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- /*
- * Copyright (C) 2017 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/>.
- */
-
- #ifndef RENDER_PASSES_HPP
- #define RENDER_PASSES_HPP
-
- #include <emergent/emergent.hpp>
- using namespace Emergent;
-
- #include "material-loader.hpp"
- #include "model-loader.hpp"
-
- /**
- * Clears framebuffers
- */
- class ClearRenderPass: public RenderPass
- {
- public:
- ClearRenderPass();
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- void setClear(bool color, bool depth, bool stencil);
- void setClearColor(const Vector4& color);
- void setClearDepth(float depth);
- void setClearStencil(int index);
-
- private:
- bool clearColor;
- bool clearDepth;
- bool clearStencil;
- Vector4 color;
- float depth;
- int index;
- };
-
- /**
- * Renders the distance from the view frustum's near clipping plane to scene geometry. The render target should have a depth only framebuffer.
- */
- class ShadowMapRenderPass: public RenderPass
- {
- public:
- ShadowMapRenderPass();
-
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- inline void setViewCamera(const Camera* camera) { this->viewCamera = camera; }
- inline void setLightCamera(Camera* camera) { this->lightCamera = camera; }
-
- inline int getFrustumSplitCount() const { return frustumSplitCount; }
- inline const ViewFrustum& getSplitViewFrustum(std::size_t index) const { return splitViewFrustum->getSubfrustum(index); }
- inline const Matrix4& getCropMatrix(std::size_t index) const { return cropMatrices[index]; }
- inline const Matrix4& getTileMatrix(std::size_t index) const { return tileMatrices[index]; }
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* modelViewProjectionParam;
- const ShaderParameter* matrixPaletteParam;
-
- ShaderLoader shaderLoader;
-
- Shader* unskinnedShader;
- Shader* skinnedShader;
- int maxBoneCount;
-
- int frustumSplitCount;
- int shadowMapResolution;
- int croppedShadowMapResolution;
- Vector4* croppedShadowMapViewports;
- Matrix4* cropMatrices;
- Matrix4* tileMatrices;
- const Camera* viewCamera;
- Camera* lightCamera;
- SplitViewFrustum* splitViewFrustum;
- };
-
- /**
- * Writes clipped edges to stencil buffer.
- */
- class ClippingRenderPass: public RenderPass
- {
- public:
- ClippingRenderPass();
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- void setClippingPlane(const Plane& plane);
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* modelParam;
- const ShaderParameter* modelViewProjectionParam;
- const ShaderParameter* clippingPlanesParam;
-
- ShaderLoader shaderLoader;
- Shader* shader;
- Vector4 clippingPlane;
- };
-
- /**
- * Renders soil profiles.
- *
- * A soil profile generally of five soil horizons: O, A, B, C, and R.
- *
- * Horizon O: Organic
- * Horizon A: Surface
- * Horizon B: Subsoil
- * Horizon C: Substratum
- * Horizon R: Bedrock
- *
- * In this render pass, only the O, A, B, and C horizons are used.
- */
- class SoilRenderPass: public RenderPass
- {
- public:
- SoilRenderPass();
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- inline void setHorizonOTexture(Texture* texture) { horizonOTexture = texture; }
- inline void setHorizonATexture(Texture* texture) { horizonATexture = texture; }
- inline void setHorizonBTexture(Texture* texture) { horizonBTexture = texture; }
- inline void setHorizonCTexture(Texture* texture) { horizonCTexture = texture; }
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* modelParam;
- const ShaderParameter* modelViewProjectionParam;
- const ShaderParameter* horizonTexturesParam;
-
- ShaderLoader shaderLoader;
- Shader* shader;
-
- Texture* horizonOTexture;
- Texture* horizonATexture;
- Texture* horizonBTexture;
- Texture* horizonCTexture;
- };
-
-
- /**
- * Renders scene geometry.
- */
- class LightingRenderPass: public RenderPass
- {
- public:
- LightingRenderPass();
-
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- inline void setShadowMap(GLuint shadowMap) { this->shadowMap = shadowMap; }
- inline void setShadowCamera(const Camera* camera) { this->shadowCamera = camera; }
- inline void setShadowMapPass(const ShadowMapRenderPass* shadowMapPass) { this->shadowMapPass = shadowMapPass; }
- inline void setDiffuseCubemap(const Texture* cubemap) { this->diffuseCubemap = cubemap; }
- inline void setSpecularCubemap(const Texture* cubemap) { this->specularCubemap = cubemap; }
-
- private:
- class RenderOpCompare
- {
- public:
- // Sort render opations
- bool operator()(const RenderOperation& opA, const RenderOperation& opB) const;
- };
-
- bool loadShader(const RenderOperation& operation);
-
- ShaderParameterSet parameterSet;
- const ShaderParameter* matrixPaletteParam;
- const ShaderParameter* modelParam;
- const ShaderParameter* modelViewParam;
- const ShaderParameter* modelViewProjectionParam;
- const ShaderParameter* normalModelViewParam;
- const ShaderParameter* normalModelParam;
- const ShaderParameter* lightViewProjectionParam;
- const ShaderParameter* shadowMapParam;
- const ShaderParameter* cameraPositionParam;
- const ShaderParameter* directionalLightCountParam;
- const ShaderParameter* directionalLightColorsParam;
- const ShaderParameter* directionalLightDirectionsParam;
- const ShaderParameter* albedoOpacityMapParam;
- const ShaderParameter* metalnessRoughnessMapParam;
- const ShaderParameter* normalOcclusionMapParam;
- const ShaderParameter* diffuseCubemapParam;
- const ShaderParameter* specularCubemapParam;
-
- Shader* unskinnedShader;
- Shader* skinnedShader;
-
- int maxBoneCount;
- ShaderLoader shaderLoader;
- std::map<std::size_t, Shader*> shaderCache;
- //Shader* lightingShader;
-
- Matrix4 biasMatrix;
- GLuint shadowMap;
- Texture* treeShadow;
- const Texture* diffuseCubemap;
- const Texture* specularCubemap;
- const Camera* shadowCamera;
- float time;
- const ShadowMapRenderPass* shadowMapPass;
- };
-
- /**
- * Renders bounding boxes, skeletons
- */
- class DebugRenderPass: public RenderPass
- {
- public:
- DebugRenderPass();
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- //void setDrawBounds(bool enabled);
- //void setDrawSkeletons(bool enabled);
- //void setDrawCameras(bool enabled);
- //void setDrawLights(bool enabled);
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* modelViewProjectionParam;
-
- ShaderLoader shaderLoader;
- Shader* unlitSolidShader;
-
- int aabbVertexCount;
- int aabbIndexCount;
- GLuint aabbVAO;
- GLuint aabbVBO;
- GLuint aabbIBO;
- };
-
- /**
- * Renders the user interface
- */
- class UIRenderPass: public RenderPass
- {
- public:
- UIRenderPass();
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* modelViewProjectionParam;
- const ShaderParameter* textureParam;
- const ShaderParameter* texcoordOffsetParam;
- const ShaderParameter* texcoordScaleParam;
-
- ShaderLoader shaderLoader;
- Shader* texturedUIShader;
- Shader* untexturedUIShader;
- };
-
- /**
- * Renders a vignette
- */
- class VignetteRenderPass: public RenderPass
- {
- public:
- VignetteRenderPass();
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* modelViewProjectionParam;
- const ShaderParameter* bayerTextureParam;
-
- ShaderLoader shaderLoader;
- Shader* shader;
- GLuint bayerTextureID;
- };
-
- /**
- * Renders a skybox
- */
- class SkyboxRenderPass: public RenderPass
- {
- public:
- SkyboxRenderPass();
-
- inline void setCubemap(Texture* cubemap) { this->cubemap = cubemap; }
- virtual bool load(const RenderContext* renderContext);
- virtual void unload();
- virtual void render(RenderContext* renderContext);
-
- private:
- ShaderParameterSet parameterSet;
- const ShaderParameter* matrixParam;
- const ShaderParameter* cubemapParam;
-
- ShaderLoader shaderLoader;
- Shader* shader;
- Texture* cubemap;
-
- int quadVertexCount;
- int quadIndexCount;
- GLuint quadVAO;
- GLuint quadVBO;
- GLuint quadIBO;
- };
-
-
-
- #endif // RENDER_PASSES_HPP
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