backend.cpp 60 KB

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  1. #include "backend.h"
  2. #include "../draw_queue.h"
  3. #include "../geom/selection_disc.h"
  4. #include "../geom/selection_ring.h"
  5. #include "buffer.h"
  6. #include "mesh.h"
  7. #include "primitives.h"
  8. #include "shader.h"
  9. #include "state_scopes.h"
  10. #include "texture.h"
  11. #include <QDebug>
  12. #include <algorithm>
  13. #include <cmath>
  14. #include <cstddef>
  15. #include <memory>
  16. #include <vector>
  17. namespace Render::GL {
  18. namespace {
  19. const QVector3D kGridLineColor(0.22f, 0.25f, 0.22f);
  20. }
  21. Backend::~Backend() {
  22. shutdownCylinderPipeline();
  23. shutdownFogPipeline();
  24. shutdownGrassPipeline();
  25. shutdownStonePipeline();
  26. shutdownPlantPipeline();
  27. }
  28. void Backend::initialize() {
  29. initializeOpenGLFunctions();
  30. glEnable(GL_DEPTH_TEST);
  31. glDepthFunc(GL_LESS);
  32. glDepthRange(0.0, 1.0);
  33. glDepthMask(GL_TRUE);
  34. glEnable(GL_BLEND);
  35. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  36. m_resources = std::make_unique<ResourceManager>();
  37. if (!m_resources->initialize()) {
  38. qWarning() << "Backend: failed to initialize ResourceManager";
  39. }
  40. m_shaderCache = std::make_unique<ShaderCache>();
  41. m_shaderCache->initializeDefaults();
  42. m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
  43. m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
  44. m_cylinderShader = m_shaderCache->get(QStringLiteral("cylinder_instanced"));
  45. m_fogShader = m_shaderCache->get(QStringLiteral("fog_instanced"));
  46. m_grassShader = m_shaderCache->get(QStringLiteral("grass_instanced"));
  47. m_stoneShader = m_shaderCache->get(QStringLiteral("stone_instanced"));
  48. m_plantShader = m_shaderCache->get(QStringLiteral("plant_instanced"));
  49. m_pineShader = m_shaderCache->get(QStringLiteral("pine_instanced"));
  50. m_groundShader = m_shaderCache->get(QStringLiteral("ground_plane"));
  51. m_terrainShader = m_shaderCache->get(QStringLiteral("terrain_chunk"));
  52. m_archerShader = m_shaderCache->get(QStringLiteral("archer"));
  53. m_knightShader = m_shaderCache->get(QStringLiteral("knight"));
  54. if (!m_basicShader)
  55. qWarning() << "Backend: basic shader missing";
  56. if (!m_gridShader)
  57. qWarning() << "Backend: grid shader missing";
  58. if (!m_cylinderShader)
  59. qWarning() << "Backend: cylinder shader missing";
  60. if (!m_fogShader)
  61. qWarning() << "Backend: fog shader missing";
  62. if (!m_grassShader)
  63. qWarning() << "Backend: grass shader missing";
  64. if (!m_stoneShader)
  65. qWarning() << "Backend: stone shader missing";
  66. if (!m_plantShader)
  67. qWarning() << "Backend: plant shader missing - check plant_instanced.vert/frag";
  68. if (!m_pineShader)
  69. qWarning() << "Backend: pine shader missing - check pine_instanced.vert/frag";
  70. if (!m_groundShader)
  71. qWarning() << "Backend: ground_plane shader missing";
  72. if (!m_terrainShader)
  73. qWarning() << "Backend: terrain shader missing";
  74. if (!m_archerShader)
  75. qWarning() << "Backend: archer shader missing";
  76. if (!m_knightShader)
  77. qWarning() << "Backend: knight shader missing";
  78. cacheBasicUniforms();
  79. cacheArcherUniforms();
  80. cacheKnightUniforms();
  81. cacheGridUniforms();
  82. cacheCylinderUniforms();
  83. cacheFogUniforms();
  84. cacheGrassUniforms();
  85. cacheStoneUniforms();
  86. cachePlantUniforms();
  87. cachePineUniforms();
  88. cacheGroundUniforms();
  89. cacheTerrainUniforms();
  90. initializeCylinderPipeline();
  91. initializeFogPipeline();
  92. initializeGrassPipeline();
  93. initializeStonePipeline();
  94. initializePlantPipeline();
  95. initializePinePipeline();
  96. }
  97. void Backend::beginFrame() {
  98. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  99. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  100. }
  101. glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2],
  102. m_clearColor[3]);
  103. glClearDepth(1.0);
  104. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  105. glEnable(GL_DEPTH_TEST);
  106. glDepthFunc(GL_LESS);
  107. glDepthMask(GL_TRUE);
  108. if (m_usePersistentBuffers) {
  109. if (m_cylinderPersistentBuffer.isValid()) {
  110. m_cylinderPersistentBuffer.beginFrame();
  111. }
  112. if (m_fogPersistentBuffer.isValid()) {
  113. m_fogPersistentBuffer.beginFrame();
  114. }
  115. }
  116. }
  117. void Backend::setViewport(int w, int h) {
  118. m_viewportWidth = w;
  119. m_viewportHeight = h;
  120. }
  121. void Backend::setClearColor(float r, float g, float b, float a) {
  122. m_clearColor[0] = r;
  123. m_clearColor[1] = g;
  124. m_clearColor[2] = b;
  125. m_clearColor[3] = a;
  126. }
  127. void Backend::execute(const DrawQueue &queue, const Camera &cam) {
  128. if (!m_basicShader)
  129. return;
  130. const QMatrix4x4 viewProj = cam.getProjectionMatrix() * cam.getViewMatrix();
  131. m_lastBoundShader = nullptr;
  132. m_lastBoundTexture = nullptr;
  133. const std::size_t count = queue.size();
  134. std::size_t i = 0;
  135. while (i < count) {
  136. const auto &cmd = queue.getSorted(i);
  137. switch (cmd.index()) {
  138. case CylinderCmdIndex: {
  139. m_cylinderScratch.clear();
  140. do {
  141. const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
  142. CylinderInstanceGpu gpu{};
  143. gpu.start = cy.start;
  144. gpu.end = cy.end;
  145. gpu.radius = cy.radius;
  146. gpu.alpha = cy.alpha;
  147. gpu.color = cy.color;
  148. m_cylinderScratch.emplace_back(gpu);
  149. ++i;
  150. } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
  151. const std::size_t instanceCount = m_cylinderScratch.size();
  152. if (instanceCount > 0 && m_cylinderShader && m_cylinderVao) {
  153. glDepthMask(GL_TRUE);
  154. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  155. glDisable(GL_POLYGON_OFFSET_FILL);
  156. if (m_lastBoundShader != m_cylinderShader) {
  157. m_cylinderShader->use();
  158. m_lastBoundShader = m_cylinderShader;
  159. m_lastBoundTexture = nullptr;
  160. }
  161. if (m_cylinderUniforms.viewProj != Shader::InvalidUniform) {
  162. m_cylinderShader->setUniform(m_cylinderUniforms.viewProj, viewProj);
  163. }
  164. uploadCylinderInstances(instanceCount);
  165. drawCylinders(instanceCount);
  166. }
  167. continue;
  168. }
  169. case FogBatchCmdIndex: {
  170. const auto &batch = std::get<FogBatchCmdIndex>(cmd);
  171. const FogInstanceData *instances = batch.instances;
  172. const std::size_t instanceCount = batch.count;
  173. if (instances && instanceCount > 0 && m_fogShader && m_fogVao) {
  174. m_fogScratch.resize(instanceCount);
  175. for (std::size_t idx = 0; idx < instanceCount; ++idx) {
  176. FogInstanceGpu gpu{};
  177. gpu.center = instances[idx].center;
  178. gpu.size = instances[idx].size;
  179. gpu.color = instances[idx].color;
  180. gpu.alpha = instances[idx].alpha;
  181. m_fogScratch[idx] = gpu;
  182. }
  183. glDepthMask(GL_TRUE);
  184. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  185. glDisable(GL_POLYGON_OFFSET_FILL);
  186. if (m_lastBoundShader != m_fogShader) {
  187. m_fogShader->use();
  188. m_lastBoundShader = m_fogShader;
  189. m_lastBoundTexture = nullptr;
  190. }
  191. if (m_fogUniforms.viewProj != Shader::InvalidUniform) {
  192. m_fogShader->setUniform(m_fogUniforms.viewProj, viewProj);
  193. }
  194. uploadFogInstances(instanceCount);
  195. drawFog(instanceCount);
  196. }
  197. ++i;
  198. continue;
  199. }
  200. case GrassBatchCmdIndex: {
  201. const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
  202. if (!grass.instanceBuffer || grass.instanceCount == 0 || !m_grassShader ||
  203. !m_grassVao || m_grassVertexCount == 0)
  204. break;
  205. DepthMaskScope depthMask(false);
  206. BlendScope blend(true);
  207. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  208. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  209. if (prevCull)
  210. glDisable(GL_CULL_FACE);
  211. if (m_lastBoundShader != m_grassShader) {
  212. m_grassShader->use();
  213. m_lastBoundShader = m_grassShader;
  214. m_lastBoundTexture = nullptr;
  215. }
  216. if (m_grassUniforms.viewProj != Shader::InvalidUniform) {
  217. m_grassShader->setUniform(m_grassUniforms.viewProj, viewProj);
  218. }
  219. if (m_grassUniforms.time != Shader::InvalidUniform) {
  220. m_grassShader->setUniform(m_grassUniforms.time, grass.params.time);
  221. }
  222. if (m_grassUniforms.windStrength != Shader::InvalidUniform) {
  223. m_grassShader->setUniform(m_grassUniforms.windStrength,
  224. grass.params.windStrength);
  225. }
  226. if (m_grassUniforms.windSpeed != Shader::InvalidUniform) {
  227. m_grassShader->setUniform(m_grassUniforms.windSpeed,
  228. grass.params.windSpeed);
  229. }
  230. if (m_grassUniforms.soilColor != Shader::InvalidUniform) {
  231. m_grassShader->setUniform(m_grassUniforms.soilColor,
  232. grass.params.soilColor);
  233. }
  234. if (m_grassUniforms.lightDir != Shader::InvalidUniform) {
  235. QVector3D lightDir = grass.params.lightDirection;
  236. if (!lightDir.isNull())
  237. lightDir.normalize();
  238. m_grassShader->setUniform(m_grassUniforms.lightDir, lightDir);
  239. }
  240. glBindVertexArray(m_grassVao);
  241. grass.instanceBuffer->bind();
  242. const GLsizei stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
  243. glVertexAttribPointer(
  244. 2, 4, GL_FLOAT, GL_FALSE, stride,
  245. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
  246. glVertexAttribPointer(
  247. 3, 4, GL_FLOAT, GL_FALSE, stride,
  248. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
  249. glVertexAttribPointer(
  250. 4, 4, GL_FLOAT, GL_FALSE, stride,
  251. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
  252. grass.instanceBuffer->unbind();
  253. glDrawArraysInstanced(GL_TRIANGLES, 0, m_grassVertexCount,
  254. static_cast<GLsizei>(grass.instanceCount));
  255. glBindVertexArray(0);
  256. if (prevCull)
  257. glEnable(GL_CULL_FACE);
  258. break;
  259. }
  260. case StoneBatchCmdIndex: {
  261. const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
  262. if (!stone.instanceBuffer || stone.instanceCount == 0 || !m_stoneShader ||
  263. !m_stoneVao || m_stoneIndexCount == 0)
  264. break;
  265. DepthMaskScope depthMask(true);
  266. BlendScope blend(false);
  267. if (m_lastBoundShader != m_stoneShader) {
  268. m_stoneShader->use();
  269. m_lastBoundShader = m_stoneShader;
  270. m_lastBoundTexture = nullptr;
  271. }
  272. if (m_stoneUniforms.viewProj != Shader::InvalidUniform) {
  273. m_stoneShader->setUniform(m_stoneUniforms.viewProj, viewProj);
  274. }
  275. if (m_stoneUniforms.lightDirection != Shader::InvalidUniform) {
  276. QVector3D lightDir = stone.params.lightDirection;
  277. if (!lightDir.isNull())
  278. lightDir.normalize();
  279. m_stoneShader->setUniform(m_stoneUniforms.lightDirection, lightDir);
  280. }
  281. glBindVertexArray(m_stoneVao);
  282. stone.instanceBuffer->bind();
  283. const GLsizei stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
  284. glVertexAttribPointer(
  285. 2, 4, GL_FLOAT, GL_FALSE, stride,
  286. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
  287. glVertexAttribPointer(
  288. 3, 4, GL_FLOAT, GL_FALSE, stride,
  289. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
  290. stone.instanceBuffer->unbind();
  291. glDrawElementsInstanced(GL_TRIANGLES, m_stoneIndexCount,
  292. GL_UNSIGNED_SHORT, nullptr,
  293. static_cast<GLsizei>(stone.instanceCount));
  294. glBindVertexArray(0);
  295. break;
  296. }
  297. case PlantBatchCmdIndex: {
  298. const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
  299. if (!plant.instanceBuffer || plant.instanceCount == 0 || !m_plantShader ||
  300. !m_plantVao || m_plantIndexCount == 0) {
  301. break;
  302. }
  303. // IMPORTANT: Plants need depth testing ENABLED to render behind units
  304. DepthMaskScope depthMask(false); // Don't write to depth buffer
  305. // But still TEST against it
  306. glEnable(GL_DEPTH_TEST);
  307. BlendScope blend(true);
  308. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  309. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  310. if (prevCull)
  311. glDisable(GL_CULL_FACE);
  312. if (m_lastBoundShader != m_plantShader) {
  313. m_plantShader->use();
  314. m_lastBoundShader = m_plantShader;
  315. m_lastBoundTexture = nullptr;
  316. }
  317. if (m_plantUniforms.viewProj != Shader::InvalidUniform) {
  318. m_plantShader->setUniform(m_plantUniforms.viewProj, viewProj);
  319. }
  320. if (m_plantUniforms.time != Shader::InvalidUniform) {
  321. m_plantShader->setUniform(m_plantUniforms.time, plant.params.time);
  322. }
  323. if (m_plantUniforms.windStrength != Shader::InvalidUniform) {
  324. m_plantShader->setUniform(m_plantUniforms.windStrength,
  325. plant.params.windStrength);
  326. }
  327. if (m_plantUniforms.windSpeed != Shader::InvalidUniform) {
  328. m_plantShader->setUniform(m_plantUniforms.windSpeed,
  329. plant.params.windSpeed);
  330. }
  331. if (m_plantUniforms.lightDirection != Shader::InvalidUniform) {
  332. QVector3D lightDir = plant.params.lightDirection;
  333. if (!lightDir.isNull())
  334. lightDir.normalize();
  335. m_plantShader->setUniform(m_plantUniforms.lightDirection, lightDir);
  336. }
  337. glBindVertexArray(m_plantVao);
  338. plant.instanceBuffer->bind();
  339. const GLsizei stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
  340. glVertexAttribPointer(
  341. 3, 4, GL_FLOAT, GL_FALSE, stride,
  342. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
  343. glVertexAttribPointer(
  344. 4, 4, GL_FLOAT, GL_FALSE, stride,
  345. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
  346. glVertexAttribPointer(
  347. 5, 4, GL_FLOAT, GL_FALSE, stride,
  348. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
  349. plant.instanceBuffer->unbind();
  350. glDrawElementsInstanced(GL_TRIANGLES, m_plantIndexCount,
  351. GL_UNSIGNED_SHORT, nullptr,
  352. static_cast<GLsizei>(plant.instanceCount));
  353. glBindVertexArray(0);
  354. if (prevCull)
  355. glEnable(GL_CULL_FACE);
  356. break;
  357. }
  358. case PineBatchCmdIndex: {
  359. const auto &pine = std::get<PineBatchCmdIndex>(cmd);
  360. if (!pine.instanceBuffer || pine.instanceCount == 0 || !m_pineShader ||
  361. !m_pineVao || m_pineIndexCount == 0) {
  362. break;
  363. }
  364. // Pine trees: similar rendering to plants but taller geometry
  365. DepthMaskScope depthMask(false); // Don't write to depth buffer
  366. glEnable(GL_DEPTH_TEST);
  367. BlendScope blend(true);
  368. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  369. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  370. if (prevCull)
  371. glDisable(GL_CULL_FACE);
  372. if (m_lastBoundShader != m_pineShader) {
  373. m_pineShader->use();
  374. m_lastBoundShader = m_pineShader;
  375. m_lastBoundTexture = nullptr;
  376. }
  377. if (m_pineUniforms.viewProj != Shader::InvalidUniform) {
  378. m_pineShader->setUniform(m_pineUniforms.viewProj, viewProj);
  379. }
  380. if (m_pineUniforms.time != Shader::InvalidUniform) {
  381. m_pineShader->setUniform(m_pineUniforms.time, pine.params.time);
  382. }
  383. if (m_pineUniforms.windStrength != Shader::InvalidUniform) {
  384. m_pineShader->setUniform(m_pineUniforms.windStrength,
  385. pine.params.windStrength);
  386. }
  387. if (m_pineUniforms.windSpeed != Shader::InvalidUniform) {
  388. m_pineShader->setUniform(m_pineUniforms.windSpeed,
  389. pine.params.windSpeed);
  390. }
  391. if (m_pineUniforms.lightDirection != Shader::InvalidUniform) {
  392. QVector3D lightDir = pine.params.lightDirection;
  393. if (!lightDir.isNull())
  394. lightDir.normalize();
  395. m_pineShader->setUniform(m_pineUniforms.lightDirection, lightDir);
  396. }
  397. glBindVertexArray(m_pineVao);
  398. pine.instanceBuffer->bind();
  399. const GLsizei stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
  400. glVertexAttribPointer(
  401. 3, 4, GL_FLOAT, GL_FALSE, stride,
  402. reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
  403. glVertexAttribPointer(
  404. 4, 4, GL_FLOAT, GL_FALSE, stride,
  405. reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
  406. glVertexAttribPointer(
  407. 5, 4, GL_FLOAT, GL_FALSE, stride,
  408. reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
  409. pine.instanceBuffer->unbind();
  410. glDrawElementsInstanced(GL_TRIANGLES, m_pineIndexCount,
  411. GL_UNSIGNED_SHORT, nullptr,
  412. static_cast<GLsizei>(pine.instanceCount));
  413. glBindVertexArray(0);
  414. if (prevCull)
  415. glEnable(GL_CULL_FACE);
  416. break;
  417. }
  418. case TerrainChunkCmdIndex: {
  419. const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
  420. Shader *activeShader =
  421. terrain.params.isGroundPlane ? m_groundShader : m_terrainShader;
  422. if (!terrain.mesh || !activeShader)
  423. break;
  424. if (m_lastBoundShader != activeShader) {
  425. activeShader->use();
  426. m_lastBoundShader = activeShader;
  427. m_lastBoundTexture = nullptr;
  428. }
  429. const QMatrix4x4 mvp = viewProj * terrain.model;
  430. if (terrain.params.isGroundPlane) {
  431. if (m_groundUniforms.mvp != Shader::InvalidUniform)
  432. activeShader->setUniform(m_groundUniforms.mvp, mvp);
  433. if (m_groundUniforms.model != Shader::InvalidUniform)
  434. activeShader->setUniform(m_groundUniforms.model, terrain.model);
  435. if (m_groundUniforms.grassPrimary != Shader::InvalidUniform)
  436. activeShader->setUniform(m_groundUniforms.grassPrimary,
  437. terrain.params.grassPrimary);
  438. if (m_groundUniforms.grassSecondary != Shader::InvalidUniform)
  439. activeShader->setUniform(m_groundUniforms.grassSecondary,
  440. terrain.params.grassSecondary);
  441. if (m_groundUniforms.grassDry != Shader::InvalidUniform)
  442. activeShader->setUniform(m_groundUniforms.grassDry,
  443. terrain.params.grassDry);
  444. if (m_groundUniforms.soilColor != Shader::InvalidUniform)
  445. activeShader->setUniform(m_groundUniforms.soilColor,
  446. terrain.params.soilColor);
  447. if (m_groundUniforms.tint != Shader::InvalidUniform)
  448. activeShader->setUniform(m_groundUniforms.tint, terrain.params.tint);
  449. if (m_groundUniforms.noiseOffset != Shader::InvalidUniform)
  450. activeShader->setUniform(m_groundUniforms.noiseOffset,
  451. terrain.params.noiseOffset);
  452. if (m_groundUniforms.tileSize != Shader::InvalidUniform)
  453. activeShader->setUniform(m_groundUniforms.tileSize,
  454. terrain.params.tileSize);
  455. if (m_groundUniforms.macroNoiseScale != Shader::InvalidUniform)
  456. activeShader->setUniform(m_groundUniforms.macroNoiseScale,
  457. terrain.params.macroNoiseScale);
  458. if (m_groundUniforms.detailNoiseScale != Shader::InvalidUniform)
  459. activeShader->setUniform(m_groundUniforms.detailNoiseScale,
  460. terrain.params.detailNoiseScale);
  461. if (m_groundUniforms.soilBlendHeight != Shader::InvalidUniform)
  462. activeShader->setUniform(m_groundUniforms.soilBlendHeight,
  463. terrain.params.soilBlendHeight);
  464. if (m_groundUniforms.soilBlendSharpness != Shader::InvalidUniform)
  465. activeShader->setUniform(m_groundUniforms.soilBlendSharpness,
  466. terrain.params.soilBlendSharpness);
  467. if (m_groundUniforms.ambientBoost != Shader::InvalidUniform)
  468. activeShader->setUniform(m_groundUniforms.ambientBoost,
  469. terrain.params.ambientBoost);
  470. if (m_groundUniforms.lightDir != Shader::InvalidUniform) {
  471. QVector3D lightDir = terrain.params.lightDirection;
  472. if (!lightDir.isNull())
  473. lightDir.normalize();
  474. activeShader->setUniform(m_groundUniforms.lightDir, lightDir);
  475. }
  476. } else {
  477. if (m_terrainUniforms.mvp != Shader::InvalidUniform)
  478. activeShader->setUniform(m_terrainUniforms.mvp, mvp);
  479. if (m_terrainUniforms.model != Shader::InvalidUniform)
  480. activeShader->setUniform(m_terrainUniforms.model, terrain.model);
  481. if (m_terrainUniforms.grassPrimary != Shader::InvalidUniform)
  482. activeShader->setUniform(m_terrainUniforms.grassPrimary,
  483. terrain.params.grassPrimary);
  484. if (m_terrainUniforms.grassSecondary != Shader::InvalidUniform)
  485. activeShader->setUniform(m_terrainUniforms.grassSecondary,
  486. terrain.params.grassSecondary);
  487. if (m_terrainUniforms.grassDry != Shader::InvalidUniform)
  488. activeShader->setUniform(m_terrainUniforms.grassDry,
  489. terrain.params.grassDry);
  490. if (m_terrainUniforms.soilColor != Shader::InvalidUniform)
  491. activeShader->setUniform(m_terrainUniforms.soilColor,
  492. terrain.params.soilColor);
  493. if (m_terrainUniforms.rockLow != Shader::InvalidUniform)
  494. activeShader->setUniform(m_terrainUniforms.rockLow,
  495. terrain.params.rockLow);
  496. if (m_terrainUniforms.rockHigh != Shader::InvalidUniform)
  497. activeShader->setUniform(m_terrainUniforms.rockHigh,
  498. terrain.params.rockHigh);
  499. if (m_terrainUniforms.tint != Shader::InvalidUniform)
  500. activeShader->setUniform(m_terrainUniforms.tint, terrain.params.tint);
  501. if (m_terrainUniforms.noiseOffset != Shader::InvalidUniform)
  502. activeShader->setUniform(m_terrainUniforms.noiseOffset,
  503. terrain.params.noiseOffset);
  504. if (m_terrainUniforms.tileSize != Shader::InvalidUniform)
  505. activeShader->setUniform(m_terrainUniforms.tileSize,
  506. terrain.params.tileSize);
  507. if (m_terrainUniforms.macroNoiseScale != Shader::InvalidUniform)
  508. activeShader->setUniform(m_terrainUniforms.macroNoiseScale,
  509. terrain.params.macroNoiseScale);
  510. if (m_terrainUniforms.detailNoiseScale != Shader::InvalidUniform)
  511. activeShader->setUniform(m_terrainUniforms.detailNoiseScale,
  512. terrain.params.detailNoiseScale);
  513. if (m_terrainUniforms.slopeRockThreshold != Shader::InvalidUniform)
  514. activeShader->setUniform(m_terrainUniforms.slopeRockThreshold,
  515. terrain.params.slopeRockThreshold);
  516. if (m_terrainUniforms.slopeRockSharpness != Shader::InvalidUniform)
  517. activeShader->setUniform(m_terrainUniforms.slopeRockSharpness,
  518. terrain.params.slopeRockSharpness);
  519. if (m_terrainUniforms.soilBlendHeight != Shader::InvalidUniform)
  520. activeShader->setUniform(m_terrainUniforms.soilBlendHeight,
  521. terrain.params.soilBlendHeight);
  522. if (m_terrainUniforms.soilBlendSharpness != Shader::InvalidUniform)
  523. activeShader->setUniform(m_terrainUniforms.soilBlendSharpness,
  524. terrain.params.soilBlendSharpness);
  525. if (m_terrainUniforms.heightNoiseStrength != Shader::InvalidUniform)
  526. activeShader->setUniform(m_terrainUniforms.heightNoiseStrength,
  527. terrain.params.heightNoiseStrength);
  528. if (m_terrainUniforms.heightNoiseFrequency != Shader::InvalidUniform)
  529. activeShader->setUniform(m_terrainUniforms.heightNoiseFrequency,
  530. terrain.params.heightNoiseFrequency);
  531. if (m_terrainUniforms.ambientBoost != Shader::InvalidUniform)
  532. activeShader->setUniform(m_terrainUniforms.ambientBoost,
  533. terrain.params.ambientBoost);
  534. if (m_terrainUniforms.rockDetailStrength != Shader::InvalidUniform)
  535. activeShader->setUniform(m_terrainUniforms.rockDetailStrength,
  536. terrain.params.rockDetailStrength);
  537. if (m_terrainUniforms.lightDir != Shader::InvalidUniform) {
  538. QVector3D lightDir = terrain.params.lightDirection;
  539. if (!lightDir.isNull())
  540. lightDir.normalize();
  541. activeShader->setUniform(m_terrainUniforms.lightDir, lightDir);
  542. }
  543. }
  544. DepthMaskScope depthMask(terrain.depthWrite);
  545. std::unique_ptr<PolygonOffsetScope> polyScope;
  546. if (terrain.depthBias != 0.0f)
  547. polyScope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
  548. terrain.depthBias);
  549. terrain.mesh->draw();
  550. break;
  551. }
  552. case MeshCmdIndex: {
  553. const auto &it = std::get<MeshCmdIndex>(cmd);
  554. if (!it.mesh)
  555. break;
  556. glDepthMask(GL_TRUE);
  557. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  558. glDisable(GL_POLYGON_OFFSET_FILL);
  559. Shader *activeShader = it.shader ? it.shader : m_basicShader;
  560. if (!activeShader)
  561. break;
  562. BasicUniforms *uniforms = &m_basicUniforms;
  563. if (activeShader == m_archerShader)
  564. uniforms = &m_archerUniforms;
  565. else if (activeShader == m_knightShader)
  566. uniforms = &m_knightUniforms;
  567. if (m_lastBoundShader != activeShader) {
  568. activeShader->use();
  569. m_lastBoundShader = activeShader;
  570. }
  571. activeShader->setUniform(uniforms->mvp, it.mvp);
  572. activeShader->setUniform(uniforms->model, it.model);
  573. Texture *texToUse = it.texture
  574. ? it.texture
  575. : (m_resources ? m_resources->white() : nullptr);
  576. if (texToUse && texToUse != m_lastBoundTexture) {
  577. texToUse->bind(0);
  578. m_lastBoundTexture = texToUse;
  579. activeShader->setUniform(uniforms->texture, 0);
  580. }
  581. activeShader->setUniform(uniforms->useTexture, it.texture != nullptr);
  582. activeShader->setUniform(uniforms->color, it.color);
  583. activeShader->setUniform(uniforms->alpha, it.alpha);
  584. it.mesh->draw();
  585. break;
  586. }
  587. case GridCmdIndex: {
  588. if (!m_gridShader)
  589. break;
  590. const auto &gc = std::get<GridCmdIndex>(cmd);
  591. if (m_lastBoundShader != m_gridShader) {
  592. m_gridShader->use();
  593. m_lastBoundShader = m_gridShader;
  594. }
  595. m_gridShader->setUniform(m_gridUniforms.mvp, gc.mvp);
  596. m_gridShader->setUniform(m_gridUniforms.model, gc.model);
  597. m_gridShader->setUniform(m_gridUniforms.gridColor, gc.color);
  598. m_gridShader->setUniform(m_gridUniforms.lineColor, kGridLineColor);
  599. m_gridShader->setUniform(m_gridUniforms.cellSize, gc.cellSize);
  600. m_gridShader->setUniform(m_gridUniforms.thickness, gc.thickness);
  601. if (m_resources) {
  602. if (auto *plane = m_resources->ground())
  603. plane->draw();
  604. }
  605. break;
  606. }
  607. case SelectionRingCmdIndex: {
  608. const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
  609. Mesh *ring = Render::Geom::SelectionRing::get();
  610. if (!ring)
  611. break;
  612. if (m_lastBoundShader != m_basicShader) {
  613. m_basicShader->use();
  614. m_lastBoundShader = m_basicShader;
  615. }
  616. m_basicShader->use();
  617. m_basicShader->setUniform(m_basicUniforms.useTexture, false);
  618. m_basicShader->setUniform(m_basicUniforms.color, sc.color);
  619. DepthMaskScope depthMask(false);
  620. DepthTestScope depthTest(false);
  621. PolygonOffsetScope poly(-1.0f, -1.0f);
  622. BlendScope blend(true);
  623. {
  624. QMatrix4x4 m = sc.model;
  625. m.scale(1.08f, 1.0f, 1.08f);
  626. const QMatrix4x4 mvp = viewProj * m;
  627. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  628. m_basicShader->setUniform(m_basicUniforms.model, m);
  629. m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaOuter);
  630. ring->draw();
  631. }
  632. {
  633. const QMatrix4x4 mvp = viewProj * sc.model;
  634. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  635. m_basicShader->setUniform(m_basicUniforms.model, sc.model);
  636. m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaInner);
  637. ring->draw();
  638. }
  639. break;
  640. }
  641. case SelectionSmokeCmdIndex: {
  642. const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
  643. Mesh *disc = Render::Geom::SelectionDisc::get();
  644. if (!disc)
  645. break;
  646. if (m_lastBoundShader != m_basicShader) {
  647. m_basicShader->use();
  648. m_lastBoundShader = m_basicShader;
  649. }
  650. m_basicShader->setUniform(m_basicUniforms.useTexture, false);
  651. m_basicShader->setUniform(m_basicUniforms.color, sm.color);
  652. DepthMaskScope depthMask(false);
  653. DepthTestScope depthTest(true);
  654. PolygonOffsetScope poly(-1.0f, -1.0f);
  655. BlendScope blend(true);
  656. for (int i = 0; i < 7; ++i) {
  657. float scale = 1.35f + 0.12f * i;
  658. float a = sm.baseAlpha * (1.0f - 0.09f * i);
  659. QMatrix4x4 m = sm.model;
  660. m.translate(0.0f, 0.02f, 0.0f);
  661. m.scale(scale, 1.0f, scale);
  662. const QMatrix4x4 mvp = viewProj * m;
  663. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  664. m_basicShader->setUniform(m_basicUniforms.model, m);
  665. m_basicShader->setUniform(m_basicUniforms.alpha, a);
  666. disc->draw();
  667. }
  668. break;
  669. }
  670. default:
  671. break;
  672. }
  673. ++i;
  674. }
  675. if (m_lastBoundShader) {
  676. m_lastBoundShader->release();
  677. m_lastBoundShader = nullptr;
  678. }
  679. }
  680. void Backend::cacheBasicUniforms() {
  681. if (!m_basicShader)
  682. return;
  683. m_basicUniforms.mvp = m_basicShader->uniformHandle("u_mvp");
  684. m_basicUniforms.model = m_basicShader->uniformHandle("u_model");
  685. m_basicUniforms.texture = m_basicShader->uniformHandle("u_texture");
  686. m_basicUniforms.useTexture = m_basicShader->uniformHandle("u_useTexture");
  687. m_basicUniforms.color = m_basicShader->uniformHandle("u_color");
  688. m_basicUniforms.alpha = m_basicShader->uniformHandle("u_alpha");
  689. }
  690. void Backend::cacheArcherUniforms() {
  691. if (!m_archerShader)
  692. return;
  693. m_archerUniforms.mvp = m_archerShader->uniformHandle("u_mvp");
  694. m_archerUniforms.model = m_archerShader->uniformHandle("u_model");
  695. m_archerUniforms.texture = m_archerShader->uniformHandle("u_texture");
  696. m_archerUniforms.useTexture = m_archerShader->uniformHandle("u_useTexture");
  697. m_archerUniforms.color = m_archerShader->uniformHandle("u_color");
  698. m_archerUniforms.alpha = m_archerShader->uniformHandle("u_alpha");
  699. }
  700. void Backend::cacheKnightUniforms() {
  701. if (!m_knightShader)
  702. return;
  703. m_knightUniforms.mvp = m_knightShader->uniformHandle("u_mvp");
  704. m_knightUniforms.model = m_knightShader->uniformHandle("u_model");
  705. m_knightUniforms.texture = m_knightShader->uniformHandle("u_texture");
  706. m_knightUniforms.useTexture = m_knightShader->uniformHandle("u_useTexture");
  707. m_knightUniforms.color = m_knightShader->uniformHandle("u_color");
  708. m_knightUniforms.alpha = m_knightShader->uniformHandle("u_alpha");
  709. }
  710. void Backend::cacheGridUniforms() {
  711. if (!m_gridShader)
  712. return;
  713. m_gridUniforms.mvp = m_gridShader->uniformHandle("u_mvp");
  714. m_gridUniforms.model = m_gridShader->uniformHandle("u_model");
  715. m_gridUniforms.gridColor = m_gridShader->uniformHandle("u_gridColor");
  716. m_gridUniforms.lineColor = m_gridShader->uniformHandle("u_lineColor");
  717. m_gridUniforms.cellSize = m_gridShader->uniformHandle("u_cellSize");
  718. m_gridUniforms.thickness = m_gridShader->uniformHandle("u_thickness");
  719. }
  720. void Backend::cacheCylinderUniforms() {
  721. if (!m_cylinderShader)
  722. return;
  723. m_cylinderUniforms.viewProj = m_cylinderShader->uniformHandle("u_viewProj");
  724. }
  725. void Backend::cacheFogUniforms() {
  726. if (!m_fogShader)
  727. return;
  728. m_fogUniforms.viewProj = m_fogShader->uniformHandle("u_viewProj");
  729. }
  730. void Backend::initializeCylinderPipeline() {
  731. initializeOpenGLFunctions();
  732. shutdownCylinderPipeline();
  733. Mesh *unit = getUnitCylinder();
  734. if (!unit)
  735. return;
  736. const auto &vertices = unit->getVertices();
  737. const auto &indices = unit->getIndices();
  738. if (vertices.empty() || indices.empty())
  739. return;
  740. glGenVertexArrays(1, &m_cylinderVao);
  741. glBindVertexArray(m_cylinderVao);
  742. glGenBuffers(1, &m_cylinderVertexBuffer);
  743. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderVertexBuffer);
  744. glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
  745. vertices.data(), GL_STATIC_DRAW);
  746. glGenBuffers(1, &m_cylinderIndexBuffer);
  747. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinderIndexBuffer);
  748. glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
  749. indices.data(), GL_STATIC_DRAW);
  750. m_cylinderIndexCount = static_cast<GLsizei>(indices.size());
  751. glEnableVertexAttribArray(0);
  752. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  753. reinterpret_cast<void *>(offsetof(Vertex, position)));
  754. glEnableVertexAttribArray(1);
  755. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  756. reinterpret_cast<void *>(offsetof(Vertex, normal)));
  757. glEnableVertexAttribArray(2);
  758. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  759. reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
  760. const std::size_t persistentCapacity = 10000;
  761. if (m_cylinderPersistentBuffer.initialize(persistentCapacity, 3)) {
  762. m_usePersistentBuffers = true;
  763. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
  764. } else {
  765. m_usePersistentBuffers = false;
  766. glGenBuffers(1, &m_cylinderInstanceBuffer);
  767. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
  768. m_cylinderInstanceCapacity = 256;
  769. glBufferData(GL_ARRAY_BUFFER,
  770. m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
  771. nullptr, GL_DYNAMIC_DRAW);
  772. }
  773. const GLsizei stride = static_cast<GLsizei>(sizeof(CylinderInstanceGpu));
  774. glEnableVertexAttribArray(3);
  775. glVertexAttribPointer(
  776. 3, 3, GL_FLOAT, GL_FALSE, stride,
  777. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, start)));
  778. glVertexAttribDivisor(3, 1);
  779. glEnableVertexAttribArray(4);
  780. glVertexAttribPointer(
  781. 4, 3, GL_FLOAT, GL_FALSE, stride,
  782. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, end)));
  783. glVertexAttribDivisor(4, 1);
  784. glEnableVertexAttribArray(5);
  785. glVertexAttribPointer(
  786. 5, 1, GL_FLOAT, GL_FALSE, stride,
  787. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, radius)));
  788. glVertexAttribDivisor(5, 1);
  789. glEnableVertexAttribArray(6);
  790. glVertexAttribPointer(
  791. 6, 1, GL_FLOAT, GL_FALSE, stride,
  792. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, alpha)));
  793. glVertexAttribDivisor(6, 1);
  794. glEnableVertexAttribArray(7);
  795. glVertexAttribPointer(
  796. 7, 3, GL_FLOAT, GL_FALSE, stride,
  797. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, color)));
  798. glVertexAttribDivisor(7, 1);
  799. glBindVertexArray(0);
  800. glBindBuffer(GL_ARRAY_BUFFER, 0);
  801. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  802. m_cylinderScratch.reserve(
  803. m_usePersistentBuffers ? persistentCapacity : m_cylinderInstanceCapacity);
  804. }
  805. void Backend::shutdownCylinderPipeline() {
  806. initializeOpenGLFunctions();
  807. m_cylinderPersistentBuffer.destroy();
  808. if (m_cylinderInstanceBuffer) {
  809. glDeleteBuffers(1, &m_cylinderInstanceBuffer);
  810. m_cylinderInstanceBuffer = 0;
  811. }
  812. if (m_cylinderVertexBuffer) {
  813. glDeleteBuffers(1, &m_cylinderVertexBuffer);
  814. m_cylinderVertexBuffer = 0;
  815. }
  816. if (m_cylinderIndexBuffer) {
  817. glDeleteBuffers(1, &m_cylinderIndexBuffer);
  818. m_cylinderIndexBuffer = 0;
  819. }
  820. if (m_cylinderVao) {
  821. glDeleteVertexArrays(1, &m_cylinderVao);
  822. m_cylinderVao = 0;
  823. }
  824. m_cylinderIndexCount = 0;
  825. m_cylinderInstanceCapacity = 0;
  826. m_cylinderScratch.clear();
  827. }
  828. void Backend::uploadCylinderInstances(std::size_t count) {
  829. if (count == 0)
  830. return;
  831. initializeOpenGLFunctions();
  832. if (m_usePersistentBuffers && m_cylinderPersistentBuffer.isValid()) {
  833. if (count > m_cylinderPersistentBuffer.capacity()) {
  834. count = m_cylinderPersistentBuffer.capacity();
  835. }
  836. m_cylinderPersistentBuffer.write(m_cylinderScratch.data(), count);
  837. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
  838. glBindBuffer(GL_ARRAY_BUFFER, 0);
  839. return;
  840. }
  841. if (!m_cylinderInstanceBuffer)
  842. return;
  843. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
  844. if (count > m_cylinderInstanceCapacity) {
  845. m_cylinderInstanceCapacity = std::max<std::size_t>(
  846. count,
  847. m_cylinderInstanceCapacity ? m_cylinderInstanceCapacity * 2 : count);
  848. glBufferData(GL_ARRAY_BUFFER,
  849. m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
  850. nullptr, GL_DYNAMIC_DRAW);
  851. m_cylinderScratch.reserve(m_cylinderInstanceCapacity);
  852. }
  853. glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(CylinderInstanceGpu),
  854. m_cylinderScratch.data());
  855. glBindBuffer(GL_ARRAY_BUFFER, 0);
  856. }
  857. void Backend::drawCylinders(std::size_t count) {
  858. if (!m_cylinderVao || m_cylinderIndexCount == 0 || count == 0)
  859. return;
  860. initializeOpenGLFunctions();
  861. glBindVertexArray(m_cylinderVao);
  862. glDrawElementsInstanced(GL_TRIANGLES, m_cylinderIndexCount, GL_UNSIGNED_INT,
  863. nullptr, static_cast<GLsizei>(count));
  864. glBindVertexArray(0);
  865. }
  866. void Backend::initializeFogPipeline() {
  867. initializeOpenGLFunctions();
  868. shutdownFogPipeline();
  869. const Vertex vertices[4] = {
  870. {{-0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
  871. {{0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
  872. {{-0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
  873. {{0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
  874. };
  875. const unsigned int indices[6] = {0, 1, 2, 2, 1, 3};
  876. glGenVertexArrays(1, &m_fogVao);
  877. glBindVertexArray(m_fogVao);
  878. glGenBuffers(1, &m_fogVertexBuffer);
  879. glBindBuffer(GL_ARRAY_BUFFER, m_fogVertexBuffer);
  880. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  881. glGenBuffers(1, &m_fogIndexBuffer);
  882. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_fogIndexBuffer);
  883. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
  884. GL_STATIC_DRAW);
  885. m_fogIndexCount = 6;
  886. glEnableVertexAttribArray(0);
  887. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  888. reinterpret_cast<void *>(offsetof(Vertex, position)));
  889. glEnableVertexAttribArray(1);
  890. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  891. reinterpret_cast<void *>(offsetof(Vertex, normal)));
  892. glEnableVertexAttribArray(2);
  893. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  894. reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
  895. glGenBuffers(1, &m_fogInstanceBuffer);
  896. glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
  897. m_fogInstanceCapacity = 512;
  898. glBufferData(GL_ARRAY_BUFFER, m_fogInstanceCapacity * sizeof(FogInstanceGpu),
  899. nullptr, GL_DYNAMIC_DRAW);
  900. const GLsizei stride = static_cast<GLsizei>(sizeof(FogInstanceGpu));
  901. glEnableVertexAttribArray(3);
  902. glVertexAttribPointer(
  903. 3, 3, GL_FLOAT, GL_FALSE, stride,
  904. reinterpret_cast<void *>(offsetof(FogInstanceGpu, center)));
  905. glVertexAttribDivisor(3, 1);
  906. glEnableVertexAttribArray(4);
  907. glVertexAttribPointer(
  908. 4, 1, GL_FLOAT, GL_FALSE, stride,
  909. reinterpret_cast<void *>(offsetof(FogInstanceGpu, size)));
  910. glVertexAttribDivisor(4, 1);
  911. glEnableVertexAttribArray(5);
  912. glVertexAttribPointer(
  913. 5, 3, GL_FLOAT, GL_FALSE, stride,
  914. reinterpret_cast<void *>(offsetof(FogInstanceGpu, color)));
  915. glVertexAttribDivisor(5, 1);
  916. glEnableVertexAttribArray(6);
  917. glVertexAttribPointer(
  918. 6, 1, GL_FLOAT, GL_FALSE, stride,
  919. reinterpret_cast<void *>(offsetof(FogInstanceGpu, alpha)));
  920. glVertexAttribDivisor(6, 1);
  921. glBindVertexArray(0);
  922. glBindBuffer(GL_ARRAY_BUFFER, 0);
  923. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  924. m_fogScratch.reserve(m_fogInstanceCapacity);
  925. }
  926. void Backend::shutdownFogPipeline() {
  927. initializeOpenGLFunctions();
  928. if (m_fogInstanceBuffer) {
  929. glDeleteBuffers(1, &m_fogInstanceBuffer);
  930. m_fogInstanceBuffer = 0;
  931. }
  932. if (m_fogVertexBuffer) {
  933. glDeleteBuffers(1, &m_fogVertexBuffer);
  934. m_fogVertexBuffer = 0;
  935. }
  936. if (m_fogIndexBuffer) {
  937. glDeleteBuffers(1, &m_fogIndexBuffer);
  938. m_fogIndexBuffer = 0;
  939. }
  940. if (m_fogVao) {
  941. glDeleteVertexArrays(1, &m_fogVao);
  942. m_fogVao = 0;
  943. }
  944. m_fogIndexCount = 0;
  945. m_fogInstanceCapacity = 0;
  946. m_fogScratch.clear();
  947. }
  948. void Backend::uploadFogInstances(std::size_t count) {
  949. if (!m_fogInstanceBuffer || count == 0)
  950. return;
  951. initializeOpenGLFunctions();
  952. glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
  953. if (count > m_fogInstanceCapacity) {
  954. m_fogInstanceCapacity = std::max<std::size_t>(
  955. count, m_fogInstanceCapacity ? m_fogInstanceCapacity * 2 : count);
  956. glBufferData(GL_ARRAY_BUFFER,
  957. m_fogInstanceCapacity * sizeof(FogInstanceGpu), nullptr,
  958. GL_DYNAMIC_DRAW);
  959. m_fogScratch.reserve(m_fogInstanceCapacity);
  960. }
  961. glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(FogInstanceGpu),
  962. m_fogScratch.data());
  963. glBindBuffer(GL_ARRAY_BUFFER, 0);
  964. }
  965. void Backend::drawFog(std::size_t count) {
  966. if (!m_fogVao || m_fogIndexCount == 0 || count == 0)
  967. return;
  968. initializeOpenGLFunctions();
  969. glBindVertexArray(m_fogVao);
  970. glDrawElementsInstanced(GL_TRIANGLES, m_fogIndexCount, GL_UNSIGNED_INT,
  971. nullptr, static_cast<GLsizei>(count));
  972. glBindVertexArray(0);
  973. }
  974. void Backend::cacheGrassUniforms() {
  975. if (!m_grassShader)
  976. return;
  977. m_grassUniforms.viewProj = m_grassShader->uniformHandle("u_viewProj");
  978. m_grassUniforms.time = m_grassShader->uniformHandle("u_time");
  979. m_grassUniforms.windStrength = m_grassShader->uniformHandle("u_windStrength");
  980. m_grassUniforms.windSpeed = m_grassShader->uniformHandle("u_windSpeed");
  981. m_grassUniforms.soilColor = m_grassShader->uniformHandle("u_soilColor");
  982. m_grassUniforms.lightDir = m_grassShader->uniformHandle("u_lightDir");
  983. }
  984. void Backend::cacheGroundUniforms() {
  985. if (!m_groundShader)
  986. return;
  987. m_groundUniforms.mvp = m_groundShader->uniformHandle("u_mvp");
  988. m_groundUniforms.model = m_groundShader->uniformHandle("u_model");
  989. m_groundUniforms.grassPrimary =
  990. m_groundShader->uniformHandle("u_grassPrimary");
  991. m_groundUniforms.grassSecondary =
  992. m_groundShader->uniformHandle("u_grassSecondary");
  993. m_groundUniforms.grassDry = m_groundShader->uniformHandle("u_grassDry");
  994. m_groundUniforms.soilColor = m_groundShader->uniformHandle("u_soilColor");
  995. m_groundUniforms.tint = m_groundShader->uniformHandle("u_tint");
  996. m_groundUniforms.noiseOffset = m_groundShader->uniformHandle("u_noiseOffset");
  997. m_groundUniforms.tileSize = m_groundShader->uniformHandle("u_tileSize");
  998. m_groundUniforms.macroNoiseScale =
  999. m_groundShader->uniformHandle("u_macroNoiseScale");
  1000. m_groundUniforms.detailNoiseScale =
  1001. m_groundShader->uniformHandle("u_detailNoiseScale");
  1002. m_groundUniforms.soilBlendHeight =
  1003. m_groundShader->uniformHandle("u_soilBlendHeight");
  1004. m_groundUniforms.soilBlendSharpness =
  1005. m_groundShader->uniformHandle("u_soilBlendSharpness");
  1006. m_groundUniforms.ambientBoost =
  1007. m_groundShader->uniformHandle("u_ambientBoost");
  1008. m_groundUniforms.lightDir = m_groundShader->uniformHandle("u_lightDir");
  1009. }
  1010. void Backend::cacheTerrainUniforms() {
  1011. if (!m_terrainShader)
  1012. return;
  1013. m_terrainUniforms.mvp = m_terrainShader->uniformHandle("u_mvp");
  1014. m_terrainUniforms.model = m_terrainShader->uniformHandle("u_model");
  1015. m_terrainUniforms.grassPrimary =
  1016. m_terrainShader->uniformHandle("u_grassPrimary");
  1017. m_terrainUniforms.grassSecondary =
  1018. m_terrainShader->uniformHandle("u_grassSecondary");
  1019. m_terrainUniforms.grassDry = m_terrainShader->uniformHandle("u_grassDry");
  1020. m_terrainUniforms.soilColor = m_terrainShader->uniformHandle("u_soilColor");
  1021. m_terrainUniforms.rockLow = m_terrainShader->uniformHandle("u_rockLow");
  1022. m_terrainUniforms.rockHigh = m_terrainShader->uniformHandle("u_rockHigh");
  1023. m_terrainUniforms.tint = m_terrainShader->uniformHandle("u_tint");
  1024. m_terrainUniforms.noiseOffset =
  1025. m_terrainShader->uniformHandle("u_noiseOffset");
  1026. m_terrainUniforms.tileSize = m_terrainShader->uniformHandle("u_tileSize");
  1027. m_terrainUniforms.macroNoiseScale =
  1028. m_terrainShader->uniformHandle("u_macroNoiseScale");
  1029. m_terrainUniforms.detailNoiseScale =
  1030. m_terrainShader->uniformHandle("u_detailNoiseScale");
  1031. m_terrainUniforms.slopeRockThreshold =
  1032. m_terrainShader->uniformHandle("u_slopeRockThreshold");
  1033. m_terrainUniforms.slopeRockSharpness =
  1034. m_terrainShader->uniformHandle("u_slopeRockSharpness");
  1035. m_terrainUniforms.soilBlendHeight =
  1036. m_terrainShader->uniformHandle("u_soilBlendHeight");
  1037. m_terrainUniforms.soilBlendSharpness =
  1038. m_terrainShader->uniformHandle("u_soilBlendSharpness");
  1039. m_terrainUniforms.heightNoiseStrength =
  1040. m_terrainShader->uniformHandle("u_heightNoiseStrength");
  1041. m_terrainUniforms.heightNoiseFrequency =
  1042. m_terrainShader->uniformHandle("u_heightNoiseFrequency");
  1043. m_terrainUniforms.ambientBoost =
  1044. m_terrainShader->uniformHandle("u_ambientBoost");
  1045. m_terrainUniforms.rockDetailStrength =
  1046. m_terrainShader->uniformHandle("u_rockDetailStrength");
  1047. m_terrainUniforms.lightDir = m_terrainShader->uniformHandle("u_lightDir");
  1048. }
  1049. void Backend::initializeGrassPipeline() {
  1050. initializeOpenGLFunctions();
  1051. shutdownGrassPipeline();
  1052. struct GrassVertex {
  1053. QVector3D position;
  1054. QVector2D uv;
  1055. };
  1056. const GrassVertex bladeVertices[6] = {
  1057. {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}},
  1058. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
  1059. {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
  1060. {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
  1061. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
  1062. {{0.35f, 1.0f, 0.0f}, {0.9f, 1.0f}},
  1063. };
  1064. glGenVertexArrays(1, &m_grassVao);
  1065. glBindVertexArray(m_grassVao);
  1066. glGenBuffers(1, &m_grassVertexBuffer);
  1067. glBindBuffer(GL_ARRAY_BUFFER, m_grassVertexBuffer);
  1068. glBufferData(GL_ARRAY_BUFFER, sizeof(bladeVertices), bladeVertices,
  1069. GL_STATIC_DRAW);
  1070. m_grassVertexCount = 6;
  1071. glEnableVertexAttribArray(0);
  1072. glVertexAttribPointer(
  1073. 0, 3, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  1074. reinterpret_cast<void *>(offsetof(GrassVertex, position)));
  1075. glEnableVertexAttribArray(1);
  1076. glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  1077. reinterpret_cast<void *>(offsetof(GrassVertex, uv)));
  1078. glEnableVertexAttribArray(2);
  1079. glVertexAttribDivisor(2, 1);
  1080. glEnableVertexAttribArray(3);
  1081. glVertexAttribDivisor(3, 1);
  1082. glEnableVertexAttribArray(4);
  1083. glVertexAttribDivisor(4, 1);
  1084. glBindVertexArray(0);
  1085. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1086. }
  1087. void Backend::shutdownGrassPipeline() {
  1088. initializeOpenGLFunctions();
  1089. if (m_grassVertexBuffer) {
  1090. glDeleteBuffers(1, &m_grassVertexBuffer);
  1091. m_grassVertexBuffer = 0;
  1092. }
  1093. if (m_grassVao) {
  1094. glDeleteVertexArrays(1, &m_grassVao);
  1095. m_grassVao = 0;
  1096. }
  1097. m_grassVertexCount = 0;
  1098. }
  1099. void Backend::cacheStoneUniforms() {
  1100. if (m_stoneShader) {
  1101. m_stoneUniforms.viewProj = m_stoneShader->uniformHandle("uViewProj");
  1102. m_stoneUniforms.lightDirection =
  1103. m_stoneShader->uniformHandle("uLightDirection");
  1104. }
  1105. }
  1106. void Backend::initializeStonePipeline() {
  1107. initializeOpenGLFunctions();
  1108. shutdownStonePipeline();
  1109. struct StoneVertex {
  1110. QVector3D position;
  1111. QVector3D normal;
  1112. };
  1113. const StoneVertex stoneVertices[] = {
  1114. {{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1115. {{0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1116. {{0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1117. {{-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1118. {{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1119. {{-0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1120. {{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1121. {{0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1122. {{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
  1123. {{-0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
  1124. {{0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
  1125. {{0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
  1126. {{-0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
  1127. {{0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
  1128. {{0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
  1129. {{-0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
  1130. {{0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
  1131. {{0.5f, 0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
  1132. {{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
  1133. {{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
  1134. {{-0.5f, -0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
  1135. {{-0.5f, -0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
  1136. {{-0.5f, 0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
  1137. {{-0.5f, 0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
  1138. };
  1139. const uint16_t stoneIndices[] = {
  1140. 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8,
  1141. 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20};
  1142. glGenVertexArrays(1, &m_stoneVao);
  1143. glBindVertexArray(m_stoneVao);
  1144. glGenBuffers(1, &m_stoneVertexBuffer);
  1145. glBindBuffer(GL_ARRAY_BUFFER, m_stoneVertexBuffer);
  1146. glBufferData(GL_ARRAY_BUFFER, sizeof(stoneVertices), stoneVertices,
  1147. GL_STATIC_DRAW);
  1148. m_stoneVertexCount = 24;
  1149. glGenBuffers(1, &m_stoneIndexBuffer);
  1150. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_stoneIndexBuffer);
  1151. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(stoneIndices), stoneIndices,
  1152. GL_STATIC_DRAW);
  1153. m_stoneIndexCount = 36;
  1154. glEnableVertexAttribArray(0);
  1155. glVertexAttribPointer(
  1156. 0, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
  1157. reinterpret_cast<void *>(offsetof(StoneVertex, position)));
  1158. glEnableVertexAttribArray(1);
  1159. glVertexAttribPointer(
  1160. 1, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
  1161. reinterpret_cast<void *>(offsetof(StoneVertex, normal)));
  1162. glEnableVertexAttribArray(2);
  1163. glVertexAttribDivisor(2, 1);
  1164. glEnableVertexAttribArray(3);
  1165. glVertexAttribDivisor(3, 1);
  1166. glBindVertexArray(0);
  1167. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1168. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1169. }
  1170. void Backend::shutdownStonePipeline() {
  1171. initializeOpenGLFunctions();
  1172. if (m_stoneIndexBuffer) {
  1173. glDeleteBuffers(1, &m_stoneIndexBuffer);
  1174. m_stoneIndexBuffer = 0;
  1175. }
  1176. if (m_stoneVertexBuffer) {
  1177. glDeleteBuffers(1, &m_stoneVertexBuffer);
  1178. m_stoneVertexBuffer = 0;
  1179. }
  1180. if (m_stoneVao) {
  1181. glDeleteVertexArrays(1, &m_stoneVao);
  1182. m_stoneVao = 0;
  1183. }
  1184. m_stoneVertexCount = 0;
  1185. m_stoneIndexCount = 0;
  1186. }
  1187. void Backend::cachePlantUniforms() {
  1188. if (m_plantShader) {
  1189. m_plantUniforms.viewProj = m_plantShader->uniformHandle("uViewProj");
  1190. m_plantUniforms.time = m_plantShader->uniformHandle("uTime");
  1191. m_plantUniforms.windStrength =
  1192. m_plantShader->uniformHandle("uWindStrength");
  1193. m_plantUniforms.windSpeed = m_plantShader->uniformHandle("uWindSpeed");
  1194. m_plantUniforms.lightDirection =
  1195. m_plantShader->uniformHandle("uLightDirection");
  1196. }
  1197. }
  1198. void Backend::cachePineUniforms() {
  1199. if (m_pineShader) {
  1200. m_pineUniforms.viewProj = m_pineShader->uniformHandle("uViewProj");
  1201. m_pineUniforms.time = m_pineShader->uniformHandle("uTime");
  1202. m_pineUniforms.windStrength =
  1203. m_pineShader->uniformHandle("uWindStrength");
  1204. m_pineUniforms.windSpeed = m_pineShader->uniformHandle("uWindSpeed");
  1205. m_pineUniforms.lightDirection =
  1206. m_pineShader->uniformHandle("uLightDirection");
  1207. }
  1208. }
  1209. void Backend::initializePlantPipeline() {
  1210. initializeOpenGLFunctions();
  1211. shutdownPlantPipeline();
  1212. struct PlantVertex {
  1213. QVector3D position;
  1214. QVector2D texCoord;
  1215. QVector3D normal;
  1216. };
  1217. // Cross-quad billboard for realistic 3D plant appearance (not grass!)
  1218. // Creates an X-shape when viewed from above, visible from all angles
  1219. const PlantVertex plantVertices[] = {
  1220. // First quad (front-back aligned)
  1221. {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}, // bottom left
  1222. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}}, // bottom right
  1223. {{0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}}, // top right
  1224. {{-0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}}, // top left
  1225. // First quad back face
  1226. {{0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
  1227. {{-0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
  1228. {{-0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
  1229. {{0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
  1230. // Second quad (perpendicular, left-right aligned for X shape)
  1231. {{0.0f, 0.0f, -0.5f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, // bottom left
  1232. {{0.0f, 0.0f, 0.5f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, // bottom right
  1233. {{0.0f, 1.0f, 0.5f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}, // top right
  1234. {{0.0f, 1.0f, -0.5f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}}, // top left
  1235. // Second quad back face
  1236. {{0.0f, 0.0f, 0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
  1237. {{0.0f, 0.0f, -0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
  1238. {{0.0f, 1.0f, -0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
  1239. {{0.0f, 1.0f, 0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
  1240. };
  1241. const unsigned short plantIndices[] = {
  1242. // First quad front
  1243. 0, 1, 2, 0, 2, 3,
  1244. // First quad back
  1245. 4, 5, 6, 4, 6, 7,
  1246. // Second quad front
  1247. 8, 9, 10, 8, 10, 11,
  1248. // Second quad back
  1249. 12, 13, 14, 12, 14, 15,
  1250. };
  1251. glGenVertexArrays(1, &m_plantVao);
  1252. glBindVertexArray(m_plantVao);
  1253. glGenBuffers(1, &m_plantVertexBuffer);
  1254. glBindBuffer(GL_ARRAY_BUFFER, m_plantVertexBuffer);
  1255. glBufferData(GL_ARRAY_BUFFER, sizeof(plantVertices), plantVertices,
  1256. GL_STATIC_DRAW);
  1257. m_plantVertexCount = 16; // 16 vertices for cross-quad
  1258. // Position attribute
  1259. glEnableVertexAttribArray(0);
  1260. glVertexAttribPointer(
  1261. 0, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1262. reinterpret_cast<void *>(offsetof(PlantVertex, position)));
  1263. // TexCoord attribute
  1264. glEnableVertexAttribArray(1);
  1265. glVertexAttribPointer(
  1266. 1, 2, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1267. reinterpret_cast<void *>(offsetof(PlantVertex, texCoord)));
  1268. // Normal attribute
  1269. glEnableVertexAttribArray(2);
  1270. glVertexAttribPointer(
  1271. 2, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1272. reinterpret_cast<void *>(offsetof(PlantVertex, normal)));
  1273. // Index buffer
  1274. glGenBuffers(1, &m_plantIndexBuffer);
  1275. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_plantIndexBuffer);
  1276. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plantIndices), plantIndices,
  1277. GL_STATIC_DRAW);
  1278. m_plantIndexCount = 24; // 24 indices (4 quads × 6 indices)
  1279. // Instance attributes (will be set per-draw)
  1280. glEnableVertexAttribArray(3);
  1281. glVertexAttribDivisor(3, 1);
  1282. glEnableVertexAttribArray(4);
  1283. glVertexAttribDivisor(4, 1);
  1284. glEnableVertexAttribArray(5);
  1285. glVertexAttribDivisor(5, 1);
  1286. glBindVertexArray(0);
  1287. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1288. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1289. }
  1290. void Backend::shutdownPlantPipeline() {
  1291. initializeOpenGLFunctions();
  1292. if (m_plantIndexBuffer) {
  1293. glDeleteBuffers(1, &m_plantIndexBuffer);
  1294. m_plantIndexBuffer = 0;
  1295. }
  1296. if (m_plantVertexBuffer) {
  1297. glDeleteBuffers(1, &m_plantVertexBuffer);
  1298. m_plantVertexBuffer = 0;
  1299. }
  1300. if (m_plantVao) {
  1301. glDeleteVertexArrays(1, &m_plantVao);
  1302. m_plantVao = 0;
  1303. }
  1304. m_plantVertexCount = 0;
  1305. m_plantIndexCount = 0;
  1306. }
  1307. void Backend::initializePinePipeline() {
  1308. initializeOpenGLFunctions();
  1309. shutdownPinePipeline();
  1310. struct PineVertex {
  1311. QVector3D position;
  1312. QVector2D texCoord;
  1313. QVector3D normal;
  1314. };
  1315. constexpr int kSegments = 6;
  1316. constexpr float kTwoPi = 6.28318530718f;
  1317. std::vector<PineVertex> vertices;
  1318. vertices.reserve(kSegments * 5 + 1);
  1319. std::vector<unsigned short> indices;
  1320. indices.reserve(kSegments * 6 * 4 + kSegments * 3);
  1321. auto addRing = [&](float radius, float y, float normalUp,
  1322. float vCoord) -> int {
  1323. const int start = static_cast<int>(vertices.size());
  1324. for (int i = 0; i < kSegments; ++i) {
  1325. const float t = static_cast<float>(i) / static_cast<float>(kSegments);
  1326. const float angle = t * kTwoPi;
  1327. const float nx = std::cos(angle);
  1328. const float nz = std::sin(angle);
  1329. QVector3D normal(nx, normalUp, nz);
  1330. normal.normalize();
  1331. QVector3D position(radius * nx, y, radius * nz);
  1332. QVector2D texCoord(t, vCoord);
  1333. vertices.push_back({position, texCoord, normal});
  1334. }
  1335. return start;
  1336. };
  1337. auto connectRings = [&](int lowerStart, int upperStart) {
  1338. for (int i = 0; i < kSegments; ++i) {
  1339. const int next = (i + 1) % kSegments;
  1340. const unsigned short lower0 =
  1341. static_cast<unsigned short>(lowerStart + i);
  1342. const unsigned short lower1 =
  1343. static_cast<unsigned short>(lowerStart + next);
  1344. const unsigned short upper0 =
  1345. static_cast<unsigned short>(upperStart + i);
  1346. const unsigned short upper1 =
  1347. static_cast<unsigned short>(upperStart + next);
  1348. indices.push_back(lower0);
  1349. indices.push_back(lower1);
  1350. indices.push_back(upper1);
  1351. indices.push_back(lower0);
  1352. indices.push_back(upper1);
  1353. indices.push_back(upper0);
  1354. }
  1355. };
  1356. const int trunkBottom = addRing(0.12f, 0.0f, 0.0f, 0.0f);
  1357. const int trunkMid = addRing(0.11f, 0.35f, 0.0f, 0.12f);
  1358. const int trunkTop = addRing(0.10f, 0.58f, 0.05f, 0.30f);
  1359. const int branchBase = addRing(0.60f, 0.64f, 0.35f, 0.46f);
  1360. const int branchMid = addRing(0.42f, 0.82f, 0.6f, 0.68f);
  1361. const int branchUpper = addRing(0.24f, 1.00f, 0.7f, 0.88f);
  1362. const int branchTip = addRing(0.12f, 1.10f, 0.85f, 0.96f);
  1363. connectRings(trunkBottom, trunkMid);
  1364. connectRings(trunkMid, trunkTop);
  1365. connectRings(trunkTop, branchBase);
  1366. connectRings(branchBase, branchMid);
  1367. connectRings(branchMid, branchUpper);
  1368. connectRings(branchUpper, branchTip);
  1369. const unsigned short trunkCapIndex =
  1370. static_cast<unsigned short>(vertices.size());
  1371. vertices.push_back({QVector3D(0.0f, 0.0f, 0.0f), QVector2D(0.5f, 0.0f),
  1372. QVector3D(0.0f, -1.0f, 0.0f)});
  1373. for (int i = 0; i < kSegments; ++i) {
  1374. const int next = (i + 1) % kSegments;
  1375. indices.push_back(static_cast<unsigned short>(trunkBottom + next));
  1376. indices.push_back(static_cast<unsigned short>(trunkBottom + i));
  1377. indices.push_back(trunkCapIndex);
  1378. }
  1379. const unsigned short apexIndex =
  1380. static_cast<unsigned short>(vertices.size());
  1381. vertices.push_back({QVector3D(0.0f, 1.18f, 0.0f), QVector2D(0.5f, 1.0f),
  1382. QVector3D(0.0f, 1.0f, 0.0f)});
  1383. for (int i = 0; i < kSegments; ++i) {
  1384. const int next = (i + 1) % kSegments;
  1385. indices.push_back(static_cast<unsigned short>(branchTip + i));
  1386. indices.push_back(static_cast<unsigned short>(branchTip + next));
  1387. indices.push_back(apexIndex);
  1388. }
  1389. glGenVertexArrays(1, &m_pineVao);
  1390. glBindVertexArray(m_pineVao);
  1391. glGenBuffers(1, &m_pineVertexBuffer);
  1392. glBindBuffer(GL_ARRAY_BUFFER, m_pineVertexBuffer);
  1393. glBufferData(GL_ARRAY_BUFFER,
  1394. static_cast<GLsizeiptr>(vertices.size() * sizeof(PineVertex)),
  1395. vertices.data(), GL_STATIC_DRAW);
  1396. m_pineVertexCount = static_cast<GLsizei>(vertices.size());
  1397. // Position attribute
  1398. glEnableVertexAttribArray(0);
  1399. glVertexAttribPointer(
  1400. 0, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1401. reinterpret_cast<void *>(offsetof(PineVertex, position)));
  1402. // TexCoord attribute
  1403. glEnableVertexAttribArray(1);
  1404. glVertexAttribPointer(
  1405. 1, 2, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1406. reinterpret_cast<void *>(offsetof(PineVertex, texCoord)));
  1407. // Normal attribute
  1408. glEnableVertexAttribArray(2);
  1409. glVertexAttribPointer(
  1410. 2, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1411. reinterpret_cast<void *>(offsetof(PineVertex, normal)));
  1412. // Index buffer
  1413. glGenBuffers(1, &m_pineIndexBuffer);
  1414. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pineIndexBuffer);
  1415. glBufferData(GL_ELEMENT_ARRAY_BUFFER,
  1416. static_cast<GLsizeiptr>(indices.size() * sizeof(unsigned short)),
  1417. indices.data(), GL_STATIC_DRAW);
  1418. m_pineIndexCount = static_cast<GLsizei>(indices.size()); // triangles * 3
  1419. // Instance attributes (will be set per-draw)
  1420. glEnableVertexAttribArray(3);
  1421. glVertexAttribDivisor(3, 1);
  1422. glEnableVertexAttribArray(4);
  1423. glVertexAttribDivisor(4, 1);
  1424. glEnableVertexAttribArray(5);
  1425. glVertexAttribDivisor(5, 1);
  1426. glBindVertexArray(0);
  1427. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1428. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1429. }
  1430. void Backend::shutdownPinePipeline() {
  1431. initializeOpenGLFunctions();
  1432. if (m_pineIndexBuffer) {
  1433. glDeleteBuffers(1, &m_pineIndexBuffer);
  1434. m_pineIndexBuffer = 0;
  1435. }
  1436. if (m_pineVertexBuffer) {
  1437. glDeleteBuffers(1, &m_pineVertexBuffer);
  1438. m_pineVertexBuffer = 0;
  1439. }
  1440. if (m_pineVao) {
  1441. glDeleteVertexArrays(1, &m_pineVao);
  1442. m_pineVao = 0;
  1443. }
  1444. m_pineVertexCount = 0;
  1445. m_pineIndexCount = 0;
  1446. }
  1447. } // namespace Render::GL