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- /*
- * Copyright (C) 2020 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "renderer/passes/final-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "rasterizer/rasterizer.hpp"
- #include "rasterizer/framebuffer.hpp"
- #include "rasterizer/shader-program.hpp"
- #include "rasterizer/shader-input.hpp"
- #include "rasterizer/vertex-buffer.hpp"
- #include "rasterizer/vertex-array.hpp"
- #include "rasterizer/vertex-attribute-type.hpp"
- #include "rasterizer/drawing-mode.hpp"
- #include "rasterizer/texture-2d.hpp"
- #include "rasterizer/texture-wrapping.hpp"
- #include "rasterizer/texture-filter.hpp"
- #include "renderer/vertex-attributes.hpp"
- #include "renderer/render-context.hpp"
- #include "math/math.hpp"
- #include <cmath>
- #include <glad/glad.h>
-
- final_pass::final_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
- render_pass(rasterizer, framebuffer),
- color_texture(nullptr),
- bloom_texture(nullptr)
- {
- shader_program = resource_manager->load<::shader_program>("final.glsl");
- color_texture_input = shader_program->get_input("color_texture");
- bloom_texture_input = shader_program->get_input("bloom_texture");
- resolution_input = shader_program->get_input("resolution");
-
- const float vertex_data[] =
- {
- -1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- 1.0f, 1.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 1.0f, -1.0f, 0.0f
- };
-
- std::size_t vertex_size = 3;
- std::size_t vertex_stride = sizeof(float) * vertex_size;
- std::size_t vertex_count = 6;
-
- quad_vbo = new vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
- quad_vao = new vertex_array();
- quad_vao->bind_attribute(VERTEX_POSITION_LOCATION, *quad_vbo, 3, vertex_attribute_type::float_32, vertex_stride, 0);
- }
-
- final_pass::~final_pass()
- {
- delete quad_vao;
- delete quad_vbo;
- }
-
- void final_pass::render(render_context* context) const
- {
- rasterizer->use_framebuffer(*framebuffer);
-
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
- auto viewport = framebuffer->get_dimensions();
- rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
-
- float2 resolution = {std::get<0>(viewport), std::get<1>(viewport)};
-
- // Change shader program
- rasterizer->use_program(*shader_program);
-
- // Upload shader parameters
- color_texture_input->upload(color_texture);
- bloom_texture_input->upload(bloom_texture);
- resolution_input->upload(resolution);
-
- // Draw quad
- rasterizer->draw_arrays(*quad_vao, drawing_mode::triangles, 0, 6);
- }
-
- void final_pass::set_color_texture(const texture_2d* texture)
- {
- this->color_texture = texture;
- }
-
- void final_pass::set_bloom_texture(const texture_2d* texture)
- {
- this->bloom_texture = texture;
- }
-
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