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- /*
- * Copyright (C) 2021 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/outline-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "gl/rasterizer.hpp"
- #include "gl/framebuffer.hpp"
- #include "gl/shader-program.hpp"
- #include "gl/shader-input.hpp"
- #include "gl/vertex-buffer.hpp"
- #include "gl/vertex-array.hpp"
- #include "gl/vertex-attribute-type.hpp"
- #include "gl/drawing-mode.hpp"
- #include "renderer/vertex-attributes.hpp"
- #include "renderer/render-context.hpp"
- #include "renderer/material.hpp"
- #include "renderer/material-flags.hpp"
- #include "scene/camera.hpp"
- #include "math/math.hpp"
- #include <cmath>
- #include <glad/glad.h>
-
- outline_pass::outline_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
- render_pass(rasterizer, framebuffer),
- fill_shader(nullptr),
- stroke_shader(nullptr)
- {
- // Load fill shader
- fill_shader = resource_manager->load<gl::shader_program>("outline-fill-unskinned.glsl");
- fill_model_view_projection_input = fill_shader->get_input("model_view_projection");
-
- // Load stroke shader
- stroke_shader = resource_manager->load<gl::shader_program>("outline-stroke-unskinned.glsl");
- stroke_model_view_projection_input = stroke_shader->get_input("model_view_projection");
- stroke_width_input = stroke_shader->get_input("width");
- stroke_color_input = stroke_shader->get_input("color");
- }
-
- outline_pass::~outline_pass()
- {}
-
- void outline_pass::render(render_context* context) const
- {
- rasterizer->use_framebuffer(*framebuffer);
-
- // Determine viewport based on framebuffer resolution
- auto viewport = framebuffer->get_dimensions();
- rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
-
- // Get camera matrices
- float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
- float4x4 view_projection = context->camera->get_view_projection_tween().interpolate(context->alpha);
-
- float4x4 model_view_projection;
-
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_STENCIL_TEST);
-
- // Render fill
- {
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- glStencilFunc(GL_ALWAYS, 2, 0xFF);
- glStencilMask(0xFF);
- glDisable(GL_BLEND);
-
- // Setup fill shader
- rasterizer->use_program(*fill_shader);
-
- // Render fills
- for (const render_operation& operation: context->operations)
- {
- const ::material* material = operation.material;
- if (!material || !(material->get_flags() & MATERIAL_FLAG_OUTLINE))
- continue;
-
- model_view_projection = view_projection * operation.transform;
- fill_model_view_projection_input->upload(model_view_projection);
-
- rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
- }
- }
-
- // Render stroke
- {
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
-
- if (outline_color.w < 1.0f)
- {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- else
- {
- glDisable(GL_BLEND);
- }
-
- glStencilFunc(GL_NOTEQUAL, 2, 0xFF);
- glStencilMask(0x00);
-
- // Setup stroke shader
- rasterizer->use_program(*stroke_shader);
- stroke_width_input->upload(outline_width);
- stroke_color_input->upload(outline_color);
-
- // Render strokes
- for (const render_operation& operation: context->operations)
- {
- const ::material* material = operation.material;
- if (!material || !(material->get_flags() & MATERIAL_FLAG_OUTLINE))
- continue;
-
- model_view_projection = view_projection * operation.transform;
- stroke_model_view_projection_input->upload(model_view_projection);
-
- rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
- }
- }
-
- glDisable(GL_STENCIL_TEST);
- }
-
- void outline_pass::set_outline_width(float width)
- {
- outline_width = width;
- }
-
- void outline_pass::set_outline_color(const float4& color)
- {
- outline_color = color;
- }
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