💿🐜 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-program.hpp"
  25. #include "gl/shader-input.hpp"
  26. #include "gl/vertex-buffer.hpp"
  27. #include "gl/vertex-array.hpp"
  28. #include "gl/vertex-attribute.hpp"
  29. #include "gl/drawing-mode.hpp"
  30. #include "gl/texture-2d.hpp"
  31. #include "gl/texture-wrapping.hpp"
  32. #include "gl/texture-filter.hpp"
  33. #include "renderer/vertex-attribute.hpp"
  34. #include "renderer/material-flags.hpp"
  35. #include "renderer/model.hpp"
  36. #include "renderer/render-context.hpp"
  37. #include "scene/camera.hpp"
  38. #include "scene/collection.hpp"
  39. #include "scene/ambient-light.hpp"
  40. #include "scene/directional-light.hpp"
  41. #include "scene/point-light.hpp"
  42. #include "scene/spot-light.hpp"
  43. #include "configuration.hpp"
  44. #include "math/math.hpp"
  45. #include <cmath>
  46. #include <glad/glad.h>
  47. #include "shadow-map-pass.hpp"
  48. static bool operation_compare(const render_operation& a, const render_operation& b);
  49. material_pass::material_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
  50. render_pass(rasterizer, framebuffer),
  51. fallback_material(nullptr),
  52. time_tween(nullptr),
  53. mouse_position({0.0f, 0.0f}),
  54. shadow_map_pass(nullptr),
  55. shadow_map(nullptr)
  56. {
  57. max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
  58. max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
  59. max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
  60. max_spot_light_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
  61. ambient_light_colors = new float3[max_ambient_light_count];
  62. point_light_colors = new float3[max_point_light_count];
  63. point_light_positions = new float3[max_point_light_count];
  64. point_light_attenuations = new float3[max_point_light_count];
  65. directional_light_colors = new float3[max_directional_light_count];
  66. directional_light_directions = new float3[max_directional_light_count];
  67. directional_light_textures = new const gl::texture_2d*[max_directional_light_count];
  68. directional_light_texture_matrices = new float4x4[max_directional_light_count];
  69. directional_light_texture_opacities = new float[max_directional_light_count];
  70. spot_light_colors = new float3[max_spot_light_count];
  71. spot_light_positions = new float3[max_spot_light_count];
  72. spot_light_directions = new float3[max_spot_light_count];
  73. spot_light_attenuations = new float3[max_spot_light_count];
  74. spot_light_cutoffs = new float2[max_spot_light_count];
  75. }
  76. material_pass::~material_pass()
  77. {
  78. delete[] ambient_light_colors;
  79. delete[] point_light_colors;
  80. delete[] point_light_positions;
  81. delete[] point_light_attenuations;
  82. delete[] directional_light_colors;
  83. delete[] directional_light_directions;
  84. delete[] directional_light_textures;
  85. delete[] directional_light_texture_matrices;
  86. delete[] directional_light_texture_opacities;
  87. delete[] spot_light_colors;
  88. delete[] spot_light_positions;
  89. delete[] spot_light_directions;
  90. delete[] spot_light_attenuations;
  91. delete[] spot_light_cutoffs;
  92. }
  93. void material_pass::render(render_context* context) const
  94. {
  95. rasterizer->use_framebuffer(*framebuffer);
  96. glDisable(GL_BLEND);
  97. glEnable(GL_DEPTH_TEST);
  98. glDepthMask(GL_TRUE);
  99. glDepthFunc(GL_GREATER);
  100. glEnable(GL_CULL_FACE);
  101. glCullFace(GL_BACK);
  102. glDisable(GL_STENCIL_TEST);
  103. glStencilMask(0x00);
  104. // For half-z buffer
  105. glDepthRange(-1.0f, 1.0f);
  106. auto viewport = framebuffer->get_dimensions();
  107. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  108. float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
  109. float time = time_tween->interpolate(context->alpha);
  110. const float3& camera_position = context->camera_transform.translation;
  111. float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
  112. float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
  113. float4x4 view_projection = projection * view;
  114. float4x4 model_view_projection;
  115. float4x4 model;
  116. float4x4 model_view;
  117. float3x3 normal_model;
  118. float3x3 normal_model_view;
  119. float2 clip_depth;
  120. clip_depth[0] = context->camera->get_clip_near_tween().interpolate(context->alpha);
  121. clip_depth[1] = context->camera->get_clip_far_tween().interpolate(context->alpha);
  122. float log_depth_coef = 2.0f / std::log2(clip_depth[1] + 1.0f);
  123. float camera_exposure = std::exp2(context->camera->get_exposure_tween().interpolate(context->alpha));
  124. int active_material_flags = 0;
  125. const gl::shader_program* active_shader_program = nullptr;
  126. const ::material* active_material = nullptr;
  127. const parameter_set* parameters = nullptr;
  128. // Reset light counts
  129. ambient_light_count = 0;
  130. point_light_count = 0;
  131. directional_light_count = 0;
  132. spot_light_count = 0;
  133. // Collect lights
  134. const std::list<scene::object_base*>* lights = context->collection->get_objects(scene::light::object_type_id);
  135. for (const scene::object_base* object: *lights)
  136. {
  137. // Skip inactive lights
  138. if (!object->is_active())
  139. continue;
  140. const scene::light* light = static_cast<const scene::light*>(object);
  141. switch (light->get_light_type())
  142. {
  143. // Add ambient light
  144. case scene::light_type::ambient:
  145. {
  146. if (ambient_light_count < max_ambient_light_count)
  147. {
  148. // Pre-expose light
  149. ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  150. ++ambient_light_count;
  151. }
  152. break;
  153. }
  154. // Add point light
  155. case scene::light_type::point:
  156. {
  157. if (point_light_count < max_point_light_count)
  158. {
  159. // Pre-expose light
  160. point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  161. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  162. point_light_positions[point_light_count] = position;
  163. point_light_attenuations[point_light_count] = static_cast<const scene::point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
  164. ++point_light_count;
  165. }
  166. break;
  167. }
  168. // Add directional light
  169. case scene::light_type::directional:
  170. {
  171. if (directional_light_count < max_directional_light_count)
  172. {
  173. const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light);
  174. // Pre-expose light
  175. directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  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. // Pre-expose light
  206. spot_light_colors[spot_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  207. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  208. spot_light_positions[spot_light_count] = position;
  209. float3 direction = spot_light->get_direction_tween().interpolate(context->alpha);
  210. spot_light_directions[spot_light_count] = direction;
  211. spot_light_attenuations[spot_light_count] = spot_light->get_attenuation_tween().interpolate(context->alpha);
  212. spot_light_cutoffs[spot_light_count] = spot_light->get_cosine_cutoff_tween().interpolate(context->alpha);
  213. ++spot_light_count;
  214. }
  215. break;
  216. }
  217. default:
  218. break;
  219. }
  220. }
  221. float4x4 shadow_matrices_directional[4];
  222. float4 shadow_splits_directional;
  223. if (shadow_map_pass)
  224. {
  225. for (int i = 0; i < 4; ++i)
  226. shadow_matrices_directional[i] = shadow_map_pass->get_shadow_matrices()[i];
  227. // Calculate shadow map split distances
  228. for (int i = 0; i < 4; ++i)
  229. shadow_splits_directional[i] = shadow_map_pass->get_split_distances()[i + 1];
  230. }
  231. // Sort render operations
  232. context->operations.sort(operation_compare);
  233. for (const render_operation& operation: context->operations)
  234. {
  235. // Get operation material
  236. const ::material* material = operation.material;
  237. if (!material)
  238. {
  239. if (fallback_material)
  240. {
  241. // No material specified, use fallback material
  242. material = fallback_material;
  243. }
  244. else
  245. {
  246. // No material specified and no fallback material, skip operation
  247. continue;
  248. }
  249. }
  250. // Switch materials if necessary
  251. if (active_material != material)
  252. {
  253. active_material = material;
  254. // Change rasterizer state according to material flags
  255. std::uint32_t material_flags = active_material->get_flags();
  256. if (active_material_flags != material_flags)
  257. {
  258. if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
  259. {
  260. if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
  261. {
  262. glEnable(GL_BLEND);
  263. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  264. }
  265. else
  266. {
  267. glDisable(GL_BLEND);
  268. }
  269. }
  270. if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
  271. {
  272. if (material_flags & MATERIAL_FLAG_BACK_FACES)
  273. {
  274. glEnable(GL_CULL_FACE);
  275. glCullFace(GL_FRONT);
  276. }
  277. else
  278. {
  279. glEnable(GL_CULL_FACE);
  280. glCullFace(GL_BACK);
  281. }
  282. }
  283. else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
  284. {
  285. if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
  286. {
  287. glDisable(GL_CULL_FACE);
  288. }
  289. else
  290. {
  291. glEnable(GL_CULL_FACE);
  292. glCullFace(GL_BACK);
  293. }
  294. }
  295. if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
  296. {
  297. if (material_flags & MATERIAL_FLAG_X_RAY)
  298. {
  299. glDisable(GL_DEPTH_TEST);
  300. }
  301. else
  302. {
  303. glEnable(GL_DEPTH_TEST);
  304. }
  305. }
  306. if ((material_flags & MATERIAL_FLAG_DECAL_SURFACE) != (active_material_flags & MATERIAL_FLAG_DECAL_SURFACE))
  307. {
  308. if (material_flags & MATERIAL_FLAG_DECAL_SURFACE)
  309. {
  310. glEnable(GL_STENCIL_TEST);
  311. glStencilFunc(GL_ALWAYS, 1, ~0);
  312. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  313. glStencilMask(~0);
  314. }
  315. else
  316. {
  317. glDisable(GL_STENCIL_TEST);
  318. glStencilMask(0);
  319. }
  320. }
  321. if ((material_flags & MATERIAL_FLAG_DECAL) != (active_material_flags & MATERIAL_FLAG_DECAL))
  322. {
  323. if (material_flags & MATERIAL_FLAG_DECAL)
  324. {
  325. glEnable(GL_DEPTH_TEST);
  326. glDepthFunc(GL_GEQUAL);
  327. glDepthMask(GL_FALSE);
  328. glEnable(GL_STENCIL_TEST);
  329. glStencilFunc(GL_EQUAL, 1, ~0);
  330. //glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
  331. //glStencilMask(~0);
  332. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  333. glStencilMask(0);
  334. }
  335. else
  336. {
  337. glEnable(GL_DEPTH_TEST);
  338. glDepthFunc(GL_GREATER);
  339. glDepthMask(GL_TRUE);
  340. glDisable(GL_STENCIL_TEST);
  341. glStencilMask(0);
  342. }
  343. }
  344. /*
  345. if ((material_flags & MATERIAL_FLAG_OUTLINE) != (active_material_flags & MATERIAL_FLAG_OUTLINE))
  346. {
  347. if (material_flags & MATERIAL_FLAG_OUTLINE)
  348. {
  349. glEnable(GL_STENCIL_TEST);
  350. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  351. glStencilFunc(GL_ALWAYS, 2, 0xFF);
  352. glStencilMask(0xFF);
  353. }
  354. else
  355. {
  356. glDisable(GL_STENCIL_TEST);
  357. glStencilMask(0x00);
  358. }
  359. }
  360. */
  361. active_material_flags = material_flags;
  362. }
  363. // Switch shaders if necessary
  364. const gl::shader_program* shader_program = active_material->get_shader_program();
  365. if (active_shader_program != shader_program)
  366. {
  367. active_shader_program = shader_program;
  368. if (!active_shader_program)
  369. {
  370. continue;
  371. }
  372. // Change shader program
  373. rasterizer->use_program(*active_shader_program);
  374. // Get set of known shader input parameters
  375. if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
  376. {
  377. parameters = it->second;
  378. }
  379. else
  380. {
  381. parameters = load_parameter_set(active_shader_program);
  382. }
  383. // Upload context-dependent shader parameters
  384. if (parameters->time)
  385. parameters->time->upload(time);
  386. if (parameters->mouse)
  387. parameters->mouse->upload(mouse_position);
  388. if (parameters->resolution)
  389. parameters->resolution->upload(resolution);
  390. if (parameters->camera_position)
  391. parameters->camera_position->upload(camera_position);
  392. if (parameters->camera_exposure)
  393. parameters->camera_exposure->upload(camera_exposure);
  394. if (parameters->view)
  395. parameters->view->upload(view);
  396. if (parameters->view_projection)
  397. parameters->view_projection->upload(view_projection);
  398. if (parameters->ambient_light_count)
  399. parameters->ambient_light_count->upload(ambient_light_count);
  400. if (parameters->ambient_light_colors)
  401. parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
  402. if (parameters->point_light_count)
  403. parameters->point_light_count->upload(point_light_count);
  404. if (parameters->point_light_colors)
  405. parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
  406. if (parameters->point_light_positions)
  407. parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
  408. if (parameters->point_light_attenuations)
  409. parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
  410. if (parameters->directional_light_count)
  411. parameters->directional_light_count->upload(directional_light_count);
  412. if (parameters->directional_light_colors)
  413. parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
  414. if (parameters->directional_light_directions)
  415. parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
  416. if (parameters->directional_light_textures)
  417. parameters->directional_light_textures->upload(0, directional_light_textures, directional_light_count);
  418. if (parameters->directional_light_texture_matrices)
  419. parameters->directional_light_texture_matrices->upload(0, directional_light_texture_matrices, directional_light_count);
  420. if (parameters->directional_light_texture_opacities)
  421. parameters->directional_light_texture_opacities->upload(0, directional_light_texture_opacities, directional_light_count);
  422. if (parameters->spot_light_count)
  423. parameters->spot_light_count->upload(spot_light_count);
  424. if (parameters->spot_light_colors)
  425. parameters->spot_light_colors->upload(0, spot_light_colors, spot_light_count);
  426. if (parameters->spot_light_positions)
  427. parameters->spot_light_positions->upload(0, spot_light_positions, spot_light_count);
  428. if (parameters->spot_light_directions)
  429. parameters->spot_light_directions->upload(0, spot_light_directions, spot_light_count);
  430. if (parameters->spot_light_attenuations)
  431. parameters->spot_light_attenuations->upload(0, spot_light_attenuations, spot_light_count);
  432. if (parameters->spot_light_cutoffs)
  433. parameters->spot_light_cutoffs->upload(0, spot_light_cutoffs, spot_light_count);
  434. if (parameters->shadow_map_directional && shadow_map)
  435. parameters->shadow_map_directional->upload(shadow_map);
  436. if (parameters->shadow_matrices_directional)
  437. parameters->shadow_matrices_directional->upload(0, shadow_matrices_directional, 4);
  438. if (parameters->shadow_splits_directional)
  439. parameters->shadow_splits_directional->upload(shadow_splits_directional);
  440. }
  441. // Upload material properties to shader
  442. active_material->upload(context->alpha);
  443. }
  444. // Calculate operation-dependent parameters
  445. model = operation.transform;
  446. model_view_projection = view_projection * model;
  447. model_view = view * model;
  448. normal_model = math::transpose(math::inverse(math::resize<3, 3>(model)));
  449. normal_model_view = math::transpose(math::inverse(math::resize<3, 3>(model_view)));
  450. // Upload operation-dependent parameters
  451. if (parameters->model)
  452. parameters->model->upload(model);
  453. if (parameters->model_view)
  454. parameters->model_view->upload(model_view);
  455. if (parameters->model_view_projection)
  456. parameters->model_view_projection->upload(model_view_projection);
  457. if (parameters->normal_model)
  458. parameters->normal_model->upload(normal_model);
  459. if (parameters->normal_model_view)
  460. parameters->normal_model_view->upload(normal_model_view);
  461. if (parameters->clip_depth)
  462. parameters->clip_depth->upload(clip_depth);
  463. if (parameters->log_depth_coef)
  464. parameters->log_depth_coef->upload(log_depth_coef);
  465. // Draw geometry
  466. if (operation.instance_count)
  467. rasterizer->draw_arrays_instanced(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count, operation.instance_count);
  468. else
  469. rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
  470. }
  471. }
  472. void material_pass::set_fallback_material(const material* fallback)
  473. {
  474. this->fallback_material = fallback;
  475. }
  476. void material_pass::set_time_tween(const tween<double>* time)
  477. {
  478. this->time_tween = time;
  479. }
  480. const material_pass::parameter_set* material_pass::load_parameter_set(const gl::shader_program* program) const
  481. {
  482. // Allocate a new parameter set
  483. parameter_set* parameters = new parameter_set();
  484. // Connect inputs
  485. parameters->time = program->get_input("time");
  486. parameters->mouse = program->get_input("mouse");
  487. parameters->resolution = program->get_input("resolution");
  488. parameters->camera_position = program->get_input("camera.position");
  489. parameters->camera_exposure = program->get_input("camera.exposure");
  490. parameters->model = program->get_input("model");
  491. parameters->view = program->get_input("view");
  492. parameters->projection = program->get_input("projection");
  493. parameters->model_view = program->get_input("model_view");
  494. parameters->view_projection = program->get_input("view_projection");
  495. parameters->model_view_projection = program->get_input("model_view_projection");
  496. parameters->normal_model = program->get_input("normal_model");
  497. parameters->normal_model_view = program->get_input("normal_model_view");
  498. parameters->clip_depth = program->get_input("clip_depth");
  499. parameters->log_depth_coef = program->get_input("log_depth_coef");
  500. parameters->ambient_light_count = program->get_input("ambient_light_count");
  501. parameters->ambient_light_colors = program->get_input("ambient_light_colors");
  502. parameters->point_light_count = program->get_input("point_light_count");
  503. parameters->point_light_colors = program->get_input("point_light_colors");
  504. parameters->point_light_positions = program->get_input("point_light_positions");
  505. parameters->point_light_attenuations = program->get_input("point_light_attenuations");
  506. parameters->directional_light_count = program->get_input("directional_light_count");
  507. parameters->directional_light_colors = program->get_input("directional_light_colors");
  508. parameters->directional_light_directions = program->get_input("directional_light_directions");
  509. parameters->directional_light_textures = program->get_input("directional_light_textures");
  510. parameters->directional_light_texture_matrices = program->get_input("directional_light_texture_matrices");
  511. parameters->directional_light_texture_opacities = program->get_input("directional_light_texture_opacities");
  512. parameters->spot_light_count = program->get_input("spot_light_count");
  513. parameters->spot_light_colors = program->get_input("spot_light_colors");
  514. parameters->spot_light_positions = program->get_input("spot_light_positions");
  515. parameters->spot_light_directions = program->get_input("spot_light_directions");
  516. parameters->spot_light_attenuations = program->get_input("spot_light_attenuations");
  517. parameters->spot_light_cutoffs = program->get_input("spot_light_cutoffs");
  518. parameters->shadow_map_directional = program->get_input("shadow_map_directional");
  519. parameters->shadow_splits_directional = program->get_input("shadow_splits_directional");
  520. parameters->shadow_matrices_directional = program->get_input("shadow_matrices_directional");
  521. // Add parameter set to map of parameter sets
  522. parameter_sets[program] = parameters;
  523. return parameters;
  524. }
  525. void material_pass::handle_event(const mouse_moved_event& event)
  526. {
  527. mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
  528. }
  529. bool operation_compare(const render_operation& a, const render_operation& b)
  530. {
  531. if (!a.material)
  532. return false;
  533. else if (!b.material)
  534. return true;
  535. bool xray_a = a.material->get_flags() & MATERIAL_FLAG_X_RAY;
  536. bool xray_b = b.material->get_flags() & MATERIAL_FLAG_X_RAY;
  537. if (xray_a)
  538. {
  539. if (xray_b)
  540. {
  541. // A and B are both xray, render back to front
  542. return (a.depth >= b.depth);
  543. }
  544. else
  545. {
  546. // A is xray, B is not. Render B first
  547. return false;
  548. }
  549. }
  550. else
  551. {
  552. if (xray_b)
  553. {
  554. // A is opaque, B is xray. Render A first
  555. return true;
  556. }
  557. else
  558. {
  559. // Determine transparency
  560. bool transparent_a = a.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  561. bool transparent_b = b.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  562. if (transparent_a)
  563. {
  564. if (transparent_b)
  565. {
  566. // Determine decal status
  567. bool decal_a = a.material->get_flags() & MATERIAL_FLAG_DECAL;
  568. bool decal_b = b.material->get_flags() & MATERIAL_FLAG_DECAL;
  569. if (decal_a)
  570. {
  571. if (decal_b)
  572. {
  573. // A and B are both transparent decals, render back to front
  574. return (a.depth >= b.depth);
  575. }
  576. else
  577. {
  578. // A is a transparent decal, B is transparent but not a decal, render A first
  579. return true;
  580. }
  581. }
  582. else
  583. {
  584. if (decal_b)
  585. {
  586. // A is transparent but not a decal, B is a transparent decal, render B first
  587. return false;
  588. }
  589. else
  590. {
  591. // A and B are both transparent, but not decals, render back to front
  592. return (a.depth >= b.depth);
  593. }
  594. }
  595. }
  596. else
  597. {
  598. // A is transparent, B is opaque. Render B first
  599. return false;
  600. }
  601. }
  602. else
  603. {
  604. if (transparent_b)
  605. {
  606. // A is opaque, B is transparent. Render A first
  607. return true;
  608. }
  609. else
  610. {
  611. // A and B are both opaque
  612. if (a.material->get_shader_program() == b.material->get_shader_program())
  613. {
  614. // A and B have the same shader
  615. if (a.vertex_array == b.vertex_array)
  616. {
  617. // A and B have the same VAO, render front to back
  618. return (a.depth < b.depth);
  619. }
  620. else
  621. {
  622. // Sort by VAO
  623. return (a.vertex_array < b.vertex_array);
  624. }
  625. }
  626. else
  627. {
  628. // A and B are both opaque and have different shaders, sort by shader
  629. return (a.material->get_shader_program() < b.material->get_shader_program());
  630. }
  631. }
  632. }
  633. }
  634. }
  635. }