5 + 1);
- std::vector<unsigned short> indices;
- indices.reserve(kSegments * 6 * 4 + kSegments * 3);
- auto addRing = [&](float radius, float y, float normalUp,
- float vCoord) -> int {
- const int start = static_cast<int>(vertices.size());
- for (int i = 0; i < kSegments; ++i) {
- const float t = static_cast<float>(i) / static_cast<float>(kSegments);
- const float angle = t * kTwoPi;
- const float nx = std::cos(angle);
- const float nz = std::sin(angle);
- QVector3D normal(nx, normalUp, nz);
- normal.normalize();
- QVector3D position(radius * nx, y, radius * nz);
- QVector2D texCoord(t, vCoord);
- vertices.push_back({position, texCoord, normal});
- }
- return start;
- };
- auto connectRings = [&](int lowerStart, int upperStart) {
- for (int i = 0; i < kSegments; ++i) {
- const int next = (i + 1) % kSegments;
- const unsigned short lower0 = static_cast<unsigned short>(lowerStart + i);
- const unsigned short lower1 =
- static_cast<unsigned short>(lowerStart + next);
- const unsigned short upper0 = static_cast<unsigned short>(upperStart + i);
- const unsigned short upper1 =
- static_cast<unsigned short>(upperStart + next);
- indices.push_back(lower0);
- indices.push_back(lower1);
- indices.push_back(upper1);
- indices.push_back(lower0);
- indices.push_back(upper1);
- indices.push_back(upper0);
- }
- };
- const int trunkBottom = addRing(0.12f, 0.0f, 0.0f, 0.0f);
- const int trunkMid = addRing(0.11f, 0.35f, 0.0f, 0.12f);
- const int trunkTop = addRing(0.10f, 0.58f, 0.05f, 0.30f);
- const int branchBase = addRing(0.60f, 0.64f, 0.35f, 0.46f);
- const int branchMid = addRing(0.42f, 0.82f, 0.6f, 0.68f);
- const int branchUpper = addRing(0.24f, 1.00f, 0.7f, 0.88f);
- const int branchTip = addRing(0.12f, 1.10f, 0.85f, 0.96f);
- connectRings(trunkBottom, trunkMid);
- connectRings(trunkMid, trunkTop);
- connectRings(trunkTop, branchBase);
- connectRings(branchBase, branchMid);
- connectRings(branchMid, branchUpper);
- connectRings(branchUpper, branchTip);
- const unsigned short trunkCapIndex =
- static_cast<unsigned short>(vertices.size());
- vertices.push_back({QVector3D(0.0f, 0.0f, 0.0f), QVector2D(0.5f, 0.0f),
- QVector3D(0.0f, -1.0f, 0.0f)});
- for (int i = 0; i < kSegments; ++i) {
- const int next = (i + 1) % kSegments;
- indices.push_back(static_cast<unsigned short>(trunkBottom + next));
- indices.push_back(static_cast<unsigned short>(trunkBottom + i));
- indices.push_back(trunkCapIndex);
- }
- const unsigned short apexIndex = static_cast<unsigned short>(vertices.size());
- vertices.push_back({QVector3D(0.0f, 1.18f, 0.0f), QVector2D(0.5f, 1.0f),
- QVector3D(0.0f, 1.0f, 0.0f)});
- for (int i = 0; i < kSegments; ++i) {
- const int next = (i + 1) % kSegments;
- indices.push_back(static_cast<unsigned short>(branchTip + i));
- indices.push_back(static_cast<unsigned short>(branchTip + next));
- indices.push_back(apexIndex);
- }
- glGenVertexArrays(1, &m_pineVao);
- glBindVertexArray(m_pineVao);
- glGenBuffers(1, &m_pineVertexBuffer);
- glBindBuffer(GL_ARRAY_BUFFER, m_pineVertexBuffer);
- glBufferData(GL_ARRAY_BUFFER,
- static_cast<GLsizeiptr>(vertices.size() * sizeof(PineVertex)),
- vertices.data(), GL_STATIC_DRAW);
- m_pineVertexCount = static_cast<GLsizei>(vertices.size());
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(
- 0, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
- reinterpret_cast<void *>(offsetof(PineVertex, position)));
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(
- 1, 2, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
- reinterpret_cast<void *>(offsetof(PineVertex, texCoord)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
- reinterpret_cast<void *>(offsetof(PineVertex, normal)));
- glGenBuffers(1, &m_pineIndexBuffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pineIndexBuffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER,
- static_cast<GLsizeiptr>(indices.size() * sizeof(unsigned short)),
- indices.data(), GL_STATIC_DRAW);
- m_pineIndexCount = static_cast<GLsizei>(indices.size());
- glEnableVertexAttribArray(3);
- glVertexAttribDivisor(3, 1);
- glEnableVertexAttribArray(4);
- glVertexAttribDivisor(4, 1);
- glEnableVertexAttribArray(5);
- glVertexAttribDivisor(5, 1);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- void Backend::shutdownPinePipeline() {
- initializeOpenGLFunctions();
- if (m_pineIndexBuffer) {
- glDeleteBuffers(1, &m_pineIndexBuffer);
- m_pineIndexBuffer = 0;
- }
- if (m_pineVertexBuffer) {
- glDeleteBuffers(1, &m_pineVertexBuffer);
- m_pineVertexBuffer = 0;
- }
- if (m_pineVao) {
- glDeleteVertexArrays(1, &m_pineVao);
- m_pineVao = 0;
- }
- m_pineVertexCount = 0;
- m_pineIndexCount = 0;
- }
- } // namespace Render::GL
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