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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/material-pass.hpp"
- #include "configuration.hpp"
- #include "resources/resource-manager.hpp"
- #include "rasterizer/rasterizer.hpp"
- #include "rasterizer/framebuffer.hpp"
- #include "rasterizer/shader.hpp"
- #include "rasterizer/shader-type.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/material-flags.hpp"
- #include "renderer/model.hpp"
- #include "renderer/render-context.hpp"
- #include "scene/camera.hpp"
- #include "scene/scene.hpp"
- #include "scene/ambient-light.hpp"
- #include "scene/directional-light.hpp"
- #include "scene/point-light.hpp"
- #include "scene/spotlight.hpp"
- #include "scene/scene.hpp"
- #include "configuration.hpp"
- #include "math/math.hpp"
- #include <cmath>
- #include <glad/glad.h>
-
- #include "shadow-map-pass.hpp"
-
- static bool operation_compare(const render_operation& a, const render_operation& b);
-
- material_pass::material_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
- render_pass(rasterizer, framebuffer),
- fallback_material(nullptr),
- time_tween(nullptr),
- focal_point_tween(nullptr),
- shadow_map_pass(nullptr),
- shadow_map(nullptr)
- {
- soft_shadows_texture = resource_manager->load<texture_2d>("tree-shadow.png");
- soft_shadows_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
- soft_shadows_texture->set_filters(texture_min_filter::linear_mipmap_linear, texture_mag_filter::linear);
-
- max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
- max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
- max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
- max_spotlight_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
-
- ambient_light_colors = new float3[max_ambient_light_count];
- point_light_colors = new float3[max_point_light_count];
- point_light_positions = new float3[max_point_light_count];
- point_light_attenuations = new float3[max_point_light_count];
- directional_light_colors = new float3[max_directional_light_count];
- directional_light_directions = new float3[max_directional_light_count];
- spotlight_colors = new float3[max_spotlight_count];
- spotlight_positions = new float3[max_spotlight_count];
- spotlight_directions = new float3[max_spotlight_count];
- spotlight_attenuations = new float3[max_spotlight_count];
- spotlight_cutoffs = new float2[max_spotlight_count];
- }
-
- material_pass::~material_pass()
- {
- delete[] ambient_light_colors;
- delete[] point_light_colors;
- delete[] point_light_positions;
- delete[] point_light_attenuations;
- delete[] directional_light_colors;
- delete[] directional_light_directions;
- delete[] spotlight_colors;
- delete[] spotlight_positions;
- delete[] spotlight_directions;
- delete[] spotlight_attenuations;
- delete[] spotlight_cutoffs;
- }
-
- void material_pass::render(render_context* context) const
- {
- rasterizer->use_framebuffer(*framebuffer);
-
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glDepthMask(GL_TRUE);
- glDepthFunc(GL_LESS);
- 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 = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
-
- float time = (time_tween) ? time_tween->interpolate(context->alpha) : 0.0f;
- float3 focal_point = (focal_point_tween) ? focal_point_tween->interpolate(context->alpha) : float3{0, 0, 0};
- float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
- float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
- float4x4 view_projection = projection * view;
- float4x4 model_view_projection;
- float4x4 model;
- float4x4 model_view;
- float3x3 normal_model_view;
-
-
-
-
-
- int active_material_flags = 0;
- const ::shader_program* active_shader_program = nullptr;
- const ::material* active_material = nullptr;
- const parameter_set* parameters = nullptr;
-
- // Reset light counts
- ambient_light_count = 0;
- point_light_count = 0;
- directional_light_count = 0;
- spotlight_count = 0;
-
- // Collect lights
- const std::list<scene_object_base*>* lights = context->scene->get_objects(light::object_type_id);
- for (const scene_object_base* object: *lights)
- {
- // Skip inactive lights
- if (!object->is_active())
- continue;
-
- const ::light* light = static_cast<const ::light*>(object);
- switch (light->get_light_type())
- {
- // Add ambient light
- case light_type::ambient:
- {
- if (ambient_light_count < max_ambient_light_count)
- {
- ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
- ++ambient_light_count;
- }
- break;
- }
-
- // Add point light
- case light_type::point:
- {
- if (point_light_count < max_point_light_count)
- {
- point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
-
- // Transform position into view-space
- float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
- float3 view_space_position = math::resize<3>(view * float4{position.x, position.y, position.z, 1.0f});
- point_light_positions[point_light_count] = view_space_position;
-
- point_light_attenuations[point_light_count] = static_cast<const point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
- ++point_light_count;
- }
- break;
- }
-
- // Add directional light
- case light_type::directional:
- {
- if (directional_light_count < max_directional_light_count)
- {
- directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
-
- // Transform direction into view-space
- float3 direction = static_cast<const directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
- float3 view_space_direction = math::normalize(math::resize<3>(view * math::resize<4>(-direction)));
- directional_light_directions[directional_light_count] = view_space_direction;
-
- ++directional_light_count;
- }
- break;
- }
-
- // Add spotlight
- case light_type::spot:
- {
- if (spotlight_count < max_spotlight_count)
- {
- spotlight_colors[spotlight_count] = light->get_scaled_color_tween().interpolate(context->alpha);
-
- // Transform position into view-space
- float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
- float3 view_space_position = math::resize<3>(view * float4{position.x, position.y, position.z, 1.0f});
- spotlight_positions[spotlight_count] = view_space_position;
-
- const ::spotlight* spotlight = static_cast<const ::spotlight*>(light);
-
- // Transform direction into view-space
- float3 direction = spotlight->get_direction_tween().interpolate(context->alpha);
- float3 view_space_direction = math::normalize(math::resize<3>(view * math::resize<4>(-direction)));
- spotlight_directions[spotlight_count] = view_space_direction;
-
- spotlight_attenuations[spotlight_count] = spotlight->get_attenuation_tween().interpolate(context->alpha);
- spotlight_cutoffs[spotlight_count] = spotlight->get_cosine_cutoff_tween().interpolate(context->alpha);
-
- ++spotlight_count;
- }
- break;
- }
-
- default:
- break;
- }
- }
-
- float4x4 shadow_map_matrices[4];
- float4 shadow_map_split_distances;
-
- if (shadow_map_pass)
- {
- for (int i = 0; i < 4; ++i)
- shadow_map_matrices[i] = shadow_map_pass->get_shadow_matrices()[i];
-
- // Calculate shadow map split distances
- for (int i = 0; i < 4; ++i)
- shadow_map_split_distances[i] = shadow_map_pass->get_split_distances()[i + 1];
- }
-
- // Sort render operations
- context->operations.sort(operation_compare);
-
- for (const render_operation& operation: context->operations)
- {
- // Get operation material
- const ::material* material = operation.material;
- if (!material)
- {
- if (fallback_material)
- {
- // No material specified, use fallback material
- material = fallback_material;
- }
- else
- {
- // No material specified and no fallback material, skip operation
- continue;
- }
- }
-
- // Switch materials if necessary
- if (active_material != material)
- {
- active_material = material;
-
- // Change rasterizer state according to material flags
- std::uint32_t material_flags = active_material->get_flags();
- if (active_material_flags != material_flags)
- {
- if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
- {
- if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
- {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- }
- else
- {
- glDisable(GL_BLEND);
- }
- }
-
- if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
- {
- if (material_flags & MATERIAL_FLAG_BACK_FACES)
- {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- }
- else
- {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- }
- }
- else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
- {
- if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
- {
- glDisable(GL_CULL_FACE);
- }
- else
- {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- }
- }
-
- if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
- {
- if (material_flags & MATERIAL_FLAG_X_RAY)
- {
- glDisable(GL_DEPTH_TEST);
-
- }
- else
- {
- glEnable(GL_DEPTH_TEST);
- }
- }
-
-
- active_material_flags = material_flags;
- }
-
- // Switch shaders if necessary
- const ::shader_program* shader_program = active_material->get_shader_program();
- if (active_shader_program != shader_program)
- {
- active_shader_program = shader_program;
- if (!active_shader_program)
- {
- continue;
- }
-
- // Change shader program
- rasterizer->use_program(*active_shader_program);
-
- // Get set of known shader input parameters
- if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
- {
- parameters = it->second;
- }
- else
- {
- parameters = load_parameter_set(active_shader_program);
- }
-
- // Upload context-dependent shader parameters
- if (parameters->time)
- parameters->time->upload(time);
- if (parameters->resolution)
- parameters->resolution->upload(resolution);
- if (parameters->view)
- parameters->view->upload(view);
- if (parameters->view_projection)
- parameters->view_projection->upload(view_projection);
- if (parameters->ambient_light_count)
- parameters->ambient_light_count->upload(ambient_light_count);
- if (parameters->ambient_light_colors)
- parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
- if (parameters->point_light_count)
- parameters->point_light_count->upload(point_light_count);
- if (parameters->point_light_colors)
- parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
- if (parameters->point_light_positions)
- parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
- if (parameters->point_light_attenuations)
- parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
- if (parameters->directional_light_count)
- parameters->directional_light_count->upload(directional_light_count);
- if (parameters->directional_light_colors)
- parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
- if (parameters->directional_light_directions)
- parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
- if (parameters->spotlight_count)
- parameters->spotlight_count->upload(spotlight_count);
- if (parameters->spotlight_colors)
- parameters->spotlight_colors->upload(0, spotlight_colors, spotlight_count);
- if (parameters->spotlight_positions)
- parameters->spotlight_positions->upload(0, spotlight_positions, spotlight_count);
- if (parameters->spotlight_directions)
- parameters->spotlight_directions->upload(0, spotlight_directions, spotlight_count);
- if (parameters->spotlight_attenuations)
- parameters->spotlight_attenuations->upload(0, spotlight_attenuations, spotlight_count);
- if (parameters->spotlight_cutoffs)
- parameters->spotlight_cutoffs->upload(0, spotlight_cutoffs, spotlight_count);
- if (parameters->soft_shadows)
- parameters->soft_shadows->upload(soft_shadows_texture);
- if (parameters->focal_point)
- parameters->focal_point->upload(focal_point);
- if (parameters->shadow_map_matrices)
- parameters->shadow_map_matrices->upload(0, shadow_map_matrices, 4);
- if (parameters->shadow_map_split_distances)
- parameters->shadow_map_split_distances->upload(shadow_map_split_distances);
- if (parameters->shadow_map && shadow_map)
- parameters->shadow_map->upload(shadow_map);
- }
-
- // Upload material properties to shader
- active_material->upload(context->alpha);
- }
-
- // Calculate operation-dependent parameters
- model = operation.transform;
- model_view_projection = view_projection * model;
- model_view = view * model;
- normal_model_view = math::transpose(math::inverse(math::resize<3, 3>(model_view)));
-
- // Upload operation-dependent parameters
- if (parameters->model)
- parameters->model->upload(model);
- if (parameters->model_view)
- parameters->model_view->upload(model_view);
- if (parameters->model_view_projection)
- parameters->model_view_projection->upload(model_view_projection);
- if (parameters->normal_model_view)
- parameters->normal_model_view->upload(normal_model_view);
-
- // Draw geometry
- if (operation.instance_count)
- rasterizer->draw_arrays_instanced(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count, operation.instance_count);
- else
- rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
- }
- }
-
- void material_pass::set_fallback_material(const material* fallback)
- {
- this->fallback_material = fallback;
- }
-
- void material_pass::set_time_tween(const tween<double>* time)
- {
- this->time_tween = time;
- }
-
- void material_pass::set_focal_point_tween(const tween<float3>* focal_point)
- {
- this->focal_point_tween = focal_point;
- }
-
- const material_pass::parameter_set* material_pass::load_parameter_set(const shader_program* program) const
- {
- // Allocate a new parameter set
- parameter_set* parameters = new parameter_set();
-
- // Connect inputs
- parameters->time = program->get_input("time");
- parameters->resolution = program->get_input("resolution");
- parameters->model = program->get_input("model");
- parameters->view = program->get_input("view");
- parameters->projection = program->get_input("projection");
- parameters->model_view = program->get_input("model_view");
- parameters->view_projection = program->get_input("view_projection");
- parameters->model_view_projection = program->get_input("model_view_projection");
- parameters->normal_model_view = program->get_input("normal_model_view");
- parameters->ambient_light_count = program->get_input("ambient_light_count");
- parameters->ambient_light_colors = program->get_input("ambient_light_colors");
- parameters->point_light_count = program->get_input("point_light_count");
- parameters->point_light_colors = program->get_input("point_light_colors");
- parameters->point_light_positions = program->get_input("point_light_positions");
- parameters->point_light_attenuations = program->get_input("point_light_attenuations");
- parameters->directional_light_count = program->get_input("directional_light_count");
- parameters->directional_light_colors = program->get_input("directional_light_colors");
- parameters->directional_light_directions = program->get_input("directional_light_directions");
- parameters->spotlight_count = program->get_input("spotlight_count");
- parameters->spotlight_colors = program->get_input("spotlight_colors");
- parameters->spotlight_positions = program->get_input("spotlight_positions");
- parameters->spotlight_directions = program->get_input("spotlight_directions");
- parameters->spotlight_attenuations = program->get_input("spotlight_attenuations");
- parameters->spotlight_cutoffs = program->get_input("spotlight_cutoffs");
- parameters->soft_shadows = program->get_input("soft_shadows");
- parameters->focal_point = program->get_input("focal_point");
- parameters->shadow_map_matrices = program->get_input("shadow_map_matrices");
- parameters->shadow_map_split_distances = program->get_input("shadow_map_split_distances");
- parameters->shadow_map = program->get_input("shadow_map");
-
- // Add parameter set to map of parameter sets
- parameter_sets[program] = parameters;
-
- return parameters;
- }
-
- bool operation_compare(const render_operation& a, const render_operation& b)
- {
- if (!a.material)
- return false;
- else if (!b.material)
- return true;
-
- // Determine transparency
- bool transparent_a = a.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
- bool transparent_b = b.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
-
- if (transparent_a)
- {
- if (transparent_b)
- {
- // A and B are both transparent, render back to front
- return (a.depth >= b.depth);
- }
- else
- {
- // A is transparent, B is opaque. Render B first
- return false;
- }
- }
- else
- {
- if (transparent_b)
- {
- // A is opaque, B is transparent. Render A first
- return true;
- }
- else
- {
- // A and B are both opaque
- if (a.material->get_shader_program() == b.material->get_shader_program())
- {
- // A and B have the same shader
- if (a.vertex_array == b.vertex_array)
- {
- // A and B have the same VAO, render front to back
- return (a.depth < b.depth);
- }
- else
- {
- // Sort by VAO
- return (a.vertex_array < b.vertex_array);
- }
- }
- else
- {
- // A and B are both opaque and have different shaders, sort by shader
- return (a.material->get_shader_program() < b.material->get_shader_program());
- }
- }
- }
- }
-
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