backend.cpp 62 KB

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  1. #include "backend.h"
  2. #include "../draw_queue.h"
  3. #include "../geom/selection_disc.h"
  4. #include "../geom/selection_ring.h"
  5. #include "buffer.h"
  6. #include "mesh.h"
  7. #include "primitives.h"
  8. #include "shader.h"
  9. #include "state_scopes.h"
  10. #include "texture.h"
  11. #include <QDebug>
  12. #include <algorithm>
  13. #include <cmath>
  14. #include <cstddef>
  15. #include <memory>
  16. #include <vector>
  17. namespace Render::GL {
  18. namespace {
  19. const QVector3D kGridLineColor(0.22f, 0.25f, 0.22f);
  20. }
  21. Backend::~Backend() {
  22. shutdownCylinderPipeline();
  23. shutdownFogPipeline();
  24. shutdownGrassPipeline();
  25. shutdownStonePipeline();
  26. shutdownPlantPipeline();
  27. }
  28. void Backend::initialize() {
  29. initializeOpenGLFunctions();
  30. glEnable(GL_DEPTH_TEST);
  31. glDepthFunc(GL_LESS);
  32. glDepthRange(0.0, 1.0);
  33. glDepthMask(GL_TRUE);
  34. glEnable(GL_BLEND);
  35. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  36. m_resources = std::make_unique<ResourceManager>();
  37. if (!m_resources->initialize()) {
  38. qWarning() << "Backend: failed to initialize ResourceManager";
  39. }
  40. m_shaderCache = std::make_unique<ShaderCache>();
  41. m_shaderCache->initializeDefaults();
  42. m_basicShader = m_shaderCache->get(QStringLiteral("basic"));
  43. m_gridShader = m_shaderCache->get(QStringLiteral("grid"));
  44. m_cylinderShader = m_shaderCache->get(QStringLiteral("cylinder_instanced"));
  45. m_fogShader = m_shaderCache->get(QStringLiteral("fog_instanced"));
  46. m_grassShader = m_shaderCache->get(QStringLiteral("grass_instanced"));
  47. m_stoneShader = m_shaderCache->get(QStringLiteral("stone_instanced"));
  48. m_plantShader = m_shaderCache->get(QStringLiteral("plant_instanced"));
  49. m_pineShader = m_shaderCache->get(QStringLiteral("pine_instanced"));
  50. m_groundShader = m_shaderCache->get(QStringLiteral("ground_plane"));
  51. m_terrainShader = m_shaderCache->get(QStringLiteral("terrain_chunk"));
  52. m_riverShader = m_shaderCache->get(QStringLiteral("river"));
  53. m_riverbankShader = m_shaderCache->get(QStringLiteral("riverbank"));
  54. m_bridgeShader = m_shaderCache->get(QStringLiteral("bridge"));
  55. m_archerShader = m_shaderCache->get(QStringLiteral("archer"));
  56. m_knightShader = m_shaderCache->get(QStringLiteral("knight"));
  57. m_spearmanShader = m_shaderCache->get(QStringLiteral("spearman"));
  58. if (!m_basicShader)
  59. qWarning() << "Backend: basic shader missing";
  60. if (!m_gridShader)
  61. qWarning() << "Backend: grid shader missing";
  62. if (!m_cylinderShader)
  63. qWarning() << "Backend: cylinder shader missing";
  64. if (!m_fogShader)
  65. qWarning() << "Backend: fog shader missing";
  66. if (!m_grassShader)
  67. qWarning() << "Backend: grass shader missing";
  68. if (!m_stoneShader)
  69. qWarning() << "Backend: stone shader missing";
  70. if (!m_plantShader)
  71. qWarning()
  72. << "Backend: plant shader missing - check plant_instanced.vert/frag";
  73. if (!m_pineShader)
  74. qWarning()
  75. << "Backend: pine shader missing - check pine_instanced.vert/frag";
  76. if (!m_groundShader)
  77. qWarning() << "Backend: ground_plane shader missing";
  78. if (!m_terrainShader)
  79. qWarning() << "Backend: terrain shader missing";
  80. if (!m_riverShader)
  81. qWarning() << "Backend: river shader missing";
  82. if (!m_riverbankShader)
  83. qWarning() << "Backend: riverbank shader missing";
  84. if (!m_bridgeShader)
  85. qWarning() << "Backend: bridge shader missing";
  86. if (!m_archerShader)
  87. qWarning() << "Backend: archer shader missing";
  88. if (!m_knightShader)
  89. qWarning() << "Backend: knight shader missing";
  90. if (!m_spearmanShader)
  91. qWarning() << "Backend: spearman shader missing";
  92. cacheBasicUniforms();
  93. cacheArcherUniforms();
  94. cacheKnightUniforms();
  95. cacheSpearmanUniforms();
  96. cacheGridUniforms();
  97. cacheCylinderUniforms();
  98. cacheFogUniforms();
  99. cacheGrassUniforms();
  100. cacheStoneUniforms();
  101. cachePlantUniforms();
  102. cachePineUniforms();
  103. cacheGroundUniforms();
  104. cacheTerrainUniforms();
  105. cacheRiverUniforms();
  106. cacheRiverbankUniforms();
  107. cacheBridgeUniforms();
  108. initializeCylinderPipeline();
  109. initializeFogPipeline();
  110. initializeGrassPipeline();
  111. initializeStonePipeline();
  112. initializePlantPipeline();
  113. initializePinePipeline();
  114. }
  115. void Backend::beginFrame() {
  116. if (m_viewportWidth > 0 && m_viewportHeight > 0) {
  117. glViewport(0, 0, m_viewportWidth, m_viewportHeight);
  118. }
  119. glClearColor(m_clearColor[0], m_clearColor[1], m_clearColor[2],
  120. m_clearColor[3]);
  121. glClearDepth(1.0);
  122. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  123. glEnable(GL_DEPTH_TEST);
  124. glDepthFunc(GL_LESS);
  125. glDepthMask(GL_TRUE);
  126. if (m_usePersistentBuffers) {
  127. if (m_cylinderPersistentBuffer.isValid()) {
  128. m_cylinderPersistentBuffer.beginFrame();
  129. }
  130. if (m_fogPersistentBuffer.isValid()) {
  131. m_fogPersistentBuffer.beginFrame();
  132. }
  133. }
  134. }
  135. void Backend::setViewport(int w, int h) {
  136. m_viewportWidth = w;
  137. m_viewportHeight = h;
  138. }
  139. void Backend::setClearColor(float r, float g, float b, float a) {
  140. m_clearColor[0] = r;
  141. m_clearColor[1] = g;
  142. m_clearColor[2] = b;
  143. m_clearColor[3] = a;
  144. }
  145. void Backend::execute(const DrawQueue &queue, const Camera &cam) {
  146. if (!m_basicShader)
  147. return;
  148. const QMatrix4x4 viewProj = cam.getProjectionMatrix() * cam.getViewMatrix();
  149. m_lastBoundShader = nullptr;
  150. m_lastBoundTexture = nullptr;
  151. const std::size_t count = queue.size();
  152. std::size_t i = 0;
  153. while (i < count) {
  154. const auto &cmd = queue.getSorted(i);
  155. switch (cmd.index()) {
  156. case CylinderCmdIndex: {
  157. m_cylinderScratch.clear();
  158. do {
  159. const auto &cy = std::get<CylinderCmdIndex>(queue.getSorted(i));
  160. CylinderInstanceGpu gpu{};
  161. gpu.start = cy.start;
  162. gpu.end = cy.end;
  163. gpu.radius = cy.radius;
  164. gpu.alpha = cy.alpha;
  165. gpu.color = cy.color;
  166. m_cylinderScratch.emplace_back(gpu);
  167. ++i;
  168. } while (i < count && queue.getSorted(i).index() == CylinderCmdIndex);
  169. const std::size_t instanceCount = m_cylinderScratch.size();
  170. if (instanceCount > 0 && m_cylinderShader && m_cylinderVao) {
  171. glDepthMask(GL_TRUE);
  172. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  173. glDisable(GL_POLYGON_OFFSET_FILL);
  174. if (m_lastBoundShader != m_cylinderShader) {
  175. m_cylinderShader->use();
  176. m_lastBoundShader = m_cylinderShader;
  177. m_lastBoundTexture = nullptr;
  178. }
  179. if (m_cylinderUniforms.viewProj != Shader::InvalidUniform) {
  180. m_cylinderShader->setUniform(m_cylinderUniforms.viewProj, viewProj);
  181. }
  182. uploadCylinderInstances(instanceCount);
  183. drawCylinders(instanceCount);
  184. }
  185. continue;
  186. }
  187. case FogBatchCmdIndex: {
  188. const auto &batch = std::get<FogBatchCmdIndex>(cmd);
  189. const FogInstanceData *instances = batch.instances;
  190. const std::size_t instanceCount = batch.count;
  191. if (instances && instanceCount > 0 && m_fogShader && m_fogVao) {
  192. m_fogScratch.resize(instanceCount);
  193. for (std::size_t idx = 0; idx < instanceCount; ++idx) {
  194. FogInstanceGpu gpu{};
  195. gpu.center = instances[idx].center;
  196. gpu.size = instances[idx].size;
  197. gpu.color = instances[idx].color;
  198. gpu.alpha = instances[idx].alpha;
  199. m_fogScratch[idx] = gpu;
  200. }
  201. glDepthMask(GL_TRUE);
  202. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  203. glDisable(GL_POLYGON_OFFSET_FILL);
  204. if (m_lastBoundShader != m_fogShader) {
  205. m_fogShader->use();
  206. m_lastBoundShader = m_fogShader;
  207. m_lastBoundTexture = nullptr;
  208. }
  209. if (m_fogUniforms.viewProj != Shader::InvalidUniform) {
  210. m_fogShader->setUniform(m_fogUniforms.viewProj, viewProj);
  211. }
  212. uploadFogInstances(instanceCount);
  213. drawFog(instanceCount);
  214. }
  215. ++i;
  216. continue;
  217. }
  218. case GrassBatchCmdIndex: {
  219. const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
  220. if (!grass.instanceBuffer || grass.instanceCount == 0 || !m_grassShader ||
  221. !m_grassVao || m_grassVertexCount == 0)
  222. break;
  223. DepthMaskScope depthMask(false);
  224. BlendScope blend(true);
  225. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  226. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  227. if (prevCull)
  228. glDisable(GL_CULL_FACE);
  229. if (m_lastBoundShader != m_grassShader) {
  230. m_grassShader->use();
  231. m_lastBoundShader = m_grassShader;
  232. m_lastBoundTexture = nullptr;
  233. }
  234. if (m_grassUniforms.viewProj != Shader::InvalidUniform) {
  235. m_grassShader->setUniform(m_grassUniforms.viewProj, viewProj);
  236. }
  237. if (m_grassUniforms.time != Shader::InvalidUniform) {
  238. m_grassShader->setUniform(m_grassUniforms.time, grass.params.time);
  239. }
  240. if (m_grassUniforms.windStrength != Shader::InvalidUniform) {
  241. m_grassShader->setUniform(m_grassUniforms.windStrength,
  242. grass.params.windStrength);
  243. }
  244. if (m_grassUniforms.windSpeed != Shader::InvalidUniform) {
  245. m_grassShader->setUniform(m_grassUniforms.windSpeed,
  246. grass.params.windSpeed);
  247. }
  248. if (m_grassUniforms.soilColor != Shader::InvalidUniform) {
  249. m_grassShader->setUniform(m_grassUniforms.soilColor,
  250. grass.params.soilColor);
  251. }
  252. if (m_grassUniforms.lightDir != Shader::InvalidUniform) {
  253. QVector3D lightDir = grass.params.lightDirection;
  254. if (!lightDir.isNull())
  255. lightDir.normalize();
  256. m_grassShader->setUniform(m_grassUniforms.lightDir, lightDir);
  257. }
  258. glBindVertexArray(m_grassVao);
  259. grass.instanceBuffer->bind();
  260. const GLsizei stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
  261. glVertexAttribPointer(
  262. 2, 4, GL_FLOAT, GL_FALSE, stride,
  263. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, posHeight)));
  264. glVertexAttribPointer(
  265. 3, 4, GL_FLOAT, GL_FALSE, stride,
  266. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, colorWidth)));
  267. glVertexAttribPointer(
  268. 4, 4, GL_FLOAT, GL_FALSE, stride,
  269. reinterpret_cast<void *>(offsetof(GrassInstanceGpu, swayParams)));
  270. grass.instanceBuffer->unbind();
  271. glDrawArraysInstanced(GL_TRIANGLES, 0, m_grassVertexCount,
  272. static_cast<GLsizei>(grass.instanceCount));
  273. glBindVertexArray(0);
  274. if (prevCull)
  275. glEnable(GL_CULL_FACE);
  276. break;
  277. }
  278. case StoneBatchCmdIndex: {
  279. const auto &stone = std::get<StoneBatchCmdIndex>(cmd);
  280. if (!stone.instanceBuffer || stone.instanceCount == 0 || !m_stoneShader ||
  281. !m_stoneVao || m_stoneIndexCount == 0)
  282. break;
  283. DepthMaskScope depthMask(true);
  284. BlendScope blend(false);
  285. if (m_lastBoundShader != m_stoneShader) {
  286. m_stoneShader->use();
  287. m_lastBoundShader = m_stoneShader;
  288. m_lastBoundTexture = nullptr;
  289. }
  290. if (m_stoneUniforms.viewProj != Shader::InvalidUniform) {
  291. m_stoneShader->setUniform(m_stoneUniforms.viewProj, viewProj);
  292. }
  293. if (m_stoneUniforms.lightDirection != Shader::InvalidUniform) {
  294. QVector3D lightDir = stone.params.lightDirection;
  295. if (!lightDir.isNull())
  296. lightDir.normalize();
  297. m_stoneShader->setUniform(m_stoneUniforms.lightDirection, lightDir);
  298. }
  299. glBindVertexArray(m_stoneVao);
  300. stone.instanceBuffer->bind();
  301. const GLsizei stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
  302. glVertexAttribPointer(
  303. 2, 4, GL_FLOAT, GL_FALSE, stride,
  304. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, posScale)));
  305. glVertexAttribPointer(
  306. 3, 4, GL_FLOAT, GL_FALSE, stride,
  307. reinterpret_cast<void *>(offsetof(StoneInstanceGpu, colorRot)));
  308. stone.instanceBuffer->unbind();
  309. glDrawElementsInstanced(GL_TRIANGLES, m_stoneIndexCount,
  310. GL_UNSIGNED_SHORT, nullptr,
  311. static_cast<GLsizei>(stone.instanceCount));
  312. glBindVertexArray(0);
  313. break;
  314. }
  315. case PlantBatchCmdIndex: {
  316. const auto &plant = std::get<PlantBatchCmdIndex>(cmd);
  317. if (!plant.instanceBuffer || plant.instanceCount == 0 || !m_plantShader ||
  318. !m_plantVao || m_plantIndexCount == 0) {
  319. break;
  320. }
  321. DepthMaskScope depthMask(true);
  322. glEnable(GL_DEPTH_TEST);
  323. BlendScope blend(true);
  324. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  325. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  326. if (prevCull)
  327. glDisable(GL_CULL_FACE);
  328. if (m_lastBoundShader != m_plantShader) {
  329. m_plantShader->use();
  330. m_lastBoundShader = m_plantShader;
  331. m_lastBoundTexture = nullptr;
  332. }
  333. if (m_plantUniforms.viewProj != Shader::InvalidUniform) {
  334. m_plantShader->setUniform(m_plantUniforms.viewProj, viewProj);
  335. }
  336. if (m_plantUniforms.time != Shader::InvalidUniform) {
  337. m_plantShader->setUniform(m_plantUniforms.time, plant.params.time);
  338. }
  339. if (m_plantUniforms.windStrength != Shader::InvalidUniform) {
  340. m_plantShader->setUniform(m_plantUniforms.windStrength,
  341. plant.params.windStrength);
  342. }
  343. if (m_plantUniforms.windSpeed != Shader::InvalidUniform) {
  344. m_plantShader->setUniform(m_plantUniforms.windSpeed,
  345. plant.params.windSpeed);
  346. }
  347. if (m_plantUniforms.lightDirection != Shader::InvalidUniform) {
  348. QVector3D lightDir = plant.params.lightDirection;
  349. if (!lightDir.isNull())
  350. lightDir.normalize();
  351. m_plantShader->setUniform(m_plantUniforms.lightDirection, lightDir);
  352. }
  353. glBindVertexArray(m_plantVao);
  354. plant.instanceBuffer->bind();
  355. const GLsizei stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
  356. glVertexAttribPointer(
  357. 3, 4, GL_FLOAT, GL_FALSE, stride,
  358. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, posScale)));
  359. glVertexAttribPointer(
  360. 4, 4, GL_FLOAT, GL_FALSE, stride,
  361. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, colorSway)));
  362. glVertexAttribPointer(
  363. 5, 4, GL_FLOAT, GL_FALSE, stride,
  364. reinterpret_cast<void *>(offsetof(PlantInstanceGpu, typeParams)));
  365. plant.instanceBuffer->unbind();
  366. glDrawElementsInstanced(GL_TRIANGLES, m_plantIndexCount,
  367. GL_UNSIGNED_SHORT, nullptr,
  368. static_cast<GLsizei>(plant.instanceCount));
  369. glBindVertexArray(0);
  370. if (prevCull)
  371. glEnable(GL_CULL_FACE);
  372. break;
  373. }
  374. case PineBatchCmdIndex: {
  375. const auto &pine = std::get<PineBatchCmdIndex>(cmd);
  376. if (!pine.instanceBuffer || pine.instanceCount == 0 || !m_pineShader ||
  377. !m_pineVao || m_pineIndexCount == 0) {
  378. break;
  379. }
  380. DepthMaskScope depthMask(true);
  381. glEnable(GL_DEPTH_TEST);
  382. BlendScope blend(true);
  383. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  384. GLboolean prevCull = glIsEnabled(GL_CULL_FACE);
  385. if (prevCull)
  386. glDisable(GL_CULL_FACE);
  387. if (m_lastBoundShader != m_pineShader) {
  388. m_pineShader->use();
  389. m_lastBoundShader = m_pineShader;
  390. m_lastBoundTexture = nullptr;
  391. }
  392. if (m_pineUniforms.viewProj != Shader::InvalidUniform) {
  393. m_pineShader->setUniform(m_pineUniforms.viewProj, viewProj);
  394. }
  395. if (m_pineUniforms.time != Shader::InvalidUniform) {
  396. m_pineShader->setUniform(m_pineUniforms.time, pine.params.time);
  397. }
  398. if (m_pineUniforms.windStrength != Shader::InvalidUniform) {
  399. m_pineShader->setUniform(m_pineUniforms.windStrength,
  400. pine.params.windStrength);
  401. }
  402. if (m_pineUniforms.windSpeed != Shader::InvalidUniform) {
  403. m_pineShader->setUniform(m_pineUniforms.windSpeed,
  404. pine.params.windSpeed);
  405. }
  406. if (m_pineUniforms.lightDirection != Shader::InvalidUniform) {
  407. QVector3D lightDir = pine.params.lightDirection;
  408. if (!lightDir.isNull())
  409. lightDir.normalize();
  410. m_pineShader->setUniform(m_pineUniforms.lightDirection, lightDir);
  411. }
  412. glBindVertexArray(m_pineVao);
  413. pine.instanceBuffer->bind();
  414. const GLsizei stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
  415. glVertexAttribPointer(
  416. 3, 4, GL_FLOAT, GL_FALSE, stride,
  417. reinterpret_cast<void *>(offsetof(PineInstanceGpu, posScale)));
  418. glVertexAttribPointer(
  419. 4, 4, GL_FLOAT, GL_FALSE, stride,
  420. reinterpret_cast<void *>(offsetof(PineInstanceGpu, colorSway)));
  421. glVertexAttribPointer(
  422. 5, 4, GL_FLOAT, GL_FALSE, stride,
  423. reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
  424. pine.instanceBuffer->unbind();
  425. glDrawElementsInstanced(GL_TRIANGLES, m_pineIndexCount, GL_UNSIGNED_SHORT,
  426. nullptr,
  427. static_cast<GLsizei>(pine.instanceCount));
  428. glBindVertexArray(0);
  429. if (prevCull)
  430. glEnable(GL_CULL_FACE);
  431. break;
  432. }
  433. case TerrainChunkCmdIndex: {
  434. const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
  435. Shader *activeShader =
  436. terrain.params.isGroundPlane ? m_groundShader : m_terrainShader;
  437. if (!terrain.mesh || !activeShader)
  438. break;
  439. if (m_lastBoundShader != activeShader) {
  440. activeShader->use();
  441. m_lastBoundShader = activeShader;
  442. m_lastBoundTexture = nullptr;
  443. }
  444. const QMatrix4x4 mvp = viewProj * terrain.model;
  445. if (terrain.params.isGroundPlane) {
  446. if (m_groundUniforms.mvp != Shader::InvalidUniform)
  447. activeShader->setUniform(m_groundUniforms.mvp, mvp);
  448. if (m_groundUniforms.model != Shader::InvalidUniform)
  449. activeShader->setUniform(m_groundUniforms.model, terrain.model);
  450. if (m_groundUniforms.grassPrimary != Shader::InvalidUniform)
  451. activeShader->setUniform(m_groundUniforms.grassPrimary,
  452. terrain.params.grassPrimary);
  453. if (m_groundUniforms.grassSecondary != Shader::InvalidUniform)
  454. activeShader->setUniform(m_groundUniforms.grassSecondary,
  455. terrain.params.grassSecondary);
  456. if (m_groundUniforms.grassDry != Shader::InvalidUniform)
  457. activeShader->setUniform(m_groundUniforms.grassDry,
  458. terrain.params.grassDry);
  459. if (m_groundUniforms.soilColor != Shader::InvalidUniform)
  460. activeShader->setUniform(m_groundUniforms.soilColor,
  461. terrain.params.soilColor);
  462. if (m_groundUniforms.tint != Shader::InvalidUniform)
  463. activeShader->setUniform(m_groundUniforms.tint, terrain.params.tint);
  464. if (m_groundUniforms.noiseOffset != Shader::InvalidUniform)
  465. activeShader->setUniform(m_groundUniforms.noiseOffset,
  466. terrain.params.noiseOffset);
  467. if (m_groundUniforms.tileSize != Shader::InvalidUniform)
  468. activeShader->setUniform(m_groundUniforms.tileSize,
  469. terrain.params.tileSize);
  470. if (m_groundUniforms.macroNoiseScale != Shader::InvalidUniform)
  471. activeShader->setUniform(m_groundUniforms.macroNoiseScale,
  472. terrain.params.macroNoiseScale);
  473. if (m_groundUniforms.detailNoiseScale != Shader::InvalidUniform)
  474. activeShader->setUniform(m_groundUniforms.detailNoiseScale,
  475. terrain.params.detailNoiseScale);
  476. if (m_groundUniforms.soilBlendHeight != Shader::InvalidUniform)
  477. activeShader->setUniform(m_groundUniforms.soilBlendHeight,
  478. terrain.params.soilBlendHeight);
  479. if (m_groundUniforms.soilBlendSharpness != Shader::InvalidUniform)
  480. activeShader->setUniform(m_groundUniforms.soilBlendSharpness,
  481. terrain.params.soilBlendSharpness);
  482. if (m_groundUniforms.ambientBoost != Shader::InvalidUniform)
  483. activeShader->setUniform(m_groundUniforms.ambientBoost,
  484. terrain.params.ambientBoost);
  485. if (m_groundUniforms.lightDir != Shader::InvalidUniform) {
  486. QVector3D lightDir = terrain.params.lightDirection;
  487. if (!lightDir.isNull())
  488. lightDir.normalize();
  489. activeShader->setUniform(m_groundUniforms.lightDir, lightDir);
  490. }
  491. } else {
  492. if (m_terrainUniforms.mvp != Shader::InvalidUniform)
  493. activeShader->setUniform(m_terrainUniforms.mvp, mvp);
  494. if (m_terrainUniforms.model != Shader::InvalidUniform)
  495. activeShader->setUniform(m_terrainUniforms.model, terrain.model);
  496. if (m_terrainUniforms.grassPrimary != Shader::InvalidUniform)
  497. activeShader->setUniform(m_terrainUniforms.grassPrimary,
  498. terrain.params.grassPrimary);
  499. if (m_terrainUniforms.grassSecondary != Shader::InvalidUniform)
  500. activeShader->setUniform(m_terrainUniforms.grassSecondary,
  501. terrain.params.grassSecondary);
  502. if (m_terrainUniforms.grassDry != Shader::InvalidUniform)
  503. activeShader->setUniform(m_terrainUniforms.grassDry,
  504. terrain.params.grassDry);
  505. if (m_terrainUniforms.soilColor != Shader::InvalidUniform)
  506. activeShader->setUniform(m_terrainUniforms.soilColor,
  507. terrain.params.soilColor);
  508. if (m_terrainUniforms.rockLow != Shader::InvalidUniform)
  509. activeShader->setUniform(m_terrainUniforms.rockLow,
  510. terrain.params.rockLow);
  511. if (m_terrainUniforms.rockHigh != Shader::InvalidUniform)
  512. activeShader->setUniform(m_terrainUniforms.rockHigh,
  513. terrain.params.rockHigh);
  514. if (m_terrainUniforms.tint != Shader::InvalidUniform)
  515. activeShader->setUniform(m_terrainUniforms.tint, terrain.params.tint);
  516. if (m_terrainUniforms.noiseOffset != Shader::InvalidUniform)
  517. activeShader->setUniform(m_terrainUniforms.noiseOffset,
  518. terrain.params.noiseOffset);
  519. if (m_terrainUniforms.tileSize != Shader::InvalidUniform)
  520. activeShader->setUniform(m_terrainUniforms.tileSize,
  521. terrain.params.tileSize);
  522. if (m_terrainUniforms.macroNoiseScale != Shader::InvalidUniform)
  523. activeShader->setUniform(m_terrainUniforms.macroNoiseScale,
  524. terrain.params.macroNoiseScale);
  525. if (m_terrainUniforms.detailNoiseScale != Shader::InvalidUniform)
  526. activeShader->setUniform(m_terrainUniforms.detailNoiseScale,
  527. terrain.params.detailNoiseScale);
  528. if (m_terrainUniforms.slopeRockThreshold != Shader::InvalidUniform)
  529. activeShader->setUniform(m_terrainUniforms.slopeRockThreshold,
  530. terrain.params.slopeRockThreshold);
  531. if (m_terrainUniforms.slopeRockSharpness != Shader::InvalidUniform)
  532. activeShader->setUniform(m_terrainUniforms.slopeRockSharpness,
  533. terrain.params.slopeRockSharpness);
  534. if (m_terrainUniforms.soilBlendHeight != Shader::InvalidUniform)
  535. activeShader->setUniform(m_terrainUniforms.soilBlendHeight,
  536. terrain.params.soilBlendHeight);
  537. if (m_terrainUniforms.soilBlendSharpness != Shader::InvalidUniform)
  538. activeShader->setUniform(m_terrainUniforms.soilBlendSharpness,
  539. terrain.params.soilBlendSharpness);
  540. if (m_terrainUniforms.heightNoiseStrength != Shader::InvalidUniform)
  541. activeShader->setUniform(m_terrainUniforms.heightNoiseStrength,
  542. terrain.params.heightNoiseStrength);
  543. if (m_terrainUniforms.heightNoiseFrequency != Shader::InvalidUniform)
  544. activeShader->setUniform(m_terrainUniforms.heightNoiseFrequency,
  545. terrain.params.heightNoiseFrequency);
  546. if (m_terrainUniforms.ambientBoost != Shader::InvalidUniform)
  547. activeShader->setUniform(m_terrainUniforms.ambientBoost,
  548. terrain.params.ambientBoost);
  549. if (m_terrainUniforms.rockDetailStrength != Shader::InvalidUniform)
  550. activeShader->setUniform(m_terrainUniforms.rockDetailStrength,
  551. terrain.params.rockDetailStrength);
  552. if (m_terrainUniforms.lightDir != Shader::InvalidUniform) {
  553. QVector3D lightDir = terrain.params.lightDirection;
  554. if (!lightDir.isNull())
  555. lightDir.normalize();
  556. activeShader->setUniform(m_terrainUniforms.lightDir, lightDir);
  557. }
  558. }
  559. DepthMaskScope depthMask(terrain.depthWrite);
  560. std::unique_ptr<PolygonOffsetScope> polyScope;
  561. if (terrain.depthBias != 0.0f)
  562. polyScope = std::make_unique<PolygonOffsetScope>(terrain.depthBias,
  563. terrain.depthBias);
  564. terrain.mesh->draw();
  565. break;
  566. }
  567. case MeshCmdIndex: {
  568. const auto &it = std::get<MeshCmdIndex>(cmd);
  569. if (!it.mesh)
  570. break;
  571. glDepthMask(GL_TRUE);
  572. if (glIsEnabled(GL_POLYGON_OFFSET_FILL))
  573. glDisable(GL_POLYGON_OFFSET_FILL);
  574. Shader *activeShader = it.shader ? it.shader : m_basicShader;
  575. if (!activeShader)
  576. break;
  577. if (activeShader == m_riverShader) {
  578. if (m_lastBoundShader != activeShader) {
  579. activeShader->use();
  580. m_lastBoundShader = activeShader;
  581. }
  582. activeShader->setUniform(m_riverUniforms.model, it.model);
  583. activeShader->setUniform(m_riverUniforms.view, cam.getViewMatrix());
  584. activeShader->setUniform(m_riverUniforms.projection,
  585. cam.getProjectionMatrix());
  586. activeShader->setUniform(m_riverUniforms.time, m_animationTime);
  587. it.mesh->draw();
  588. break;
  589. }
  590. if (activeShader == m_riverbankShader) {
  591. if (m_lastBoundShader != activeShader) {
  592. activeShader->use();
  593. m_lastBoundShader = activeShader;
  594. }
  595. activeShader->setUniform(m_riverbankUniforms.model, it.model);
  596. activeShader->setUniform(m_riverbankUniforms.view, cam.getViewMatrix());
  597. activeShader->setUniform(m_riverbankUniforms.projection,
  598. cam.getProjectionMatrix());
  599. activeShader->setUniform(m_riverbankUniforms.time, m_animationTime);
  600. it.mesh->draw();
  601. break;
  602. }
  603. if (activeShader == m_bridgeShader) {
  604. if (m_lastBoundShader != activeShader) {
  605. activeShader->use();
  606. m_lastBoundShader = activeShader;
  607. }
  608. activeShader->setUniform(m_bridgeUniforms.mvp, it.mvp);
  609. activeShader->setUniform(m_bridgeUniforms.model, it.model);
  610. activeShader->setUniform(m_bridgeUniforms.color, it.color);
  611. QVector3D lightDir(0.35f, 0.8f, 0.45f);
  612. activeShader->setUniform(m_bridgeUniforms.lightDirection, lightDir);
  613. it.mesh->draw();
  614. break;
  615. }
  616. BasicUniforms *uniforms = &m_basicUniforms;
  617. if (activeShader == m_archerShader)
  618. uniforms = &m_archerUniforms;
  619. else if (activeShader == m_knightShader)
  620. uniforms = &m_knightUniforms;
  621. else if (activeShader == m_spearmanShader)
  622. uniforms = &m_spearmanUniforms;
  623. if (m_lastBoundShader != activeShader) {
  624. activeShader->use();
  625. m_lastBoundShader = activeShader;
  626. }
  627. activeShader->setUniform(uniforms->mvp, it.mvp);
  628. activeShader->setUniform(uniforms->model, it.model);
  629. Texture *texToUse = it.texture
  630. ? it.texture
  631. : (m_resources ? m_resources->white() : nullptr);
  632. if (texToUse && texToUse != m_lastBoundTexture) {
  633. texToUse->bind(0);
  634. m_lastBoundTexture = texToUse;
  635. activeShader->setUniform(uniforms->texture, 0);
  636. }
  637. activeShader->setUniform(uniforms->useTexture, it.texture != nullptr);
  638. activeShader->setUniform(uniforms->color, it.color);
  639. activeShader->setUniform(uniforms->alpha, it.alpha);
  640. it.mesh->draw();
  641. break;
  642. }
  643. case GridCmdIndex: {
  644. if (!m_gridShader)
  645. break;
  646. const auto &gc = std::get<GridCmdIndex>(cmd);
  647. if (m_lastBoundShader != m_gridShader) {
  648. m_gridShader->use();
  649. m_lastBoundShader = m_gridShader;
  650. }
  651. m_gridShader->setUniform(m_gridUniforms.mvp, gc.mvp);
  652. m_gridShader->setUniform(m_gridUniforms.model, gc.model);
  653. m_gridShader->setUniform(m_gridUniforms.gridColor, gc.color);
  654. m_gridShader->setUniform(m_gridUniforms.lineColor, kGridLineColor);
  655. m_gridShader->setUniform(m_gridUniforms.cellSize, gc.cellSize);
  656. m_gridShader->setUniform(m_gridUniforms.thickness, gc.thickness);
  657. if (m_resources) {
  658. if (auto *plane = m_resources->ground())
  659. plane->draw();
  660. }
  661. break;
  662. }
  663. case SelectionRingCmdIndex: {
  664. const auto &sc = std::get<SelectionRingCmdIndex>(cmd);
  665. Mesh *ring = Render::Geom::SelectionRing::get();
  666. if (!ring)
  667. break;
  668. if (m_lastBoundShader != m_basicShader) {
  669. m_basicShader->use();
  670. m_lastBoundShader = m_basicShader;
  671. }
  672. m_basicShader->use();
  673. m_basicShader->setUniform(m_basicUniforms.useTexture, false);
  674. m_basicShader->setUniform(m_basicUniforms.color, sc.color);
  675. DepthMaskScope depthMask(false);
  676. DepthTestScope depthTest(true);
  677. PolygonOffsetScope poly(-1.0f, -1.0f);
  678. BlendScope blend(true);
  679. {
  680. QMatrix4x4 m = sc.model;
  681. m.scale(1.08f, 1.0f, 1.08f);
  682. const QMatrix4x4 mvp = viewProj * m;
  683. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  684. m_basicShader->setUniform(m_basicUniforms.model, m);
  685. m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaOuter);
  686. ring->draw();
  687. }
  688. {
  689. const QMatrix4x4 mvp = viewProj * sc.model;
  690. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  691. m_basicShader->setUniform(m_basicUniforms.model, sc.model);
  692. m_basicShader->setUniform(m_basicUniforms.alpha, sc.alphaInner);
  693. ring->draw();
  694. }
  695. break;
  696. }
  697. case SelectionSmokeCmdIndex: {
  698. const auto &sm = std::get<SelectionSmokeCmdIndex>(cmd);
  699. Mesh *disc = Render::Geom::SelectionDisc::get();
  700. if (!disc)
  701. break;
  702. if (m_lastBoundShader != m_basicShader) {
  703. m_basicShader->use();
  704. m_lastBoundShader = m_basicShader;
  705. }
  706. m_basicShader->setUniform(m_basicUniforms.useTexture, false);
  707. m_basicShader->setUniform(m_basicUniforms.color, sm.color);
  708. DepthMaskScope depthMask(false);
  709. DepthTestScope depthTest(true);
  710. PolygonOffsetScope poly(-1.0f, -1.0f);
  711. BlendScope blend(true);
  712. for (int i = 0; i < 7; ++i) {
  713. float scale = 1.35f + 0.12f * i;
  714. float a = sm.baseAlpha * (1.0f - 0.09f * i);
  715. QMatrix4x4 m = sm.model;
  716. m.translate(0.0f, 0.02f, 0.0f);
  717. m.scale(scale, 1.0f, scale);
  718. const QMatrix4x4 mvp = viewProj * m;
  719. m_basicShader->setUniform(m_basicUniforms.mvp, mvp);
  720. m_basicShader->setUniform(m_basicUniforms.model, m);
  721. m_basicShader->setUniform(m_basicUniforms.alpha, a);
  722. disc->draw();
  723. }
  724. break;
  725. }
  726. default:
  727. break;
  728. }
  729. ++i;
  730. }
  731. if (m_lastBoundShader) {
  732. m_lastBoundShader->release();
  733. m_lastBoundShader = nullptr;
  734. }
  735. }
  736. void Backend::cacheBasicUniforms() {
  737. if (!m_basicShader)
  738. return;
  739. m_basicUniforms.mvp = m_basicShader->uniformHandle("u_mvp");
  740. m_basicUniforms.model = m_basicShader->uniformHandle("u_model");
  741. m_basicUniforms.texture = m_basicShader->uniformHandle("u_texture");
  742. m_basicUniforms.useTexture = m_basicShader->uniformHandle("u_useTexture");
  743. m_basicUniforms.color = m_basicShader->uniformHandle("u_color");
  744. m_basicUniforms.alpha = m_basicShader->uniformHandle("u_alpha");
  745. }
  746. void Backend::cacheArcherUniforms() {
  747. if (!m_archerShader)
  748. return;
  749. m_archerUniforms.mvp = m_archerShader->uniformHandle("u_mvp");
  750. m_archerUniforms.model = m_archerShader->uniformHandle("u_model");
  751. m_archerUniforms.texture = m_archerShader->uniformHandle("u_texture");
  752. m_archerUniforms.useTexture = m_archerShader->uniformHandle("u_useTexture");
  753. m_archerUniforms.color = m_archerShader->uniformHandle("u_color");
  754. m_archerUniforms.alpha = m_archerShader->uniformHandle("u_alpha");
  755. }
  756. void Backend::cacheKnightUniforms() {
  757. if (!m_knightShader)
  758. return;
  759. m_knightUniforms.mvp = m_knightShader->uniformHandle("u_mvp");
  760. m_knightUniforms.model = m_knightShader->uniformHandle("u_model");
  761. m_knightUniforms.texture = m_knightShader->uniformHandle("u_texture");
  762. m_knightUniforms.useTexture = m_knightShader->uniformHandle("u_useTexture");
  763. m_knightUniforms.color = m_knightShader->uniformHandle("u_color");
  764. m_knightUniforms.alpha = m_knightShader->uniformHandle("u_alpha");
  765. }
  766. void Backend::cacheSpearmanUniforms() {
  767. if (!m_spearmanShader)
  768. return;
  769. m_spearmanUniforms.mvp = m_spearmanShader->uniformHandle("u_mvp");
  770. m_spearmanUniforms.model = m_spearmanShader->uniformHandle("u_model");
  771. m_spearmanUniforms.texture = m_spearmanShader->uniformHandle("u_texture");
  772. m_spearmanUniforms.useTexture =
  773. m_spearmanShader->uniformHandle("u_useTexture");
  774. m_spearmanUniforms.color = m_spearmanShader->uniformHandle("u_color");
  775. m_spearmanUniforms.alpha = m_spearmanShader->uniformHandle("u_alpha");
  776. }
  777. void Backend::cacheGridUniforms() {
  778. if (!m_gridShader)
  779. return;
  780. m_gridUniforms.mvp = m_gridShader->uniformHandle("u_mvp");
  781. m_gridUniforms.model = m_gridShader->uniformHandle("u_model");
  782. m_gridUniforms.gridColor = m_gridShader->uniformHandle("u_gridColor");
  783. m_gridUniforms.lineColor = m_gridShader->uniformHandle("u_lineColor");
  784. m_gridUniforms.cellSize = m_gridShader->uniformHandle("u_cellSize");
  785. m_gridUniforms.thickness = m_gridShader->uniformHandle("u_thickness");
  786. }
  787. void Backend::cacheCylinderUniforms() {
  788. if (!m_cylinderShader)
  789. return;
  790. m_cylinderUniforms.viewProj = m_cylinderShader->uniformHandle("u_viewProj");
  791. }
  792. void Backend::cacheFogUniforms() {
  793. if (!m_fogShader)
  794. return;
  795. m_fogUniforms.viewProj = m_fogShader->uniformHandle("u_viewProj");
  796. }
  797. void Backend::initializeCylinderPipeline() {
  798. initializeOpenGLFunctions();
  799. shutdownCylinderPipeline();
  800. Mesh *unit = getUnitCylinder();
  801. if (!unit)
  802. return;
  803. const auto &vertices = unit->getVertices();
  804. const auto &indices = unit->getIndices();
  805. if (vertices.empty() || indices.empty())
  806. return;
  807. glGenVertexArrays(1, &m_cylinderVao);
  808. glBindVertexArray(m_cylinderVao);
  809. glGenBuffers(1, &m_cylinderVertexBuffer);
  810. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderVertexBuffer);
  811. glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
  812. vertices.data(), GL_STATIC_DRAW);
  813. glGenBuffers(1, &m_cylinderIndexBuffer);
  814. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_cylinderIndexBuffer);
  815. glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int),
  816. indices.data(), GL_STATIC_DRAW);
  817. m_cylinderIndexCount = static_cast<GLsizei>(indices.size());
  818. glEnableVertexAttribArray(0);
  819. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  820. reinterpret_cast<void *>(offsetof(Vertex, position)));
  821. glEnableVertexAttribArray(1);
  822. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  823. reinterpret_cast<void *>(offsetof(Vertex, normal)));
  824. glEnableVertexAttribArray(2);
  825. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  826. reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
  827. const std::size_t persistentCapacity = 10000;
  828. if (m_cylinderPersistentBuffer.initialize(persistentCapacity, 3)) {
  829. m_usePersistentBuffers = true;
  830. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
  831. } else {
  832. m_usePersistentBuffers = false;
  833. glGenBuffers(1, &m_cylinderInstanceBuffer);
  834. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
  835. m_cylinderInstanceCapacity = 256;
  836. glBufferData(GL_ARRAY_BUFFER,
  837. m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
  838. nullptr, GL_DYNAMIC_DRAW);
  839. }
  840. const GLsizei stride = static_cast<GLsizei>(sizeof(CylinderInstanceGpu));
  841. glEnableVertexAttribArray(3);
  842. glVertexAttribPointer(
  843. 3, 3, GL_FLOAT, GL_FALSE, stride,
  844. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, start)));
  845. glVertexAttribDivisor(3, 1);
  846. glEnableVertexAttribArray(4);
  847. glVertexAttribPointer(
  848. 4, 3, GL_FLOAT, GL_FALSE, stride,
  849. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, end)));
  850. glVertexAttribDivisor(4, 1);
  851. glEnableVertexAttribArray(5);
  852. glVertexAttribPointer(
  853. 5, 1, GL_FLOAT, GL_FALSE, stride,
  854. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, radius)));
  855. glVertexAttribDivisor(5, 1);
  856. glEnableVertexAttribArray(6);
  857. glVertexAttribPointer(
  858. 6, 1, GL_FLOAT, GL_FALSE, stride,
  859. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, alpha)));
  860. glVertexAttribDivisor(6, 1);
  861. glEnableVertexAttribArray(7);
  862. glVertexAttribPointer(
  863. 7, 3, GL_FLOAT, GL_FALSE, stride,
  864. reinterpret_cast<void *>(offsetof(CylinderInstanceGpu, color)));
  865. glVertexAttribDivisor(7, 1);
  866. glBindVertexArray(0);
  867. glBindBuffer(GL_ARRAY_BUFFER, 0);
  868. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  869. m_cylinderScratch.reserve(
  870. m_usePersistentBuffers ? persistentCapacity : m_cylinderInstanceCapacity);
  871. }
  872. void Backend::shutdownCylinderPipeline() {
  873. initializeOpenGLFunctions();
  874. m_cylinderPersistentBuffer.destroy();
  875. if (m_cylinderInstanceBuffer) {
  876. glDeleteBuffers(1, &m_cylinderInstanceBuffer);
  877. m_cylinderInstanceBuffer = 0;
  878. }
  879. if (m_cylinderVertexBuffer) {
  880. glDeleteBuffers(1, &m_cylinderVertexBuffer);
  881. m_cylinderVertexBuffer = 0;
  882. }
  883. if (m_cylinderIndexBuffer) {
  884. glDeleteBuffers(1, &m_cylinderIndexBuffer);
  885. m_cylinderIndexBuffer = 0;
  886. }
  887. if (m_cylinderVao) {
  888. glDeleteVertexArrays(1, &m_cylinderVao);
  889. m_cylinderVao = 0;
  890. }
  891. m_cylinderIndexCount = 0;
  892. m_cylinderInstanceCapacity = 0;
  893. m_cylinderScratch.clear();
  894. }
  895. void Backend::uploadCylinderInstances(std::size_t count) {
  896. if (count == 0)
  897. return;
  898. initializeOpenGLFunctions();
  899. if (m_usePersistentBuffers && m_cylinderPersistentBuffer.isValid()) {
  900. if (count > m_cylinderPersistentBuffer.capacity()) {
  901. count = m_cylinderPersistentBuffer.capacity();
  902. }
  903. m_cylinderPersistentBuffer.write(m_cylinderScratch.data(), count);
  904. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderPersistentBuffer.buffer());
  905. glBindBuffer(GL_ARRAY_BUFFER, 0);
  906. return;
  907. }
  908. if (!m_cylinderInstanceBuffer)
  909. return;
  910. glBindBuffer(GL_ARRAY_BUFFER, m_cylinderInstanceBuffer);
  911. if (count > m_cylinderInstanceCapacity) {
  912. m_cylinderInstanceCapacity = std::max<std::size_t>(
  913. count,
  914. m_cylinderInstanceCapacity ? m_cylinderInstanceCapacity * 2 : count);
  915. glBufferData(GL_ARRAY_BUFFER,
  916. m_cylinderInstanceCapacity * sizeof(CylinderInstanceGpu),
  917. nullptr, GL_DYNAMIC_DRAW);
  918. m_cylinderScratch.reserve(m_cylinderInstanceCapacity);
  919. }
  920. glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(CylinderInstanceGpu),
  921. m_cylinderScratch.data());
  922. glBindBuffer(GL_ARRAY_BUFFER, 0);
  923. }
  924. void Backend::drawCylinders(std::size_t count) {
  925. if (!m_cylinderVao || m_cylinderIndexCount == 0 || count == 0)
  926. return;
  927. initializeOpenGLFunctions();
  928. glBindVertexArray(m_cylinderVao);
  929. glDrawElementsInstanced(GL_TRIANGLES, m_cylinderIndexCount, GL_UNSIGNED_INT,
  930. nullptr, static_cast<GLsizei>(count));
  931. glBindVertexArray(0);
  932. }
  933. void Backend::initializeFogPipeline() {
  934. initializeOpenGLFunctions();
  935. shutdownFogPipeline();
  936. const Vertex vertices[4] = {
  937. {{-0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
  938. {{0.5f, 0.0f, -0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
  939. {{-0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
  940. {{0.5f, 0.0f, 0.5f}, {0.0f, 1.0f, 0.0f}, {1.0f, 1.0f}},
  941. };
  942. const unsigned int indices[6] = {0, 1, 2, 2, 1, 3};
  943. glGenVertexArrays(1, &m_fogVao);
  944. glBindVertexArray(m_fogVao);
  945. glGenBuffers(1, &m_fogVertexBuffer);
  946. glBindBuffer(GL_ARRAY_BUFFER, m_fogVertexBuffer);
  947. glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
  948. glGenBuffers(1, &m_fogIndexBuffer);
  949. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_fogIndexBuffer);
  950. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,
  951. GL_STATIC_DRAW);
  952. m_fogIndexCount = 6;
  953. glEnableVertexAttribArray(0);
  954. glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  955. reinterpret_cast<void *>(offsetof(Vertex, position)));
  956. glEnableVertexAttribArray(1);
  957. glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  958. reinterpret_cast<void *>(offsetof(Vertex, normal)));
  959. glEnableVertexAttribArray(2);
  960. glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
  961. reinterpret_cast<void *>(offsetof(Vertex, texCoord)));
  962. glGenBuffers(1, &m_fogInstanceBuffer);
  963. glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
  964. m_fogInstanceCapacity = 512;
  965. glBufferData(GL_ARRAY_BUFFER, m_fogInstanceCapacity * sizeof(FogInstanceGpu),
  966. nullptr, GL_DYNAMIC_DRAW);
  967. const GLsizei stride = static_cast<GLsizei>(sizeof(FogInstanceGpu));
  968. glEnableVertexAttribArray(3);
  969. glVertexAttribPointer(
  970. 3, 3, GL_FLOAT, GL_FALSE, stride,
  971. reinterpret_cast<void *>(offsetof(FogInstanceGpu, center)));
  972. glVertexAttribDivisor(3, 1);
  973. glEnableVertexAttribArray(4);
  974. glVertexAttribPointer(
  975. 4, 1, GL_FLOAT, GL_FALSE, stride,
  976. reinterpret_cast<void *>(offsetof(FogInstanceGpu, size)));
  977. glVertexAttribDivisor(4, 1);
  978. glEnableVertexAttribArray(5);
  979. glVertexAttribPointer(
  980. 5, 3, GL_FLOAT, GL_FALSE, stride,
  981. reinterpret_cast<void *>(offsetof(FogInstanceGpu, color)));
  982. glVertexAttribDivisor(5, 1);
  983. glEnableVertexAttribArray(6);
  984. glVertexAttribPointer(
  985. 6, 1, GL_FLOAT, GL_FALSE, stride,
  986. reinterpret_cast<void *>(offsetof(FogInstanceGpu, alpha)));
  987. glVertexAttribDivisor(6, 1);
  988. glBindVertexArray(0);
  989. glBindBuffer(GL_ARRAY_BUFFER, 0);
  990. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  991. m_fogScratch.reserve(m_fogInstanceCapacity);
  992. }
  993. void Backend::shutdownFogPipeline() {
  994. initializeOpenGLFunctions();
  995. if (m_fogInstanceBuffer) {
  996. glDeleteBuffers(1, &m_fogInstanceBuffer);
  997. m_fogInstanceBuffer = 0;
  998. }
  999. if (m_fogVertexBuffer) {
  1000. glDeleteBuffers(1, &m_fogVertexBuffer);
  1001. m_fogVertexBuffer = 0;
  1002. }
  1003. if (m_fogIndexBuffer) {
  1004. glDeleteBuffers(1, &m_fogIndexBuffer);
  1005. m_fogIndexBuffer = 0;
  1006. }
  1007. if (m_fogVao) {
  1008. glDeleteVertexArrays(1, &m_fogVao);
  1009. m_fogVao = 0;
  1010. }
  1011. m_fogIndexCount = 0;
  1012. m_fogInstanceCapacity = 0;
  1013. m_fogScratch.clear();
  1014. }
  1015. void Backend::uploadFogInstances(std::size_t count) {
  1016. if (!m_fogInstanceBuffer || count == 0)
  1017. return;
  1018. initializeOpenGLFunctions();
  1019. glBindBuffer(GL_ARRAY_BUFFER, m_fogInstanceBuffer);
  1020. if (count > m_fogInstanceCapacity) {
  1021. m_fogInstanceCapacity = std::max<std::size_t>(
  1022. count, m_fogInstanceCapacity ? m_fogInstanceCapacity * 2 : count);
  1023. glBufferData(GL_ARRAY_BUFFER,
  1024. m_fogInstanceCapacity * sizeof(FogInstanceGpu), nullptr,
  1025. GL_DYNAMIC_DRAW);
  1026. m_fogScratch.reserve(m_fogInstanceCapacity);
  1027. }
  1028. glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(FogInstanceGpu),
  1029. m_fogScratch.data());
  1030. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1031. }
  1032. void Backend::drawFog(std::size_t count) {
  1033. if (!m_fogVao || m_fogIndexCount == 0 || count == 0)
  1034. return;
  1035. initializeOpenGLFunctions();
  1036. glBindVertexArray(m_fogVao);
  1037. glDrawElementsInstanced(GL_TRIANGLES, m_fogIndexCount, GL_UNSIGNED_INT,
  1038. nullptr, static_cast<GLsizei>(count));
  1039. glBindVertexArray(0);
  1040. }
  1041. void Backend::cacheGrassUniforms() {
  1042. if (!m_grassShader)
  1043. return;
  1044. m_grassUniforms.viewProj = m_grassShader->uniformHandle("u_viewProj");
  1045. m_grassUniforms.time = m_grassShader->uniformHandle("u_time");
  1046. m_grassUniforms.windStrength = m_grassShader->uniformHandle("u_windStrength");
  1047. m_grassUniforms.windSpeed = m_grassShader->uniformHandle("u_windSpeed");
  1048. m_grassUniforms.soilColor = m_grassShader->uniformHandle("u_soilColor");
  1049. m_grassUniforms.lightDir = m_grassShader->uniformHandle("u_lightDir");
  1050. }
  1051. void Backend::cacheGroundUniforms() {
  1052. if (!m_groundShader)
  1053. return;
  1054. m_groundUniforms.mvp = m_groundShader->uniformHandle("u_mvp");
  1055. m_groundUniforms.model = m_groundShader->uniformHandle("u_model");
  1056. m_groundUniforms.grassPrimary =
  1057. m_groundShader->uniformHandle("u_grassPrimary");
  1058. m_groundUniforms.grassSecondary =
  1059. m_groundShader->uniformHandle("u_grassSecondary");
  1060. m_groundUniforms.grassDry = m_groundShader->uniformHandle("u_grassDry");
  1061. m_groundUniforms.soilColor = m_groundShader->uniformHandle("u_soilColor");
  1062. m_groundUniforms.tint = m_groundShader->uniformHandle("u_tint");
  1063. m_groundUniforms.noiseOffset = m_groundShader->uniformHandle("u_noiseOffset");
  1064. m_groundUniforms.tileSize = m_groundShader->uniformHandle("u_tileSize");
  1065. m_groundUniforms.macroNoiseScale =
  1066. m_groundShader->uniformHandle("u_macroNoiseScale");
  1067. m_groundUniforms.detailNoiseScale =
  1068. m_groundShader->uniformHandle("u_detailNoiseScale");
  1069. m_groundUniforms.soilBlendHeight =
  1070. m_groundShader->uniformHandle("u_soilBlendHeight");
  1071. m_groundUniforms.soilBlendSharpness =
  1072. m_groundShader->uniformHandle("u_soilBlendSharpness");
  1073. m_groundUniforms.ambientBoost =
  1074. m_groundShader->uniformHandle("u_ambientBoost");
  1075. m_groundUniforms.lightDir = m_groundShader->uniformHandle("u_lightDir");
  1076. }
  1077. void Backend::cacheTerrainUniforms() {
  1078. if (!m_terrainShader)
  1079. return;
  1080. m_terrainUniforms.mvp = m_terrainShader->uniformHandle("u_mvp");
  1081. m_terrainUniforms.model = m_terrainShader->uniformHandle("u_model");
  1082. m_terrainUniforms.grassPrimary =
  1083. m_terrainShader->uniformHandle("u_grassPrimary");
  1084. m_terrainUniforms.grassSecondary =
  1085. m_terrainShader->uniformHandle("u_grassSecondary");
  1086. m_terrainUniforms.grassDry = m_terrainShader->uniformHandle("u_grassDry");
  1087. m_terrainUniforms.soilColor = m_terrainShader->uniformHandle("u_soilColor");
  1088. m_terrainUniforms.rockLow = m_terrainShader->uniformHandle("u_rockLow");
  1089. m_terrainUniforms.rockHigh = m_terrainShader->uniformHandle("u_rockHigh");
  1090. m_terrainUniforms.tint = m_terrainShader->uniformHandle("u_tint");
  1091. m_terrainUniforms.noiseOffset =
  1092. m_terrainShader->uniformHandle("u_noiseOffset");
  1093. m_terrainUniforms.tileSize = m_terrainShader->uniformHandle("u_tileSize");
  1094. m_terrainUniforms.macroNoiseScale =
  1095. m_terrainShader->uniformHandle("u_macroNoiseScale");
  1096. m_terrainUniforms.detailNoiseScale =
  1097. m_terrainShader->uniformHandle("u_detailNoiseScale");
  1098. m_terrainUniforms.slopeRockThreshold =
  1099. m_terrainShader->uniformHandle("u_slopeRockThreshold");
  1100. m_terrainUniforms.slopeRockSharpness =
  1101. m_terrainShader->uniformHandle("u_slopeRockSharpness");
  1102. m_terrainUniforms.soilBlendHeight =
  1103. m_terrainShader->uniformHandle("u_soilBlendHeight");
  1104. m_terrainUniforms.soilBlendSharpness =
  1105. m_terrainShader->uniformHandle("u_soilBlendSharpness");
  1106. m_terrainUniforms.heightNoiseStrength =
  1107. m_terrainShader->uniformHandle("u_heightNoiseStrength");
  1108. m_terrainUniforms.heightNoiseFrequency =
  1109. m_terrainShader->uniformHandle("u_heightNoiseFrequency");
  1110. m_terrainUniforms.ambientBoost =
  1111. m_terrainShader->uniformHandle("u_ambientBoost");
  1112. m_terrainUniforms.rockDetailStrength =
  1113. m_terrainShader->uniformHandle("u_rockDetailStrength");
  1114. m_terrainUniforms.lightDir = m_terrainShader->uniformHandle("u_lightDir");
  1115. }
  1116. void Backend::cacheRiverUniforms() {
  1117. if (!m_riverShader)
  1118. return;
  1119. m_riverUniforms.model = m_riverShader->uniformHandle("model");
  1120. m_riverUniforms.view = m_riverShader->uniformHandle("view");
  1121. m_riverUniforms.projection = m_riverShader->uniformHandle("projection");
  1122. m_riverUniforms.time = m_riverShader->uniformHandle("time");
  1123. }
  1124. void Backend::cacheRiverbankUniforms() {
  1125. if (!m_riverbankShader)
  1126. return;
  1127. m_riverbankUniforms.model = m_riverbankShader->uniformHandle("model");
  1128. m_riverbankUniforms.view = m_riverbankShader->uniformHandle("view");
  1129. m_riverbankUniforms.projection =
  1130. m_riverbankShader->uniformHandle("projection");
  1131. m_riverbankUniforms.time = m_riverbankShader->uniformHandle("time");
  1132. }
  1133. void Backend::cacheBridgeUniforms() {
  1134. if (!m_bridgeShader)
  1135. return;
  1136. m_bridgeUniforms.mvp = m_bridgeShader->uniformHandle("u_mvp");
  1137. m_bridgeUniforms.model = m_bridgeShader->uniformHandle("u_model");
  1138. m_bridgeUniforms.color = m_bridgeShader->uniformHandle("u_color");
  1139. m_bridgeUniforms.lightDirection =
  1140. m_bridgeShader->uniformHandle("u_lightDirection");
  1141. }
  1142. void Backend::initializeGrassPipeline() {
  1143. initializeOpenGLFunctions();
  1144. shutdownGrassPipeline();
  1145. struct GrassVertex {
  1146. QVector3D position;
  1147. QVector2D uv;
  1148. };
  1149. const GrassVertex bladeVertices[6] = {
  1150. {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}},
  1151. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
  1152. {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
  1153. {{-0.35f, 1.0f, 0.0f}, {0.1f, 1.0f}},
  1154. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}},
  1155. {{0.35f, 1.0f, 0.0f}, {0.9f, 1.0f}},
  1156. };
  1157. glGenVertexArrays(1, &m_grassVao);
  1158. glBindVertexArray(m_grassVao);
  1159. glGenBuffers(1, &m_grassVertexBuffer);
  1160. glBindBuffer(GL_ARRAY_BUFFER, m_grassVertexBuffer);
  1161. glBufferData(GL_ARRAY_BUFFER, sizeof(bladeVertices), bladeVertices,
  1162. GL_STATIC_DRAW);
  1163. m_grassVertexCount = 6;
  1164. glEnableVertexAttribArray(0);
  1165. glVertexAttribPointer(
  1166. 0, 3, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  1167. reinterpret_cast<void *>(offsetof(GrassVertex, position)));
  1168. glEnableVertexAttribArray(1);
  1169. glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GrassVertex),
  1170. reinterpret_cast<void *>(offsetof(GrassVertex, uv)));
  1171. glEnableVertexAttribArray(2);
  1172. glVertexAttribDivisor(2, 1);
  1173. glEnableVertexAttribArray(3);
  1174. glVertexAttribDivisor(3, 1);
  1175. glEnableVertexAttribArray(4);
  1176. glVertexAttribDivisor(4, 1);
  1177. glBindVertexArray(0);
  1178. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1179. }
  1180. void Backend::shutdownGrassPipeline() {
  1181. initializeOpenGLFunctions();
  1182. if (m_grassVertexBuffer) {
  1183. glDeleteBuffers(1, &m_grassVertexBuffer);
  1184. m_grassVertexBuffer = 0;
  1185. }
  1186. if (m_grassVao) {
  1187. glDeleteVertexArrays(1, &m_grassVao);
  1188. m_grassVao = 0;
  1189. }
  1190. m_grassVertexCount = 0;
  1191. }
  1192. void Backend::cacheStoneUniforms() {
  1193. if (m_stoneShader) {
  1194. m_stoneUniforms.viewProj = m_stoneShader->uniformHandle("uViewProj");
  1195. m_stoneUniforms.lightDirection =
  1196. m_stoneShader->uniformHandle("uLightDirection");
  1197. }
  1198. }
  1199. void Backend::initializeStonePipeline() {
  1200. initializeOpenGLFunctions();
  1201. shutdownStonePipeline();
  1202. struct StoneVertex {
  1203. QVector3D position;
  1204. QVector3D normal;
  1205. };
  1206. const StoneVertex stoneVertices[] = {
  1207. {{-0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1208. {{0.5f, -0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1209. {{0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1210. {{-0.5f, 0.5f, 0.5f}, {0.0f, 0.0f, 1.0f}},
  1211. {{-0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1212. {{-0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1213. {{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1214. {{0.5f, -0.5f, -0.5f}, {0.0f, 0.0f, -1.0f}},
  1215. {{-0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
  1216. {{-0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
  1217. {{0.5f, 0.5f, 0.5f}, {0.0f, 1.0f, 0.0f}},
  1218. {{0.5f, 0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
  1219. {{-0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
  1220. {{0.5f, -0.5f, -0.5f}, {0.0f, -1.0f, 0.0f}},
  1221. {{0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
  1222. {{-0.5f, -0.5f, 0.5f}, {0.0f, -1.0f, 0.0f}},
  1223. {{0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
  1224. {{0.5f, 0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
  1225. {{0.5f, 0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
  1226. {{0.5f, -0.5f, 0.5f}, {1.0f, 0.0f, 0.0f}},
  1227. {{-0.5f, -0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
  1228. {{-0.5f, -0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
  1229. {{-0.5f, 0.5f, 0.5f}, {-1.0f, 0.0f, 0.0f}},
  1230. {{-0.5f, 0.5f, -0.5f}, {-1.0f, 0.0f, 0.0f}},
  1231. };
  1232. const uint16_t stoneIndices[] = {
  1233. 0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8,
  1234. 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20};
  1235. glGenVertexArrays(1, &m_stoneVao);
  1236. glBindVertexArray(m_stoneVao);
  1237. glGenBuffers(1, &m_stoneVertexBuffer);
  1238. glBindBuffer(GL_ARRAY_BUFFER, m_stoneVertexBuffer);
  1239. glBufferData(GL_ARRAY_BUFFER, sizeof(stoneVertices), stoneVertices,
  1240. GL_STATIC_DRAW);
  1241. m_stoneVertexCount = 24;
  1242. glGenBuffers(1, &m_stoneIndexBuffer);
  1243. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_stoneIndexBuffer);
  1244. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(stoneIndices), stoneIndices,
  1245. GL_STATIC_DRAW);
  1246. m_stoneIndexCount = 36;
  1247. glEnableVertexAttribArray(0);
  1248. glVertexAttribPointer(
  1249. 0, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
  1250. reinterpret_cast<void *>(offsetof(StoneVertex, position)));
  1251. glEnableVertexAttribArray(1);
  1252. glVertexAttribPointer(
  1253. 1, 3, GL_FLOAT, GL_FALSE, sizeof(StoneVertex),
  1254. reinterpret_cast<void *>(offsetof(StoneVertex, normal)));
  1255. glEnableVertexAttribArray(2);
  1256. glVertexAttribDivisor(2, 1);
  1257. glEnableVertexAttribArray(3);
  1258. glVertexAttribDivisor(3, 1);
  1259. glBindVertexArray(0);
  1260. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1261. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1262. }
  1263. void Backend::shutdownStonePipeline() {
  1264. initializeOpenGLFunctions();
  1265. if (m_stoneIndexBuffer) {
  1266. glDeleteBuffers(1, &m_stoneIndexBuffer);
  1267. m_stoneIndexBuffer = 0;
  1268. }
  1269. if (m_stoneVertexBuffer) {
  1270. glDeleteBuffers(1, &m_stoneVertexBuffer);
  1271. m_stoneVertexBuffer = 0;
  1272. }
  1273. if (m_stoneVao) {
  1274. glDeleteVertexArrays(1, &m_stoneVao);
  1275. m_stoneVao = 0;
  1276. }
  1277. m_stoneVertexCount = 0;
  1278. m_stoneIndexCount = 0;
  1279. }
  1280. void Backend::cachePlantUniforms() {
  1281. if (m_plantShader) {
  1282. m_plantUniforms.viewProj = m_plantShader->uniformHandle("uViewProj");
  1283. m_plantUniforms.time = m_plantShader->uniformHandle("uTime");
  1284. m_plantUniforms.windStrength =
  1285. m_plantShader->uniformHandle("uWindStrength");
  1286. m_plantUniforms.windSpeed = m_plantShader->uniformHandle("uWindSpeed");
  1287. m_plantUniforms.lightDirection =
  1288. m_plantShader->uniformHandle("uLightDirection");
  1289. }
  1290. }
  1291. void Backend::cachePineUniforms() {
  1292. if (m_pineShader) {
  1293. m_pineUniforms.viewProj = m_pineShader->uniformHandle("uViewProj");
  1294. m_pineUniforms.time = m_pineShader->uniformHandle("uTime");
  1295. m_pineUniforms.windStrength = m_pineShader->uniformHandle("uWindStrength");
  1296. m_pineUniforms.windSpeed = m_pineShader->uniformHandle("uWindSpeed");
  1297. m_pineUniforms.lightDirection =
  1298. m_pineShader->uniformHandle("uLightDirection");
  1299. }
  1300. }
  1301. void Backend::initializePlantPipeline() {
  1302. initializeOpenGLFunctions();
  1303. shutdownPlantPipeline();
  1304. struct PlantVertex {
  1305. QVector3D position;
  1306. QVector2D texCoord;
  1307. QVector3D normal;
  1308. };
  1309. const PlantVertex plantVertices[] = {
  1310. {{-0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
  1311. {{0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
  1312. {{0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
  1313. {{-0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}},
  1314. {{0.5f, 0.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
  1315. {{-0.5f, 0.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}},
  1316. {{-0.5f, 1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
  1317. {{0.5f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}},
  1318. {{0.0f, 0.0f, -0.5f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
  1319. {{0.0f, 0.0f, 0.5f}, {1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
  1320. {{0.0f, 1.0f, 0.5f}, {1.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
  1321. {{0.0f, 1.0f, -0.5f}, {0.0f, 1.0f}, {1.0f, 0.0f, 0.0f}},
  1322. {{0.0f, 0.0f, 0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
  1323. {{0.0f, 0.0f, -0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
  1324. {{0.0f, 1.0f, -0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
  1325. {{0.0f, 1.0f, 0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f}},
  1326. };
  1327. const unsigned short plantIndices[] = {
  1328. 0, 1, 2, 0, 2, 3,
  1329. 4, 5, 6, 4, 6, 7,
  1330. 8, 9, 10, 8, 10, 11,
  1331. 12, 13, 14, 12, 14, 15,
  1332. };
  1333. glGenVertexArrays(1, &m_plantVao);
  1334. glBindVertexArray(m_plantVao);
  1335. glGenBuffers(1, &m_plantVertexBuffer);
  1336. glBindBuffer(GL_ARRAY_BUFFER, m_plantVertexBuffer);
  1337. glBufferData(GL_ARRAY_BUFFER, sizeof(plantVertices), plantVertices,
  1338. GL_STATIC_DRAW);
  1339. m_plantVertexCount = 16;
  1340. glEnableVertexAttribArray(0);
  1341. glVertexAttribPointer(
  1342. 0, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1343. reinterpret_cast<void *>(offsetof(PlantVertex, position)));
  1344. glEnableVertexAttribArray(1);
  1345. glVertexAttribPointer(
  1346. 1, 2, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1347. reinterpret_cast<void *>(offsetof(PlantVertex, texCoord)));
  1348. glEnableVertexAttribArray(2);
  1349. glVertexAttribPointer(
  1350. 2, 3, GL_FLOAT, GL_FALSE, sizeof(PlantVertex),
  1351. reinterpret_cast<void *>(offsetof(PlantVertex, normal)));
  1352. glGenBuffers(1, &m_plantIndexBuffer);
  1353. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_plantIndexBuffer);
  1354. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plantIndices), plantIndices,
  1355. GL_STATIC_DRAW);
  1356. m_plantIndexCount = 24;
  1357. glEnableVertexAttribArray(3);
  1358. glVertexAttribDivisor(3, 1);
  1359. glEnableVertexAttribArray(4);
  1360. glVertexAttribDivisor(4, 1);
  1361. glEnableVertexAttribArray(5);
  1362. glVertexAttribDivisor(5, 1);
  1363. glBindVertexArray(0);
  1364. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1365. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1366. }
  1367. void Backend::shutdownPlantPipeline() {
  1368. initializeOpenGLFunctions();
  1369. if (m_plantIndexBuffer) {
  1370. glDeleteBuffers(1, &m_plantIndexBuffer);
  1371. m_plantIndexBuffer = 0;
  1372. }
  1373. if (m_plantVertexBuffer) {
  1374. glDeleteBuffers(1, &m_plantVertexBuffer);
  1375. m_plantVertexBuffer = 0;
  1376. }
  1377. if (m_plantVao) {
  1378. glDeleteVertexArrays(1, &m_plantVao);
  1379. m_plantVao = 0;
  1380. }
  1381. m_plantVertexCount = 0;
  1382. m_plantIndexCount = 0;
  1383. }
  1384. void Backend::initializePinePipeline() {
  1385. initializeOpenGLFunctions();
  1386. shutdownPinePipeline();
  1387. struct PineVertex {
  1388. QVector3D position;
  1389. QVector2D texCoord;
  1390. QVector3D normal;
  1391. };
  1392. constexpr int kSegments = 6;
  1393. constexpr float kTwoPi = 6.28318530718f;
  1394. std::vector<PineVertex> vertices;
  1395. vertices.reserve(kSegments * 5 + 1);
  1396. std::vector<unsigned short> indices;
  1397. indices.reserve(kSegments * 6 * 4 + kSegments * 3);
  1398. auto addRing = [&](float radius, float y, float normalUp,
  1399. float vCoord) -> int {
  1400. const int start = static_cast<int>(vertices.size());
  1401. for (int i = 0; i < kSegments; ++i) {
  1402. const float t = static_cast<float>(i) / static_cast<float>(kSegments);
  1403. const float angle = t * kTwoPi;
  1404. const float nx = std::cos(angle);
  1405. const float nz = std::sin(angle);
  1406. QVector3D normal(nx, normalUp, nz);
  1407. normal.normalize();
  1408. QVector3D position(radius * nx, y, radius * nz);
  1409. QVector2D texCoord(t, vCoord);
  1410. vertices.push_back({position, texCoord, normal});
  1411. }
  1412. return start;
  1413. };
  1414. auto connectRings = [&](int lowerStart, int upperStart) {
  1415. for (int i = 0; i < kSegments; ++i) {
  1416. const int next = (i + 1) % kSegments;
  1417. const unsigned short lower0 = static_cast<unsigned short>(lowerStart + i);
  1418. const unsigned short lower1 =
  1419. static_cast<unsigned short>(lowerStart + next);
  1420. const unsigned short upper0 = static_cast<unsigned short>(upperStart + i);
  1421. const unsigned short upper1 =
  1422. static_cast<unsigned short>(upperStart + next);
  1423. indices.push_back(lower0);
  1424. indices.push_back(lower1);
  1425. indices.push_back(upper1);
  1426. indices.push_back(lower0);
  1427. indices.push_back(upper1);
  1428. indices.push_back(upper0);
  1429. }
  1430. };
  1431. const int trunkBottom = addRing(0.12f, 0.0f, 0.0f, 0.0f);
  1432. const int trunkMid = addRing(0.11f, 0.35f, 0.0f, 0.12f);
  1433. const int trunkTop = addRing(0.10f, 0.58f, 0.05f, 0.30f);
  1434. const int branchBase = addRing(0.60f, 0.64f, 0.35f, 0.46f);
  1435. const int branchMid = addRing(0.42f, 0.82f, 0.6f, 0.68f);
  1436. const int branchUpper = addRing(0.24f, 1.00f, 0.7f, 0.88f);
  1437. const int branchTip = addRing(0.12f, 1.10f, 0.85f, 0.96f);
  1438. connectRings(trunkBottom, trunkMid);
  1439. connectRings(trunkMid, trunkTop);
  1440. connectRings(trunkTop, branchBase);
  1441. connectRings(branchBase, branchMid);
  1442. connectRings(branchMid, branchUpper);
  1443. connectRings(branchUpper, branchTip);
  1444. const unsigned short trunkCapIndex =
  1445. static_cast<unsigned short>(vertices.size());
  1446. vertices.push_back({QVector3D(0.0f, 0.0f, 0.0f), QVector2D(0.5f, 0.0f),
  1447. QVector3D(0.0f, -1.0f, 0.0f)});
  1448. for (int i = 0; i < kSegments; ++i) {
  1449. const int next = (i + 1) % kSegments;
  1450. indices.push_back(static_cast<unsigned short>(trunkBottom + next));
  1451. indices.push_back(static_cast<unsigned short>(trunkBottom + i));
  1452. indices.push_back(trunkCapIndex);
  1453. }
  1454. const unsigned short apexIndex = static_cast<unsigned short>(vertices.size());
  1455. vertices.push_back({QVector3D(0.0f, 1.18f, 0.0f), QVector2D(0.5f, 1.0f),
  1456. QVector3D(0.0f, 1.0f, 0.0f)});
  1457. for (int i = 0; i < kSegments; ++i) {
  1458. const int next = (i + 1) % kSegments;
  1459. indices.push_back(static_cast<unsigned short>(branchTip + i));
  1460. indices.push_back(static_cast<unsigned short>(branchTip + next));
  1461. indices.push_back(apexIndex);
  1462. }
  1463. glGenVertexArrays(1, &m_pineVao);
  1464. glBindVertexArray(m_pineVao);
  1465. glGenBuffers(1, &m_pineVertexBuffer);
  1466. glBindBuffer(GL_ARRAY_BUFFER, m_pineVertexBuffer);
  1467. glBufferData(GL_ARRAY_BUFFER,
  1468. static_cast<GLsizeiptr>(vertices.size() * sizeof(PineVertex)),
  1469. vertices.data(), GL_STATIC_DRAW);
  1470. m_pineVertexCount = static_cast<GLsizei>(vertices.size());
  1471. glEnableVertexAttribArray(0);
  1472. glVertexAttribPointer(
  1473. 0, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1474. reinterpret_cast<void *>(offsetof(PineVertex, position)));
  1475. glEnableVertexAttribArray(1);
  1476. glVertexAttribPointer(
  1477. 1, 2, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1478. reinterpret_cast<void *>(offsetof(PineVertex, texCoord)));
  1479. glEnableVertexAttribArray(2);
  1480. glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(PineVertex),
  1481. reinterpret_cast<void *>(offsetof(PineVertex, normal)));
  1482. glGenBuffers(1, &m_pineIndexBuffer);
  1483. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_pineIndexBuffer);
  1484. glBufferData(GL_ELEMENT_ARRAY_BUFFER,
  1485. static_cast<GLsizeiptr>(indices.size() * sizeof(unsigned short)),
  1486. indices.data(), GL_STATIC_DRAW);
  1487. m_pineIndexCount = static_cast<GLsizei>(indices.size());
  1488. glEnableVertexAttribArray(3);
  1489. glVertexAttribDivisor(3, 1);
  1490. glEnableVertexAttribArray(4);
  1491. glVertexAttribDivisor(4, 1);
  1492. glEnableVertexAttribArray(5);
  1493. glVertexAttribDivisor(5, 1);
  1494. glBindVertexArray(0);
  1495. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1496. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1497. }
  1498. void Backend::shutdownPinePipeline() {
  1499. initializeOpenGLFunctions();
  1500. if (m_pineIndexBuffer) {
  1501. glDeleteBuffers(1, &m_pineIndexBuffer);
  1502. m_pineIndexBuffer = 0;
  1503. }
  1504. if (m_pineVertexBuffer) {
  1505. glDeleteBuffers(1, &m_pineVertexBuffer);
  1506. m_pineVertexBuffer = 0;
  1507. }
  1508. if (m_pineVao) {
  1509. glDeleteVertexArrays(1, &m_pineVao);
  1510. m_pineVao = 0;
  1511. }
  1512. m_pineVertexCount = 0;
  1513. m_pineIndexCount = 0;
  1514. }
  1515. } // namespace Render::GL