💿🐜 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.

174 lines
5.6 KiB

3 years ago
3 years ago
3 years ago
3 years ago
3 years ago
  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. sky_palette(nullptr),
  45. mouse_position({0.0f, 0.0f})
  46. {
  47. shader_program = resource_manager->load<::shader_program>("sky.glsl");
  48. matrix_input = shader_program->get_input("matrix");
  49. sun_direction_input = shader_program->get_input("sun_direction");
  50. sun_angular_radius_input = shader_program->get_input("sun_angular_radius");
  51. horizon_color_input = shader_program->get_input("horizon_color");
  52. zenith_color_input = shader_program->get_input("zenith_color");
  53. sun_angular_radius_input = shader_program->get_input("sun_angular_radius");
  54. sun_color_input = shader_program->get_input("sun_color");
  55. sky_palette_input = shader_program->get_input("sky_palette");
  56. mouse_input = shader_program->get_input("mouse");
  57. resolution_input = shader_program->get_input("resolution");
  58. const float vertex_data[] =
  59. {
  60. -1.0f, 1.0f, 0.0f,
  61. -1.0f, -1.0f, 0.0f,
  62. 1.0f, 1.0f, 0.0f,
  63. 1.0f, 1.0f, 0.0f,
  64. -1.0f, -1.0f, 0.0f,
  65. 1.0f, -1.0f, 0.0f
  66. };
  67. std::size_t vertex_size = 3;
  68. std::size_t vertex_stride = sizeof(float) * vertex_size;
  69. std::size_t vertex_count = 6;
  70. quad_vbo = new vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
  71. quad_vao = new vertex_array();
  72. quad_vao->bind_attribute(VERTEX_POSITION_LOCATION, *quad_vbo, 3, vertex_attribute_type::float_32, vertex_stride, 0);
  73. }
  74. sky_pass::~sky_pass()
  75. {
  76. delete quad_vao;
  77. delete quad_vbo;
  78. }
  79. void sky_pass::render(render_context* context) const
  80. {
  81. rasterizer->use_framebuffer(*framebuffer);
  82. glDisable(GL_BLEND);
  83. glDisable(GL_DEPTH_TEST);
  84. glDepthMask(GL_FALSE);
  85. glDisable(GL_CULL_FACE);
  86. auto viewport = framebuffer->get_dimensions();
  87. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  88. float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
  89. // Find sun direction
  90. float3 sun_direction = {0, 0, -1};
  91. const std::list<scene_object_base*>* lights = context->scene->get_objects(light::object_type_id);
  92. for (const scene_object_base* object: *lights)
  93. {
  94. const ::light* light = static_cast<const ::light*>(object);
  95. if (light->get_light_type() == light_type::directional)
  96. {
  97. sun_direction = static_cast<const directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
  98. break;
  99. }
  100. }
  101. // Calculate matrix
  102. float4x4 model_view = math::resize<4, 4>(math::resize<3, 3>(context->camera->get_view_tween().interpolate(context->alpha)));
  103. float4x4 inverse_projection = math::inverse(context->camera->get_projection_tween().interpolate(context->alpha));
  104. float4x4 matrix = math::inverse(model_view) * inverse_projection;
  105. // Change shader program
  106. rasterizer->use_program(*shader_program);
  107. // Upload shader parameters
  108. if (matrix_input)
  109. matrix_input->upload(matrix);
  110. if (sun_direction_input)
  111. sun_direction_input->upload(sun_direction);
  112. if (sun_angular_radius_input)
  113. sun_angular_radius_input->upload(sun_angular_radius);
  114. if (sun_color_input)
  115. sun_color_input->upload(sun_color);
  116. if (horizon_color_input)
  117. horizon_color_input->upload(horizon_color);
  118. if (zenith_color_input)
  119. zenith_color_input->upload(zenith_color);
  120. if (sky_palette_input && sky_palette)
  121. sky_palette_input->upload(sky_palette);
  122. if (mouse_input)
  123. mouse_input->upload(mouse_position);
  124. if (resolution_input)
  125. resolution_input->upload(resolution);
  126. // Draw quad
  127. rasterizer->draw_arrays(*quad_vao, drawing_mode::triangles, 0, 6);
  128. }
  129. void sky_pass::set_sun_angular_radius(float angle)
  130. {
  131. sun_angular_radius = angle;
  132. }
  133. void sky_pass::set_sun_color(const float3& color)
  134. {
  135. sun_color = color;
  136. }
  137. void sky_pass::set_horizon_color(const float3& color)
  138. {
  139. horizon_color = color;
  140. }
  141. void sky_pass::set_zenith_color(const float3& color)
  142. {
  143. zenith_color = color;
  144. }
  145. void sky_pass::set_sky_palette(const texture_2d* texture)
  146. {
  147. sky_palette = texture;
  148. }
  149. void sky_pass::handle_event(const mouse_moved_event& event)
  150. {
  151. mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
  152. }