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- #include "backend.h"
- #include "../draw_queue.h"
- #include "../geom/selection_disc.h"
- #include "../geom/selection_ring.h"
- #include "backend/character_pipeline.h"
- #include "backend/cylinder_pipeline.h"
- #include "backend/effects_pipeline.h"
- #include "backend/terrain_pipeline.h"
- #include "backend/vegetation_pipeline.h"
- #include "backend/water_pipeline.h"
- #include "buffer.h"
- #include "gl/camera.h"
- #include "gl/resources.h"
- #include "ground/firecamp_gpu.h"
- #include "ground/grass_gpu.h"
- #include "ground/pine_gpu.h"
- #include "ground/plant_gpu.h"
- #include "ground/stone_gpu.h"
- #include "mesh.h"
- #include "render_constants.h"
- #include <QOpenGLContext>
- #include "shader.h"
- #include "state_scopes.h"
- #include "texture.h"
- #include <GL/gl.h>
- #include <QDebug>
- #include <cmath>
- #include <cstddef>
- #include <memory>
- #include <qglobal.h>
- #include <qmatrix4x4.h>
- #include <qstringliteral.h>
- #include <qvectornd.h>
- #include <vector>
- namespace Render::GL {
- using namespace Render::GL::ColorIndex;
- using namespace Render::GL::VertexAttrib;
- using namespace Render::GL::ComponentCount;
- namespace {
- const QVector3D k_grid_line_color(0.22F, 0.25F, 0.22F);
- }
- Backend::Backend() = default;
- Backend::~Backend() {
- // Manually destroy pipelines before base class destructor runs
- // This prevents access to base class OpenGL functions after context is destroyed
- if (QOpenGLContext::currentContext() == nullptr) {
- // No valid context - manually release the unique_ptrs without calling their destructors
- // This is safe because the OS will reclaim all OpenGL resources when process exits
- (void)m_cylinderPipeline.release();
- (void)m_vegetationPipeline.release();
- (void)m_terrainPipeline.release();
- (void)m_characterPipeline.release();
- (void)m_waterPipeline.release();
- (void)m_effectsPipeline.release();
- } else {
- // Valid context - normal cleanup
- m_cylinderPipeline.reset();
- m_vegetationPipeline.reset();
- m_terrainPipeline.reset();
- m_characterPipeline.reset();
- m_waterPipeline.reset();
- m_effectsPipeline.reset();
- }
- }
- void Backend::initialize() {
- qInfo() << "Backend::initialize() - Starting...";
- qInfo() << "Backend: Initializing OpenGL functions...";
- initializeOpenGLFunctions();
- qInfo() << "Backend: OpenGL functions initialized";
- qInfo() << "Backend: Setting up depth test...";
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthRange(0.0, 1.0);
- glDepthMask(GL_TRUE);
- qInfo() << "Backend: Setting up blending...";
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- qInfo() << "Backend: Creating ResourceManager...";
- m_resources = std::make_unique<ResourceManager>();
- if (!m_resources->initialize()) {
- qWarning() << "Backend: failed to initialize ResourceManager";
- }
- qInfo() << "Backend: ResourceManager created";
- qInfo() << "Backend: Creating ShaderCache...";
- m_shaderCache = std::make_unique<ShaderCache>();
- m_shaderCache->initializeDefaults();
- qInfo() << "Backend: ShaderCache created";
- qInfo() << "Backend: Creating CylinderPipeline...";
- m_cylinderPipeline =
- std::make_unique<BackendPipelines::CylinderPipeline>(m_shaderCache.get());
- m_cylinderPipeline->initialize();
- qInfo() << "Backend: CylinderPipeline initialized";
- qInfo() << "Backend: Creating VegetationPipeline...";
- m_vegetationPipeline = std::make_unique<BackendPipelines::VegetationPipeline>(
- m_shaderCache.get());
- m_vegetationPipeline->initialize();
- qInfo() << "Backend: VegetationPipeline initialized";
- qInfo() << "Backend: Creating TerrainPipeline...";
- m_terrainPipeline = std::make_unique<BackendPipelines::TerrainPipeline>(
- this, m_shaderCache.get());
- m_terrainPipeline->initialize();
- qInfo() << "Backend: TerrainPipeline initialized";
- qInfo() << "Backend: Creating CharacterPipeline...";
- m_characterPipeline = std::make_unique<BackendPipelines::CharacterPipeline>(
- this, m_shaderCache.get());
- m_characterPipeline->initialize();
- qInfo() << "Backend: CharacterPipeline initialized";
- qInfo() << "Backend: Creating WaterPipeline...";
- m_waterPipeline = std::make_unique<BackendPipelines::WaterPipeline>(
- this, m_shaderCache.get());
- m_waterPipeline->initialize();
- qInfo() << "Backend: WaterPipeline initialized";
- qInfo() << "Backend: Creating EffectsPipeline...";
- m_effectsPipeline = std::make_unique<BackendPipelines::EffectsPipeline>(
- this, m_shaderCache.get());
- m_effectsPipeline->initialize();
- qInfo() << "Backend: EffectsPipeline initialized";
- qInfo() << "Backend: Loading basic shaders...";
- m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
- m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
- if (m_basicShader == nullptr) {
- qWarning() << "Backend: basic shader missing";
- }
- if (m_gridShader == nullptr) {
- qWarning() << "Backend: grid shader missing";
- }
- qInfo() << "Backend::initialize() - Complete!";
- }
- void Backend::beginFrame() {
- if (m_viewportWidth > 0 && m_viewportHeight > 0) {
- glViewport(0, 0, m_viewportWidth, m_viewportHeight);
- }
- glClearColor(m_clearColor[Red], m_clearColor[Green], m_clearColor[Blue],
- m_clearColor[Alpha]);
- glClearDepth(1.0);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- if (m_cylinderPipeline) {
- m_cylinderPipeline->beginFrame();
- }
- }
- void Backend::setViewport(int w, int h) {
- m_viewportWidth = w;
- m_viewportHeight = h;
- }
- void Backend::setClearColor(float r, float g, float b, float a) {
- m_clearColor[Red] = r;
- m_clearColor[Green] = g;
- m_clearColor[Blue] = b;
- m_clearColor[Alpha] = a;
- }
- void Backend::execute(const DrawQueue &queue, const Camera &cam) {
- if (m_basicShader == nullptr) {
- return;
- }
- const QMatrix4x4 view_proj = cam.getProjectionMatrix() * cam.getViewMatrix();
- m_lastBoundShader = nullptr;
- m_lastBoundTexture = nullptr;
- const std::size_t count = queue.size();
- std::size_t i = 0;
- while (i < count) {
- const auto &cmd = queue.getSorted(i);
- switch (cmd.index()) {
- case CylinderCmdIndex: {
- if (!m_cylinderPipeline) {
- ++i;
- continue;
- }
- m_cylinderPipeline->m_cylinderScratch.clear();
- do {
- const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
- BackendPipelines::CylinderPipeline::CylinderInstanceGpu gpu{};
- gpu.start = cy.start;
- gpu.end = cy.end;
- gpu.radius = cy.radius;
- gpu.alpha = cy.alpha;
- gpu.color = cy.color;
- m_cylinderPipeline->m_cylinderScratch.emplace_back(gpu);
- ++i;
- } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
- const std::size_t instance_count =
- m_cylinderPipeline->m_cylinderScratch.size();
- if (instance_count > 0 &&
- (m_cylinderPipeline->cylinderShader() != nullptr)) {
- glDepthMask(GL_TRUE);
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- Shader *cylinderShader = m_cylinderPipeline->cylinderShader();
- if (m_lastBoundShader != cylinderShader) {
- cylinderShader->use();
- m_lastBoundShader = cylinderShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_cylinderPipeline->m_cylinderUniforms.view_proj !=
- Shader::InvalidUniform) {
- cylinderShader->setUniform(
- m_cylinderPipeline->m_cylinderUniforms.view_proj, view_proj);
- }
- m_cylinderPipeline->uploadCylinderInstances(instance_count);
- m_cylinderPipeline->drawCylinders(instance_count);
- }
- continue;
- }
- case FogBatchCmdIndex: {
- if (!m_cylinderPipeline) {
- ++i;
- continue;
- }
- const auto &batch = std::get<FogBatchCmdIndex>(cmd);
- const FogInstanceData *instances = batch.instances;
- const std::size_t instance_count = batch.count;
- if ((instances != nullptr) && instance_count > 0 &&
- (m_cylinderPipeline->fogShader() != nullptr)) {
- m_cylinderPipeline->m_fogScratch.resize(instance_count);
- for (std::size_t idx = 0; idx < instance_count; ++idx) {
- BackendPipelines::CylinderPipeline::FogInstanceGpu gpu{};
- gpu.center = instances[idx].center;
- gpu.size = instances[idx].size;
- gpu.color = instances[idx].color;
- gpu.alpha = instances[idx].alpha;
- m_cylinderPipeline->m_fogScratch[idx] = gpu;
- }
- glDepthMask(GL_TRUE);
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- Shader *fogShader = m_cylinderPipeline->fogShader();
- if (m_lastBoundShader != fogShader) {
- fogShader->use();
- m_lastBoundShader = fogShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_cylinderPipeline->m_fogUniforms.view_proj !=
- Shader::InvalidUniform) {
- fogShader->setUniform(m_cylinderPipeline->m_fogUniforms.view_proj,
- view_proj);
- }
- m_cylinderPipeline->uploadFogInstances(instance_count);
- m_cylinderPipeline->drawFog(instance_count);
- }
- ++i;
- continue;
- }
- case GrassBatchCmdIndex: {
- const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
- if ((grass.instanceBuffer == nullptr) || grass.instance_count == 0 ||
- (m_terrainPipeline->m_grassShader == nullptr) ||
- (m_terrainPipeline->m_grassVao == 0U) ||
- m_terrainPipeline->m_grassVertexCount == 0) {
- break;
- }
- DepthMaskScope const depth_mask(false);
- BlendScope const blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
- if (prev_cull != 0U) {
- glDisable(GL_CULL_FACE);
- }
- if (m_lastBoundShader != m_terrainPipeline->m_grassShader) {
- m_terrainPipeline->m_grassShader->use();
- m_lastBoundShader = m_terrainPipeline->m_grassShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_terrainPipeline->m_grassUniforms.view_proj !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->setUniform(
- m_terrainPipeline->m_grassUniforms.view_proj, view_proj);
- }
- if (m_terrainPipeline->m_grassUniforms.time != Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->setUniform(
- m_terrainPipeline->m_grassUniforms.time, grass.params.time);
- }
- if (m_terrainPipeline->m_grassUniforms.windStrength !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->setUniform(
- m_terrainPipeline->m_grassUniforms.windStrength,
- grass.params.windStrength);
- }
- if (m_terrainPipeline->m_grassUniforms.windSpeed !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->setUniform(
- m_terrainPipeline->m_grassUniforms.windSpeed,
- grass.params.windSpeed);
- }
- if (m_terrainPipeline->m_grassUniforms.soilColor !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->setUniform(
- m_terrainPipeline->m_grassUniforms.soilColor,
- grass.params.soilColor);
- }
- if (m_terrainPipeline->m_grassUniforms.light_dir !=
- Shader::InvalidUniform) {
- QVector3D light_dir = grass.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- m_terrainPipeline->m_grassShader->setUniform(
- m_terrainPipeline->m_grassUniforms.light_dir, light_dir);
- }
- glBindVertexArray(m_terrainPipeline->m_grassVao);
- grass.instanceBuffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
- glVertexAttribPointer(
- TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
- grass.instanceBuffer->unbind();
- glDrawArraysInstanced(GL_TRIANGLES, 0,
- m_terrainPipeline->m_grassVertexCount,
- static_cast<GLsizei>(grass.instance_count));
- glBindVertexArray(0);
- if (prev_cull != 0U) {
- glEnable(GL_CULL_FACE);
- }
- break;
- }
- case StoneBatchCmdIndex: {
- if (!m_vegetationPipeline) {
- ++i;
- continue;
- }
- const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
- if ((stone.instanceBuffer == nullptr) || stone.instance_count == 0 ||
- (m_vegetationPipeline->stoneShader() == nullptr) ||
- (m_vegetationPipeline->m_stoneVao == 0U) ||
- m_vegetationPipeline->m_stoneIndexCount == 0) {
- break;
- }
- DepthMaskScope const depth_mask(true);
- BlendScope const blend(false);
- Shader *stoneShader = m_vegetationPipeline->stoneShader();
- if (m_lastBoundShader != stoneShader) {
- stoneShader->use();
- m_lastBoundShader = stoneShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_stoneUniforms.view_proj !=
- Shader::InvalidUniform) {
- stoneShader->setUniform(m_vegetationPipeline->m_stoneUniforms.view_proj,
- view_proj);
- }
- if (m_vegetationPipeline->m_stoneUniforms.light_direction !=
- Shader::InvalidUniform) {
- QVector3D light_dir = stone.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- stoneShader->setUniform(
- m_vegetationPipeline->m_stoneUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_stoneVao);
- stone.instanceBuffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
- glVertexAttribPointer(
- TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
- stone.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES,
- m_vegetationPipeline->m_stoneIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(stone.instance_count));
- glBindVertexArray(0);
- break;
- }
- case PlantBatchCmdIndex: {
- if (!m_vegetationPipeline) {
- ++i;
- continue;
- }
- const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
- if ((plant.instanceBuffer == nullptr) || plant.instance_count == 0 ||
- (m_vegetationPipeline->plantShader() == nullptr) ||
- (m_vegetationPipeline->m_plantVao == 0U) ||
- m_vegetationPipeline->m_plantIndexCount == 0) {
- break;
- }
- DepthMaskScope const depth_mask(true);
- glEnable(GL_DEPTH_TEST);
- BlendScope const blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
- if (prev_cull != 0U) {
- glDisable(GL_CULL_FACE);
- }
- Shader *plantShader = m_vegetationPipeline->plantShader();
- if (m_lastBoundShader != plantShader) {
- plantShader->use();
- m_lastBoundShader = plantShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_plantUniforms.view_proj !=
- Shader::InvalidUniform) {
- plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.view_proj,
- view_proj);
- }
- if (m_vegetationPipeline->m_plantUniforms.time !=
- Shader::InvalidUniform) {
- plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.time,
- plant.params.time);
- }
- if (m_vegetationPipeline->m_plantUniforms.windStrength !=
- Shader::InvalidUniform) {
- plantShader->setUniform(
- m_vegetationPipeline->m_plantUniforms.windStrength,
- plant.params.windStrength);
- }
- if (m_vegetationPipeline->m_plantUniforms.windSpeed !=
- Shader::InvalidUniform) {
- plantShader->setUniform(m_vegetationPipeline->m_plantUniforms.windSpeed,
- plant.params.windSpeed);
- }
- if (m_vegetationPipeline->m_plantUniforms.light_direction !=
- Shader::InvalidUniform) {
- QVector3D light_dir = plant.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- plantShader->setUniform(
- m_vegetationPipeline->m_plantUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_plantVao);
- plant.instanceBuffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
- glVertexAttribPointer(
- InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
- plant.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES,
- m_vegetationPipeline->m_plantIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(plant.instance_count));
- glBindVertexArray(0);
- if (prev_cull != 0U) {
- glEnable(GL_CULL_FACE);
- }
- break;
- }
- case PineBatchCmdIndex: {
- if (!m_vegetationPipeline) {
- ++i;
- continue;
- }
- const auto &pine = std::get<PineBatchCmdIndex>(cmd);
- if ((pine.instanceBuffer == nullptr) || pine.instance_count == 0 ||
- (m_vegetationPipeline->pineShader() == nullptr) ||
- (m_vegetationPipeline->m_pineVao == 0U) ||
- m_vegetationPipeline->m_pineIndexCount == 0) {
- break;
- }
- DepthMaskScope const depth_mask(true);
- glEnable(GL_DEPTH_TEST);
- BlendScope const blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
- if (prev_cull != 0U) {
- glDisable(GL_CULL_FACE);
- }
- Shader *pineShader = m_vegetationPipeline->pineShader();
- if (m_lastBoundShader != pineShader) {
- pineShader->use();
- m_lastBoundShader = pineShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_pineUniforms.view_proj !=
- Shader::InvalidUniform) {
- pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.view_proj,
- view_proj);
- }
- if (m_vegetationPipeline->m_pineUniforms.time != Shader::InvalidUniform) {
- pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.time,
- pine.params.time);
- }
- if (m_vegetationPipeline->m_pineUniforms.windStrength !=
- Shader::InvalidUniform) {
- pineShader->setUniform(
- m_vegetationPipeline->m_pineUniforms.windStrength,
- pine.params.windStrength);
- }
- if (m_vegetationPipeline->m_pineUniforms.windSpeed !=
- Shader::InvalidUniform) {
- pineShader->setUniform(m_vegetationPipeline->m_pineUniforms.windSpeed,
- pine.params.windSpeed);
- }
- if (m_vegetationPipeline->m_pineUniforms.light_direction !=
- Shader::InvalidUniform) {
- QVector3D light_dir = pine.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- pineShader->setUniform(
- m_vegetationPipeline->m_pineUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_pineVao);
- pine.instanceBuffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
- glVertexAttribPointer(
- InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
- pine.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES,
- m_vegetationPipeline->m_pineIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(pine.instance_count));
- glBindVertexArray(0);
- if (prev_cull != 0U) {
- glEnable(GL_CULL_FACE);
- }
- break;
- }
- case FireCampBatchCmdIndex: {
- if (!m_vegetationPipeline) {
- ++i;
- continue;
- }
- const auto &firecamp = std::get<FireCampBatchCmdIndex>(cmd);
- if ((firecamp.instanceBuffer == nullptr) ||
- firecamp.instance_count == 0 ||
- (m_vegetationPipeline->firecampShader() == nullptr) ||
- (m_vegetationPipeline->m_firecampVao == 0U) ||
- m_vegetationPipeline->m_firecampIndexCount == 0) {
- break;
- }
- DepthMaskScope const depth_mask(true);
- glEnable(GL_DEPTH_TEST);
- BlendScope const blend(true);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GLboolean const prev_cull = glIsEnabled(GL_CULL_FACE);
- if (prev_cull != 0U) {
- glDisable(GL_CULL_FACE);
- }
- Shader *firecampShader = m_vegetationPipeline->firecampShader();
- if (m_lastBoundShader != firecampShader) {
- firecampShader->use();
- m_lastBoundShader = firecampShader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_firecampUniforms.view_proj !=
- Shader::InvalidUniform) {
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.view_proj, view_proj);
- }
- if (m_vegetationPipeline->m_firecampUniforms.time !=
- Shader::InvalidUniform) {
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.time,
- firecamp.params.time);
- }
- if (m_vegetationPipeline->m_firecampUniforms.flickerSpeed !=
- Shader::InvalidUniform) {
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.flickerSpeed,
- firecamp.params.flickerSpeed);
- }
- if (m_vegetationPipeline->m_firecampUniforms.flickerAmount !=
- Shader::InvalidUniform) {
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.flickerAmount,
- firecamp.params.flickerAmount);
- }
- if (m_vegetationPipeline->m_firecampUniforms.glowStrength !=
- Shader::InvalidUniform) {
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.glowStrength,
- firecamp.params.glowStrength);
- }
- if (m_vegetationPipeline->m_firecampUniforms.camera_right !=
- Shader::InvalidUniform) {
- QVector3D camera_right = cam.getRightVector();
- if (camera_right.lengthSquared() < 1e-6F) {
- camera_right = QVector3D(1.0F, 0.0F, 0.0F);
- } else {
- camera_right.normalize();
- }
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.camera_right,
- camera_right);
- }
- if (m_vegetationPipeline->m_firecampUniforms.camera_forward !=
- Shader::InvalidUniform) {
- QVector3D camera_forward = cam.getForwardVector();
- if (camera_forward.lengthSquared() < 1e-6F) {
- camera_forward = QVector3D(0.0F, 0.0F, -1.0F);
- } else {
- camera_forward.normalize();
- }
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.camera_forward,
- camera_forward);
- }
- if (m_vegetationPipeline->m_firecampUniforms.fireTexture !=
- Shader::InvalidUniform) {
- if (m_resources && (m_resources->white() != nullptr)) {
- m_resources->white()->bind(0);
- firecampShader->setUniform(
- m_vegetationPipeline->m_firecampUniforms.fireTexture, 0);
- }
- }
- glBindVertexArray(m_vegetationPipeline->m_firecampVao);
- firecamp.instanceBuffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(FireCampInstanceGpu));
- glVertexAttribPointer(InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(
- offsetof(FireCampInstanceGpu, pos_intensity)));
- glVertexAttribPointer(InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(
- offsetof(FireCampInstanceGpu, radius_phase)));
- firecamp.instanceBuffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES,
- m_vegetationPipeline->m_firecampIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(firecamp.instance_count));
- glBindVertexArray(0);
- if (prev_cull != 0U) {
- glEnable(GL_CULL_FACE);
- }
- break;
- }
- case TerrainChunkCmdIndex: {
- const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
- Shader *active_shader = terrain.params.isGroundPlane
- ? m_terrainPipeline->m_groundShader
- : m_terrainPipeline->m_terrainShader;
- if ((terrain.mesh == nullptr) || (active_shader == nullptr)) {
- break;
- }
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- m_lastBoundTexture = nullptr;
- }
- const QMatrix4x4 mvp = view_proj * terrain.model;
- if (terrain.params.isGroundPlane) {
- if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
- active_shader->setUniform(m_terrainPipeline->m_groundUniforms.mvp,
- mvp);
- }
- if (m_terrainPipeline->m_groundUniforms.model !=
- Shader::InvalidUniform) {
- active_shader->setUniform(m_terrainPipeline->m_groundUniforms.model,
- terrain.model);
- }
- if (m_terrainPipeline->m_groundUniforms.grassPrimary !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.grassPrimary,
- terrain.params.grassPrimary);
- }
- if (m_terrainPipeline->m_groundUniforms.grassSecondary !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.grassSecondary,
- terrain.params.grassSecondary);
- }
- if (m_terrainPipeline->m_groundUniforms.grassDry !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.grassDry,
- terrain.params.grassDry);
- }
- if (m_terrainPipeline->m_groundUniforms.soilColor !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.soilColor,
- terrain.params.soilColor);
- }
- if (m_terrainPipeline->m_groundUniforms.tint !=
- Shader::InvalidUniform) {
- active_shader->setUniform(m_terrainPipeline->m_groundUniforms.tint,
- terrain.params.tint);
- }
- if (m_terrainPipeline->m_groundUniforms.noiseOffset !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.noiseOffset,
- terrain.params.noiseOffset);
- }
- if (m_terrainPipeline->m_groundUniforms.tile_size !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.tile_size,
- terrain.params.tile_size);
- }
- if (m_terrainPipeline->m_groundUniforms.macroNoiseScale !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.macroNoiseScale,
- terrain.params.macroNoiseScale);
- }
- if (m_terrainPipeline->m_groundUniforms.detail_noiseScale !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.detail_noiseScale,
- terrain.params.detail_noiseScale);
- }
- if (m_terrainPipeline->m_groundUniforms.soilBlendHeight !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.soilBlendHeight,
- terrain.params.soilBlendHeight);
- }
- if (m_terrainPipeline->m_groundUniforms.soilBlendSharpness !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.soilBlendSharpness,
- terrain.params.soilBlendSharpness);
- }
- if (m_terrainPipeline->m_groundUniforms.ambientBoost !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.ambientBoost,
- terrain.params.ambientBoost);
- }
- if (m_terrainPipeline->m_groundUniforms.light_dir !=
- Shader::InvalidUniform) {
- QVector3D light_dir = terrain.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- active_shader->setUniform(
- m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
- }
- } else {
- if (m_terrainPipeline->m_terrainUniforms.mvp !=
- Shader::InvalidUniform) {
- active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.mvp,
- mvp);
- }
- if (m_terrainPipeline->m_terrainUniforms.model !=
- Shader::InvalidUniform) {
- active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.model,
- terrain.model);
- }
- if (m_terrainPipeline->m_terrainUniforms.grassPrimary !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.grassPrimary,
- terrain.params.grassPrimary);
- }
- if (m_terrainPipeline->m_terrainUniforms.grassSecondary !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.grassSecondary,
- terrain.params.grassSecondary);
- }
- if (m_terrainPipeline->m_terrainUniforms.grassDry !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.grassDry,
- terrain.params.grassDry);
- }
- if (m_terrainPipeline->m_terrainUniforms.soilColor !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.soilColor,
- terrain.params.soilColor);
- }
- if (m_terrainPipeline->m_terrainUniforms.rockLow !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.rockLow,
- terrain.params.rockLow);
- }
- if (m_terrainPipeline->m_terrainUniforms.rockHigh !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.rockHigh,
- terrain.params.rockHigh);
- }
- if (m_terrainPipeline->m_terrainUniforms.tint !=
- Shader::InvalidUniform) {
- active_shader->setUniform(m_terrainPipeline->m_terrainUniforms.tint,
- terrain.params.tint);
- }
- if (m_terrainPipeline->m_terrainUniforms.noiseOffset !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.noiseOffset,
- terrain.params.noiseOffset);
- }
- if (m_terrainPipeline->m_terrainUniforms.tile_size !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.tile_size,
- terrain.params.tile_size);
- }
- if (m_terrainPipeline->m_terrainUniforms.macroNoiseScale !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.macroNoiseScale,
- terrain.params.macroNoiseScale);
- }
- if (m_terrainPipeline->m_terrainUniforms.detail_noiseScale !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.detail_noiseScale,
- terrain.params.detail_noiseScale);
- }
- if (m_terrainPipeline->m_terrainUniforms.slopeRockThreshold !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.slopeRockThreshold,
- terrain.params.slopeRockThreshold);
- }
- if (m_terrainPipeline->m_terrainUniforms.slopeRockSharpness !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.slopeRockSharpness,
- terrain.params.slopeRockSharpness);
- }
- if (m_terrainPipeline->m_terrainUniforms.soilBlendHeight !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.soilBlendHeight,
- terrain.params.soilBlendHeight);
- }
- if (m_terrainPipeline->m_terrainUniforms.soilBlendSharpness !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.soilBlendSharpness,
- terrain.params.soilBlendSharpness);
- }
- if (m_terrainPipeline->m_terrainUniforms.heightNoiseStrength !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.heightNoiseStrength,
- terrain.params.heightNoiseStrength);
- }
- if (m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.heightNoiseFrequency,
- terrain.params.heightNoiseFrequency);
- }
- if (m_terrainPipeline->m_terrainUniforms.ambientBoost !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.ambientBoost,
- terrain.params.ambientBoost);
- }
- if (m_terrainPipeline->m_terrainUniforms.rockDetailStrength !=
- Shader::InvalidUniform) {
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.rockDetailStrength,
- terrain.params.rockDetailStrength);
- }
- if (m_terrainPipeline->m_terrainUniforms.light_dir !=
- Shader::InvalidUniform) {
- QVector3D light_dir = terrain.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- active_shader->setUniform(
- m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
- }
- }
- DepthMaskScope const depth_mask(terrain.depthWrite);
- std::unique_ptr<PolygonOffsetScope> poly_scope;
- if (terrain.depthBias != 0.0F) {
- poly_scope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
- terrain.depthBias);
- }
- terrain.mesh->draw();
- break;
- }
- case MeshCmdIndex: {
- const auto &it = std::get<MeshCmdIndex>(cmd);
- if (it.mesh == nullptr) {
- break;
- }
- glDepthMask(GL_TRUE);
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- Shader *active_shader =
- (it.shader != nullptr) ? it.shader : m_basicShader;
- if (active_shader == nullptr) {
- break;
- }
- if (active_shader == m_waterPipeline->m_riverShader) {
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->setUniform(m_waterPipeline->m_riverUniforms.model,
- it.model);
- active_shader->setUniform(m_waterPipeline->m_riverUniforms.view,
- cam.getViewMatrix());
- active_shader->setUniform(m_waterPipeline->m_riverUniforms.projection,
- cam.getProjectionMatrix());
- active_shader->setUniform(m_waterPipeline->m_riverUniforms.time,
- m_animationTime);
- it.mesh->draw();
- break;
- }
- if (active_shader == m_waterPipeline->m_riverbankShader) {
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.model,
- it.model);
- active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.view,
- cam.getViewMatrix());
- active_shader->setUniform(
- m_waterPipeline->m_riverbankUniforms.projection,
- cam.getProjectionMatrix());
- active_shader->setUniform(m_waterPipeline->m_riverbankUniforms.time,
- m_animationTime);
- it.mesh->draw();
- break;
- }
- if (active_shader == m_waterPipeline->m_bridgeShader) {
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.mvp,
- it.mvp);
- active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.model,
- it.model);
- active_shader->setUniform(m_waterPipeline->m_bridgeUniforms.color,
- it.color);
- QVector3D const light_dir(0.35F, 0.8F, 0.45F);
- active_shader->setUniform(
- m_waterPipeline->m_bridgeUniforms.light_direction, light_dir);
- it.mesh->draw();
- break;
- }
- BackendPipelines::CharacterPipeline::BasicUniforms *uniforms =
- &m_characterPipeline->m_basicUniforms;
- if (active_shader == m_characterPipeline->m_archerShader) {
- uniforms = &m_characterPipeline->m_archerUniforms;
- } else if (active_shader == m_characterPipeline->m_knightShader) {
- uniforms = &m_characterPipeline->m_knightUniforms;
- } else if (active_shader == m_characterPipeline->m_spearmanShader) {
- uniforms = &m_characterPipeline->m_spearmanUniforms;
- }
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->setUniform(uniforms->mvp, it.mvp);
- active_shader->setUniform(uniforms->model, it.model);
- Texture *tex_to_use =
- (it.texture != nullptr)
- ? it.texture
- : (m_resources ? m_resources->white() : nullptr);
- if ((tex_to_use != nullptr) && tex_to_use != m_lastBoundTexture) {
- tex_to_use->bind(0);
- m_lastBoundTexture = tex_to_use;
- active_shader->setUniform(uniforms->texture, 0);
- }
- active_shader->setUniform(uniforms->useTexture, it.texture != nullptr);
- active_shader->setUniform(uniforms->color, it.color);
- active_shader->setUniform(uniforms->alpha, it.alpha);
- it.mesh->draw();
- break;
- }
- case GridCmdIndex: {
- if (m_effectsPipeline->m_gridShader == nullptr) {
- break;
- }
- const auto &gc = std::get<GridCmdIndex>(cmd);
- if (m_lastBoundShader != m_effectsPipeline->m_gridShader) {
- m_effectsPipeline->m_gridShader->use();
- m_lastBoundShader = m_effectsPipeline->m_gridShader;
- }
- m_effectsPipeline->m_gridShader->setUniform(
- m_effectsPipeline->m_gridUniforms.mvp, gc.mvp);
- m_effectsPipeline->m_gridShader->setUniform(
- m_effectsPipeline->m_gridUniforms.model, gc.model);
- m_effectsPipeline->m_gridShader->setUniform(
- m_effectsPipeline->m_gridUniforms.gridColor, gc.color);
- m_effectsPipeline->m_gridShader->setUniform(
- m_effectsPipeline->m_gridUniforms.lineColor, k_grid_line_color);
- m_effectsPipeline->m_gridShader->setUniform(
- m_effectsPipeline->m_gridUniforms.cellSize, gc.cellSize);
- m_effectsPipeline->m_gridShader->setUniform(
- m_effectsPipeline->m_gridUniforms.thickness, gc.thickness);
- if (m_resources) {
- if (auto *plane = m_resources->ground()) {
- plane->draw();
- }
- }
- break;
- }
- case SelectionRingCmdIndex: {
- const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
- Mesh *ring = Render::Geom::SelectionRing::get();
- if (ring == nullptr) {
- break;
- }
- if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
- m_effectsPipeline->m_basicShader->use();
- m_lastBoundShader = m_effectsPipeline->m_basicShader;
- }
- m_effectsPipeline->m_basicShader->use();
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.useTexture, false);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.color, sc.color);
- DepthMaskScope const depth_mask(false);
- PolygonOffsetScope const poly(-1.0F, -1.0F);
- BlendScope const blend(true);
- {
- QMatrix4x4 m = sc.model;
- m.scale(1.08F, 1.0F, 1.08F);
- const QMatrix4x4 mvp = view_proj * m;
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.mvp, mvp);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.model, m);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.alpha, sc.alphaOuter);
- ring->draw();
- }
- {
- const QMatrix4x4 mvp = view_proj * sc.model;
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.mvp, mvp);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.model, sc.model);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.alpha, sc.alphaInner);
- ring->draw();
- }
- break;
- }
- case SelectionSmokeCmdIndex: {
- const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
- Mesh *disc = Render::Geom::SelectionDisc::get();
- if (disc == nullptr) {
- break;
- }
- if (m_lastBoundShader != m_effectsPipeline->m_basicShader) {
- m_effectsPipeline->m_basicShader->use();
- m_lastBoundShader = m_effectsPipeline->m_basicShader;
- }
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.useTexture, false);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.color, sm.color);
- DepthMaskScope const depth_mask(false);
- DepthTestScope const depth_test(true);
- PolygonOffsetScope const poly(-1.0F, -1.0F);
- BlendScope const blend(true);
- for (int i = 0; i < 7; ++i) {
- float const scale = 1.35F + 0.12F * i;
- float const a = sm.baseAlpha * (1.0F - 0.09F * i);
- QMatrix4x4 m = sm.model;
- m.translate(0.0F, 0.02F, 0.0F);
- m.scale(scale, 1.0F, scale);
- const QMatrix4x4 mvp = view_proj * m;
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.mvp, mvp);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.model, m);
- m_effectsPipeline->m_basicShader->setUniform(
- m_effectsPipeline->m_basicUniforms.alpha, a);
- disc->draw();
- }
- break;
- }
- default:
- break;
- }
- ++i;
- }
- if (m_lastBoundShader != nullptr) {
- m_lastBoundShader->release();
- m_lastBoundShader = nullptr;
- }
- }
- } // namespace Render::GL
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