backend.cpp 44 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 <QOpenGLContext>
  22. #include "shader.h"
  23. #include "state_scopes.h"
  24. #include "texture.h"
  25. #include <GL/gl.h>
  26. #include <QDebug>
  27. #include <cmath>
  28. #include <cstddef>
  29. #include <memory>
  30. #include <qglobal.h>
  31. #include <qmatrix4x4.h>
  32. #include <qstringliteral.h>
  33. #include <qvectornd.h>
  34. #include <vector>
  35. namespace Render::GL {
  36. using namespace Render::GL::ColorIndex;
  37. using namespace Render::GL::VertexAttrib;
  38. using namespace Render::GL::ComponentCount;
  39. namespace {
  40. const QVector3D k_grid_line_color(0.22F, 0.25F, 0.22F);
  41. }
  42. Backend::Backend() = default;
  43. Backend::~Backend() {
  44. // Manually destroy pipelines before base class destructor runs
  45. // This prevents access to base class OpenGL functions after context is destroyed
  46. if (QOpenGLContext::currentContext() == nullptr) {
  47. // No valid context - manually release the unique_ptrs without calling their destructors
  48. // This is safe because the OS will reclaim all OpenGL resources when process exits
  49. (void)m_cylinderPipeline.release();
  50. (void)m_vegetationPipeline.release();
  51. (void)m_terrainPipeline.release();
  52. (void)m_characterPipeline.release();
  53. (void)m_waterPipeline.release();
  54. (void)m_effectsPipeline.release();
  55. } else {
  56. // Valid context - normal cleanup
  57. m_cylinderPipeline.reset();
  58. m_vegetationPipeline.reset();
  59. m_terrainPipeline.reset();
  60. m_characterPipeline.reset();
  61. m_waterPipeline.reset();
  62. m_effectsPipeline.reset();
  63. }
  64. }
  65. void Backend::initialize() {
  66. qInfo() << "Backend::initialize() - Starting...";
  67. qInfo() << "Backend: Initializing OpenGL functions...";
  68. initializeOpenGLFunctions();
  69. qInfo() << "Backend: OpenGL functions initialized";
  70. qInfo() << "Backend: Setting up depth test...";
  71. glEnable(GL_DEPTH_TEST);
  72. glDepthFunc(GL_LESS);
  73. glDepthRange(0.0, 1.0);
  74. glDepthMask(GL_TRUE);
  75. qInfo() << "Backend: Setting up blending...";
  76. glEnable(GL_BLEND);
  77. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  78. qInfo() << "Backend: Creating ResourceManager...";
  79. m_resources = std::make_unique<ResourceManager>();
  80. if (!m_resources->initialize()) {
  81. qWarning() << "Backend: failed to initialize ResourceManager";
  82. }
  83. qInfo() << "Backend: ResourceManager created";
  84. qInfo() << "Backend: Creating ShaderCache...";
  85. m_shaderCache = std::make_unique<ShaderCache>();
  86. m_shaderCache->initializeDefaults();
  87. qInfo() << "Backend: ShaderCache created";
  88. qInfo() << "Backend: Creating CylinderPipeline...";
  89. m_cylinderPipeline =
  90. std::make_unique<BackendPipelines::CylinderPipeline>(m_shaderCache.get());
  91. m_cylinderPipeline->initialize();
  92. qInfo() << "Backend: CylinderPipeline initialized";
  93. qInfo() << "Backend: Creating VegetationPipeline...";
  94. m_vegetationPipeline = std::make_unique<BackendPipelines::VegetationPipeline>(
  95. m_shaderCache.get());
  96. m_vegetationPipeline->initialize();
  97. qInfo() << "Backend: VegetationPipeline initialized";
  98. qInfo() << "Backend: Creating TerrainPipeline...";
  99. m_terrainPipeline = std::make_unique<BackendPipelines::TerrainPipeline>(
  100. this, m_shaderCache.get());
  101. m_terrainPipeline->initialize();
  102. qInfo() << "Backend: TerrainPipeline initialized";
  103. qInfo() << "Backend: Creating CharacterPipeline...";
  104. m_characterPipeline = std::make_unique<BackendPipelines::CharacterPipeline>(
  105. this, m_shaderCache.get());
  106. m_characterPipeline->initialize();
  107. qInfo() << "Backend: CharacterPipeline initialized";
  108. qInfo() << "Backend: Creating WaterPipeline...";
  109. m_waterPipeline = std::make_unique<BackendPipelines::WaterPipeline>(
  110. this, m_shaderCache.get());
  111. m_waterPipeline->initialize();
  112. qInfo() << "Backend: WaterPipeline initialized";
  113. qInfo() << "Backend: Creating EffectsPipeline...";
  114. m_effectsPipeline = std::make_unique<BackendPipelines::EffectsPipeline>(
  115. this, m_shaderCache.get());
  116. m_effectsPipeline->initialize();
  117. qInfo() << "Backend: EffectsPipeline initialized";
  118. qInfo() << "Backend: Loading basic shaders...";
  119. m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
  120. m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
  121. if (m_basicShader == nullptr) {
  122. qWarning() << "Backend: basic shader missing";
  123. }
  124. if (m_gridShader == nullptr) {
  125. qWarning() << "Backend: grid shader missing";
  126. }
  127. qInfo() << "Backend::initialize() - Complete!";
  128. }
  129. void Backend::beginFrame() {
  130. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  131. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  132. }
  133. glClearColor(m_clearColor[Red], m_clearColor[Green], m_clearColor[Blue],
  134. m_clearColor[Alpha]);
  135. glClearDepth(1.0);
  136. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  137. glEnable(GL_DEPTH_TEST);
  138. glDepthFunc(GL_LESS);
  139. glDepthMask(GL_TRUE);
  140. if (m_cylinderPipeline) {
  141. m_cylinderPipeline->beginFrame();
  142. }
  143. }
  144. void Backend::setViewport(int w, int h) {
  145. m_viewportWidth = w;
  146. m_viewportHeight = h;
  147. }
  148. void Backend::setClearColor(float r, float g, float b, float a) {
  149. m_clearColor[Red] = r;
  150. m_clearColor[Green] = g;
  151. m_clearColor[Blue] = b;
  152. m_clearColor[Alpha] = a;
  153. }
  154. void Backend::execute(const DrawQueue &queue, const Camera &cam) {
  155. if (m_basicShader == nullptr) {
  156. return;
  157. }
  158. const QMatrix4x4 view_proj = cam.getProjectionMatrix() * cam.getViewMatrix();
  159. m_lastBoundShader = nullptr;
  160. m_lastBoundTexture = nullptr;
  161. const std::size_t count = queue.size();
  162. std::size_t i = 0;
  163. while (i < count) {
  164. const auto &cmd = queue.getSorted(i);
  165. switch (cmd.index()) {
  166. case CylinderCmdIndex: {
  167. if (!m_cylinderPipeline) {
  168. ++i;
  169. continue;
  170. }
  171. m_cylinderPipeline->m_cylinderScratch.clear();
  172. do {
  173. const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
  174. BackendPipelines::CylinderPipeline::CylinderInstanceGpu gpu{};
  175. gpu.start = cy.start;
  176. gpu.end = cy.end;
  177. gpu.radius = cy.radius;
  178. gpu.alpha = cy.alpha;
  179. gpu.color = cy.color;
  180. m_cylinderPipeline->m_cylinderScratch.emplace_back(gpu);
  181. ++i;
  182. } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
  183. const std::size_t instance_count =
  184. m_cylinderPipeline->m_cylinderScratch.size();
  185. if (instance_count > 0 &&
  186. (m_cylinderPipeline->cylinderShader() != nullptr)) {
  187. glDepthMask(GL_TRUE);
  188. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  189. glDisable(GL_POLYGON_OFFSET_FILL);
  190. }
  191. Shader *cylinderShader = m_cylinderPipeline->cylinderShader();
  192. if (m_lastBoundShader != cylinderShader) {
  193. cylinderShader->use();
  194. m_lastBoundShader = cylinderShader;
  195. m_lastBoundTexture = nullptr;
  196. }
  197. if (m_cylinderPipeline->m_cylinderUniforms.view_proj !=
  198. Shader::InvalidUniform) {
  199. cylinderShader->setUniform(
  200. m_cylinderPipeline->m_cylinderUniforms.view_proj, view_proj);
  201. }
  202. m_cylinderPipeline->uploadCylinderInstances(instance_count);
  203. m_cylinderPipeline->drawCylinders(instance_count);
  204. }
  205. continue;
  206. }
  207. case FogBatchCmdIndex: {
  208. if (!m_cylinderPipeline) {
  209. ++i;
  210. continue;
  211. }
  212. const auto &batch = std::get<FogBatchCmdIndex>(cmd);
  213. const FogInstanceData *instances = batch.instances;
  214. const std::size_t instance_count = batch.count;
  215. if ((instances != nullptr) && instance_count > 0 &&
  216. (m_cylinderPipeline->fogShader() != nullptr)) {
  217. m_cylinderPipeline->m_fogScratch.resize(instance_count);
  218. for (std::size_t idx = 0; idx < instance_count; ++idx) {
  219. BackendPipelines::CylinderPipeline::FogInstanceGpu gpu{};
  220. gpu.center = instances[idx].center;
  221. gpu.size = instances[idx].size;
  222. gpu.color = instances[idx].color;
  223. gpu.alpha = instances[idx].alpha;
  224. m_cylinderPipeline->m_fogScratch[idx] = gpu;
  225. }
  226. glDepthMask(GL_TRUE);
  227. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  228. glDisable(GL_POLYGON_OFFSET_FILL);
  229. }
  230. Shader *fogShader = m_cylinderPipeline->fogShader();
  231. if (m_lastBoundShader != fogShader) {
  232. fogShader->use();
  233. m_lastBoundShader = fogShader;
  234. m_lastBoundTexture = nullptr;
  235. }
  236. if (m_cylinderPipeline->m_fogUniforms.view_proj !=
  237. Shader::InvalidUniform) {
  238. fogShader->setUniform(m_cylinderPipeline->m_fogUniforms.view_proj,
  239. view_proj);
  240. }
  241. m_cylinderPipeline->uploadFogInstances(instance_count);
  242. m_cylinderPipeline->drawFog(instance_count);
  243. }
  244. ++i;
  245. continue;
  246. }
  247. case GrassBatchCmdIndex: {
  248. const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
  249. if ((grass.instanceBuffer == nullptr) || grass.instance_count == 0 ||
  250. (m_terrainPipeline->m_grassShader == nullptr) ||
  251. (m_terrainPipeline->m_grassVao == 0U) ||
  252. m_terrainPipeline->m_grassVertexCount == 0) {
  253. break;
  254. }
  255. DepthMaskScope const depth_mask(false);
  256. BlendScope const blend(true);
  257. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  258. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  259. if (prev_cull != 0U) {
  260. glDisable(GL_CULL_FACE);
  261. }
  262. if (m_lastBoundShader != m_terrainPipeline->m_grassShader) {
  263. m_terrainPipeline->m_grassShader->use();
  264. m_lastBoundShader = m_terrainPipeline->m_grassShader;
  265. m_lastBoundTexture = nullptr;
  266. }
  267. if (m_terrainPipeline->m_grassUniforms.view_proj !=
  268. Shader::InvalidUniform) {
  269. m_terrainPipeline->m_grassShader->setUniform(
  270. m_terrainPipeline->m_grassUniforms.view_proj, view_proj);
  271. }
  272. if (m_terrainPipeline->m_grassUniforms.time != Shader::InvalidUniform) {
  273. m_terrainPipeline->m_grassShader->setUniform(
  274. m_terrainPipeline->m_grassUniforms.time, grass.params.time);
  275. }
  276. if (m_terrainPipeline->m_grassUniforms.windStrength !=
  277. Shader::InvalidUniform) {
  278. m_terrainPipeline->m_grassShader->setUniform(
  279. m_terrainPipeline->m_grassUniforms.windStrength,
  280. grass.params.windStrength);
  281. }
  282. if (m_terrainPipeline->m_grassUniforms.windSpeed !=
  283. Shader::InvalidUniform) {
  284. m_terrainPipeline->m_grassShader->setUniform(
  285. m_terrainPipeline->m_grassUniforms.windSpeed,
  286. grass.params.windSpeed);
  287. }
  288. if (m_terrainPipeline->m_grassUniforms.soilColor !=
  289. Shader::InvalidUniform) {
  290. m_terrainPipeline->m_grassShader->setUniform(
  291. m_terrainPipeline->m_grassUniforms.soilColor,
  292. grass.params.soilColor);
  293. }
  294. if (m_terrainPipeline->m_grassUniforms.light_dir !=
  295. Shader::InvalidUniform) {
  296. QVector3D light_dir = grass.params.light_direction;
  297. if (!light_dir.isNull()) {
  298. light_dir.normalize();
  299. }
  300. m_terrainPipeline->m_grassShader->setUniform(
  301. m_terrainPipeline->m_grassUniforms.light_dir, light_dir);
  302. }
  303. glBindVertexArray(m_terrainPipeline->m_grassVao);
  304. grass.instanceBuffer->bind();
  305. const auto stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
  306. glVertexAttribPointer(
  307. TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
  308. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
  309. glVertexAttribPointer(
  310. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  311. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
  312. glVertexAttribPointer(
  313. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  314. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
  315. grass.instanceBuffer->unbind();
  316. glDrawArraysInstanced(GL_TRIANGLES, 0,
  317. m_terrainPipeline->m_grassVertexCount,
  318. static_cast<GLsizei>(grass.instance_count));
  319. glBindVertexArray(0);
  320. if (prev_cull != 0U) {
  321. glEnable(GL_CULL_FACE);
  322. }
  323. break;
  324. }
  325. case StoneBatchCmdIndex: {
  326. if (!m_vegetationPipeline) {
  327. ++i;
  328. continue;
  329. }
  330. const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
  331. if ((stone.instanceBuffer == nullptr) || stone.instance_count == 0 ||
  332. (m_vegetationPipeline->stoneShader() == nullptr) ||
  333. (m_vegetationPipeline->m_stoneVao == 0U) ||
  334. m_vegetationPipeline->m_stoneIndexCount == 0) {
  335. break;
  336. }
  337. DepthMaskScope const depth_mask(true);
  338. BlendScope const blend(false);
  339. Shader *stoneShader = m_vegetationPipeline->stoneShader();
  340. if (m_lastBoundShader != stoneShader) {
  341. stoneShader->use();
  342. m_lastBoundShader = stoneShader;
  343. m_lastBoundTexture = nullptr;
  344. }
  345. if (m_vegetationPipeline->m_stoneUniforms.view_proj !=
  346. Shader::InvalidUniform) {
  347. stoneShader->setUniform(m_vegetationPipeline->m_stoneUniforms.view_proj,
  348. view_proj);
  349. }
  350. if (m_vegetationPipeline->m_stoneUniforms.light_direction !=
  351. Shader::InvalidUniform) {
  352. QVector3D light_dir = stone.params.light_direction;
  353. if (!light_dir.isNull()) {
  354. light_dir.normalize();
  355. }
  356. stoneShader->setUniform(
  357. m_vegetationPipeline->m_stoneUniforms.light_direction, light_dir);
  358. }
  359. glBindVertexArray(m_vegetationPipeline->m_stoneVao);
  360. stone.instanceBuffer->bind();
  361. const auto stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
  362. glVertexAttribPointer(
  363. TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
  364. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
  365. glVertexAttribPointer(
  366. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  367. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
  368. stone.instanceBuffer->unbind();
  369. glDrawElementsInstanced(GL_TRIANGLES,
  370. m_vegetationPipeline->m_stoneIndexCount,
  371. GL_UNSIGNED_SHORT, nullptr,
  372. static_cast<GLsizei>(stone.instance_count));
  373. glBindVertexArray(0);
  374. break;
  375. }
  376. case PlantBatchCmdIndex: {
  377. if (!m_vegetationPipeline) {
  378. ++i;
  379. continue;
  380. }
  381. const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
  382. if ((plant.instanceBuffer == nullptr) || plant.instance_count == 0 ||
  383. (m_vegetationPipeline->plantShader() == nullptr) ||
  384. (m_vegetationPipeline->m_plantVao == 0U) ||
  385. m_vegetationPipeline->m_plantIndexCount == 0) {
  386. break;
  387. }
  388. DepthMaskScope const depth_mask(true);
  389. glEnable(GL_DEPTH_TEST);
  390. BlendScope const blend(true);
  391. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  392. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  393. if (prev_cull != 0U) {
  394. glDisable(GL_CULL_FACE);
  395. }
  396. Shader *plantShader = m_vegetationPipeline->plantShader();
  397. if (m_lastBoundShader != plantShader) {
  398. plantShader->use();
  399. m_lastBoundShader = plantShader;
  400. m_lastBoundTexture = nullptr;
  401. }
  402. if (m_vegetationPipeline->m_plantUniforms.view_proj !=
  403. Shader::InvalidUniform) {
  404. plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.view_proj,
  405. view_proj);
  406. }
  407. if (m_vegetationPipeline->m_plantUniforms.time !=
  408. Shader::InvalidUniform) {
  409. plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.time,
  410. plant.params.time);
  411. }
  412. if (m_vegetationPipeline->m_plantUniforms.windStrength !=
  413. Shader::InvalidUniform) {
  414. plantShader->setUniform(
  415. m_vegetationPipeline->m_plantUniforms.windStrength,
  416. plant.params.windStrength);
  417. }
  418. if (m_vegetationPipeline->m_plantUniforms.windSpeed !=
  419. Shader::InvalidUniform) {
  420. plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.windSpeed,
  421. plant.params.windSpeed);
  422. }
  423. if (m_vegetationPipeline->m_plantUniforms.light_direction !=
  424. Shader::InvalidUniform) {
  425. QVector3D light_dir = plant.params.light_direction;
  426. if (!light_dir.isNull()) {
  427. light_dir.normalize();
  428. }
  429. plantShader->setUniform(
  430. m_vegetationPipeline->m_plantUniforms.light_direction, light_dir);
  431. }
  432. glBindVertexArray(m_vegetationPipeline->m_plantVao);
  433. plant.instanceBuffer->bind();
  434. const auto stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
  435. glVertexAttribPointer(
  436. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  437. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
  438. glVertexAttribPointer(
  439. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  440. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
  441. glVertexAttribPointer(
  442. InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
  443. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
  444. plant.instanceBuffer->unbind();
  445. glDrawElementsInstanced(GL_TRIANGLES,
  446. m_vegetationPipeline->m_plantIndexCount,
  447. GL_UNSIGNED_SHORT, nullptr,
  448. static_cast<GLsizei>(plant.instance_count));
  449. glBindVertexArray(0);
  450. if (prev_cull != 0U) {
  451. glEnable(GL_CULL_FACE);
  452. }
  453. break;
  454. }
  455. case PineBatchCmdIndex: {
  456. if (!m_vegetationPipeline) {
  457. ++i;
  458. continue;
  459. }
  460. const auto &pine = std::get<PineBatchCmdIndex>(cmd);
  461. if ((pine.instanceBuffer == nullptr) || pine.instance_count == 0 ||
  462. (m_vegetationPipeline->pineShader() == nullptr) ||
  463. (m_vegetationPipeline->m_pineVao == 0U) ||
  464. m_vegetationPipeline->m_pineIndexCount == 0) {
  465. break;
  466. }
  467. DepthMaskScope const depth_mask(true);
  468. glEnable(GL_DEPTH_TEST);
  469. BlendScope const blend(true);
  470. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  471. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  472. if (prev_cull != 0U) {
  473. glDisable(GL_CULL_FACE);
  474. }
  475. Shader *pineShader = m_vegetationPipeline->pineShader();
  476. if (m_lastBoundShader != pineShader) {
  477. pineShader->use();
  478. m_lastBoundShader = pineShader;
  479. m_lastBoundTexture = nullptr;
  480. }
  481. if (m_vegetationPipeline->m_pineUniforms.view_proj !=
  482. Shader::InvalidUniform) {
  483. pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.view_proj,
  484. view_proj);
  485. }
  486. if (m_vegetationPipeline->m_pineUniforms.time != Shader::InvalidUniform) {
  487. pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.time,
  488. pine.params.time);
  489. }
  490. if (m_vegetationPipeline->m_pineUniforms.windStrength !=
  491. Shader::InvalidUniform) {
  492. pineShader->setUniform(
  493. m_vegetationPipeline->m_pineUniforms.windStrength,
  494. pine.params.windStrength);
  495. }
  496. if (m_vegetationPipeline->m_pineUniforms.windSpeed !=
  497. Shader::InvalidUniform) {
  498. pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.windSpeed,
  499. pine.params.windSpeed);
  500. }
  501. if (m_vegetationPipeline->m_pineUniforms.light_direction !=
  502. Shader::InvalidUniform) {
  503. QVector3D light_dir = pine.params.light_direction;
  504. if (!light_dir.isNull()) {
  505. light_dir.normalize();
  506. }
  507. pineShader->setUniform(
  508. m_vegetationPipeline->m_pineUniforms.light_direction, light_dir);
  509. }
  510. glBindVertexArray(m_vegetationPipeline->m_pineVao);
  511. pine.instanceBuffer->bind();
  512. const auto stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
  513. glVertexAttribPointer(
  514. InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  515. reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
  516. glVertexAttribPointer(
  517. InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  518. reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
  519. glVertexAttribPointer(
  520. InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
  521. reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
  522. pine.instanceBuffer->unbind();
  523. glDrawElementsInstanced(GL_TRIANGLES,
  524. m_vegetationPipeline->m_pineIndexCount,
  525. GL_UNSIGNED_SHORT, nullptr,
  526. static_cast<GLsizei>(pine.instance_count));
  527. glBindVertexArray(0);
  528. if (prev_cull != 0U) {
  529. glEnable(GL_CULL_FACE);
  530. }
  531. break;
  532. }
  533. case FireCampBatchCmdIndex: {
  534. if (!m_vegetationPipeline) {
  535. ++i;
  536. continue;
  537. }
  538. const auto &firecamp = std::get<FireCampBatchCmdIndex>(cmd);
  539. if ((firecamp.instanceBuffer == nullptr) ||
  540. firecamp.instance_count == 0 ||
  541. (m_vegetationPipeline->firecampShader() == nullptr) ||
  542. (m_vegetationPipeline->m_firecampVao == 0U) ||
  543. m_vegetationPipeline->m_firecampIndexCount == 0) {
  544. break;
  545. }
  546. DepthMaskScope const depth_mask(true);
  547. glEnable(GL_DEPTH_TEST);
  548. BlendScope const blend(true);
  549. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  550. GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
  551. if (prev_cull != 0U) {
  552. glDisable(GL_CULL_FACE);
  553. }
  554. Shader *firecampShader = m_vegetationPipeline->firecampShader();
  555. if (m_lastBoundShader != firecampShader) {
  556. firecampShader->use();
  557. m_lastBoundShader = firecampShader;
  558. m_lastBoundTexture = nullptr;
  559. }
  560. if (m_vegetationPipeline->m_firecampUniforms.view_proj !=
  561. Shader::InvalidUniform) {
  562. firecampShader->setUniform(
  563. m_vegetationPipeline->m_firecampUniforms.view_proj, view_proj);
  564. }
  565. if (m_vegetationPipeline->m_firecampUniforms.time !=
  566. Shader::InvalidUniform) {
  567. firecampShader->setUniform(
  568. m_vegetationPipeline->m_firecampUniforms.time,
  569. firecamp.params.time);
  570. }
  571. if (m_vegetationPipeline->m_firecampUniforms.flickerSpeed !=
  572. Shader::InvalidUniform) {
  573. firecampShader->setUniform(
  574. m_vegetationPipeline->m_firecampUniforms.flickerSpeed,
  575. firecamp.params.flickerSpeed);
  576. }
  577. if (m_vegetationPipeline->m_firecampUniforms.flickerAmount !=
  578. Shader::InvalidUniform) {
  579. firecampShader->setUniform(
  580. m_vegetationPipeline->m_firecampUniforms.flickerAmount,
  581. firecamp.params.flickerAmount);
  582. }
  583. if (m_vegetationPipeline->m_firecampUniforms.glowStrength !=
  584. Shader::InvalidUniform) {
  585. firecampShader->setUniform(
  586. m_vegetationPipeline->m_firecampUniforms.glowStrength,
  587. firecamp.params.glowStrength);
  588. }
  589. if (m_vegetationPipeline->m_firecampUniforms.camera_right !=
  590. Shader::InvalidUniform) {
  591. QVector3D camera_right = cam.getRightVector();
  592. if (camera_right.lengthSquared() < 1e-6F) {
  593. camera_right = QVector3D(1.0F, 0.0F, 0.0F);
  594. } else {
  595. camera_right.normalize();
  596. }
  597. firecampShader->setUniform(
  598. m_vegetationPipeline->m_firecampUniforms.camera_right,
  599. camera_right);
  600. }
  601. if (m_vegetationPipeline->m_firecampUniforms.camera_forward !=
  602. Shader::InvalidUniform) {
  603. QVector3D camera_forward = cam.getForwardVector();
  604. if (camera_forward.lengthSquared() < 1e-6F) {
  605. camera_forward = QVector3D(0.0F, 0.0F, -1.0F);
  606. } else {
  607. camera_forward.normalize();
  608. }
  609. firecampShader->setUniform(
  610. m_vegetationPipeline->m_firecampUniforms.camera_forward,
  611. camera_forward);
  612. }
  613. if (m_vegetationPipeline->m_firecampUniforms.fireTexture !=
  614. Shader::InvalidUniform) {
  615. if (m_resources && (m_resources->white() != nullptr)) {
  616. m_resources->white()->bind(0);
  617. firecampShader->setUniform(
  618. m_vegetationPipeline->m_firecampUniforms.fireTexture, 0);
  619. }
  620. }
  621. glBindVertexArray(m_vegetationPipeline->m_firecampVao);
  622. firecamp.instanceBuffer->bind();
  623. const auto stride = static_cast<GLsizei>(sizeof(FireCampInstanceGpu));
  624. glVertexAttribPointer(InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
  625. reinterpret_cast<void *>(
  626. offsetof(FireCampInstanceGpu, pos_intensity)));
  627. glVertexAttribPointer(InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
  628. reinterpret_cast<void *>(
  629. offsetof(FireCampInstanceGpu, radius_phase)));
  630. firecamp.instanceBuffer->unbind();
  631. glDrawElementsInstanced(GL_TRIANGLES,
  632. m_vegetationPipeline->m_firecampIndexCount,
  633. GL_UNSIGNED_SHORT, nullptr,
  634. static_cast<GLsizei>(firecamp.instance_count));
  635. glBindVertexArray(0);
  636. if (prev_cull != 0U) {
  637. glEnable(GL_CULL_FACE);
  638. }
  639. break;
  640. }
  641. case TerrainChunkCmdIndex: {
  642. const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
  643. Shader *active_shader = terrain.params.isGroundPlane
  644. ? m_terrainPipeline->m_groundShader
  645. : m_terrainPipeline->m_terrainShader;
  646. if ((terrain.mesh == nullptr) || (active_shader == nullptr)) {
  647. break;
  648. }
  649. if (m_lastBoundShader != active_shader) {
  650. active_shader->use();
  651. m_lastBoundShader = active_shader;
  652. m_lastBoundTexture = nullptr;
  653. }
  654. const QMatrix4x4 mvp = view_proj * terrain.model;
  655. if (terrain.params.isGroundPlane) {
  656. if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
  657. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.mvp,
  658. mvp);
  659. }
  660. if (m_terrainPipeline->m_groundUniforms.model !=
  661. Shader::InvalidUniform) {
  662. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.model,
  663. terrain.model);
  664. }
  665. if (m_terrainPipeline->m_groundUniforms.grassPrimary !=
  666. Shader::InvalidUniform) {
  667. active_shader->setUniform(
  668. m_terrainPipeline->m_groundUniforms.grassPrimary,
  669. terrain.params.grassPrimary);
  670. }
  671. if (m_terrainPipeline->m_groundUniforms.grassSecondary !=
  672. Shader::InvalidUniform) {
  673. active_shader->setUniform(
  674. m_terrainPipeline->m_groundUniforms.grassSecondary,
  675. terrain.params.grassSecondary);
  676. }
  677. if (m_terrainPipeline->m_groundUniforms.grassDry !=
  678. Shader::InvalidUniform) {
  679. active_shader->setUniform(
  680. m_terrainPipeline->m_groundUniforms.grassDry,
  681. terrain.params.grassDry);
  682. }
  683. if (m_terrainPipeline->m_groundUniforms.soilColor !=
  684. Shader::InvalidUniform) {
  685. active_shader->setUniform(
  686. m_terrainPipeline->m_groundUniforms.soilColor,
  687. terrain.params.soilColor);
  688. }
  689. if (m_terrainPipeline->m_groundUniforms.tint !=
  690. Shader::InvalidUniform) {
  691. active_shader->setUniform(m_terrainPipeline->m_groundUniforms.tint,
  692. terrain.params.tint);
  693. }
  694. if (m_terrainPipeline->m_groundUniforms.noiseOffset !=
  695. Shader::InvalidUniform) {
  696. active_shader->setUniform(
  697. m_terrainPipeline->m_groundUniforms.noiseOffset,
  698. terrain.params.noiseOffset);
  699. }
  700. if (m_terrainPipeline->m_groundUniforms.tile_size !=
  701. Shader::InvalidUniform) {
  702. active_shader->setUniform(
  703. m_terrainPipeline->m_groundUniforms.tile_size,
  704. terrain.params.tile_size);
  705. }
  706. if (m_terrainPipeline->m_groundUniforms.macroNoiseScale !=
  707. Shader::InvalidUniform) {
  708. active_shader->setUniform(
  709. m_terrainPipeline->m_groundUniforms.macroNoiseScale,
  710. terrain.params.macroNoiseScale);
  711. }
  712. if (m_terrainPipeline->m_groundUniforms.detail_noiseScale !=
  713. Shader::InvalidUniform) {
  714. active_shader->setUniform(
  715. m_terrainPipeline->m_groundUniforms.detail_noiseScale,
  716. terrain.params.detail_noiseScale);
  717. }
  718. if (m_terrainPipeline->m_groundUniforms.soilBlendHeight !=
  719. Shader::InvalidUniform) {
  720. active_shader->setUniform(
  721. m_terrainPipeline->m_groundUniforms.soilBlendHeight,
  722. terrain.params.soilBlendHeight);
  723. }
  724. if (m_terrainPipeline->m_groundUniforms.soilBlendSharpness !=
  725. Shader::InvalidUniform) {
  726. active_shader->setUniform(
  727. m_terrainPipeline->m_groundUniforms.soilBlendSharpness,
  728. terrain.params.soilBlendSharpness);
  729. }
  730. if (m_terrainPipeline->m_groundUniforms.ambientBoost !=
  731. Shader::InvalidUniform) {
  732. active_shader->setUniform(
  733. m_terrainPipeline->m_groundUniforms.ambientBoost,
  734. terrain.params.ambientBoost);
  735. }
  736. if (m_terrainPipeline->m_groundUniforms.light_dir !=
  737. Shader::InvalidUniform) {
  738. QVector3D light_dir = terrain.params.light_direction;
  739. if (!light_dir.isNull()) {
  740. light_dir.normalize();
  741. }
  742. active_shader->setUniform(
  743. m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
  744. }
  745. } else {
  746. if (m_terrainPipeline->m_terrainUniforms.mvp !=
  747. Shader::InvalidUniform) {
  748. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.mvp,
  749. mvp);
  750. }
  751. if (m_terrainPipeline->m_terrainUniforms.model !=
  752. Shader::InvalidUniform) {
  753. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.model,
  754. terrain.model);
  755. }
  756. if (m_terrainPipeline->m_terrainUniforms.grassPrimary !=
  757. Shader::InvalidUniform) {
  758. active_shader->setUniform(
  759. m_terrainPipeline->m_terrainUniforms.grassPrimary,
  760. terrain.params.grassPrimary);
  761. }
  762. if (m_terrainPipeline->m_terrainUniforms.grassSecondary !=
  763. Shader::InvalidUniform) {
  764. active_shader->setUniform(
  765. m_terrainPipeline->m_terrainUniforms.grassSecondary,
  766. terrain.params.grassSecondary);
  767. }
  768. if (m_terrainPipeline->m_terrainUniforms.grassDry !=
  769. Shader::InvalidUniform) {
  770. active_shader->setUniform(
  771. m_terrainPipeline->m_terrainUniforms.grassDry,
  772. terrain.params.grassDry);
  773. }
  774. if (m_terrainPipeline->m_terrainUniforms.soilColor !=
  775. Shader::InvalidUniform) {
  776. active_shader->setUniform(
  777. m_terrainPipeline->m_terrainUniforms.soilColor,
  778. terrain.params.soilColor);
  779. }
  780. if (m_terrainPipeline->m_terrainUniforms.rockLow !=
  781. Shader::InvalidUniform) {
  782. active_shader->setUniform(
  783. m_terrainPipeline->m_terrainUniforms.rockLow,
  784. terrain.params.rockLow);
  785. }
  786. if (m_terrainPipeline->m_terrainUniforms.rockHigh !=
  787. Shader::InvalidUniform) {
  788. active_shader->setUniform(
  789. m_terrainPipeline->m_terrainUniforms.rockHigh,
  790. terrain.params.rockHigh);
  791. }
  792. if (m_terrainPipeline->m_terrainUniforms.tint !=
  793. Shader::InvalidUniform) {
  794. active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.tint,
  795. terrain.params.tint);
  796. }
  797. if (m_terrainPipeline->m_terrainUniforms.noiseOffset !=
  798. Shader::InvalidUniform) {
  799. active_shader->setUniform(
  800. m_terrainPipeline->m_terrainUniforms.noiseOffset,
  801. terrain.params.noiseOffset);
  802. }
  803. if (m_terrainPipeline->m_terrainUniforms.tile_size !=
  804. Shader::InvalidUniform) {
  805. active_shader->setUniform(
  806. m_terrainPipeline->m_terrainUniforms.tile_size,
  807. terrain.params.tile_size);
  808. }
  809. if (m_terrainPipeline->m_terrainUniforms.macroNoiseScale !=
  810. Shader::InvalidUniform) {
  811. active_shader->setUniform(
  812. m_terrainPipeline->m_terrainUniforms.macroNoiseScale,
  813. terrain.params.macroNoiseScale);
  814. }
  815. if (m_terrainPipeline->m_terrainUniforms.detail_noiseScale !=
  816. Shader::InvalidUniform) {
  817. active_shader->setUniform(
  818. m_terrainPipeline->m_terrainUniforms.detail_noiseScale,
  819. terrain.params.detail_noiseScale);
  820. }
  821. if (m_terrainPipeline->m_terrainUniforms.slopeRockThreshold !=
  822. Shader::InvalidUniform) {
  823. active_shader->setUniform(
  824. m_terrainPipeline->m_terrainUniforms.slopeRockThreshold,
  825. terrain.params.slopeRockThreshold);
  826. }
  827. if (m_terrainPipeline->m_terrainUniforms.slopeRockSharpness !=
  828. Shader::InvalidUniform) {
  829. active_shader->setUniform(
  830. m_terrainPipeline->m_terrainUniforms.slopeRockSharpness,
  831. terrain.params.slopeRockSharpness);
  832. }
  833. if (m_terrainPipeline->m_terrainUniforms.soilBlendHeight !=
  834. Shader::InvalidUniform) {
  835. active_shader->setUniform(
  836. m_terrainPipeline->m_terrainUniforms.soilBlendHeight,
  837. terrain.params.soilBlendHeight);
  838. }
  839. if (m_terrainPipeline->m_terrainUniforms.soilBlendSharpness !=
  840. Shader::InvalidUniform) {
  841. active_shader->setUniform(
  842. m_terrainPipeline->m_terrainUniforms.soilBlendSharpness,
  843. terrain.params.soilBlendSharpness);
  844. }
  845. if (m_terrainPipeline->m_terrainUniforms.heightNoiseStrength !=
  846. Shader::InvalidUniform) {
  847. active_shader->setUniform(
  848. m_terrainPipeline->m_terrainUniforms.heightNoiseStrength,
  849. terrain.params.heightNoiseStrength);
  850. }
  851. if (m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency !=
  852. Shader::InvalidUniform) {
  853. active_shader->setUniform(
  854. m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency,
  855. terrain.params.heightNoiseFrequency);
  856. }
  857. if (m_terrainPipeline->m_terrainUniforms.ambientBoost !=
  858. Shader::InvalidUniform) {
  859. active_shader->setUniform(
  860. m_terrainPipeline->m_terrainUniforms.ambientBoost,
  861. terrain.params.ambientBoost);
  862. }
  863. if (m_terrainPipeline->m_terrainUniforms.rockDetailStrength !=
  864. Shader::InvalidUniform) {
  865. active_shader->setUniform(
  866. m_terrainPipeline->m_terrainUniforms.rockDetailStrength,
  867. terrain.params.rockDetailStrength);
  868. }
  869. if (m_terrainPipeline->m_terrainUniforms.light_dir !=
  870. Shader::InvalidUniform) {
  871. QVector3D light_dir = terrain.params.light_direction;
  872. if (!light_dir.isNull()) {
  873. light_dir.normalize();
  874. }
  875. active_shader->setUniform(
  876. m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
  877. }
  878. }
  879. DepthMaskScope const depth_mask(terrain.depthWrite);
  880. std::unique_ptr<PolygonOffsetScope> poly_scope;
  881. if (terrain.depthBias != 0.0F) {
  882. poly_scope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
  883. terrain.depthBias);
  884. }
  885. terrain.mesh->draw();
  886. break;
  887. }
  888. case MeshCmdIndex: {
  889. const auto &it = std::get<MeshCmdIndex>(cmd);
  890. if (it.mesh == nullptr) {
  891. break;
  892. }
  893. glDepthMask(GL_TRUE);
  894. if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
  895. glDisable(GL_POLYGON_OFFSET_FILL);
  896. }
  897. Shader *active_shader =
  898. (it.shader != nullptr) ? it.shader : m_basicShader;
  899. if (active_shader == nullptr) {
  900. break;
  901. }
  902. if (active_shader == m_waterPipeline->m_riverShader) {
  903. if (m_lastBoundShader != active_shader) {
  904. active_shader->use();
  905. m_lastBoundShader = active_shader;
  906. }
  907. active_shader->setUniform(m_waterPipeline->m_riverUniforms.model,
  908. it.model);
  909. active_shader->setUniform(m_waterPipeline->m_riverUniforms.view,
  910. cam.getViewMatrix());
  911. active_shader->setUniform(m_waterPipeline->m_riverUniforms.projection,
  912. cam.getProjectionMatrix());
  913. active_shader->setUniform(m_waterPipeline->m_riverUniforms.time,
  914. m_animationTime);
  915. it.mesh->draw();
  916. break;
  917. }
  918. if (active_shader == m_waterPipeline->m_riverbankShader) {
  919. if (m_lastBoundShader != active_shader) {
  920. active_shader->use();
  921. m_lastBoundShader = active_shader;
  922. }
  923. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.model,
  924. it.model);
  925. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.view,
  926. cam.getViewMatrix());
  927. active_shader->setUniform(
  928. m_waterPipeline->m_riverbankUniforms.projection,
  929. cam.getProjectionMatrix());
  930. active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.time,
  931. m_animationTime);
  932. it.mesh->draw();
  933. break;
  934. }
  935. if (active_shader == m_waterPipeline->m_bridgeShader) {
  936. if (m_lastBoundShader != active_shader) {
  937. active_shader->use();
  938. m_lastBoundShader = active_shader;
  939. }
  940. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.mvp,
  941. it.mvp);
  942. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.model,
  943. it.model);
  944. active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.color,
  945. it.color);
  946. QVector3D const light_dir(0.35F, 0.8F, 0.45F);
  947. active_shader->setUniform(
  948. m_waterPipeline->m_bridgeUniforms.light_direction, light_dir);
  949. it.mesh->draw();
  950. break;
  951. }
  952. BackendPipelines::CharacterPipeline::BasicUniforms *uniforms =
  953. &m_characterPipeline->m_basicUniforms;
  954. if (active_shader == m_characterPipeline->m_archerShader) {
  955. uniforms = &m_characterPipeline->m_archerUniforms;
  956. } else if (active_shader == m_characterPipeline->m_knightShader) {
  957. uniforms = &m_characterPipeline->m_knightUniforms;
  958. } else if (active_shader == m_characterPipeline->m_spearmanShader) {
  959. uniforms = &m_characterPipeline->m_spearmanUniforms;
  960. }
  961. if (m_lastBoundShader != active_shader) {
  962. active_shader->use();
  963. m_lastBoundShader = active_shader;
  964. }
  965. active_shader->setUniform(uniforms->mvp, it.mvp);
  966. active_shader->setUniform(uniforms->model, it.model);
  967. Texture *tex_to_use =
  968. (it.texture != nullptr)
  969. ? it.texture
  970. : (m_resources ? m_resources->white() : nullptr);
  971. if ((tex_to_use != nullptr) && tex_to_use != m_lastBoundTexture) {
  972. tex_to_use->bind(0);
  973. m_lastBoundTexture = tex_to_use;
  974. active_shader->setUniform(uniforms->texture, 0);
  975. }
  976. active_shader->setUniform(uniforms->useTexture, it.texture != nullptr);
  977. active_shader->setUniform(uniforms->color, it.color);
  978. active_shader->setUniform(uniforms->alpha, it.alpha);
  979. it.mesh->draw();
  980. break;
  981. }
  982. case GridCmdIndex: {
  983. if (m_effectsPipeline->m_gridShader == nullptr) {
  984. break;
  985. }
  986. const auto &gc = std::get<GridCmdIndex>(cmd);
  987. if (m_lastBoundShader != m_effectsPipeline->m_gridShader) {
  988. m_effectsPipeline->m_gridShader->use();
  989. m_lastBoundShader = m_effectsPipeline->m_gridShader;
  990. }
  991. m_effectsPipeline->m_gridShader->setUniform(
  992. m_effectsPipeline->m_gridUniforms.mvp, gc.mvp);
  993. m_effectsPipeline->m_gridShader->setUniform(
  994. m_effectsPipeline->m_gridUniforms.model, gc.model);
  995. m_effectsPipeline->m_gridShader->setUniform(
  996. m_effectsPipeline->m_gridUniforms.gridColor, gc.color);
  997. m_effectsPipeline->m_gridShader->setUniform(
  998. m_effectsPipeline->m_gridUniforms.lineColor, k_grid_line_color);
  999. m_effectsPipeline->m_gridShader->setUniform(
  1000. m_effectsPipeline->m_gridUniforms.cellSize, gc.cellSize);
  1001. m_effectsPipeline->m_gridShader->setUniform(
  1002. m_effectsPipeline->m_gridUniforms.thickness, gc.thickness);
  1003. if (m_resources) {
  1004. if (auto *plane = m_resources->ground()) {
  1005. plane->draw();
  1006. }
  1007. }
  1008. break;
  1009. }
  1010. case SelectionRingCmdIndex: {
  1011. const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
  1012. Mesh *ring = Render::Geom::SelectionRing::get();
  1013. if (ring == nullptr) {
  1014. break;
  1015. }
  1016. if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
  1017. m_effectsPipeline->m_basicShader->use();
  1018. m_lastBoundShader = m_effectsPipeline->m_basicShader;
  1019. }
  1020. m_effectsPipeline->m_basicShader->use();
  1021. m_effectsPipeline->m_basicShader->setUniform(
  1022. m_effectsPipeline->m_basicUniforms.useTexture, false);
  1023. m_effectsPipeline->m_basicShader->setUniform(
  1024. m_effectsPipeline->m_basicUniforms.color, sc.color);
  1025. DepthMaskScope const depth_mask(false);
  1026. PolygonOffsetScope const poly(-1.0F, -1.0F);
  1027. BlendScope const blend(true);
  1028. {
  1029. QMatrix4x4 m = sc.model;
  1030. m.scale(1.08F, 1.0F, 1.08F);
  1031. const QMatrix4x4 mvp = view_proj * m;
  1032. m_effectsPipeline->m_basicShader->setUniform(
  1033. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1034. m_effectsPipeline->m_basicShader->setUniform(
  1035. m_effectsPipeline->m_basicUniforms.model, m);
  1036. m_effectsPipeline->m_basicShader->setUniform(
  1037. m_effectsPipeline->m_basicUniforms.alpha, sc.alphaOuter);
  1038. ring->draw();
  1039. }
  1040. {
  1041. const QMatrix4x4 mvp = view_proj * sc.model;
  1042. m_effectsPipeline->m_basicShader->setUniform(
  1043. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1044. m_effectsPipeline->m_basicShader->setUniform(
  1045. m_effectsPipeline->m_basicUniforms.model, sc.model);
  1046. m_effectsPipeline->m_basicShader->setUniform(
  1047. m_effectsPipeline->m_basicUniforms.alpha, sc.alphaInner);
  1048. ring->draw();
  1049. }
  1050. break;
  1051. }
  1052. case SelectionSmokeCmdIndex: {
  1053. const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
  1054. Mesh *disc = Render::Geom::SelectionDisc::get();
  1055. if (disc == nullptr) {
  1056. break;
  1057. }
  1058. if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
  1059. m_effectsPipeline->m_basicShader->use();
  1060. m_lastBoundShader = m_effectsPipeline->m_basicShader;
  1061. }
  1062. m_effectsPipeline->m_basicShader->setUniform(
  1063. m_effectsPipeline->m_basicUniforms.useTexture, false);
  1064. m_effectsPipeline->m_basicShader->setUniform(
  1065. m_effectsPipeline->m_basicUniforms.color, sm.color);
  1066. DepthMaskScope const depth_mask(false);
  1067. DepthTestScope const depth_test(true);
  1068. PolygonOffsetScope const poly(-1.0F, -1.0F);
  1069. BlendScope const blend(true);
  1070. for (int i = 0; i < 7; ++i) {
  1071. float const scale = 1.35F + 0.12F * i;
  1072. float const a = sm.baseAlpha * (1.0F - 0.09F * i);
  1073. QMatrix4x4 m = sm.model;
  1074. m.translate(0.0F, 0.02F, 0.0F);
  1075. m.scale(scale, 1.0F, scale);
  1076. const QMatrix4x4 mvp = view_proj * m;
  1077. m_effectsPipeline->m_basicShader->setUniform(
  1078. m_effectsPipeline->m_basicUniforms.mvp, mvp);
  1079. m_effectsPipeline->m_basicShader->setUniform(
  1080. m_effectsPipeline->m_basicUniforms.model, m);
  1081. m_effectsPipeline->m_basicShader->setUniform(
  1082. m_effectsPipeline->m_basicUniforms.alpha, a);
  1083. disc->draw();
  1084. }
  1085. break;
  1086. }
  1087. default:
  1088. break;
  1089. }
  1090. ++i;
  1091. }
  1092. if (m_lastBoundShader != nullptr) {
  1093. m_lastBoundShader->release();
  1094. m_lastBoundShader = nullptr;
  1095. }
  1096. }
  1097. } // namespace Render::GL