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- #include "backend.h"
- #include "../draw_queue.h"
- #include "../geom/mode_indicator.h"
- #include "../geom/selection_disc.h"
- #include "../geom/selection_ring.h"
- #include "../primitive_batch.h"
- #include "backend/banner_pipeline.h"
- #include "backend/character_pipeline.h"
- #include "backend/combat_dust_pipeline.h"
- #include "backend/cylinder_pipeline.h"
- #include "backend/effects_pipeline.h"
- #include "backend/healer_aura_pipeline.h"
- #include "backend/healing_beam_pipeline.h"
- #include "backend/mesh_instancing_pipeline.h"
- #include "backend/mode_indicator_pipeline.h"
- #include "backend/primitive_batch_pipeline.h"
- #include "backend/rain_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/olive_gpu.h"
- #include "ground/pine_gpu.h"
- #include "ground/plant_gpu.h"
- #include "ground/rain_gpu.h"
- #include "ground/stone_gpu.h"
- #include "mesh.h"
- #include "render_constants.h"
- #include "shader.h"
- #include "state_scopes.h"
- #include "texture.h"
- #include <GL/gl.h>
- #include <QDebug>
- #include <QOpenGLContext>
- #include <cmath>
- #include <cstddef>
- #include <memory>
- #include <qglobal.h>
- #include <qmatrix4x4.h>
- #include <qopenglcontext.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);
- [[nodiscard]] inline auto can_batch_mesh_cmds(const MeshCmd &a,
- const MeshCmd &b) -> bool {
- if (a.alpha < k_opaque_threshold || b.alpha < k_opaque_threshold) {
- return false;
- }
- return a.mesh == b.mesh && a.shader == b.shader && a.texture == b.texture;
- }
- } // namespace
- Backend::Backend() = default;
- Backend::~Backend() {
- if (QOpenGLContext::currentContext() == nullptr) {
- (void)m_cylinderPipeline.release();
- (void)m_vegetationPipeline.release();
- (void)m_terrainPipeline.release();
- (void)m_characterPipeline.release();
- (void)m_waterPipeline.release();
- (void)m_effectsPipeline.release();
- (void)m_meshInstancingPipeline.release();
- } else {
- m_cylinderPipeline.reset();
- m_vegetationPipeline.reset();
- m_terrainPipeline.reset();
- m_characterPipeline.reset();
- m_waterPipeline.reset();
- m_effectsPipeline.reset();
- m_meshInstancingPipeline.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->initialize_defaults();
- 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: Creating PrimitiveBatchPipeline...";
- m_primitiveBatchPipeline =
- std::make_unique<BackendPipelines::PrimitiveBatchPipeline>(
- m_shaderCache.get());
- m_primitiveBatchPipeline->initialize();
- qInfo() << "Backend: PrimitiveBatchPipeline initialized";
- qInfo() << "Backend: Creating BannerPipeline...";
- m_bannerPipeline = std::make_unique<BackendPipelines::BannerPipeline>(
- this, m_shaderCache.get());
- m_bannerPipeline->initialize();
- qInfo() << "Backend: BannerPipeline initialized";
- qInfo() << "Backend: Creating HealingBeamPipeline...";
- m_healingBeamPipeline =
- std::make_unique<BackendPipelines::HealingBeamPipeline>(
- this, m_shaderCache.get());
- m_healingBeamPipeline->initialize();
- qInfo() << "Backend: HealingBeamPipeline initialized";
- qInfo() << "Backend: Creating HealerAuraPipeline...";
- m_healerAuraPipeline = std::make_unique<BackendPipelines::HealerAuraPipeline>(
- this, m_shaderCache.get());
- m_healerAuraPipeline->initialize();
- qInfo() << "Backend: HealerAuraPipeline initialized";
- qInfo() << "Backend: Creating CombatDustPipeline...";
- m_combatDustPipeline = std::make_unique<BackendPipelines::CombatDustPipeline>(
- this, m_shaderCache.get());
- m_combatDustPipeline->initialize();
- qInfo() << "Backend: CombatDustPipeline initialized";
- qInfo() << "Backend: Creating RainPipeline...";
- m_rainPipeline = std::make_unique<BackendPipelines::RainPipeline>(
- this, m_shaderCache.get());
- m_rainPipeline->initialize();
- qInfo() << "Backend: RainPipeline initialized";
- qInfo() << "Backend: Creating ModeIndicatorPipeline...";
- m_modeIndicatorPipeline =
- std::make_unique<BackendPipelines::ModeIndicatorPipeline>(
- this, m_shaderCache.get());
- m_modeIndicatorPipeline->initialize();
- qInfo() << "Backend: ModeIndicatorPipeline initialized";
- qInfo() << "Backend: Creating MeshInstancingPipeline...";
- m_meshInstancingPipeline =
- std::make_unique<BackendPipelines::MeshInstancingPipeline>(
- this, m_shaderCache.get());
- m_meshInstancingPipeline->initialize();
- qInfo() << "Backend: MeshInstancingPipeline 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!";
- }
- auto Backend::banner_mesh() const -> Mesh * {
- if (m_bannerPipeline != nullptr) {
- return m_bannerPipeline->get_banner_mesh();
- }
- return nullptr;
- }
- auto Backend::banner_shader() const -> Shader * {
- if (m_bannerPipeline != nullptr) {
- return m_bannerPipeline->m_bannerShader;
- }
- return nullptr;
- }
- void Backend::begin_frame() {
- 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->begin_frame();
- }
- if (m_meshInstancingPipeline) {
- m_meshInstancingPipeline->begin_frame();
- }
- }
- void Backend::set_viewport(int w, int h) {
- m_viewportWidth = w;
- m_viewportHeight = h;
- }
- void Backend::set_clear_color(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.get_projection_matrix() * cam.get_view_matrix();
- 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.get_sorted(i);
- switch (cmd.index()) {
- case CylinderCmdIndex: {
- if (!m_cylinderPipeline) {
- ++i;
- continue;
- }
- m_cylinderPipeline->m_cylinderScratch.clear();
- do {
- const auto &cy = std::get<CylinderCmdIndex>(queue.get_sorted(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.get_sorted(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 *cylinder_shader = m_cylinderPipeline->cylinderShader();
- if (m_lastBoundShader != cylinder_shader) {
- cylinder_shader->use();
- m_lastBoundShader = cylinder_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_cylinderPipeline->m_cylinderUniforms.view_proj !=
- Shader::InvalidUniform) {
- cylinder_shader->set_uniform(
- m_cylinderPipeline->m_cylinderUniforms.view_proj, view_proj);
- }
- m_cylinderPipeline->upload_cylinder_instances(instance_count);
- m_cylinderPipeline->draw_cylinders(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 *fog_shader = m_cylinderPipeline->fogShader();
- if (m_lastBoundShader != fog_shader) {
- fog_shader->use();
- m_lastBoundShader = fog_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_cylinderPipeline->m_fogUniforms.view_proj !=
- Shader::InvalidUniform) {
- fog_shader->set_uniform(m_cylinderPipeline->m_fogUniforms.view_proj,
- view_proj);
- }
- m_cylinderPipeline->upload_fog_instances(instance_count);
- m_cylinderPipeline->draw_fog(instance_count);
- }
- ++i;
- continue;
- }
- case GrassBatchCmdIndex: {
- const auto &grass = std::get<GrassBatchCmdIndex>(cmd);
- if ((grass.instance_buffer == 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->set_uniform(
- m_terrainPipeline->m_grassUniforms.view_proj, view_proj);
- }
- if (m_terrainPipeline->m_grassUniforms.time != Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->set_uniform(
- m_terrainPipeline->m_grassUniforms.time, grass.params.time);
- }
- if (m_terrainPipeline->m_grassUniforms.wind_strength !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->set_uniform(
- m_terrainPipeline->m_grassUniforms.wind_strength,
- grass.params.wind_strength);
- }
- if (m_terrainPipeline->m_grassUniforms.wind_speed !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->set_uniform(
- m_terrainPipeline->m_grassUniforms.wind_speed,
- grass.params.wind_speed);
- }
- if (m_terrainPipeline->m_grassUniforms.soil_color !=
- Shader::InvalidUniform) {
- m_terrainPipeline->m_grassShader->set_uniform(
- m_terrainPipeline->m_grassUniforms.soil_color,
- grass.params.soil_color);
- }
- 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->set_uniform(
- m_terrainPipeline->m_grassUniforms.light_dir, light_dir);
- }
- glBindVertexArray(m_terrainPipeline->m_grassVao);
- grass.instance_buffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(GrassInstanceGpu));
- glVertexAttribPointer(
- TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, pos_height)));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, color_width)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(GrassInstanceGpu, sway_params)));
- grass.instance_buffer->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.instance_buffer == nullptr) || stone.instance_count == 0 ||
- (m_vegetationPipeline->stone_shader() == nullptr) ||
- (m_vegetationPipeline->m_stoneVao == 0U) ||
- m_vegetationPipeline->m_stoneIndexCount == 0) {
- break;
- }
- DepthMaskScope const depth_mask(true);
- BlendScope const blend(false);
- Shader *stone_shader = m_vegetationPipeline->stone_shader();
- if (m_lastBoundShader != stone_shader) {
- stone_shader->use();
- m_lastBoundShader = stone_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_stoneUniforms.view_proj !=
- Shader::InvalidUniform) {
- stone_shader->set_uniform(
- 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();
- }
- stone_shader->set_uniform(
- m_vegetationPipeline->m_stoneUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_stoneVao);
- stone.instance_buffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(StoneInstanceGpu));
- glVertexAttribPointer(
- TexCoord, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(StoneInstanceGpu, pos_scale)));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(StoneInstanceGpu, color_rot)));
- stone.instance_buffer->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.instance_buffer == nullptr) || plant.instance_count == 0 ||
- (m_vegetationPipeline->plant_shader() == 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 *plant_shader = m_vegetationPipeline->plant_shader();
- if (m_lastBoundShader != plant_shader) {
- plant_shader->use();
- m_lastBoundShader = plant_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_plantUniforms.view_proj !=
- Shader::InvalidUniform) {
- plant_shader->set_uniform(
- m_vegetationPipeline->m_plantUniforms.view_proj, view_proj);
- }
- if (m_vegetationPipeline->m_plantUniforms.time !=
- Shader::InvalidUniform) {
- plant_shader->set_uniform(m_vegetationPipeline->m_plantUniforms.time,
- plant.params.time);
- }
- if (m_vegetationPipeline->m_plantUniforms.wind_strength !=
- Shader::InvalidUniform) {
- plant_shader->set_uniform(
- m_vegetationPipeline->m_plantUniforms.wind_strength,
- plant.params.wind_strength);
- }
- if (m_vegetationPipeline->m_plantUniforms.wind_speed !=
- Shader::InvalidUniform) {
- plant_shader->set_uniform(
- m_vegetationPipeline->m_plantUniforms.wind_speed,
- plant.params.wind_speed);
- }
- if (m_vegetationPipeline->m_plantUniforms.light_direction !=
- Shader::InvalidUniform) {
- QVector3D light_dir = plant.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- plant_shader->set_uniform(
- m_vegetationPipeline->m_plantUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_plantVao);
- plant.instance_buffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(PlantInstanceGpu));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, pos_scale)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, color_sway)));
- glVertexAttribPointer(
- InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PlantInstanceGpu, type_params)));
- plant.instance_buffer->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.instance_buffer == nullptr) || pine.instance_count == 0 ||
- (m_vegetationPipeline->pine_shader() == 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 *pine_shader = m_vegetationPipeline->pine_shader();
- if (m_lastBoundShader != pine_shader) {
- pine_shader->use();
- m_lastBoundShader = pine_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_pineUniforms.view_proj !=
- Shader::InvalidUniform) {
- pine_shader->set_uniform(m_vegetationPipeline->m_pineUniforms.view_proj,
- view_proj);
- }
- if (m_vegetationPipeline->m_pineUniforms.time != Shader::InvalidUniform) {
- pine_shader->set_uniform(m_vegetationPipeline->m_pineUniforms.time,
- pine.params.time);
- }
- if (m_vegetationPipeline->m_pineUniforms.wind_strength !=
- Shader::InvalidUniform) {
- pine_shader->set_uniform(
- m_vegetationPipeline->m_pineUniforms.wind_strength,
- pine.params.wind_strength);
- }
- if (m_vegetationPipeline->m_pineUniforms.wind_speed !=
- Shader::InvalidUniform) {
- pine_shader->set_uniform(
- m_vegetationPipeline->m_pineUniforms.wind_speed,
- pine.params.wind_speed);
- }
- if (m_vegetationPipeline->m_pineUniforms.light_direction !=
- Shader::InvalidUniform) {
- QVector3D light_dir = pine.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- pine_shader->set_uniform(
- m_vegetationPipeline->m_pineUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_pineVao);
- pine.instance_buffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(PineInstanceGpu));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, pos_scale)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, color_sway)));
- glVertexAttribPointer(
- InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(PineInstanceGpu, rotation)));
- pine.instance_buffer->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 OliveBatchCmdIndex: {
- if (!m_vegetationPipeline) {
- ++i;
- continue;
- }
- const auto &olive = std::get<OliveBatchCmdIndex>(cmd);
- if ((olive.instance_buffer == nullptr) || olive.instance_count == 0 ||
- (m_vegetationPipeline->olive_shader() == nullptr) ||
- (m_vegetationPipeline->m_oliveVao == 0U) ||
- m_vegetationPipeline->m_oliveIndexCount == 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 *olive_shader = m_vegetationPipeline->olive_shader();
- if (m_lastBoundShader != olive_shader) {
- olive_shader->use();
- m_lastBoundShader = olive_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_oliveUniforms.view_proj !=
- Shader::InvalidUniform) {
- olive_shader->set_uniform(
- m_vegetationPipeline->m_oliveUniforms.view_proj, view_proj);
- }
- if (m_vegetationPipeline->m_oliveUniforms.time !=
- Shader::InvalidUniform) {
- olive_shader->set_uniform(m_vegetationPipeline->m_oliveUniforms.time,
- olive.params.time);
- }
- if (m_vegetationPipeline->m_oliveUniforms.wind_strength !=
- Shader::InvalidUniform) {
- olive_shader->set_uniform(
- m_vegetationPipeline->m_oliveUniforms.wind_strength,
- olive.params.wind_strength);
- }
- if (m_vegetationPipeline->m_oliveUniforms.wind_speed !=
- Shader::InvalidUniform) {
- olive_shader->set_uniform(
- m_vegetationPipeline->m_oliveUniforms.wind_speed,
- olive.params.wind_speed);
- }
- if (m_vegetationPipeline->m_oliveUniforms.light_direction !=
- Shader::InvalidUniform) {
- QVector3D light_dir = olive.params.light_direction;
- if (!light_dir.isNull()) {
- light_dir.normalize();
- }
- olive_shader->set_uniform(
- m_vegetationPipeline->m_oliveUniforms.light_direction, light_dir);
- }
- glBindVertexArray(m_vegetationPipeline->m_oliveVao);
- olive.instance_buffer->bind();
- const auto stride = static_cast<GLsizei>(sizeof(OliveInstanceGpu));
- glVertexAttribPointer(
- InstancePosition, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(OliveInstanceGpu, pos_scale)));
- glVertexAttribPointer(
- InstanceScale, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(OliveInstanceGpu, color_sway)));
- glVertexAttribPointer(
- InstanceColor, Vec4, GL_FLOAT, GL_FALSE, stride,
- reinterpret_cast<void *>(offsetof(OliveInstanceGpu, rotation)));
- olive.instance_buffer->unbind();
- glDrawElementsInstanced(GL_TRIANGLES,
- m_vegetationPipeline->m_oliveIndexCount,
- GL_UNSIGNED_SHORT, nullptr,
- static_cast<GLsizei>(olive.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.instance_buffer == nullptr) ||
- firecamp.instance_count == 0 ||
- (m_vegetationPipeline->firecamp_shader() == 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 *firecamp_shader = m_vegetationPipeline->firecamp_shader();
- if (m_lastBoundShader != firecamp_shader) {
- firecamp_shader->use();
- m_lastBoundShader = firecamp_shader;
- m_lastBoundTexture = nullptr;
- }
- if (m_vegetationPipeline->m_firecampUniforms.view_proj !=
- Shader::InvalidUniform) {
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.view_proj, view_proj);
- }
- if (m_vegetationPipeline->m_firecampUniforms.time !=
- Shader::InvalidUniform) {
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.time,
- firecamp.params.time);
- }
- if (m_vegetationPipeline->m_firecampUniforms.flickerSpeed !=
- Shader::InvalidUniform) {
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.flickerSpeed,
- firecamp.params.flicker_speed);
- }
- if (m_vegetationPipeline->m_firecampUniforms.flickerAmount !=
- Shader::InvalidUniform) {
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.flickerAmount,
- firecamp.params.flicker_amount);
- }
- if (m_vegetationPipeline->m_firecampUniforms.glowStrength !=
- Shader::InvalidUniform) {
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.glowStrength,
- firecamp.params.glow_strength);
- }
- if (m_vegetationPipeline->m_firecampUniforms.camera_right !=
- Shader::InvalidUniform) {
- QVector3D camera_right = cam.get_right_vector();
- if (camera_right.lengthSquared() < 1e-6F) {
- camera_right = QVector3D(1.0F, 0.0F, 0.0F);
- } else {
- camera_right.normalize();
- }
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.camera_right,
- camera_right);
- }
- if (m_vegetationPipeline->m_firecampUniforms.camera_forward !=
- Shader::InvalidUniform) {
- QVector3D camera_forward = cam.get_forward_vector();
- if (camera_forward.lengthSquared() < 1e-6F) {
- camera_forward = QVector3D(0.0F, 0.0F, -1.0F);
- } else {
- camera_forward.normalize();
- }
- firecamp_shader->set_uniform(
- 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);
- firecamp_shader->set_uniform(
- m_vegetationPipeline->m_firecampUniforms.fireTexture, 0);
- }
- }
- glBindVertexArray(m_vegetationPipeline->m_firecampVao);
- firecamp.instance_buffer->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.instance_buffer->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 RainBatchCmdIndex: {
- const auto &rain = std::get<RainBatchCmdIndex>(cmd);
- if (m_rainPipeline == nullptr || !m_rainPipeline->is_initialized()) {
- break;
- }
- m_rainPipeline->render(cam, rain.params);
- break;
- }
- case TerrainChunkCmdIndex: {
- const auto &terrain = std::get<TerrainChunkCmdIndex>(cmd);
- Shader *active_shader = terrain.params.is_ground_plane
- ? 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.is_ground_plane) {
- if (m_terrainPipeline->m_groundUniforms.mvp != Shader::InvalidUniform) {
- active_shader->set_uniform(m_terrainPipeline->m_groundUniforms.mvp,
- mvp);
- }
- if (m_terrainPipeline->m_groundUniforms.model !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(m_terrainPipeline->m_groundUniforms.model,
- terrain.model);
- }
- if (m_terrainPipeline->m_groundUniforms.grass_primary !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.grass_primary,
- terrain.params.grass_primary);
- }
- if (m_terrainPipeline->m_groundUniforms.grass_secondary !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.grass_secondary,
- terrain.params.grass_secondary);
- }
- if (m_terrainPipeline->m_groundUniforms.grass_dry !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.grass_dry,
- terrain.params.grass_dry);
- }
- if (m_terrainPipeline->m_groundUniforms.soil_color !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.soil_color,
- terrain.params.soil_color);
- }
- if (m_terrainPipeline->m_groundUniforms.tint !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(m_terrainPipeline->m_groundUniforms.tint,
- terrain.params.tint);
- }
- if (m_terrainPipeline->m_groundUniforms.noise_offset !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.noise_offset,
- terrain.params.noise_offset);
- }
- if (m_terrainPipeline->m_groundUniforms.tile_size !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.tile_size,
- terrain.params.tile_size);
- }
- if (m_terrainPipeline->m_groundUniforms.macro_noise_scale !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.macro_noise_scale,
- terrain.params.macro_noise_scale);
- }
- if (m_terrainPipeline->m_groundUniforms.detail_noise_scale !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.detail_noise_scale,
- terrain.params.detail_noise_scale);
- }
- if (m_terrainPipeline->m_groundUniforms.soil_blend_height !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.soil_blend_height,
- terrain.params.soil_blend_height);
- }
- if (m_terrainPipeline->m_groundUniforms.soil_blend_sharpness !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.soil_blend_sharpness,
- terrain.params.soil_blend_sharpness);
- }
- if (m_terrainPipeline->m_groundUniforms.height_noise_strength !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.height_noise_strength,
- terrain.params.height_noise_strength);
- }
- if (m_terrainPipeline->m_groundUniforms.height_noise_frequency !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.height_noise_frequency,
- terrain.params.height_noise_frequency);
- }
- if (m_terrainPipeline->m_groundUniforms.ambient_boost !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.ambient_boost,
- terrain.params.ambient_boost);
- }
- 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->set_uniform(
- m_terrainPipeline->m_groundUniforms.light_dir, light_dir);
- }
- if (m_terrainPipeline->m_groundUniforms.snow_coverage !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.snow_coverage,
- terrain.params.snow_coverage);
- }
- if (m_terrainPipeline->m_groundUniforms.moisture_level !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.moisture_level,
- terrain.params.moisture_level);
- }
- if (m_terrainPipeline->m_groundUniforms.crack_intensity !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.crack_intensity,
- terrain.params.crack_intensity);
- }
- if (m_terrainPipeline->m_groundUniforms.grass_saturation !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.grass_saturation,
- terrain.params.grass_saturation);
- }
- if (m_terrainPipeline->m_groundUniforms.soil_roughness !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.soil_roughness,
- terrain.params.soil_roughness);
- }
- if (m_terrainPipeline->m_groundUniforms.snow_color !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_groundUniforms.snow_color,
- terrain.params.snow_color);
- }
- } else {
- if (m_terrainPipeline->m_terrainUniforms.mvp !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(m_terrainPipeline->m_terrainUniforms.mvp,
- mvp);
- }
- if (m_terrainPipeline->m_terrainUniforms.model !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(m_terrainPipeline->m_terrainUniforms.model,
- terrain.model);
- }
- if (m_terrainPipeline->m_terrainUniforms.grass_primary !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.grass_primary,
- terrain.params.grass_primary);
- }
- if (m_terrainPipeline->m_terrainUniforms.grass_secondary !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.grass_secondary,
- terrain.params.grass_secondary);
- }
- if (m_terrainPipeline->m_terrainUniforms.grass_dry !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.grass_dry,
- terrain.params.grass_dry);
- }
- if (m_terrainPipeline->m_terrainUniforms.soil_color !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.soil_color,
- terrain.params.soil_color);
- }
- if (m_terrainPipeline->m_terrainUniforms.rock_low !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.rock_low,
- terrain.params.rock_low);
- }
- if (m_terrainPipeline->m_terrainUniforms.rock_high !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.rock_high,
- terrain.params.rock_high);
- }
- if (m_terrainPipeline->m_terrainUniforms.tint !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(m_terrainPipeline->m_terrainUniforms.tint,
- terrain.params.tint);
- }
- if (m_terrainPipeline->m_terrainUniforms.noise_offset !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.noise_offset,
- terrain.params.noise_offset);
- }
- if (m_terrainPipeline->m_terrainUniforms.tile_size !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.tile_size,
- terrain.params.tile_size);
- }
- if (m_terrainPipeline->m_terrainUniforms.macro_noise_scale !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.macro_noise_scale,
- terrain.params.macro_noise_scale);
- }
- if (m_terrainPipeline->m_terrainUniforms.detail_noise_scale !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.detail_noise_scale,
- terrain.params.detail_noise_scale);
- }
- if (m_terrainPipeline->m_terrainUniforms.slope_rock_threshold !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.slope_rock_threshold,
- terrain.params.slope_rock_threshold);
- }
- if (m_terrainPipeline->m_terrainUniforms.slope_rock_sharpness !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.slope_rock_sharpness,
- terrain.params.slope_rock_sharpness);
- }
- if (m_terrainPipeline->m_terrainUniforms.soil_blend_height !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.soil_blend_height,
- terrain.params.soil_blend_height);
- }
- if (m_terrainPipeline->m_terrainUniforms.soil_blend_sharpness !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.soil_blend_sharpness,
- terrain.params.soil_blend_sharpness);
- }
- if (m_terrainPipeline->m_terrainUniforms.height_noise_strength !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.height_noise_strength,
- terrain.params.height_noise_strength);
- }
- if (m_terrainPipeline->m_terrainUniforms.height_noise_frequency !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.height_noise_frequency,
- terrain.params.height_noise_frequency);
- }
- if (m_terrainPipeline->m_terrainUniforms.ambient_boost !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.ambient_boost,
- terrain.params.ambient_boost);
- }
- if (m_terrainPipeline->m_terrainUniforms.rock_detail_strength !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.rock_detail_strength,
- terrain.params.rock_detail_strength);
- }
- 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->set_uniform(
- m_terrainPipeline->m_terrainUniforms.light_dir, light_dir);
- }
- if (m_terrainPipeline->m_terrainUniforms.snow_coverage !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.snow_coverage,
- terrain.params.snow_coverage);
- }
- if (m_terrainPipeline->m_terrainUniforms.moisture_level !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.moisture_level,
- terrain.params.moisture_level);
- }
- if (m_terrainPipeline->m_terrainUniforms.crack_intensity !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.crack_intensity,
- terrain.params.crack_intensity);
- }
- if (m_terrainPipeline->m_terrainUniforms.rock_exposure !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.rock_exposure,
- terrain.params.rock_exposure);
- }
- if (m_terrainPipeline->m_terrainUniforms.grass_saturation !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.grass_saturation,
- terrain.params.grass_saturation);
- }
- if (m_terrainPipeline->m_terrainUniforms.soil_roughness !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.soil_roughness,
- terrain.params.soil_roughness);
- }
- if (m_terrainPipeline->m_terrainUniforms.snow_color !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_terrainPipeline->m_terrainUniforms.snow_color,
- terrain.params.snow_color);
- }
- }
- DepthMaskScope const depth_mask(terrain.depth_write);
- std::unique_ptr<PolygonOffsetScope> poly_scope;
- if (terrain.depth_bias != 0.0F) {
- poly_scope = std::make_unique<PolygonOffsetScope>(terrain.depth_bias,
- terrain.depth_bias);
- }
- terrain.mesh->draw();
- break;
- }
- case MeshCmdIndex: {
- const auto &it = std::get<MeshCmdIndex>(cmd);
- if (it.mesh == nullptr) {
- break;
- }
- Shader *active_shader =
- (it.shader != nullptr) ? it.shader : m_basicShader;
- if (active_shader == nullptr) {
- break;
- }
- if (glIsEnabled(GL_POLYGON_OFFSET_FILL) != 0U) {
- glDisable(GL_POLYGON_OFFSET_FILL);
- }
- Shader *shadowShader =
- m_shaderCache ? m_shaderCache->get(QStringLiteral("troop_shadow"))
- : nullptr;
- bool const isShadowShader = (active_shader == shadowShader);
- std::unique_ptr<DepthMaskScope> shadow_depth_scope;
- std::unique_ptr<BlendScope> shadow_blend_scope;
- if (isShadowShader) {
- shadow_depth_scope = std::make_unique<DepthMaskScope>(false);
- shadow_blend_scope = std::make_unique<BlendScope>(true);
- } else {
- glDepthMask(GL_TRUE);
- }
- bool const isTransparent = (!isShadowShader) && (it.alpha < 0.999F);
- std::unique_ptr<DepthMaskScope> transparent_depth_scope;
- std::unique_ptr<BlendScope> transparent_blend_scope;
- GLint prev_depth_func = GL_LESS;
- if (isTransparent) {
- glGetIntegerv(GL_DEPTH_FUNC, &prev_depth_func);
- transparent_depth_scope = std::make_unique<DepthMaskScope>(false);
- transparent_blend_scope = std::make_unique<BlendScope>(true);
- glDepthFunc(GL_LEQUAL);
- }
- if (active_shader == m_waterPipeline->m_riverShader) {
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->set_uniform(m_waterPipeline->m_riverUniforms.model,
- it.model);
- active_shader->set_uniform(m_waterPipeline->m_riverUniforms.view,
- cam.get_view_matrix());
- active_shader->set_uniform(m_waterPipeline->m_riverUniforms.projection,
- cam.get_projection_matrix());
- active_shader->set_uniform(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->set_uniform(m_waterPipeline->m_riverbankUniforms.model,
- it.model);
- active_shader->set_uniform(m_waterPipeline->m_riverbankUniforms.view,
- cam.get_view_matrix());
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.projection,
- cam.get_projection_matrix());
- active_shader->set_uniform(m_waterPipeline->m_riverbankUniforms.time,
- m_animationTime);
- if (m_waterPipeline->m_riverbankUniforms.segment_visibility !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.segment_visibility,
- it.alpha);
- }
- if (m_waterPipeline->m_riverbankUniforms.has_visibility !=
- Shader::InvalidUniform) {
- int const has_vis = m_riverbankVisibility.enabled ? 1 : 0;
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.has_visibility, has_vis);
- }
- if (m_riverbankVisibility.enabled &&
- m_riverbankVisibility.texture != nullptr) {
- if (m_waterPipeline->m_riverbankUniforms.visibility_size !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.visibility_size,
- m_riverbankVisibility.size);
- }
- if (m_waterPipeline->m_riverbankUniforms.visibility_tile_size !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.visibility_tile_size,
- m_riverbankVisibility.tile_size);
- }
- if (m_waterPipeline->m_riverbankUniforms.explored_alpha !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.explored_alpha,
- m_riverbankVisibility.explored_alpha);
- }
- constexpr int k_riverbank_vis_texture_unit = 7;
- m_riverbankVisibility.texture->bind(k_riverbank_vis_texture_unit);
- if (m_waterPipeline->m_riverbankUniforms.visibility_texture !=
- Shader::InvalidUniform) {
- active_shader->set_uniform(
- m_waterPipeline->m_riverbankUniforms.visibility_texture,
- k_riverbank_vis_texture_unit);
- }
- m_lastBoundTexture = m_riverbankVisibility.texture;
- }
- 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->set_uniform(m_waterPipeline->m_bridgeUniforms.mvp,
- it.mvp);
- active_shader->set_uniform(m_waterPipeline->m_bridgeUniforms.model,
- it.model);
- active_shader->set_uniform(m_waterPipeline->m_bridgeUniforms.color,
- it.color);
- QVector3D const light_dir(0.35F, 0.8F, 0.45F);
- active_shader->set_uniform(
- m_waterPipeline->m_bridgeUniforms.light_direction, light_dir);
- it.mesh->draw();
- break;
- }
- if (active_shader == m_waterPipeline->m_road_shader) {
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->set_uniform(m_waterPipeline->m_road_uniforms.mvp,
- it.mvp);
- active_shader->set_uniform(m_waterPipeline->m_road_uniforms.model,
- it.model);
- active_shader->set_uniform(m_waterPipeline->m_road_uniforms.color,
- it.color);
- active_shader->set_uniform(m_waterPipeline->m_road_uniforms.alpha,
- it.alpha);
- QVector3D const road_light_dir(0.35F, 0.8F, 0.45F);
- active_shader->set_uniform(
- m_waterPipeline->m_road_uniforms.light_direction, road_light_dir);
- it.mesh->draw();
- break;
- }
- if (m_bannerPipeline != nullptr &&
- active_shader == m_bannerPipeline->m_bannerShader) {
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- QMatrix4x4 mvp =
- cam.get_projection_matrix() * cam.get_view_matrix() * it.model;
- active_shader->set_uniform(m_bannerPipeline->m_bannerUniforms.mvp, mvp);
- active_shader->set_uniform(m_bannerPipeline->m_bannerUniforms.model,
- it.model);
- active_shader->set_uniform(m_bannerPipeline->m_bannerUniforms.time,
- m_animationTime);
- float windStrength = 0.8F + 0.2F * std::sin(m_animationTime * 0.5F);
- active_shader->set_uniform(
- m_bannerPipeline->m_bannerUniforms.windStrength, windStrength);
- active_shader->set_uniform(m_bannerPipeline->m_bannerUniforms.color,
- it.color);
- QVector3D trimColor = it.color * 0.7F;
- active_shader->set_uniform(m_bannerPipeline->m_bannerUniforms.trimColor,
- trimColor);
- active_shader->set_uniform(m_bannerPipeline->m_bannerUniforms.alpha,
- it.alpha);
- active_shader->set_uniform(
- m_bannerPipeline->m_bannerUniforms.useTexture,
- it.texture != nullptr);
- 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->set_uniform(m_bannerPipeline->m_bannerUniforms.texture,
- 0);
- }
- it.mesh->draw();
- break;
- }
- auto *uniforms =
- m_characterPipeline
- ? m_characterPipeline->resolve_uniforms(active_shader)
- : nullptr;
- if (uniforms == nullptr) {
- break;
- }
- if (m_lastBoundShader != active_shader) {
- active_shader->use();
- m_lastBoundShader = active_shader;
- }
- active_shader->set_uniform(uniforms->mvp, it.mvp);
- active_shader->set_uniform(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->set_uniform(uniforms->texture, 0);
- }
- active_shader->set_uniform(uniforms->use_texture, it.texture != nullptr);
- active_shader->set_uniform(uniforms->color, it.color);
- active_shader->set_uniform(uniforms->alpha, it.alpha);
- active_shader->set_uniform(uniforms->material_id, it.material_id);
- it.mesh->draw();
- if (isTransparent) {
- glDepthFunc(static_cast<GLenum>(prev_depth_func));
- }
- 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->set_uniform(
- m_effectsPipeline->m_gridUniforms.mvp, gc.mvp);
- m_effectsPipeline->m_gridShader->set_uniform(
- m_effectsPipeline->m_gridUniforms.model, gc.model);
- m_effectsPipeline->m_gridShader->set_uniform(
- m_effectsPipeline->m_gridUniforms.gridColor, gc.color);
- m_effectsPipeline->m_gridShader->set_uniform(
- m_effectsPipeline->m_gridUniforms.lineColor, k_grid_line_color);
- m_effectsPipeline->m_gridShader->set_uniform(
- m_effectsPipeline->m_gridUniforms.cellSize, gc.cell_size);
- m_effectsPipeline->m_gridShader->set_uniform(
- 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->set_uniform(
- m_effectsPipeline->m_basicUniforms.useTexture, false);
- m_effectsPipeline->m_basicShader->set_uniform(
- 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->set_uniform(
- m_effectsPipeline->m_basicUniforms.mvp, mvp);
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.model, m);
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.alpha, sc.alpha_outer);
- ring->draw();
- }
- {
- const QMatrix4x4 mvp = view_proj * sc.model;
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.mvp, mvp);
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.model, sc.model);
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.alpha, sc.alpha_inner);
- 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->set_uniform(
- m_effectsPipeline->m_basicUniforms.useTexture, false);
- m_effectsPipeline->m_basicShader->set_uniform(
- 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.base_alpha * (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->set_uniform(
- m_effectsPipeline->m_basicUniforms.mvp, mvp);
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.model, m);
- m_effectsPipeline->m_basicShader->set_uniform(
- m_effectsPipeline->m_basicUniforms.alpha, a);
- disc->draw();
- }
- break;
- }
- case PrimitiveBatchCmdIndex: {
- const auto &batch = std::get<PrimitiveBatchCmdIndex>(cmd);
- if (batch.instance_count() == 0 || m_primitiveBatchPipeline == nullptr ||
- !m_primitiveBatchPipeline->is_initialized()) {
- break;
- }
- const auto *data = batch.instance_data();
- switch (batch.type) {
- case PrimitiveType::Sphere:
- m_primitiveBatchPipeline->upload_sphere_instances(
- data, batch.instance_count());
- m_primitiveBatchPipeline->draw_spheres(batch.instance_count(),
- view_proj);
- break;
- case PrimitiveType::Cylinder:
- m_primitiveBatchPipeline->upload_cylinder_instances(
- data, batch.instance_count());
- m_primitiveBatchPipeline->draw_cylinders(batch.instance_count(),
- view_proj);
- break;
- case PrimitiveType::Cone:
- m_primitiveBatchPipeline->upload_cone_instances(data,
- batch.instance_count());
- m_primitiveBatchPipeline->draw_cones(batch.instance_count(), view_proj);
- break;
- }
- m_lastBoundShader = m_primitiveBatchPipeline->shader();
- break;
- }
- case HealingBeamCmdIndex: {
- const auto &beam = std::get<HealingBeamCmdIndex>(cmd);
- if (m_healingBeamPipeline == nullptr ||
- !m_healingBeamPipeline->is_initialized()) {
- break;
- }
- m_healingBeamPipeline->render_single_beam(
- beam.start_pos, beam.end_pos, beam.color, beam.progress,
- beam.beam_width, beam.intensity, beam.time, view_proj);
- m_lastBoundShader = nullptr;
- break;
- }
- case HealerAuraCmdIndex: {
- const auto &aura = std::get<HealerAuraCmdIndex>(cmd);
- if (m_healerAuraPipeline == nullptr ||
- !m_healerAuraPipeline->is_initialized()) {
- break;
- }
- m_healerAuraPipeline->render_single_aura(aura.position, aura.color,
- aura.radius, aura.intensity,
- aura.time, view_proj);
- m_lastBoundShader = nullptr;
- break;
- }
- case CombatDustCmdIndex: {
- const auto &dust = std::get<CombatDustCmdIndex>(cmd);
- if (m_combatDustPipeline == nullptr ||
- !m_combatDustPipeline->is_initialized()) {
- break;
- }
- m_combatDustPipeline->render_single_dust(dust.position, dust.color,
- dust.radius, dust.intensity,
- dust.time, view_proj);
- m_lastBoundShader = nullptr;
- break;
- }
- case BuildingFlameCmdIndex: {
- const auto &flame = std::get<BuildingFlameCmdIndex>(cmd);
- if (m_combatDustPipeline == nullptr ||
- !m_combatDustPipeline->is_initialized()) {
- break;
- }
- m_combatDustPipeline->render_single_flame(flame.position, flame.color,
- flame.radius, flame.intensity,
- flame.time, view_proj);
- m_lastBoundShader = nullptr;
- break;
- }
- case StoneImpactCmdIndex: {
- const auto &impact = std::get<StoneImpactCmdIndex>(cmd);
- if (m_combatDustPipeline == nullptr ||
- !m_combatDustPipeline->is_initialized()) {
- break;
- }
- m_combatDustPipeline->render_single_stone_impact(
- impact.position, impact.color, impact.radius, impact.intensity,
- impact.time, view_proj);
- m_lastBoundShader = nullptr;
- break;
- }
- case ModeIndicatorCmdIndex: {
- const auto &mc = std::get<ModeIndicatorCmdIndex>(cmd);
- if (m_modeIndicatorPipeline == nullptr ||
- !m_modeIndicatorPipeline->is_initialized()) {
- break;
- }
- Mesh *indicator_mesh = nullptr;
- if (mc.mode_type == Render::Geom::k_mode_type_attack) {
- indicator_mesh = Render::Geom::ModeIndicator::get_attack_mode_mesh();
- } else if (mc.mode_type == Render::Geom::k_mode_type_guard) {
- indicator_mesh = Render::Geom::ModeIndicator::get_guard_mode_mesh();
- } else if (mc.mode_type == Render::Geom::k_mode_type_hold) {
- indicator_mesh = Render::Geom::ModeIndicator::get_hold_mode_mesh();
- } else if (mc.mode_type == Render::Geom::k_mode_type_patrol) {
- indicator_mesh = Render::Geom::ModeIndicator::get_patrol_mode_mesh();
- }
- if (indicator_mesh == nullptr) {
- break;
- }
- m_modeIndicatorPipeline->render_indicator(indicator_mesh, mc.model,
- view_proj, mc.color, mc.alpha,
- m_animationTime);
- m_lastBoundShader = nullptr;
- break;
- }
- default:
- break;
- }
- ++i;
- }
- if (m_lastBoundShader != nullptr) {
- m_lastBoundShader->release();
- m_lastBoundShader = nullptr;
- }
- }
- } // namespace Render::GL
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