backend.cpp 44 KB

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