terrain_pipeline.cpp 9.1 KB

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  1. #include "terrain_pipeline.h"
  2. #include "../backend.h"
  3. #include "../render_constants.h"
  4. #include "../shader_cache.h"
  5. #include <GL/gl.h>
  6. #include <QDebug>
  7. #include <QOpenGLExtraFunctions>
  8. #include <cstddef>
  9. #include <qglobal.h>
  10. #include <qopenglext.h>
  11. #include <qvectornd.h>
  12. namespace Render::GL::BackendPipelines {
  13. using namespace Render::GL::VertexAttrib;
  14. using namespace Render::GL::ComponentCount;
  15. using namespace Render::GL::Geometry;
  16. auto TerrainPipeline::initialize() -> bool {
  17. if (m_shaderCache == nullptr) {
  18. qWarning() << "TerrainPipeline::initialize: null ShaderCache";
  19. return false;
  20. }
  21. auto *gl = QOpenGLContext::currentContext()->extraFunctions();
  22. m_grassShader = m_shaderCache->get("grass_instanced");
  23. m_groundShader = m_shaderCache->get("ground_plane");
  24. m_terrainShader = m_shaderCache->get("terrain_chunk");
  25. if (m_grassShader == nullptr) {
  26. qWarning() << "TerrainPipeline: Failed to load grass_instanced shader";
  27. }
  28. if (m_groundShader == nullptr) {
  29. qWarning() << "TerrainPipeline: Failed to load ground_plane shader";
  30. }
  31. if (m_terrainShader == nullptr) {
  32. qWarning() << "TerrainPipeline: Failed to load basic (terrain) shader";
  33. }
  34. initializeGrassGeometry();
  35. cacheUniforms();
  36. return is_initialized();
  37. }
  38. void TerrainPipeline::shutdown() {
  39. shutdownGrassGeometry();
  40. m_grassShader = nullptr;
  41. m_groundShader = nullptr;
  42. m_terrainShader = nullptr;
  43. }
  44. void TerrainPipeline::cacheUniforms() {
  45. cacheGrassUniforms();
  46. cacheGroundUniforms();
  47. cacheTerrainUniforms();
  48. }
  49. auto TerrainPipeline::is_initialized() const -> bool {
  50. return m_grassShader != nullptr && m_groundShader != nullptr &&
  51. m_terrainShader != nullptr && m_grassVao != 0;
  52. }
  53. void TerrainPipeline::cacheGrassUniforms() {
  54. if (m_grassShader == nullptr) {
  55. return;
  56. }
  57. m_grassUniforms.view_proj = m_grassShader->uniformHandle("u_viewProj");
  58. m_grassUniforms.time = m_grassShader->uniformHandle("u_time");
  59. m_grassUniforms.wind_strength =
  60. m_grassShader->uniformHandle("u_windStrength");
  61. m_grassUniforms.wind_speed = m_grassShader->uniformHandle("u_windSpeed");
  62. m_grassUniforms.soil_color = m_grassShader->uniformHandle("u_soilColor");
  63. m_grassUniforms.light_dir = m_grassShader->uniformHandle("u_lightDir");
  64. }
  65. void TerrainPipeline::cacheGroundUniforms() {
  66. if (m_groundShader == nullptr) {
  67. return;
  68. }
  69. m_groundUniforms.mvp = m_groundShader->uniformHandle("u_mvp");
  70. m_groundUniforms.model = m_groundShader->uniformHandle("u_model");
  71. m_groundUniforms.grass_primary =
  72. m_groundShader->uniformHandle("u_grassPrimary");
  73. m_groundUniforms.grass_secondary =
  74. m_groundShader->uniformHandle("u_grassSecondary");
  75. m_groundUniforms.grass_dry = m_groundShader->uniformHandle("u_grassDry");
  76. m_groundUniforms.soil_color = m_groundShader->uniformHandle("u_soilColor");
  77. m_groundUniforms.tint = m_groundShader->uniformHandle("u_tint");
  78. m_groundUniforms.noise_offset =
  79. m_groundShader->uniformHandle("u_noiseOffset");
  80. m_groundUniforms.tile_size = m_groundShader->uniformHandle("u_tileSize");
  81. m_groundUniforms.macro_noise_scale =
  82. m_groundShader->uniformHandle("u_macroNoiseScale");
  83. m_groundUniforms.detail_noise_scale =
  84. m_groundShader->uniformHandle("u_detailNoiseScale");
  85. m_groundUniforms.soil_blend_height =
  86. m_groundShader->uniformHandle("u_soilBlendHeight");
  87. m_groundUniforms.soil_blend_sharpness =
  88. m_groundShader->uniformHandle("u_soilBlendSharpness");
  89. m_groundUniforms.height_noise_strength =
  90. m_groundShader->uniformHandle("u_heightNoiseStrength");
  91. m_groundUniforms.height_noise_frequency =
  92. m_groundShader->uniformHandle("u_heightNoiseFrequency");
  93. m_groundUniforms.ambient_boost =
  94. m_groundShader->uniformHandle("u_ambientBoost");
  95. m_groundUniforms.light_dir = m_groundShader->uniformHandle("u_lightDir");
  96. m_groundUniforms.snow_coverage =
  97. m_groundShader->uniformHandle("u_snowCoverage");
  98. m_groundUniforms.moisture_level =
  99. m_groundShader->uniformHandle("u_moistureLevel");
  100. m_groundUniforms.crack_intensity =
  101. m_groundShader->uniformHandle("u_crackIntensity");
  102. m_groundUniforms.grass_saturation =
  103. m_groundShader->uniformHandle("u_grassSaturation");
  104. m_groundUniforms.soil_roughness =
  105. m_groundShader->uniformHandle("u_soilRoughness");
  106. m_groundUniforms.snow_color = m_groundShader->uniformHandle("u_snowColor");
  107. }
  108. void TerrainPipeline::cacheTerrainUniforms() {
  109. if (m_terrainShader == nullptr) {
  110. return;
  111. }
  112. m_terrainUniforms.mvp = m_terrainShader->uniformHandle("u_mvp");
  113. m_terrainUniforms.model = m_terrainShader->uniformHandle("u_model");
  114. m_terrainUniforms.grass_primary =
  115. m_terrainShader->uniformHandle("u_grassPrimary");
  116. m_terrainUniforms.grass_secondary =
  117. m_terrainShader->uniformHandle("u_grassSecondary");
  118. m_terrainUniforms.grass_dry = m_terrainShader->uniformHandle("u_grassDry");
  119. m_terrainUniforms.soil_color = m_terrainShader->uniformHandle("u_soilColor");
  120. m_terrainUniforms.rock_low = m_terrainShader->uniformHandle("u_rockLow");
  121. m_terrainUniforms.rock_high = m_terrainShader->uniformHandle("u_rockHigh");
  122. m_terrainUniforms.tint = m_terrainShader->uniformHandle("u_tint");
  123. m_terrainUniforms.noise_offset =
  124. m_terrainShader->uniformHandle("u_noiseOffset");
  125. m_terrainUniforms.tile_size = m_terrainShader->uniformHandle("u_tileSize");
  126. m_terrainUniforms.macro_noise_scale =
  127. m_terrainShader->uniformHandle("u_macroNoiseScale");
  128. m_terrainUniforms.detail_noise_scale =
  129. m_terrainShader->uniformHandle("u_detailNoiseScale");
  130. m_terrainUniforms.slope_rock_threshold =
  131. m_terrainShader->uniformHandle("u_slopeRockThreshold");
  132. m_terrainUniforms.slope_rock_sharpness =
  133. m_terrainShader->uniformHandle("u_slopeRockSharpness");
  134. m_terrainUniforms.soil_blend_height =
  135. m_terrainShader->uniformHandle("u_soilBlendHeight");
  136. m_terrainUniforms.soil_blend_sharpness =
  137. m_terrainShader->uniformHandle("u_soilBlendSharpness");
  138. m_terrainUniforms.height_noise_strength =
  139. m_terrainShader->uniformHandle("u_heightNoiseStrength");
  140. m_terrainUniforms.height_noise_frequency =
  141. m_terrainShader->uniformHandle("u_heightNoiseFrequency");
  142. m_terrainUniforms.ambient_boost =
  143. m_terrainShader->uniformHandle("u_ambientBoost");
  144. m_terrainUniforms.rock_detail_strength =
  145. m_terrainShader->uniformHandle("u_rockDetailStrength");
  146. m_terrainUniforms.light_dir = m_terrainShader->uniformHandle("u_lightDir");
  147. m_terrainUniforms.snow_coverage =
  148. m_terrainShader->uniformHandle("u_snowCoverage");
  149. m_terrainUniforms.moisture_level =
  150. m_terrainShader->uniformHandle("u_moistureLevel");
  151. m_terrainUniforms.crack_intensity =
  152. m_terrainShader->uniformHandle("u_crackIntensity");
  153. m_terrainUniforms.rock_exposure =
  154. m_terrainShader->uniformHandle("u_rockExposure");
  155. m_terrainUniforms.grass_saturation =
  156. m_terrainShader->uniformHandle("u_grassSaturation");
  157. m_terrainUniforms.soil_roughness =
  158. m_terrainShader->uniformHandle("u_soilRoughness");
  159. m_terrainUniforms.snow_color = m_terrainShader->uniformHandle("u_snowColor");
  160. }
  161. void TerrainPipeline::initializeGrassGeometry() {
  162. auto *gl = QOpenGLContext::currentContext()->extraFunctions();
  163. if (gl == nullptr) {
  164. qWarning() << "TerrainPipeline::initializeGrassGeometry: no OpenGL context";
  165. return;
  166. }
  167. shutdownGrassGeometry();
  168. struct GrassVertex {
  169. QVector3D position;
  170. QVector2D uv;
  171. };
  172. const GrassVertex blade_vertices[6] = {
  173. {{-0.5F, 0.0F, 0.0F}, {0.0F, 0.0F}},
  174. {{0.5F, 0.0F, 0.0F}, {1.0F, 0.0F}},
  175. {{-0.35F, 1.0F, 0.0F}, {0.1F, 1.0F}},
  176. {{-0.35F, 1.0F, 0.0F}, {0.1F, 1.0F}},
  177. {{0.5F, 0.0F, 0.0F}, {1.0F, 0.0F}},
  178. {{0.35F, 1.0F, 0.0F}, {0.9F, 1.0F}},
  179. };
  180. gl->glGenVertexArrays(1, &m_grassVao);
  181. gl->glBindVertexArray(m_grassVao);
  182. gl->glGenBuffers(1, &m_grassVertexBuffer);
  183. gl->glBindBuffer(GL_ARRAY_BUFFER, m_grassVertexBuffer);
  184. gl->glBufferData(GL_ARRAY_BUFFER, sizeof(blade_vertices), blade_vertices,
  185. GL_STATIC_DRAW);
  186. m_grassVertexCount = GrassBladeVertexCount;
  187. gl->glEnableVertexAttribArray(Position);
  188. gl->glVertexAttribPointer(
  189. Position, Vec3, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  190. reinterpret_cast<void *>(offsetof(GrassVertex, position)));
  191. gl->glEnableVertexAttribArray(Normal);
  192. gl->glVertexAttribPointer(
  193. Normal, Vec2, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  194. reinterpret_cast<void *>(offsetof(GrassVertex, uv)));
  195. gl->glEnableVertexAttribArray(TexCoord);
  196. gl->glVertexAttribDivisor(TexCoord, 1);
  197. gl->glEnableVertexAttribArray(InstancePosition);
  198. gl->glVertexAttribDivisor(InstancePosition, 1);
  199. gl->glEnableVertexAttribArray(InstanceScale);
  200. gl->glVertexAttribDivisor(InstanceScale, 1);
  201. gl->glBindVertexArray(0);
  202. gl->glBindBuffer(GL_ARRAY_BUFFER, 0);
  203. }
  204. void TerrainPipeline::shutdownGrassGeometry() {
  205. auto *gl = QOpenGLContext::currentContext()->extraFunctions();
  206. if (gl == nullptr) {
  207. return;
  208. }
  209. if (m_grassVertexBuffer != 0U) {
  210. gl->glDeleteBuffers(1, &m_grassVertexBuffer);
  211. m_grassVertexBuffer = 0;
  212. }
  213. if (m_grassVao != 0U) {
  214. gl->glDeleteVertexArrays(1, &m_grassVao);
  215. m_grassVao = 0;
  216. }
  217. m_grassVertexCount = 0;
  218. }
  219. } // namespace Render::GL::BackendPipelines