💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

147 lines
5.2 KiB

  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "renderer/passes/sky-pass.hpp"
  20. #include "resources/resource-manager.hpp"
  21. #include "rasterizer/rasterizer.hpp"
  22. #include "rasterizer/framebuffer.hpp"
  23. #include "rasterizer/shader-program.hpp"
  24. #include "rasterizer/shader-input.hpp"
  25. #include "rasterizer/vertex-buffer.hpp"
  26. #include "rasterizer/vertex-array.hpp"
  27. #include "rasterizer/vertex-attribute-type.hpp"
  28. #include "rasterizer/drawing-mode.hpp"
  29. #include "rasterizer/texture-2d.hpp"
  30. #include "rasterizer/texture-wrapping.hpp"
  31. #include "rasterizer/texture-filter.hpp"
  32. #include "renderer/vertex-attributes.hpp"
  33. #include "renderer/render-context.hpp"
  34. #include "scene/camera.hpp"
  35. #include "scene/scene.hpp"
  36. #include "scene/ambient-light.hpp"
  37. #include "scene/directional-light.hpp"
  38. #include "scene/scene.hpp"
  39. #include "utility/fundamental-types.hpp"
  40. #include <cmath>
  41. #include <glad/glad.h>
  42. sky_pass::sky_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
  43. render_pass(rasterizer, framebuffer)
  44. {
  45. shader_program = resource_manager->load<::shader_program>("sky.glsl");
  46. matrix_input = shader_program->get_input("matrix");
  47. sun_direction_input = shader_program->get_input("sun_direction");
  48. sun_angular_radius_input = shader_program->get_input("sun_angular_radius");
  49. sky_gradient_input = shader_program->get_input("sky_gradient");
  50. bayer_matrix_input = shader_program->get_input("bayer_matrix");
  51. const float vertex_data[] =
  52. {
  53. -1.0f, 1.0f, 0.0f,
  54. -1.0f, -1.0f, 0.0f,
  55. 1.0f, 1.0f, 0.0f,
  56. 1.0f, 1.0f, 0.0f,
  57. -1.0f, -1.0f, 0.0f,
  58. 1.0f, -1.0f, 0.0f
  59. };
  60. std::size_t vertex_size = 3;
  61. std::size_t vertex_stride = sizeof(float) * vertex_size;
  62. std::size_t vertex_count = 6;
  63. quad_vbo = new vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
  64. quad_vao = new vertex_array();
  65. quad_vao->bind_attribute(VERTEX_POSITION_LOCATION, *quad_vbo, 3, vertex_attribute_type::float_32, vertex_stride, 0);
  66. sky_gradient = resource_manager->load<texture_2d>("grassland-sky-gradient.png");
  67. sky_gradient->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
  68. sky_gradient->set_filters(texture_min_filter::linear, texture_mag_filter::linear);
  69. // Generate Bayer matrix texture
  70. static const char bayer_matrix_data[] =
  71. {
  72. 0, 32, 8, 40, 2, 34, 10, 42,
  73. 48, 16, 56, 24, 50, 18, 58, 26,
  74. 12, 44, 4, 36, 14, 46, 6, 38,
  75. 60, 28, 52, 20, 62, 30, 54, 22,
  76. 3, 35, 11, 43, 1, 33, 9, 41,
  77. 51, 19, 59, 27, 49, 17, 57, 25,
  78. 15, 47, 7, 39, 13, 45, 5, 37,
  79. 63, 31, 55, 23, 61, 29, 53, 21
  80. };
  81. bayer_matrix = new texture_2d(8, 8, pixel_type::int_8, pixel_format::r, bayer_matrix_data);
  82. bayer_matrix->set_wrapping(texture_wrapping::repeat, texture_wrapping::repeat);
  83. bayer_matrix->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest);
  84. bayer_matrix->set_max_anisotropy(0.0f);
  85. }
  86. sky_pass::~sky_pass()
  87. {
  88. delete bayer_matrix;
  89. delete quad_vao;
  90. delete quad_vbo;
  91. }
  92. void sky_pass::render(render_context* context) const
  93. {
  94. rasterizer->use_framebuffer(*framebuffer);
  95. glDisable(GL_BLEND);
  96. glDisable(GL_DEPTH_TEST);
  97. glDepthMask(GL_FALSE);
  98. glDisable(GL_CULL_FACE);
  99. auto viewport = framebuffer->get_dimensions();
  100. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  101. float3 sun_direction = {0, 0, -1};
  102. float sun_angular_radius = math::radians<float>(3.0f);
  103. // Find sun direction
  104. const std::list<scene_object_base*>* lights = context->scene->get_objects(light::object_type_id);
  105. for (const scene_object_base* object: *lights)
  106. {
  107. const ::light* light = static_cast<const ::light*>(object);
  108. if (light->get_light_type() == light_type::directional)
  109. {
  110. sun_direction = static_cast<const directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
  111. break;
  112. }
  113. }
  114. // Calculate matrix
  115. float4x4 model_view = math::resize<4, 4>(math::resize<3, 3>(context->camera->get_view_tween().interpolate(context->alpha)));
  116. float4x4 inverse_projection = math::inverse(context->camera->get_projection_tween().interpolate(context->alpha));
  117. float4x4 matrix = math::inverse(model_view) * inverse_projection;
  118. // Change shader program
  119. rasterizer->use_program(*shader_program);
  120. // Upload shader parameters
  121. matrix_input->upload(matrix);
  122. sun_direction_input->upload(sun_direction);
  123. sun_angular_radius_input->upload(sun_angular_radius);
  124. sky_gradient_input->upload(sky_gradient);
  125. bayer_matrix_input->upload(bayer_matrix);
  126. // Draw quad
  127. rasterizer->draw_arrays(*quad_vao, drawing_mode::triangles, 0, 6);
  128. }