💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2021 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/material-pass.hpp"
  20. #include "configuration.hpp"
  21. #include "resources/resource-manager.hpp"
  22. #include "gl/rasterizer.hpp"
  23. #include "gl/framebuffer.hpp"
  24. #include "gl/shader.hpp"
  25. #include "gl/shader-type.hpp"
  26. #include "gl/shader-program.hpp"
  27. #include "gl/shader-input.hpp"
  28. #include "gl/vertex-buffer.hpp"
  29. #include "gl/vertex-array.hpp"
  30. #include "gl/vertex-attribute-type.hpp"
  31. #include "gl/drawing-mode.hpp"
  32. #include "gl/texture-2d.hpp"
  33. #include "gl/texture-wrapping.hpp"
  34. #include "gl/texture-filter.hpp"
  35. #include "renderer/vertex-attributes.hpp"
  36. #include "renderer/material-flags.hpp"
  37. #include "renderer/model.hpp"
  38. #include "renderer/render-context.hpp"
  39. #include "scene/camera.hpp"
  40. #include "scene/collection.hpp"
  41. #include "scene/ambient-light.hpp"
  42. #include "scene/directional-light.hpp"
  43. #include "scene/point-light.hpp"
  44. #include "scene/spot-light.hpp"
  45. #include "configuration.hpp"
  46. #include "math/math.hpp"
  47. #include <cmath>
  48. #include <glad/glad.h>
  49. #include "shadow-map-pass.hpp"
  50. static bool operation_compare(const render_operation& a, const render_operation& b);
  51. material_pass::material_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
  52. render_pass(rasterizer, framebuffer),
  53. fallback_material(nullptr),
  54. time_tween(nullptr),
  55. mouse_position({0.0f, 0.0f}),
  56. focal_point_tween(nullptr),
  57. shadow_map_pass(nullptr),
  58. shadow_map(nullptr)
  59. {
  60. max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
  61. max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
  62. max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
  63. max_spot_light_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
  64. ambient_light_colors = new float3[max_ambient_light_count];
  65. point_light_colors = new float3[max_point_light_count];
  66. point_light_positions = new float3[max_point_light_count];
  67. point_light_attenuations = new float3[max_point_light_count];
  68. directional_light_colors = new float3[max_directional_light_count];
  69. directional_light_directions = new float3[max_directional_light_count];
  70. directional_light_textures = new const gl::texture_2d*[max_directional_light_count];
  71. directional_light_texture_matrices = new float4x4[max_directional_light_count];
  72. directional_light_texture_opacities = new float[max_directional_light_count];
  73. spot_light_colors = new float3[max_spot_light_count];
  74. spot_light_positions = new float3[max_spot_light_count];
  75. spot_light_directions = new float3[max_spot_light_count];
  76. spot_light_attenuations = new float3[max_spot_light_count];
  77. spot_light_cutoffs = new float2[max_spot_light_count];
  78. }
  79. material_pass::~material_pass()
  80. {
  81. delete[] ambient_light_colors;
  82. delete[] point_light_colors;
  83. delete[] point_light_positions;
  84. delete[] point_light_attenuations;
  85. delete[] directional_light_colors;
  86. delete[] directional_light_directions;
  87. delete[] directional_light_textures;
  88. delete[] directional_light_texture_matrices;
  89. delete[] directional_light_texture_opacities;
  90. delete[] spot_light_colors;
  91. delete[] spot_light_positions;
  92. delete[] spot_light_directions;
  93. delete[] spot_light_attenuations;
  94. delete[] spot_light_cutoffs;
  95. }
  96. void material_pass::render(render_context* context) const
  97. {
  98. rasterizer->use_framebuffer(*framebuffer);
  99. glDisable(GL_BLEND);
  100. glEnable(GL_DEPTH_TEST);
  101. glDepthMask(GL_TRUE);
  102. glDepthFunc(GL_GREATER);
  103. glEnable(GL_CULL_FACE);
  104. glCullFace(GL_BACK);
  105. glDisable(GL_STENCIL_TEST);
  106. glStencilMask(0x00);
  107. // For half-z buffer
  108. glDepthRange(-1.0f, 1.0f);
  109. auto viewport = framebuffer->get_dimensions();
  110. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  111. float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
  112. float time = (time_tween) ? time_tween->interpolate(context->alpha) : 0.0f;
  113. const float3& camera_position = context->camera_transform.translation;
  114. float3 focal_point = (focal_point_tween) ? focal_point_tween->interpolate(context->alpha) : float3{0, 0, 0};
  115. float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
  116. float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
  117. float4x4 view_projection = projection * view;
  118. float4x4 model_view_projection;
  119. float4x4 model;
  120. float4x4 model_view;
  121. float3x3 normal_model;
  122. float3x3 normal_model_view;
  123. float2 clip_depth;
  124. clip_depth[0] = context->camera->get_clip_near_tween().interpolate(context->alpha);
  125. clip_depth[1] = context->camera->get_clip_far_tween().interpolate(context->alpha);
  126. float log_depth_coef = 2.0f / std::log2(clip_depth[1] + 1.0f);
  127. int active_material_flags = 0;
  128. const gl::shader_program* active_shader_program = nullptr;
  129. const ::material* active_material = nullptr;
  130. const parameter_set* parameters = nullptr;
  131. // Reset light counts
  132. ambient_light_count = 0;
  133. point_light_count = 0;
  134. directional_light_count = 0;
  135. spot_light_count = 0;
  136. // Collect lights
  137. const std::list<scene::object_base*>* lights = context->collection->get_objects(scene::light::object_type_id);
  138. for (const scene::object_base* object: *lights)
  139. {
  140. // Skip inactive lights
  141. if (!object->is_active())
  142. continue;
  143. const scene::light* light = static_cast<const scene::light*>(object);
  144. switch (light->get_light_type())
  145. {
  146. // Add ambient light
  147. case scene::light_type::ambient:
  148. {
  149. if (ambient_light_count < max_ambient_light_count)
  150. {
  151. ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  152. ++ambient_light_count;
  153. }
  154. break;
  155. }
  156. // Add point light
  157. case scene::light_type::point:
  158. {
  159. if (point_light_count < max_point_light_count)
  160. {
  161. point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  162. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  163. point_light_positions[point_light_count] = position;
  164. point_light_attenuations[point_light_count] = static_cast<const scene::point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
  165. ++point_light_count;
  166. }
  167. break;
  168. }
  169. // Add directional light
  170. case scene::light_type::directional:
  171. {
  172. if (directional_light_count < max_directional_light_count)
  173. {
  174. const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light);
  175. directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  176. float3 direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
  177. directional_light_directions[directional_light_count] = direction;
  178. if (directional_light->get_light_texture())
  179. {
  180. directional_light_textures[directional_light_count] = directional_light->get_light_texture();
  181. directional_light_texture_opacities[directional_light_count] = directional_light->get_light_texture_opacity_tween().interpolate(context->alpha);
  182. math::transform<float> light_transform = light->get_transform_tween().interpolate(context->alpha);
  183. float3 forward = light_transform.rotation * global_forward;
  184. float3 up = light_transform.rotation * global_up;
  185. float4x4 light_view = math::look_at(light_transform.translation, light_transform.translation + forward, up);
  186. float2 scale = directional_light->get_light_texture_scale_tween().interpolate(context->alpha);
  187. float4x4 light_projection = math::ortho(-scale.x, scale.x, -scale.y, scale.y, -1.0f, 1.0f);
  188. directional_light_texture_matrices[directional_light_count] = light_projection * light_view;
  189. }
  190. else
  191. {
  192. directional_light_textures[directional_light_count] = nullptr;
  193. directional_light_texture_opacities[directional_light_count] = 0.0f;
  194. }
  195. ++directional_light_count;
  196. }
  197. break;
  198. }
  199. // Add spot_light
  200. case scene::light_type::spot:
  201. {
  202. if (spot_light_count < max_spot_light_count)
  203. {
  204. const scene::spot_light* spot_light = static_cast<const scene::spot_light*>(light);
  205. spot_light_colors[spot_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
  206. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  207. spot_light_positions[spot_light_count] = position;
  208. float3 direction = spot_light->get_direction_tween().interpolate(context->alpha);
  209. spot_light_directions[spot_light_count] = direction;
  210. spot_light_attenuations[spot_light_count] = spot_light->get_attenuation_tween().interpolate(context->alpha);
  211. spot_light_cutoffs[spot_light_count] = spot_light->get_cosine_cutoff_tween().interpolate(context->alpha);
  212. ++spot_light_count;
  213. }
  214. break;
  215. }
  216. default:
  217. break;
  218. }
  219. }
  220. float4x4 shadow_matrices_directional[4];
  221. float4 shadow_splits_directional;
  222. if (shadow_map_pass)
  223. {
  224. for (int i = 0; i < 4; ++i)
  225. shadow_matrices_directional[i] = shadow_map_pass->get_shadow_matrices()[i];
  226. // Calculate shadow map split distances
  227. for (int i = 0; i < 4; ++i)
  228. shadow_splits_directional[i] = shadow_map_pass->get_split_distances()[i + 1];
  229. }
  230. // Sort render operations
  231. context->operations.sort(operation_compare);
  232. for (const render_operation& operation: context->operations)
  233. {
  234. // Get operation material
  235. const ::material* material = operation.material;
  236. if (!material)
  237. {
  238. if (fallback_material)
  239. {
  240. // No material specified, use fallback material
  241. material = fallback_material;
  242. }
  243. else
  244. {
  245. // No material specified and no fallback material, skip operation
  246. continue;
  247. }
  248. }
  249. // Switch materials if necessary
  250. if (active_material != material)
  251. {
  252. active_material = material;
  253. // Change rasterizer state according to material flags
  254. std::uint32_t material_flags = active_material->get_flags();
  255. if (active_material_flags != material_flags)
  256. {
  257. if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
  258. {
  259. if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
  260. {
  261. glEnable(GL_BLEND);
  262. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  263. }
  264. else
  265. {
  266. glDisable(GL_BLEND);
  267. }
  268. }
  269. if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
  270. {
  271. if (material_flags & MATERIAL_FLAG_BACK_FACES)
  272. {
  273. glEnable(GL_CULL_FACE);
  274. glCullFace(GL_FRONT);
  275. }
  276. else
  277. {
  278. glEnable(GL_CULL_FACE);
  279. glCullFace(GL_BACK);
  280. }
  281. }
  282. else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
  283. {
  284. if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
  285. {
  286. glDisable(GL_CULL_FACE);
  287. }
  288. else
  289. {
  290. glEnable(GL_CULL_FACE);
  291. glCullFace(GL_BACK);
  292. }
  293. }
  294. if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
  295. {
  296. if (material_flags & MATERIAL_FLAG_X_RAY)
  297. {
  298. glDisable(GL_DEPTH_TEST);
  299. }
  300. else
  301. {
  302. glEnable(GL_DEPTH_TEST);
  303. }
  304. }
  305. if ((material_flags & MATERIAL_FLAG_DECAL_SURFACE) != (active_material_flags & MATERIAL_FLAG_DECAL_SURFACE))
  306. {
  307. if (material_flags & MATERIAL_FLAG_DECAL_SURFACE)
  308. {
  309. glEnable(GL_STENCIL_TEST);
  310. glStencilFunc(GL_ALWAYS, 1, ~0);
  311. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  312. glStencilMask(~0);
  313. }
  314. else
  315. {
  316. glDisable(GL_STENCIL_TEST);
  317. glStencilMask(0);
  318. }
  319. }
  320. if ((material_flags & MATERIAL_FLAG_DECAL) != (active_material_flags & MATERIAL_FLAG_DECAL))
  321. {
  322. if (material_flags & MATERIAL_FLAG_DECAL)
  323. {
  324. glEnable(GL_DEPTH_TEST);
  325. glDepthFunc(GL_GEQUAL);
  326. glDepthMask(GL_FALSE);
  327. glEnable(GL_STENCIL_TEST);
  328. glStencilFunc(GL_EQUAL, 1, ~0);
  329. //glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
  330. //glStencilMask(~0);
  331. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  332. glStencilMask(0);
  333. }
  334. else
  335. {
  336. glEnable(GL_DEPTH_TEST);
  337. glDepthFunc(GL_GREATER);
  338. glDepthMask(GL_TRUE);
  339. glDisable(GL_STENCIL_TEST);
  340. glStencilMask(0);
  341. }
  342. }
  343. /*
  344. if ((material_flags & MATERIAL_FLAG_OUTLINE) != (active_material_flags & MATERIAL_FLAG_OUTLINE))
  345. {
  346. if (material_flags & MATERIAL_FLAG_OUTLINE)
  347. {
  348. glEnable(GL_STENCIL_TEST);
  349. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  350. glStencilFunc(GL_ALWAYS, 2, 0xFF);
  351. glStencilMask(0xFF);
  352. }
  353. else
  354. {
  355. glDisable(GL_STENCIL_TEST);
  356. glStencilMask(0x00);
  357. }
  358. }
  359. */
  360. active_material_flags = material_flags;
  361. }
  362. // Switch shaders if necessary
  363. const gl::shader_program* shader_program = active_material->get_shader_program();
  364. if (active_shader_program != shader_program)
  365. {
  366. active_shader_program = shader_program;
  367. if (!active_shader_program)
  368. {
  369. continue;
  370. }
  371. // Change shader program
  372. rasterizer->use_program(*active_shader_program);
  373. // Get set of known shader input parameters
  374. if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
  375. {
  376. parameters = it->second;
  377. }
  378. else
  379. {
  380. parameters = load_parameter_set(active_shader_program);
  381. }
  382. // Upload context-dependent shader parameters
  383. if (parameters->time)
  384. parameters->time->upload(time);
  385. if (parameters->mouse)
  386. parameters->mouse->upload(mouse_position);
  387. if (parameters->resolution)
  388. parameters->resolution->upload(resolution);
  389. if (parameters->camera_position)
  390. parameters->camera_position->upload(camera_position);
  391. if (parameters->view)
  392. parameters->view->upload(view);
  393. if (parameters->view_projection)
  394. parameters->view_projection->upload(view_projection);
  395. if (parameters->ambient_light_count)
  396. parameters->ambient_light_count->upload(ambient_light_count);
  397. if (parameters->ambient_light_colors)
  398. parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
  399. if (parameters->point_light_count)
  400. parameters->point_light_count->upload(point_light_count);
  401. if (parameters->point_light_colors)
  402. parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
  403. if (parameters->point_light_positions)
  404. parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
  405. if (parameters->point_light_attenuations)
  406. parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
  407. if (parameters->directional_light_count)
  408. parameters->directional_light_count->upload(directional_light_count);
  409. if (parameters->directional_light_colors)
  410. parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
  411. if (parameters->directional_light_directions)
  412. parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
  413. if (parameters->directional_light_textures)
  414. parameters->directional_light_textures->upload(0, directional_light_textures, directional_light_count);
  415. if (parameters->directional_light_texture_matrices)
  416. parameters->directional_light_texture_matrices->upload(0, directional_light_texture_matrices, directional_light_count);
  417. if (parameters->directional_light_texture_opacities)
  418. parameters->directional_light_texture_opacities->upload(0, directional_light_texture_opacities, directional_light_count);
  419. if (parameters->spot_light_count)
  420. parameters->spot_light_count->upload(spot_light_count);
  421. if (parameters->spot_light_colors)
  422. parameters->spot_light_colors->upload(0, spot_light_colors, spot_light_count);
  423. if (parameters->spot_light_positions)
  424. parameters->spot_light_positions->upload(0, spot_light_positions, spot_light_count);
  425. if (parameters->spot_light_directions)
  426. parameters->spot_light_directions->upload(0, spot_light_directions, spot_light_count);
  427. if (parameters->spot_light_attenuations)
  428. parameters->spot_light_attenuations->upload(0, spot_light_attenuations, spot_light_count);
  429. if (parameters->spot_light_cutoffs)
  430. parameters->spot_light_cutoffs->upload(0, spot_light_cutoffs, spot_light_count);
  431. if (parameters->focal_point)
  432. parameters->focal_point->upload(focal_point);
  433. if (parameters->shadow_map_directional && shadow_map)
  434. parameters->shadow_map_directional->upload(shadow_map);
  435. if (parameters->shadow_matrices_directional)
  436. parameters->shadow_matrices_directional->upload(0, shadow_matrices_directional, 4);
  437. if (parameters->shadow_splits_directional)
  438. parameters->shadow_splits_directional->upload(shadow_splits_directional);
  439. }
  440. // Upload material properties to shader
  441. active_material->upload(context->alpha);
  442. }
  443. // Calculate operation-dependent parameters
  444. model = operation.transform;
  445. model_view_projection = view_projection * model;
  446. model_view = view * model;
  447. normal_model = math::transpose(math::inverse(math::resize<3, 3>(model)));
  448. normal_model_view = math::transpose(math::inverse(math::resize<3, 3>(model_view)));
  449. // Upload operation-dependent parameters
  450. if (parameters->model)
  451. parameters->model->upload(model);
  452. if (parameters->model_view)
  453. parameters->model_view->upload(model_view);
  454. if (parameters->model_view_projection)
  455. parameters->model_view_projection->upload(model_view_projection);
  456. if (parameters->normal_model)
  457. parameters->normal_model->upload(normal_model);
  458. if (parameters->normal_model_view)
  459. parameters->normal_model_view->upload(normal_model_view);
  460. if (parameters->clip_depth)
  461. parameters->clip_depth->upload(clip_depth);
  462. if (parameters->log_depth_coef)
  463. parameters->log_depth_coef->upload(log_depth_coef);
  464. // Draw geometry
  465. if (operation.instance_count)
  466. rasterizer->draw_arrays_instanced(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count, operation.instance_count);
  467. else
  468. rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
  469. }
  470. }
  471. void material_pass::set_fallback_material(const material* fallback)
  472. {
  473. this->fallback_material = fallback;
  474. }
  475. void material_pass::set_time_tween(const tween<double>* time)
  476. {
  477. this->time_tween = time;
  478. }
  479. void material_pass::set_focal_point_tween(const tween<float3>* focal_point)
  480. {
  481. this->focal_point_tween = focal_point;
  482. }
  483. const material_pass::parameter_set* material_pass::load_parameter_set(const gl::shader_program* program) const
  484. {
  485. // Allocate a new parameter set
  486. parameter_set* parameters = new parameter_set();
  487. // Connect inputs
  488. parameters->time = program->get_input("time");
  489. parameters->mouse = program->get_input("mouse");
  490. parameters->resolution = program->get_input("resolution");
  491. parameters->camera_position = program->get_input("camera_position");
  492. parameters->model = program->get_input("model");
  493. parameters->view = program->get_input("view");
  494. parameters->projection = program->get_input("projection");
  495. parameters->model_view = program->get_input("model_view");
  496. parameters->view_projection = program->get_input("view_projection");
  497. parameters->model_view_projection = program->get_input("model_view_projection");
  498. parameters->normal_model = program->get_input("normal_model");
  499. parameters->normal_model_view = program->get_input("normal_model_view");
  500. parameters->clip_depth = program->get_input("clip_depth");
  501. parameters->log_depth_coef = program->get_input("log_depth_coef");
  502. parameters->ambient_light_count = program->get_input("ambient_light_count");
  503. parameters->ambient_light_colors = program->get_input("ambient_light_colors");
  504. parameters->point_light_count = program->get_input("point_light_count");
  505. parameters->point_light_colors = program->get_input("point_light_colors");
  506. parameters->point_light_positions = program->get_input("point_light_positions");
  507. parameters->point_light_attenuations = program->get_input("point_light_attenuations");
  508. parameters->directional_light_count = program->get_input("directional_light_count");
  509. parameters->directional_light_colors = program->get_input("directional_light_colors");
  510. parameters->directional_light_directions = program->get_input("directional_light_directions");
  511. parameters->directional_light_textures = program->get_input("directional_light_textures");
  512. parameters->directional_light_texture_matrices = program->get_input("directional_light_texture_matrices");
  513. parameters->directional_light_texture_opacities = program->get_input("directional_light_texture_opacities");
  514. parameters->spot_light_count = program->get_input("spot_light_count");
  515. parameters->spot_light_colors = program->get_input("spot_light_colors");
  516. parameters->spot_light_positions = program->get_input("spot_light_positions");
  517. parameters->spot_light_directions = program->get_input("spot_light_directions");
  518. parameters->spot_light_attenuations = program->get_input("spot_light_attenuations");
  519. parameters->spot_light_cutoffs = program->get_input("spot_light_cutoffs");
  520. parameters->focal_point = program->get_input("focal_point");
  521. parameters->shadow_map_directional = program->get_input("shadow_map_directional");
  522. parameters->shadow_splits_directional = program->get_input("shadow_splits_directional");
  523. parameters->shadow_matrices_directional = program->get_input("shadow_matrices_directional");
  524. // Add parameter set to map of parameter sets
  525. parameter_sets[program] = parameters;
  526. return parameters;
  527. }
  528. void material_pass::handle_event(const mouse_moved_event& event)
  529. {
  530. mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
  531. }
  532. bool operation_compare(const render_operation& a, const render_operation& b)
  533. {
  534. if (!a.material)
  535. return false;
  536. else if (!b.material)
  537. return true;
  538. bool xray_a = a.material->get_flags() & MATERIAL_FLAG_X_RAY;
  539. bool xray_b = b.material->get_flags() & MATERIAL_FLAG_X_RAY;
  540. if (xray_a)
  541. {
  542. if (xray_b)
  543. {
  544. // A and B are both xray, render back to front
  545. return (a.depth >= b.depth);
  546. }
  547. else
  548. {
  549. // A is xray, B is not. Render B first
  550. return false;
  551. }
  552. }
  553. else
  554. {
  555. if (xray_b)
  556. {
  557. // A is opaque, B is xray. Render A first
  558. return true;
  559. }
  560. else
  561. {
  562. // Determine transparency
  563. bool transparent_a = a.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  564. bool transparent_b = b.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  565. if (transparent_a)
  566. {
  567. if (transparent_b)
  568. {
  569. // Determine decal status
  570. bool decal_a = a.material->get_flags() & MATERIAL_FLAG_DECAL;
  571. bool decal_b = b.material->get_flags() & MATERIAL_FLAG_DECAL;
  572. if (decal_a)
  573. {
  574. if (decal_b)
  575. {
  576. // A and B are both transparent decals, render back to front
  577. return (a.depth >= b.depth);
  578. }
  579. else
  580. {
  581. // A is a transparent decal, B is transparent but not a decal, render A first
  582. return true;
  583. }
  584. }
  585. else
  586. {
  587. if (decal_b)
  588. {
  589. // A is transparent but not a decal, B is a transparent decal, render B first
  590. return false;
  591. }
  592. else
  593. {
  594. // A and B are both transparent, but not decals, render back to front
  595. return (a.depth >= b.depth);
  596. }
  597. }
  598. }
  599. else
  600. {
  601. // A is transparent, B is opaque. Render B first
  602. return false;
  603. }
  604. }
  605. else
  606. {
  607. if (transparent_b)
  608. {
  609. // A is opaque, B is transparent. Render A first
  610. return true;
  611. }
  612. else
  613. {
  614. // A and B are both opaque
  615. if (a.material->get_shader_program() == b.material->get_shader_program())
  616. {
  617. // A and B have the same shader
  618. if (a.vertex_array == b.vertex_array)
  619. {
  620. // A and B have the same VAO, render front to back
  621. return (a.depth < b.depth);
  622. }
  623. else
  624. {
  625. // Sort by VAO
  626. return (a.vertex_array < b.vertex_array);
  627. }
  628. }
  629. else
  630. {
  631. // A and B are both opaque and have different shaders, sort by shader
  632. return (a.material->get_shader_program() < b.material->get_shader_program());
  633. }
  634. }
  635. }
  636. }
  637. }
  638. }