backend.cpp 49 KB

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  1. #include "backend.h"
  2. #include "../draw_queue.h"
  3. #include "../geom/selection_disc.h"
  4. #include "../geom/selection_ring.h"
  5. #include "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 <qopenglcontext.h>
  33. #include <qstringliteral.h>
  34. #include <qvectornd.h>
  35. #include <vector>
  36. namespace Render::GL {
  37. using namespace Render::GL::ColorIndex;
  38. using namespace Render::GL::VertexAttrib;
  39. using namespace Render::GL::ComponentCount;
  40. namespace {
  41. const QVector3D k_grid_line_color(0.22F, 0.25F, 0.22F);
  42. }
  43. Backend::Backend() = default;
  44. Backend::~Backend() {
  45. if (QOpenGLContext::currentContext() == nullptr) {
  46. (void)m_cylinderPipeline.release();
  47. (void)m_vegetationPipeline.release();
  48. (void)m_terrainPipeline.release();
  49. (void)m_characterPipeline.release();
  50. (void)m_waterPipeline.release();
  51. (void)m_effectsPipeline.release();
  52. } else {
  53. m_cylinderPipeline.reset();
  54. m_vegetationPipeline.reset();
  55. m_terrainPipeline.reset();
  56. m_characterPipeline.reset();
  57. m_waterPipeline.reset();
  58. m_effectsPipeline.reset();
  59. }
  60. }
  61. void Backend::initialize() {
  62. qInfo() << "Backend::initialize() - Starting...";
  63. qInfo() << "Backend: Initializing OpenGL functions...";
  64. initializeOpenGLFunctions();
  65. qInfo() << "Backend: OpenGL functions initialized";
  66. qInfo() << "Backend: Setting up depth test...";
  67. glEnable(GL_DEPTH_TEST);
  68. glDepthFunc(GL_LESS);
  69. glDepthRange(0.0, 1.0);
  70. glDepthMask(GL_TRUE);
  71. qInfo() << "Backend: Setting up blending...";
  72. glEnable(GL_BLEND);
  73. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  74. qInfo() << "Backend: Creating ResourceManager...";
  75. m_resources = std::make_unique<ResourceManager>();
  76. if (!m_resources->initialize()) {
  77. qWarning() << "Backend: failed to initialize ResourceManager";
  78. }
  79. qInfo() << "Backend: ResourceManager created";
  80. qInfo() << "Backend: Creating ShaderCache...";
  81. m_shaderCache = std::make_unique<ShaderCache>();
  82. m_shaderCache->initializeDefaults();
  83. qInfo() << "Backend: ShaderCache created";
  84. qInfo() << "Backend: Creating CylinderPipeline...";
  85. m_cylinderPipeline =
  86. std::make_unique<BackendPipelines::CylinderPipeline>(m_shaderCache.get());
  87. m_cylinderPipeline->initialize();
  88. qInfo() << "Backend: CylinderPipeline initialized";
  89. qInfo() << "Backend: Creating VegetationPipeline...";
  90. m_vegetationPipeline = std::make_unique<BackendPipelines::VegetationPipeline>(
  91. m_shaderCache.get());
  92. m_vegetationPipeline->initialize();
  93. qInfo() << "Backend: VegetationPipeline initialized";
  94. qInfo() << "Backend: Creating TerrainPipeline...";
  95. m_terrainPipeline = std::make_unique<BackendPipelines::TerrainPipeline>(
  96. this, m_shaderCache.get());
  97. m_terrainPipeline->initialize();
  98. qInfo() << "Backend: TerrainPipeline initialized";
  99. qInfo() << "Backend: Creating CharacterPipeline...";
  100. m_characterPipeline = std::make_unique<BackendPipelines::CharacterPipeline>(
  101. this, m_shaderCache.get());
  102. m_characterPipeline->initialize();
  103. qInfo() << "Backend: CharacterPipeline initialized";
  104. qInfo() << "Backend: Creating WaterPipeline...";
  105. m_waterPipeline = std::make_unique<BackendPipelines::WaterPipeline>(
  106. this, m_shaderCache.get());
  107. m_waterPipeline->initialize();
  108. qInfo() << "Backend: WaterPipeline initialized";
  109. qInfo() << "Backend: Creating EffectsPipeline...";
  110. m_effectsPipeline = std::make_unique<BackendPipelines::EffectsPipeline>(
  111. this, m_shaderCache.get());
  112. m_effectsPipeline->initialize();
  113. qInfo() << "Backend: EffectsPipeline initialized";
  114. qInfo() << "Backend: Loading basic shaders...";
  115. m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
  116. m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
  117. if (m_basicShader == nullptr) {
  118. qWarning() << "Backend: basic shader missing";
  119. }
  120. if (m_gridShader == nullptr) {
  121. qWarning() << "Backend: grid shader missing";
  122. }
  123. qInfo() << "Backend::initialize() - Complete!";
  124. }
  125. void Backend::beginFrame() {
  126. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  127. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  128. }
  129. glClearColor(m_clearColor[Red], m_clearColor[Green], m_clearColor[Blue],
  130. m_clearColor[Alpha]);
  131. glClearDepth(1.0);
  132. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  133. glEnable(GL_DEPTH_TEST);
  134. glDepthFunc(GL_LESS);
  135. glDepthMask(GL_TRUE);
  136. if (m_cylinderPipeline) {
  137. m_cylinderPipeline->beginFrame();
  138. }
  139. }
  140. void Backend::setViewport(int w, int h) {
  141. m_viewportWidth = w;
  142. m_viewportHeight = h;
  143. }
  144. void Backend::setClearColor(float r, float g, float b, float a) {
  145. m_clearColor[Red] = r;
  146. m_clearColor[Green] = g;
  147. m_clearColor[Blue] = b;
  148. m_clearColor[Alpha] = a;
  149. }
  150. void Backend::execute(const DrawQueue &queue, const Camera &cam) {
  151. if (m_basicShader == nullptr) {
  152. return;
  153. }
  154. const QMatrix4x4 view_proj = cam.getProjectionMatrix() * cam.getViewMatrix();
  155. m_lastBoundShader = nullptr;
  156. m_lastBoundTexture = nullptr;
  157. const std::size_t count = queue.size();
  158. std::size_t i = 0;
  159. while (i < count) {
  160. const auto &cmd = queue.getSorted(i);
  161. switch (cmd.index()) {
  162. case CylinderCmdIndex: {
  163. if (!m_cylinderPipeline) {
  164. ++i;
  165. continue;
  166. }
  167. m_cylinderPipeline->m_cylinderScratch.clear();
  168. do {
  169. const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
  170. BackendPipelines::CylinderPipeline::CylinderInstanceGpu gpu{};
  171. gpu.start = cy.start;
  172. gpu.end = cy.end;
  173. gpu.radius = cy.radius;
  174. gpu.alpha = cy.alpha;
  175. gpu.color = cy.color;
  176. m_cylinderPipeline->m_cylinderScratch.emplace_back(gpu);
  177. ++i;
  178. } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
  179. const std::size_t instance_count =
  180. m_cylinderPipeline->m_cylinderScratch.size();
  181. if (instance_count > 0 &&
  182. (m_cylinderPipeline->cylinderShader() != nullptr)) {
  183. glDepthMask(GL_TRUE);
  184. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  185. glDisable(GL_POLYGON_OFFSET_FILL);
  186. }
  187. Shader *cylinder_shader = m_cylinderPipeline->cylinderShader();
  188. if (m_lastBoundShader != cylinder_shader) {
  189. cylinder_shader->use();
  190. m_lastBoundShader = cylinder_shader;
  191. m_lastBoundTexture = nullptr;
  192. }
  193. if (m_cylinderPipeline->m_cylinderUniforms.view_proj !=
  194. Shader::InvalidUniform) {
  195. cylinder_shader->setUniform(
  196. m_cylinderPipeline->m_cylinderUniforms.view_proj, view_proj);
  197. }
  198. m_cylinderPipeline->uploadCylinderInstances(instance_count);
  199. m_cylinderPipeline->draw_cylinders(instance_count);
  200. }
  201. continue;
  202. }
  203. case FogBatchCmdIndex: {
  204. if (!m_cylinderPipeline) {
  205. ++i;
  206. continue;
  207. }
  208. const auto &batch = std::get<FogBatchCmdIndex>(cmd);
  209. const FogInstanceData *instances = batch.instances;
  210. const std::size_t instance_count = batch.count;
  211. if ((instances != nullptr) && instance_count > 0 &&
  212. (m_cylinderPipeline->fogShader() != nullptr)) {
  213. m_cylinderPipeline->m_fogScratch.resize(instance_count);
  214. for (std::size_t idx = 0; idx < instance_count; ++idx) {
  215. BackendPipelines::CylinderPipeline::FogInstanceGpu gpu{};
  216. gpu.center = instances[idx].center;
  217. gpu.size = instances[idx].size;
  218. gpu.color = instances[idx].color;
  219. gpu.alpha = instances[idx].alpha;
  220. m_cylinderPipeline->m_fogScratch[idx] = gpu;
  221. }
  222. glDepthMask(GL_TRUE);
  223. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  224. glDisable(GL_POLYGON_OFFSET_FILL);
  225. }
  226. Shader *fog_shader = m_cylinderPipeline->fogShader();
  227. if (m_lastBoundShader != fog_shader) {
  228. fog_shader->use();
  229. m_lastBoundShader = fog_shader;
  230. m_lastBoundTexture = nullptr;
  231. }
  232. if (m_cylinderPipeline->m_fogUniforms.view_proj !=
  233. Shader::InvalidUniform) {
  234. fog_shader->setUniform(m_cylinderPipeline->m_fogUniforms.view_proj,
  235. view_proj);
  236. }
  237. m_cylinderPipeline->uploadFogInstances(instance_count);
  238. m_cylinderPipeline->drawFog(instance_count);
  239. }
  240. ++i;
  241. continue;
  242. }
  243. case GrassBatchCmdIndex: {
  244. const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
  245. if ((grass.instanceBuffer == nullptr) || grass.instance_count == 0 ||
  246. (m_terrainPipeline->m_grassShader == nullptr) ||
  247. (m_terrainPipeline->m_grassVao == 0U) ||
  248. m_terrainPipeline->m_grassVertexCount == 0) {
  249. break;
  250. }
  251. DepthMaskScope const depth_mask(false);
  252. BlendScope const blend(true);
  253. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  254. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  255. if (prev_cull != 0U) {
  256. glDisable(GL_CULL_FACE);
  257. }
  258. if (m_lastBoundShader != m_terrainPipeline->m_grassShader) {
  259. m_terrainPipeline->m_grassShader->use();
  260. m_lastBoundShader = m_terrainPipeline->m_grassShader;
  261. m_lastBoundTexture = nullptr;
  262. }
  263. if (m_terrainPipeline->m_grassUniforms.view_proj !=
  264. Shader::InvalidUniform) {
  265. m_terrainPipeline->m_grassShader->setUniform(
  266. m_terrainPipeline->m_grassUniforms.view_proj, view_proj);
  267. }
  268. if (m_terrainPipeline->m_grassUniforms.time != Shader::InvalidUniform) {
  269. m_terrainPipeline->m_grassShader->setUniform(
  270. m_terrainPipeline->m_grassUniforms.time, grass.params.time);
  271. }
  272. if (m_terrainPipeline->m_grassUniforms.wind_strength !=
  273. Shader::InvalidUniform) {
  274. m_terrainPipeline->m_grassShader->setUniform(
  275. m_terrainPipeline->m_grassUniforms.wind_strength,
  276. grass.params.wind_strength);
  277. }
  278. if (m_terrainPipeline->m_grassUniforms.wind_speed !=
  279. Shader::InvalidUniform) {
  280. m_terrainPipeline->m_grassShader->setUniform(
  281. m_terrainPipeline->m_grassUniforms.wind_speed,
  282. grass.params.wind_speed);
  283. }
  284. if (m_terrainPipeline->m_grassUniforms.soil_color !=
  285. Shader::InvalidUniform) {
  286. m_terrainPipeline->m_grassShader->setUniform(
  287. m_terrainPipeline->m_grassUniforms.soil_color,
  288. grass.params.soil_color);
  289. }
  290. if (m_terrainPipeline->m_grassUniforms.light_dir !=
  291. Shader::InvalidUniform) {
  292. QVector3D light_dir = grass.params.light_direction;
  293. if (!light_dir.isNull()) {
  294. light_dir.normalize();
  295. }
  296. m_terrainPipeline->m_grassShader->setUniform(
  297. m_terrainPipeline->m_grassUniforms.light_dir, light_dir);
  298. }
  299. glBindVertexArray(m_terrainPipeline->m_grassVao);
  300. grass.instanceBuffer->bind();
  301. const auto stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
  302. glVertexAttribPointer(
  303. TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
  304. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
  305. glVertexAttribPointer(
  306. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  307. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
  308. glVertexAttribPointer(
  309. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  310. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
  311. grass.instanceBuffer->unbind();
  312. glDrawArraysInstanced(GL_TRIANGLES, 0,
  313. m_terrainPipeline->m_grassVertexCount,
  314. static_cast<GLsizei>(grass.instance_count));
  315. glBindVertexArray(0);
  316. if (prev_cull != 0U) {
  317. glEnable(GL_CULL_FACE);
  318. }
  319. break;
  320. }
  321. case StoneBatchCmdIndex: {
  322. if (!m_vegetationPipeline) {
  323. ++i;
  324. continue;
  325. }
  326. const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
  327. if ((stone.instanceBuffer == nullptr) || stone.instance_count == 0 ||
  328. (m_vegetationPipeline->stoneShader() == nullptr) ||
  329. (m_vegetationPipeline->m_stoneVao == 0U) ||
  330. m_vegetationPipeline->m_stoneIndexCount == 0) {
  331. break;
  332. }
  333. DepthMaskScope const depth_mask(true);
  334. BlendScope const blend(false);
  335. Shader *stone_shader = m_vegetationPipeline->stoneShader();
  336. if (m_lastBoundShader != stone_shader) {
  337. stone_shader->use();
  338. m_lastBoundShader = stone_shader;
  339. m_lastBoundTexture = nullptr;
  340. }
  341. if (m_vegetationPipeline->m_stoneUniforms.view_proj !=
  342. Shader::InvalidUniform) {
  343. stone_shader->setUniform(
  344. m_vegetationPipeline->m_stoneUniforms.view_proj, view_proj);
  345. }
  346. if (m_vegetationPipeline->m_stoneUniforms.light_direction !=
  347. Shader::InvalidUniform) {
  348. QVector3D light_dir = stone.params.light_direction;
  349. if (!light_dir.isNull()) {
  350. light_dir.normalize();
  351. }
  352. stone_shader->setUniform(
  353. m_vegetationPipeline->m_stoneUniforms.light_direction, light_dir);
  354. }
  355. glBindVertexArray(m_vegetationPipeline->m_stoneVao);
  356. stone.instanceBuffer->bind();
  357. const auto stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
  358. glVertexAttribPointer(
  359. TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
  360. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
  361. glVertexAttribPointer(
  362. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  363. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
  364. stone.instanceBuffer->unbind();
  365. glDrawElementsInstanced(GL_TRIANGLES,
  366. m_vegetationPipeline->m_stoneIndexCount,
  367. GL_UNSIGNED_SHORT, nullptr,
  368. static_cast<GLsizei>(stone.instance_count));
  369. glBindVertexArray(0);
  370. break;
  371. }
  372. case PlantBatchCmdIndex: {
  373. if (!m_vegetationPipeline) {
  374. ++i;
  375. continue;
  376. }
  377. const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
  378. if ((plant.instanceBuffer == nullptr) || plant.instance_count == 0 ||
  379. (m_vegetationPipeline->plantShader() == nullptr) ||
  380. (m_vegetationPipeline->m_plantVao == 0U) ||
  381. m_vegetationPipeline->m_plantIndexCount == 0) {
  382. break;
  383. }
  384. DepthMaskScope const depth_mask(true);
  385. glEnable(GL_DEPTH_TEST);
  386. BlendScope const blend(true);
  387. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  388. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  389. if (prev_cull != 0U) {
  390. glDisable(GL_CULL_FACE);
  391. }
  392. Shader *plant_shader = m_vegetationPipeline->plantShader();
  393. if (m_lastBoundShader != plant_shader) {
  394. plant_shader->use();
  395. m_lastBoundShader = plant_shader;
  396. m_lastBoundTexture = nullptr;
  397. }
  398. if (m_vegetationPipeline->m_plantUniforms.view_proj !=
  399. Shader::InvalidUniform) {
  400. plant_shader->setUniform(
  401. m_vegetationPipeline->m_plantUniforms.view_proj, view_proj);
  402. }
  403. if (m_vegetationPipeline->m_plantUniforms.time !=
  404. Shader::InvalidUniform) {
  405. plant_shader->setUniform(m_vegetationPipeline->m_plantUniforms.time,
  406. plant.params.time);
  407. }
  408. if (m_vegetationPipeline->m_plantUniforms.wind_strength !=
  409. Shader::InvalidUniform) {
  410. plant_shader->setUniform(
  411. m_vegetationPipeline->m_plantUniforms.wind_strength,
  412. plant.params.wind_strength);
  413. }
  414. if (m_vegetationPipeline->m_plantUniforms.wind_speed !=
  415. Shader::InvalidUniform) {
  416. plant_shader->setUniform(
  417. m_vegetationPipeline->m_plantUniforms.wind_speed,
  418. plant.params.wind_speed);
  419. }
  420. if (m_vegetationPipeline->m_plantUniforms.light_direction !=
  421. Shader::InvalidUniform) {
  422. QVector3D light_dir = plant.params.light_direction;
  423. if (!light_dir.isNull()) {
  424. light_dir.normalize();
  425. }
  426. plant_shader->setUniform(
  427. m_vegetationPipeline->m_plantUniforms.light_direction, light_dir);
  428. }
  429. glBindVertexArray(m_vegetationPipeline->m_plantVao);
  430. plant.instanceBuffer->bind();
  431. const auto stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
  432. glVertexAttribPointer(
  433. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  434. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
  435. glVertexAttribPointer(
  436. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  437. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
  438. glVertexAttribPointer(
  439. InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
  440. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
  441. plant.instanceBuffer->unbind();
  442. glDrawElementsInstanced(GL_TRIANGLES,
  443. m_vegetationPipeline->m_plantIndexCount,
  444. GL_UNSIGNED_SHORT, nullptr,
  445. static_cast<GLsizei>(plant.instance_count));
  446. glBindVertexArray(0);
  447. if (prev_cull != 0U) {
  448. glEnable(GL_CULL_FACE);
  449. }
  450. break;
  451. }
  452. case PineBatchCmdIndex: {
  453. if (!m_vegetationPipeline) {
  454. ++i;
  455. continue;
  456. }
  457. const auto &pine = std::get<PineBatchCmdIndex>(cmd);
  458. if ((pine.instanceBuffer == nullptr) || pine.instance_count == 0 ||
  459. (m_vegetationPipeline->pineShader() == nullptr) ||
  460. (m_vegetationPipeline->m_pineVao == 0U) ||
  461. m_vegetationPipeline->m_pineIndexCount == 0) {
  462. break;
  463. }
  464. DepthMaskScope const depth_mask(true);
  465. glEnable(GL_DEPTH_TEST);
  466. BlendScope const blend(true);
  467. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  468. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  469. if (prev_cull != 0U) {
  470. glDisable(GL_CULL_FACE);
  471. }
  472. Shader *pine_shader = m_vegetationPipeline->pineShader();
  473. if (m_lastBoundShader != pine_shader) {
  474. pine_shader->use();
  475. m_lastBoundShader = pine_shader;
  476. m_lastBoundTexture = nullptr;
  477. }
  478. if (m_vegetationPipeline->m_pineUniforms.view_proj !=
  479. Shader::InvalidUniform) {
  480. pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.view_proj,
  481. view_proj);
  482. }
  483. if (m_vegetationPipeline->m_pineUniforms.time != Shader::InvalidUniform) {
  484. pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.time,
  485. pine.params.time);
  486. }
  487. if (m_vegetationPipeline->m_pineUniforms.wind_strength !=
  488. Shader::InvalidUniform) {
  489. pine_shader->setUniform(
  490. m_vegetationPipeline->m_pineUniforms.wind_strength,
  491. pine.params.wind_strength);
  492. }
  493. if (m_vegetationPipeline->m_pineUniforms.wind_speed !=
  494. Shader::InvalidUniform) {
  495. pine_shader->setUniform(m_vegetationPipeline->m_pineUniforms.wind_speed,
  496. pine.params.wind_speed);
  497. }
  498. if (m_vegetationPipeline->m_pineUniforms.light_direction !=
  499. Shader::InvalidUniform) {
  500. QVector3D light_dir = pine.params.light_direction;
  501. if (!light_dir.isNull()) {
  502. light_dir.normalize();
  503. }
  504. pine_shader->setUniform(
  505. m_vegetationPipeline->m_pineUniforms.light_direction, light_dir);
  506. }
  507. glBindVertexArray(m_vegetationPipeline->m_pineVao);
  508. pine.instanceBuffer->bind();
  509. const auto stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
  510. glVertexAttribPointer(
  511. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  512. reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
  513. glVertexAttribPointer(
  514. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  515. reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
  516. glVertexAttribPointer(
  517. InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
  518. reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
  519. pine.instanceBuffer->unbind();
  520. glDrawElementsInstanced(GL_TRIANGLES,
  521. m_vegetationPipeline->m_pineIndexCount,
  522. GL_UNSIGNED_SHORT, nullptr,
  523. static_cast<GLsizei>(pine.instance_count));
  524. glBindVertexArray(0);
  525. if (prev_cull != 0U) {
  526. glEnable(GL_CULL_FACE);
  527. }
  528. break;
  529. }
  530. case FireCampBatchCmdIndex: {
  531. if (!m_vegetationPipeline) {
  532. ++i;
  533. continue;
  534. }
  535. const auto &firecamp = std::get<FireCampBatchCmdIndex>(cmd);
  536. if ((firecamp.instanceBuffer == nullptr) ||
  537. firecamp.instance_count == 0 ||
  538. (m_vegetationPipeline->firecampShader() == nullptr) ||
  539. (m_vegetationPipeline->m_firecampVao == 0U) ||
  540. m_vegetationPipeline->m_firecampIndexCount == 0) {
  541. break;
  542. }
  543. DepthMaskScope const depth_mask(true);
  544. glEnable(GL_DEPTH_TEST);
  545. BlendScope const blend(true);
  546. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  547. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  548. if (prev_cull != 0U) {
  549. glDisable(GL_CULL_FACE);
  550. }
  551. Shader *firecamp_shader = m_vegetationPipeline->firecampShader();
  552. if (m_lastBoundShader != firecamp_shader) {
  553. firecamp_shader->use();
  554. m_lastBoundShader = firecamp_shader;
  555. m_lastBoundTexture = nullptr;
  556. }
  557. if (m_vegetationPipeline->m_firecampUniforms.view_proj !=
  558. Shader::InvalidUniform) {
  559. firecamp_shader->setUniform(
  560. m_vegetationPipeline->m_firecampUniforms.view_proj, view_proj);
  561. }
  562. if (m_vegetationPipeline->m_firecampUniforms.time !=
  563. Shader::InvalidUniform) {
  564. firecamp_shader->setUniform(
  565. m_vegetationPipeline->m_firecampUniforms.time,
  566. firecamp.params.time);
  567. }
  568. if (m_vegetationPipeline->m_firecampUniforms.flickerSpeed !=
  569. Shader::InvalidUniform) {
  570. firecamp_shader->setUniform(
  571. m_vegetationPipeline->m_firecampUniforms.flickerSpeed,
  572. firecamp.params.flickerSpeed);
  573. }
  574. if (m_vegetationPipeline->m_firecampUniforms.flickerAmount !=
  575. Shader::InvalidUniform) {
  576. firecamp_shader->setUniform(
  577. m_vegetationPipeline->m_firecampUniforms.flickerAmount,
  578. firecamp.params.flickerAmount);
  579. }
  580. if (m_vegetationPipeline->m_firecampUniforms.glowStrength !=
  581. Shader::InvalidUniform) {
  582. firecamp_shader->setUniform(
  583. m_vegetationPipeline->m_firecampUniforms.glowStrength,
  584. firecamp.params.glowStrength);
  585. }
  586. if (m_vegetationPipeline->m_firecampUniforms.camera_right !=
  587. Shader::InvalidUniform) {
  588. QVector3D camera_right = cam.getRightVector();
  589. if (camera_right.lengthSquared() < 1e-6F) {
  590. camera_right = QVector3D(1.0F, 0.0F, 0.0F);
  591. } else {
  592. camera_right.normalize();
  593. }
  594. firecamp_shader->setUniform(
  595. m_vegetationPipeline->m_firecampUniforms.camera_right,
  596. camera_right);
  597. }
  598. if (m_vegetationPipeline->m_firecampUniforms.camera_forward !=
  599. Shader::InvalidUniform) {
  600. QVector3D camera_forward = cam.getForwardVector();
  601. if (camera_forward.lengthSquared() < 1e-6F) {
  602. camera_forward = QVector3D(0.0F, 0.0F, -1.0F);
  603. } else {
  604. camera_forward.normalize();
  605. }
  606. firecamp_shader->setUniform(
  607. m_vegetationPipeline->m_firecampUniforms.camera_forward,
  608. camera_forward);
  609. }
  610. if (m_vegetationPipeline->m_firecampUniforms.fireTexture !=
  611. Shader::InvalidUniform) {
  612. if (m_resources && (m_resources->white() != nullptr)) {
  613. m_resources->white()->bind(0);
  614. firecamp_shader->setUniform(
  615. m_vegetationPipeline->m_firecampUniforms.fireTexture, 0);
  616. }
  617. }
  618. glBindVertexArray(m_vegetationPipeline->m_firecampVao);
  619. firecamp.instanceBuffer->bind();
  620. const auto stride = static_cast<GLsizei>(sizeof(FireCampInstanceGpu));
  621. glVertexAttribPointer(InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  622. reinterpret_cast<void *>(
  623. offsetof(FireCampInstanceGpu, pos_intensity)));
  624. glVertexAttribPointer(InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  625. reinterpret_cast<void *>(
  626. offsetof(FireCampInstanceGpu, radius_phase)));
  627. firecamp.instanceBuffer->unbind();
  628. glDrawElementsInstanced(GL_TRIANGLES,
  629. m_vegetationPipeline->m_firecampIndexCount,
  630. GL_UNSIGNED_SHORT, nullptr,
  631. static_cast<GLsizei>(firecamp.instance_count));
  632. glBindVertexArray(0);
  633. if (prev_cull != 0U) {
  634. glEnable(GL_CULL_FACE);
  635. }
  636. break;
  637. }
  638. case TerrainChunkCmdIndex: {
  639. const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
  640. Shader *active_shader = terrain.params.is_ground_plane
  641. ? m_terrainPipeline->m_groundShader
  642. : m_terrainPipeline->m_terrainShader;
  643. if ((terrain.mesh == nullptr) || (active_shader == nullptr)) {
  644. break;
  645. }
  646. if (m_lastBoundShader != active_shader) {
  647. active_shader->use();
  648. m_lastBoundShader = active_shader;
  649. m_lastBoundTexture = nullptr;
  650. }
  651. const QMatrix4x4 mvp = view_proj * terrain.model;
  652. if (terrain.params.is_ground_plane) {
  653. if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
  654. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.mvp,
  655. mvp);
  656. }
  657. if (m_terrainPipeline->m_groundUniforms.model !=
  658. Shader::InvalidUniform) {
  659. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.model,
  660. terrain.model);
  661. }
  662. if (m_terrainPipeline->m_groundUniforms.grass_primary !=
  663. Shader::InvalidUniform) {
  664. active_shader->setUniform(
  665. m_terrainPipeline->m_groundUniforms.grass_primary,
  666. terrain.params.grass_primary);
  667. }
  668. if (m_terrainPipeline->m_groundUniforms.grass_secondary !=
  669. Shader::InvalidUniform) {
  670. active_shader->setUniform(
  671. m_terrainPipeline->m_groundUniforms.grass_secondary,
  672. terrain.params.grass_secondary);
  673. }
  674. if (m_terrainPipeline->m_groundUniforms.grass_dry !=
  675. Shader::InvalidUniform) {
  676. active_shader->setUniform(
  677. m_terrainPipeline->m_groundUniforms.grass_dry,
  678. terrain.params.grass_dry);
  679. }
  680. if (m_terrainPipeline->m_groundUniforms.soil_color !=
  681. Shader::InvalidUniform) {
  682. active_shader->setUniform(
  683. m_terrainPipeline->m_groundUniforms.soil_color,
  684. terrain.params.soil_color);
  685. }
  686. if (m_terrainPipeline->m_groundUniforms.tint !=
  687. Shader::InvalidUniform) {
  688. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.tint,
  689. terrain.params.tint);
  690. }
  691. if (m_terrainPipeline->m_groundUniforms.noise_offset !=
  692. Shader::InvalidUniform) {
  693. active_shader->setUniform(
  694. m_terrainPipeline->m_groundUniforms.noise_offset,
  695. terrain.params.noise_offset);
  696. }
  697. if (m_terrainPipeline->m_groundUniforms.tile_size !=
  698. Shader::InvalidUniform) {
  699. active_shader->setUniform(
  700. m_terrainPipeline->m_groundUniforms.tile_size,
  701. terrain.params.tile_size);
  702. }
  703. if (m_terrainPipeline->m_groundUniforms.macro_noise_scale !=
  704. Shader::InvalidUniform) {
  705. active_shader->setUniform(
  706. m_terrainPipeline->m_groundUniforms.macro_noise_scale,
  707. terrain.params.macro_noise_scale);
  708. }
  709. if (m_terrainPipeline->m_groundUniforms.detail_noise_scale !=
  710. Shader::InvalidUniform) {
  711. active_shader->setUniform(
  712. m_terrainPipeline->m_groundUniforms.detail_noise_scale,
  713. terrain.params.detail_noise_scale);
  714. }
  715. if (m_terrainPipeline->m_groundUniforms.soil_blend_height !=
  716. Shader::InvalidUniform) {
  717. active_shader->setUniform(
  718. m_terrainPipeline->m_groundUniforms.soil_blend_height,
  719. terrain.params.soil_blend_height);
  720. }
  721. if (m_terrainPipeline->m_groundUniforms.soil_blend_sharpness !=
  722. Shader::InvalidUniform) {
  723. active_shader->setUniform(
  724. m_terrainPipeline->m_groundUniforms.soil_blend_sharpness,
  725. terrain.params.soil_blend_sharpness);
  726. }
  727. if (m_terrainPipeline->m_groundUniforms.height_noise_strength !=
  728. Shader::InvalidUniform) {
  729. active_shader->setUniform(
  730. m_terrainPipeline->m_groundUniforms.height_noise_strength,
  731. terrain.params.height_noise_strength);
  732. }
  733. if (m_terrainPipeline->m_groundUniforms.height_noise_frequency !=
  734. Shader::InvalidUniform) {
  735. active_shader->setUniform(
  736. m_terrainPipeline->m_groundUniforms.height_noise_frequency,
  737. terrain.params.height_noise_frequency);
  738. }
  739. if (m_terrainPipeline->m_groundUniforms.ambient_boost !=
  740. Shader::InvalidUniform) {
  741. active_shader->setUniform(
  742. m_terrainPipeline->m_groundUniforms.ambient_boost,
  743. terrain.params.ambient_boost);
  744. }
  745. if (m_terrainPipeline->m_groundUniforms.light_dir !=
  746. Shader::InvalidUniform) {
  747. QVector3D light_dir = terrain.params.light_direction;
  748. if (!light_dir.isNull()) {
  749. light_dir.normalize();
  750. }
  751. active_shader->setUniform(
  752. m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
  753. }
  754. if (m_terrainPipeline->m_groundUniforms.snow_coverage !=
  755. Shader::InvalidUniform) {
  756. active_shader->setUniform(
  757. m_terrainPipeline->m_groundUniforms.snow_coverage,
  758. terrain.params.snow_coverage);
  759. }
  760. if (m_terrainPipeline->m_groundUniforms.moisture_level !=
  761. Shader::InvalidUniform) {
  762. active_shader->setUniform(
  763. m_terrainPipeline->m_groundUniforms.moisture_level,
  764. terrain.params.moisture_level);
  765. }
  766. if (m_terrainPipeline->m_groundUniforms.crack_intensity !=
  767. Shader::InvalidUniform) {
  768. active_shader->setUniform(
  769. m_terrainPipeline->m_groundUniforms.crack_intensity,
  770. terrain.params.crack_intensity);
  771. }
  772. if (m_terrainPipeline->m_groundUniforms.rock_exposure !=
  773. Shader::InvalidUniform) {
  774. active_shader->setUniform(
  775. m_terrainPipeline->m_groundUniforms.rock_exposure,
  776. terrain.params.rock_exposure);
  777. }
  778. if (m_terrainPipeline->m_groundUniforms.grass_saturation !=
  779. Shader::InvalidUniform) {
  780. active_shader->setUniform(
  781. m_terrainPipeline->m_groundUniforms.grass_saturation,
  782. terrain.params.grass_saturation);
  783. }
  784. if (m_terrainPipeline->m_groundUniforms.soil_roughness !=
  785. Shader::InvalidUniform) {
  786. active_shader->setUniform(
  787. m_terrainPipeline->m_groundUniforms.soil_roughness,
  788. terrain.params.soil_roughness);
  789. }
  790. if (m_terrainPipeline->m_groundUniforms.snow_color !=
  791. Shader::InvalidUniform) {
  792. active_shader->setUniform(
  793. m_terrainPipeline->m_groundUniforms.snow_color,
  794. terrain.params.snow_color);
  795. }
  796. } else {
  797. if (m_terrainPipeline->m_terrainUniforms.mvp !=
  798. Shader::InvalidUniform) {
  799. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.mvp,
  800. mvp);
  801. }
  802. if (m_terrainPipeline->m_terrainUniforms.model !=
  803. Shader::InvalidUniform) {
  804. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.model,
  805. terrain.model);
  806. }
  807. if (m_terrainPipeline->m_terrainUniforms.grass_primary !=
  808. Shader::InvalidUniform) {
  809. active_shader->setUniform(
  810. m_terrainPipeline->m_terrainUniforms.grass_primary,
  811. terrain.params.grass_primary);
  812. }
  813. if (m_terrainPipeline->m_terrainUniforms.grass_secondary !=
  814. Shader::InvalidUniform) {
  815. active_shader->setUniform(
  816. m_terrainPipeline->m_terrainUniforms.grass_secondary,
  817. terrain.params.grass_secondary);
  818. }
  819. if (m_terrainPipeline->m_terrainUniforms.grass_dry !=
  820. Shader::InvalidUniform) {
  821. active_shader->setUniform(
  822. m_terrainPipeline->m_terrainUniforms.grass_dry,
  823. terrain.params.grass_dry);
  824. }
  825. if (m_terrainPipeline->m_terrainUniforms.soil_color !=
  826. Shader::InvalidUniform) {
  827. active_shader->setUniform(
  828. m_terrainPipeline->m_terrainUniforms.soil_color,
  829. terrain.params.soil_color);
  830. }
  831. if (m_terrainPipeline->m_terrainUniforms.rock_low !=
  832. Shader::InvalidUniform) {
  833. active_shader->setUniform(
  834. m_terrainPipeline->m_terrainUniforms.rock_low,
  835. terrain.params.rock_low);
  836. }
  837. if (m_terrainPipeline->m_terrainUniforms.rock_high !=
  838. Shader::InvalidUniform) {
  839. active_shader->setUniform(
  840. m_terrainPipeline->m_terrainUniforms.rock_high,
  841. terrain.params.rock_high);
  842. }
  843. if (m_terrainPipeline->m_terrainUniforms.tint !=
  844. Shader::InvalidUniform) {
  845. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.tint,
  846. terrain.params.tint);
  847. }
  848. if (m_terrainPipeline->m_terrainUniforms.noise_offset !=
  849. Shader::InvalidUniform) {
  850. active_shader->setUniform(
  851. m_terrainPipeline->m_terrainUniforms.noise_offset,
  852. terrain.params.noise_offset);
  853. }
  854. if (m_terrainPipeline->m_terrainUniforms.tile_size !=
  855. Shader::InvalidUniform) {
  856. active_shader->setUniform(
  857. m_terrainPipeline->m_terrainUniforms.tile_size,
  858. terrain.params.tile_size);
  859. }
  860. if (m_terrainPipeline->m_terrainUniforms.macro_noise_scale !=
  861. Shader::InvalidUniform) {
  862. active_shader->setUniform(
  863. m_terrainPipeline->m_terrainUniforms.macro_noise_scale,
  864. terrain.params.macro_noise_scale);
  865. }
  866. if (m_terrainPipeline->m_terrainUniforms.detail_noise_scale !=
  867. Shader::InvalidUniform) {
  868. active_shader->setUniform(
  869. m_terrainPipeline->m_terrainUniforms.detail_noise_scale,
  870. terrain.params.detail_noise_scale);
  871. }
  872. if (m_terrainPipeline->m_terrainUniforms.slope_rock_threshold !=
  873. Shader::InvalidUniform) {
  874. active_shader->setUniform(
  875. m_terrainPipeline->m_terrainUniforms.slope_rock_threshold,
  876. terrain.params.slope_rock_threshold);
  877. }
  878. if (m_terrainPipeline->m_terrainUniforms.slope_rock_sharpness !=
  879. Shader::InvalidUniform) {
  880. active_shader->setUniform(
  881. m_terrainPipeline->m_terrainUniforms.slope_rock_sharpness,
  882. terrain.params.slope_rock_sharpness);
  883. }
  884. if (m_terrainPipeline->m_terrainUniforms.soil_blend_height !=
  885. Shader::InvalidUniform) {
  886. active_shader->setUniform(
  887. m_terrainPipeline->m_terrainUniforms.soil_blend_height,
  888. terrain.params.soil_blend_height);
  889. }
  890. if (m_terrainPipeline->m_terrainUniforms.soil_blend_sharpness !=
  891. Shader::InvalidUniform) {
  892. active_shader->setUniform(
  893. m_terrainPipeline->m_terrainUniforms.soil_blend_sharpness,
  894. terrain.params.soil_blend_sharpness);
  895. }
  896. if (m_terrainPipeline->m_terrainUniforms.height_noise_strength !=
  897. Shader::InvalidUniform) {
  898. active_shader->setUniform(
  899. m_terrainPipeline->m_terrainUniforms.height_noise_strength,
  900. terrain.params.height_noise_strength);
  901. }
  902. if (m_terrainPipeline->m_terrainUniforms.height_noise_frequency !=
  903. Shader::InvalidUniform) {
  904. active_shader->setUniform(
  905. m_terrainPipeline->m_terrainUniforms.height_noise_frequency,
  906. terrain.params.height_noise_frequency);
  907. }
  908. if (m_terrainPipeline->m_terrainUniforms.ambient_boost !=
  909. Shader::InvalidUniform) {
  910. active_shader->setUniform(
  911. m_terrainPipeline->m_terrainUniforms.ambient_boost,
  912. terrain.params.ambient_boost);
  913. }
  914. if (m_terrainPipeline->m_terrainUniforms.rock_detail_strength !=
  915. Shader::InvalidUniform) {
  916. active_shader->setUniform(
  917. m_terrainPipeline->m_terrainUniforms.rock_detail_strength,
  918. terrain.params.rock_detail_strength);
  919. }
  920. if (m_terrainPipeline->m_terrainUniforms.light_dir !=
  921. Shader::InvalidUniform) {
  922. QVector3D light_dir = terrain.params.light_direction;
  923. if (!light_dir.isNull()) {
  924. light_dir.normalize();
  925. }
  926. active_shader->setUniform(
  927. m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
  928. }
  929. if (m_terrainPipeline->m_terrainUniforms.snow_coverage !=
  930. Shader::InvalidUniform) {
  931. active_shader->setUniform(
  932. m_terrainPipeline->m_terrainUniforms.snow_coverage,
  933. terrain.params.snow_coverage);
  934. }
  935. if (m_terrainPipeline->m_terrainUniforms.moisture_level !=
  936. Shader::InvalidUniform) {
  937. active_shader->setUniform(
  938. m_terrainPipeline->m_terrainUniforms.moisture_level,
  939. terrain.params.moisture_level);
  940. }
  941. if (m_terrainPipeline->m_terrainUniforms.crack_intensity !=
  942. Shader::InvalidUniform) {
  943. active_shader->setUniform(
  944. m_terrainPipeline->m_terrainUniforms.crack_intensity,
  945. terrain.params.crack_intensity);
  946. }
  947. if (m_terrainPipeline->m_terrainUniforms.rock_exposure !=
  948. Shader::InvalidUniform) {
  949. active_shader->setUniform(
  950. m_terrainPipeline->m_terrainUniforms.rock_exposure,
  951. terrain.params.rock_exposure);
  952. }
  953. if (m_terrainPipeline->m_terrainUniforms.grass_saturation !=
  954. Shader::InvalidUniform) {
  955. active_shader->setUniform(
  956. m_terrainPipeline->m_terrainUniforms.grass_saturation,
  957. terrain.params.grass_saturation);
  958. }
  959. if (m_terrainPipeline->m_terrainUniforms.soil_roughness !=
  960. Shader::InvalidUniform) {
  961. active_shader->setUniform(
  962. m_terrainPipeline->m_terrainUniforms.soil_roughness,
  963. terrain.params.soil_roughness);
  964. }
  965. if (m_terrainPipeline->m_terrainUniforms.snow_color !=
  966. Shader::InvalidUniform) {
  967. active_shader->setUniform(
  968. m_terrainPipeline->m_terrainUniforms.snow_color,
  969. terrain.params.snow_color);
  970. }
  971. }
  972. DepthMaskScope const depth_mask(terrain.depthWrite);
  973. std::unique_ptr<PolygonOffsetScope> poly_scope;
  974. if (terrain.depthBias != 0.0F) {
  975. poly_scope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
  976. terrain.depthBias);
  977. }
  978. terrain.mesh->draw();
  979. break;
  980. }
  981. case MeshCmdIndex: {
  982. const auto &it = std::get<MeshCmdIndex>(cmd);
  983. if (it.mesh == nullptr) {
  984. break;
  985. }
  986. Shader *active_shader =
  987. (it.shader != nullptr) ? it.shader : m_basicShader;
  988. if (active_shader == nullptr) {
  989. break;
  990. }
  991. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  992. glDisable(GL_POLYGON_OFFSET_FILL);
  993. }
  994. Shader *shadowShader =
  995. m_shaderCache ? m_shaderCache->get(QStringLiteral("troop_shadow"))
  996. : nullptr;
  997. bool const isShadowShader = (active_shader == shadowShader);
  998. std::unique_ptr<DepthMaskScope> shadow_depth_scope;
  999. std::unique_ptr<BlendScope> shadow_blend_scope;
  1000. if (isShadowShader) {
  1001. shadow_depth_scope = std::make_unique<DepthMaskScope>(false);
  1002. shadow_blend_scope = std::make_unique<BlendScope>(true);
  1003. } else {
  1004. glDepthMask(GL_TRUE);
  1005. }
  1006. if (active_shader == m_waterPipeline->m_riverShader) {
  1007. if (m_lastBoundShader != active_shader) {
  1008. active_shader->use();
  1009. m_lastBoundShader = active_shader;
  1010. }
  1011. active_shader->setUniform(m_waterPipeline->m_riverUniforms.model,
  1012. it.model);
  1013. active_shader->setUniform(m_waterPipeline->m_riverUniforms.view,
  1014. cam.getViewMatrix());
  1015. active_shader->setUniform(m_waterPipeline->m_riverUniforms.projection,
  1016. cam.getProjectionMatrix());
  1017. active_shader->setUniform(m_waterPipeline->m_riverUniforms.time,
  1018. m_animationTime);
  1019. it.mesh->draw();
  1020. break;
  1021. }
  1022. if (active_shader == m_waterPipeline->m_riverbankShader) {
  1023. if (m_lastBoundShader != active_shader) {
  1024. active_shader->use();
  1025. m_lastBoundShader = active_shader;
  1026. }
  1027. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.model,
  1028. it.model);
  1029. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.view,
  1030. cam.getViewMatrix());
  1031. active_shader->setUniform(
  1032. m_waterPipeline->m_riverbankUniforms.projection,
  1033. cam.getProjectionMatrix());
  1034. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.time,
  1035. m_animationTime);
  1036. it.mesh->draw();
  1037. break;
  1038. }
  1039. if (active_shader == m_waterPipeline->m_bridgeShader) {
  1040. if (m_lastBoundShader != active_shader) {
  1041. active_shader->use();
  1042. m_lastBoundShader = active_shader;
  1043. }
  1044. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.mvp,
  1045. it.mvp);
  1046. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.model,
  1047. it.model);
  1048. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.color,
  1049. it.color);
  1050. QVector3D const light_dir(0.35F, 0.8F, 0.45F);
  1051. active_shader->setUniform(
  1052. m_waterPipeline->m_bridgeUniforms.light_direction, light_dir);
  1053. it.mesh->draw();
  1054. break;
  1055. }
  1056. auto *uniforms = m_characterPipeline
  1057. ? m_characterPipeline->resolveUniforms(active_shader)
  1058. : nullptr;
  1059. if (uniforms == nullptr) {
  1060. break;
  1061. }
  1062. if (m_lastBoundShader != active_shader) {
  1063. active_shader->use();
  1064. m_lastBoundShader = active_shader;
  1065. }
  1066. active_shader->setUniform(uniforms->mvp, it.mvp);
  1067. active_shader->setUniform(uniforms->model, it.model);
  1068. Texture *tex_to_use =
  1069. (it.texture != nullptr)
  1070. ? it.texture
  1071. : (m_resources ? m_resources->white() : nullptr);
  1072. if ((tex_to_use != nullptr) && tex_to_use != m_lastBoundTexture) {
  1073. tex_to_use->bind(0);
  1074. m_lastBoundTexture = tex_to_use;
  1075. active_shader->setUniform(uniforms->texture, 0);
  1076. }
  1077. active_shader->setUniform(uniforms->useTexture, it.texture != nullptr);
  1078. active_shader->setUniform(uniforms->color, it.color);
  1079. active_shader->setUniform(uniforms->alpha, it.alpha);
  1080. active_shader->setUniform(uniforms->materialId, it.materialId);
  1081. it.mesh->draw();
  1082. break;
  1083. }
  1084. case GridCmdIndex: {
  1085. if (m_effectsPipeline->m_gridShader == nullptr) {
  1086. break;
  1087. }
  1088. const auto &gc = std::get<GridCmdIndex>(cmd);
  1089. if (m_lastBoundShader != m_effectsPipeline->m_gridShader) {
  1090. m_effectsPipeline->m_gridShader->use();
  1091. m_lastBoundShader = m_effectsPipeline->m_gridShader;
  1092. }
  1093. m_effectsPipeline->m_gridShader->setUniform(
  1094. m_effectsPipeline->m_gridUniforms.mvp, gc.mvp);
  1095. m_effectsPipeline->m_gridShader->setUniform(
  1096. m_effectsPipeline->m_gridUniforms.model, gc.model);
  1097. m_effectsPipeline->m_gridShader->setUniform(
  1098. m_effectsPipeline->m_gridUniforms.gridColor, gc.color);
  1099. m_effectsPipeline->m_gridShader->setUniform(
  1100. m_effectsPipeline->m_gridUniforms.lineColor, k_grid_line_color);
  1101. m_effectsPipeline->m_gridShader->setUniform(
  1102. m_effectsPipeline->m_gridUniforms.cellSize, gc.cellSize);
  1103. m_effectsPipeline->m_gridShader->setUniform(
  1104. m_effectsPipeline->m_gridUniforms.thickness, gc.thickness);
  1105. if (m_resources) {
  1106. if (auto *plane = m_resources->ground()) {
  1107. plane->draw();
  1108. }
  1109. }
  1110. break;
  1111. }
  1112. case SelectionRingCmdIndex: {
  1113. const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
  1114. Mesh *ring = Render::Geom::SelectionRing::get();
  1115. if (ring == nullptr) {
  1116. break;
  1117. }
  1118. if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
  1119. m_effectsPipeline->m_basicShader->use();
  1120. m_lastBoundShader = m_effectsPipeline->m_basicShader;
  1121. }
  1122. m_effectsPipeline->m_basicShader->use();
  1123. m_effectsPipeline->m_basicShader->setUniform(
  1124. m_effectsPipeline->m_basicUniforms.useTexture, false);
  1125. m_effectsPipeline->m_basicShader->setUniform(
  1126. m_effectsPipeline->m_basicUniforms.color, sc.color);
  1127. DepthMaskScope const depth_mask(false);
  1128. PolygonOffsetScope const poly(-1.0F, -1.0F);
  1129. BlendScope const blend(true);
  1130. {
  1131. QMatrix4x4 m = sc.model;
  1132. m.scale(1.08F, 1.0F, 1.08F);
  1133. const QMatrix4x4 mvp = view_proj * m;
  1134. m_effectsPipeline->m_basicShader->setUniform(
  1135. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1136. m_effectsPipeline->m_basicShader->setUniform(
  1137. m_effectsPipeline->m_basicUniforms.model, m);
  1138. m_effectsPipeline->m_basicShader->setUniform(
  1139. m_effectsPipeline->m_basicUniforms.alpha, sc.alphaOuter);
  1140. ring->draw();
  1141. }
  1142. {
  1143. const QMatrix4x4 mvp = view_proj * sc.model;
  1144. m_effectsPipeline->m_basicShader->setUniform(
  1145. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1146. m_effectsPipeline->m_basicShader->setUniform(
  1147. m_effectsPipeline->m_basicUniforms.model, sc.model);
  1148. m_effectsPipeline->m_basicShader->setUniform(
  1149. m_effectsPipeline->m_basicUniforms.alpha, sc.alphaInner);
  1150. ring->draw();
  1151. }
  1152. break;
  1153. }
  1154. case SelectionSmokeCmdIndex: {
  1155. const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
  1156. Mesh *disc = Render::Geom::SelectionDisc::get();
  1157. if (disc == nullptr) {
  1158. break;
  1159. }
  1160. if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
  1161. m_effectsPipeline->m_basicShader->use();
  1162. m_lastBoundShader = m_effectsPipeline->m_basicShader;
  1163. }
  1164. m_effectsPipeline->m_basicShader->setUniform(
  1165. m_effectsPipeline->m_basicUniforms.useTexture, false);
  1166. m_effectsPipeline->m_basicShader->setUniform(
  1167. m_effectsPipeline->m_basicUniforms.color, sm.color);
  1168. DepthMaskScope const depth_mask(false);
  1169. DepthTestScope const depth_test(true);
  1170. PolygonOffsetScope const poly(-1.0F, -1.0F);
  1171. BlendScope const blend(true);
  1172. for (int i = 0; i < 7; ++i) {
  1173. float const scale = 1.35F + 0.12F * i;
  1174. float const a = sm.baseAlpha * (1.0F - 0.09F * i);
  1175. QMatrix4x4 m = sm.model;
  1176. m.translate(0.0F, 0.02F, 0.0F);
  1177. m.scale(scale, 1.0F, scale);
  1178. const QMatrix4x4 mvp = view_proj * m;
  1179. m_effectsPipeline->m_basicShader->setUniform(
  1180. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1181. m_effectsPipeline->m_basicShader->setUniform(
  1182. m_effectsPipeline->m_basicUniforms.model, m);
  1183. m_effectsPipeline->m_basicShader->setUniform(
  1184. m_effectsPipeline->m_basicUniforms.alpha, a);
  1185. disc->draw();
  1186. }
  1187. break;
  1188. }
  1189. default:
  1190. break;
  1191. }
  1192. ++i;
  1193. }
  1194. if (m_lastBoundShader != nullptr) {
  1195. m_lastBoundShader->release();
  1196. m_lastBoundShader = nullptr;
  1197. }
  1198. }
  1199. } // namespace Render::GL