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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 "render/passes/ground-pass.hpp"
- #include "resources/resource-manager.hpp"
- #include "resources/string-table.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.hpp"
- #include "gl/drawing-mode.hpp"
- #include "gl/texture-2d.hpp"
- #include "gl/texture-wrapping.hpp"
- #include "gl/texture-filter.hpp"
- #include "render/vertex-attribute.hpp"
- #include "render/context.hpp"
- #include "render/model.hpp"
- #include "render/material.hpp"
- #include "scene/camera.hpp"
- #include "scene/collection.hpp"
- #include "scene/directional-light.hpp"
- #include "scene/ambient-light.hpp"
- #include "utility/fundamental-types.hpp"
- #include "color/color.hpp"
- #include "math/interpolation.hpp"
- #include <cmath>
- #include <stdexcept>
- #include <glad/glad.h>
-
- namespace render {
-
- ground_pass::ground_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
- pass(rasterizer, framebuffer),
- ground_model(nullptr),
- ground_model_vao(nullptr),
- ground_material(nullptr),
- shader_program(nullptr)
- {}
-
- ground_pass::~ground_pass()
- {}
-
- void ground_pass::render(const render::context& ctx, render::queue& queue) const
- {
- if (!ground_model)
- return;
-
- rasterizer->use_framebuffer(*framebuffer);
-
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(GL_TRUE);
- glDepthFunc(GL_GREATER);
- glDepthRange(-1.0f, 1.0f);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glDisable(GL_STENCIL_TEST);
- glStencilMask(0);
-
- auto viewport = framebuffer->get_dimensions();
- rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
-
- float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
-
- const scene::camera& camera = *ctx.camera;
- float clip_near = camera.get_clip_near_tween().interpolate(ctx.alpha);
- float clip_far = camera.get_clip_far_tween().interpolate(ctx.alpha);
- float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f;
- float4x4 model = math::scale(math::identity4x4<float>, model_scale);
- float4x4 view = math::resize<4, 4>(math::resize<3, 3>(camera.get_view_tween().interpolate(ctx.alpha)));
- float4x4 model_view = view * model;
- float4x4 projection = camera.get_projection_tween().interpolate(ctx.alpha);
- float4x4 view_projection = camera.get_view_projection_tween().interpolate(ctx.alpha);
- float4x4 model_view_projection = projection * model_view;
-
-
-
- float3 ambient_light_color = {0.0f, 0.0f, 0.0f};
- float3 directional_light_color = {0.0f, 0.0f, 0.0f};
- float3 directional_light_direction = {0.0f, 0.0f, 0.0f};
-
- // Collect lights
- const std::list<scene::object_base*>* lights = ctx.collection->get_objects(scene::light::object_type_id);
- for (const scene::object_base* object: *lights)
- {
- // Skip inactive lights
- if (!object->is_active())
- continue;
-
- const scene::light* light = static_cast<const scene::light*>(object);
- switch (light->get_light_type())
- {
- // Add ambient light
- case scene::light_type::ambient:
- {
- // Pre-expose light
- ambient_light_color = light->get_scaled_color_tween().interpolate(ctx.alpha) * ctx.exposure;
- break;
- }
-
- // Add directional light
- case scene::light_type::directional:
- {
- const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light);
-
- // Pre-expose light
- directional_light_color = light->get_scaled_color_tween().interpolate(ctx.alpha) * ctx.exposure;
-
- directional_light_direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(ctx.alpha);
- break;
- }
-
- default:
- break;
- }
- }
-
- // Draw ground
- rasterizer->use_program(*shader_program);
-
- if (model_view_projection_input)
- model_view_projection_input->upload(model_view_projection);
- if (view_projection_input)
- view_projection_input->upload(view_projection);
- if (camera_position_input)
- camera_position_input->upload(ctx.camera_transform.translation);
- if (directional_light_colors_input)
- directional_light_colors_input->upload(0, &directional_light_color, 1);
- if (directional_light_directions_input)
- directional_light_directions_input->upload(0, &directional_light_direction, 1);
- if (ambient_light_colors_input)
- ambient_light_colors_input->upload(0, &ambient_light_color, 1);
-
- ground_material->upload(ctx.alpha);
-
-
-
- rasterizer->draw_arrays(*ground_model_vao, ground_model_drawing_mode, ground_model_start_index, ground_model_index_count);
- }
-
- void ground_pass::set_ground_model(const model* model)
- {
- ground_model = model;
-
- if (ground_model)
- {
- ground_model_vao = model->get_vertex_array();
-
- const std::vector<model_group*>& groups = *model->get_groups();
- for (model_group* group: groups)
- {
- ground_material = group->get_material();
- ground_model_drawing_mode = group->get_drawing_mode();
- ground_model_start_index = group->get_start_index();
- ground_model_index_count = group->get_index_count();
- }
-
- if (ground_material)
- {
- shader_program = ground_material->get_shader_program();
-
- if (shader_program)
- {
- model_view_projection_input = shader_program->get_input("model_view_projection");
- view_projection_input = shader_program->get_input("view_projection");
- camera_position_input = shader_program->get_input("camera.position");
- directional_light_colors_input = shader_program->get_input("directional_light_colors");
- directional_light_directions_input = shader_program->get_input("directional_light_directions");
- ambient_light_colors_input = shader_program->get_input("ambient_light_colors");
- }
- }
- }
- else
- {
- ground_model_vao = nullptr;
- }
- }
-
- } // namespace render
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