💿🐜 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-type.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-attributes.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. focal_point_tween(nullptr),
  55. shadow_map_pass(nullptr),
  56. shadow_map(nullptr)
  57. {
  58. max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
  59. max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
  60. max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
  61. max_spot_light_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
  62. ambient_light_colors = new float3[max_ambient_light_count];
  63. point_light_colors = new float3[max_point_light_count];
  64. point_light_positions = new float3[max_point_light_count];
  65. point_light_attenuations = new float3[max_point_light_count];
  66. directional_light_colors = new float3[max_directional_light_count];
  67. directional_light_directions = new float3[max_directional_light_count];
  68. directional_light_textures = new const gl::texture_2d*[max_directional_light_count];
  69. directional_light_texture_matrices = new float4x4[max_directional_light_count];
  70. directional_light_texture_opacities = new float[max_directional_light_count];
  71. spot_light_colors = new float3[max_spot_light_count];
  72. spot_light_positions = new float3[max_spot_light_count];
  73. spot_light_directions = new float3[max_spot_light_count];
  74. spot_light_attenuations = new float3[max_spot_light_count];
  75. spot_light_cutoffs = new float2[max_spot_light_count];
  76. }
  77. material_pass::~material_pass()
  78. {
  79. delete[] ambient_light_colors;
  80. delete[] point_light_colors;
  81. delete[] point_light_positions;
  82. delete[] point_light_attenuations;
  83. delete[] directional_light_colors;
  84. delete[] directional_light_directions;
  85. delete[] directional_light_textures;
  86. delete[] directional_light_texture_matrices;
  87. delete[] directional_light_texture_opacities;
  88. delete[] spot_light_colors;
  89. delete[] spot_light_positions;
  90. delete[] spot_light_directions;
  91. delete[] spot_light_attenuations;
  92. delete[] spot_light_cutoffs;
  93. }
  94. void material_pass::render(render_context* context) const
  95. {
  96. rasterizer->use_framebuffer(*framebuffer);
  97. glDisable(GL_BLEND);
  98. glEnable(GL_DEPTH_TEST);
  99. glDepthMask(GL_TRUE);
  100. glDepthFunc(GL_GREATER);
  101. glEnable(GL_CULL_FACE);
  102. glCullFace(GL_BACK);
  103. glDisable(GL_STENCIL_TEST);
  104. glStencilMask(0x00);
  105. // For half-z buffer
  106. glDepthRange(-1.0f, 1.0f);
  107. auto viewport = framebuffer->get_dimensions();
  108. rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
  109. float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
  110. float time = time_tween->interpolate(context->alpha);
  111. const float3& camera_position = context->camera_transform.translation;
  112. float3 focal_point = (focal_point_tween) ? focal_point_tween->interpolate(context->alpha) : float3{0, 0, 0};
  113. float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
  114. float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
  115. float4x4 view_projection = projection * view;
  116. float4x4 model_view_projection;
  117. float4x4 model;
  118. float4x4 model_view;
  119. float3x3 normal_model;
  120. float3x3 normal_model_view;
  121. float2 clip_depth;
  122. clip_depth[0] = context->camera->get_clip_near_tween().interpolate(context->alpha);
  123. clip_depth[1] = context->camera->get_clip_far_tween().interpolate(context->alpha);
  124. float log_depth_coef = 2.0f / std::log2(clip_depth[1] + 1.0f);
  125. float camera_exposure = std::exp2(context->camera->get_exposure_tween().interpolate(context->alpha));
  126. int active_material_flags = 0;
  127. const gl::shader_program* active_shader_program = nullptr;
  128. const ::material* active_material = nullptr;
  129. const parameter_set* parameters = nullptr;
  130. // Reset light counts
  131. ambient_light_count = 0;
  132. point_light_count = 0;
  133. directional_light_count = 0;
  134. spot_light_count = 0;
  135. // Collect lights
  136. const std::list<scene::object_base*>* lights = context->collection->get_objects(scene::light::object_type_id);
  137. for (const scene::object_base* object: *lights)
  138. {
  139. // Skip inactive lights
  140. if (!object->is_active())
  141. continue;
  142. const scene::light* light = static_cast<const scene::light*>(object);
  143. switch (light->get_light_type())
  144. {
  145. // Add ambient light
  146. case scene::light_type::ambient:
  147. {
  148. if (ambient_light_count < max_ambient_light_count)
  149. {
  150. // Pre-expose light
  151. ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  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. // Pre-expose light
  162. point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  163. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  164. point_light_positions[point_light_count] = position;
  165. point_light_attenuations[point_light_count] = static_cast<const scene::point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
  166. ++point_light_count;
  167. }
  168. break;
  169. }
  170. // Add directional light
  171. case scene::light_type::directional:
  172. {
  173. if (directional_light_count < max_directional_light_count)
  174. {
  175. const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light);
  176. // Pre-expose light
  177. directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  178. float3 direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
  179. directional_light_directions[directional_light_count] = direction;
  180. if (directional_light->get_light_texture())
  181. {
  182. directional_light_textures[directional_light_count] = directional_light->get_light_texture();
  183. directional_light_texture_opacities[directional_light_count] = directional_light->get_light_texture_opacity_tween().interpolate(context->alpha);
  184. math::transform<float> light_transform = light->get_transform_tween().interpolate(context->alpha);
  185. float3 forward = light_transform.rotation * global_forward;
  186. float3 up = light_transform.rotation * global_up;
  187. float4x4 light_view = math::look_at(light_transform.translation, light_transform.translation + forward, up);
  188. float2 scale = directional_light->get_light_texture_scale_tween().interpolate(context->alpha);
  189. float4x4 light_projection = math::ortho(-scale.x, scale.x, -scale.y, scale.y, -1.0f, 1.0f);
  190. directional_light_texture_matrices[directional_light_count] = light_projection * light_view;
  191. }
  192. else
  193. {
  194. directional_light_textures[directional_light_count] = nullptr;
  195. directional_light_texture_opacities[directional_light_count] = 0.0f;
  196. }
  197. ++directional_light_count;
  198. }
  199. break;
  200. }
  201. // Add spot_light
  202. case scene::light_type::spot:
  203. {
  204. if (spot_light_count < max_spot_light_count)
  205. {
  206. const scene::spot_light* spot_light = static_cast<const scene::spot_light*>(light);
  207. // Pre-expose light
  208. spot_light_colors[spot_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
  209. float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
  210. spot_light_positions[spot_light_count] = position;
  211. float3 direction = spot_light->get_direction_tween().interpolate(context->alpha);
  212. spot_light_directions[spot_light_count] = direction;
  213. spot_light_attenuations[spot_light_count] = spot_light->get_attenuation_tween().interpolate(context->alpha);
  214. spot_light_cutoffs[spot_light_count] = spot_light->get_cosine_cutoff_tween().interpolate(context->alpha);
  215. ++spot_light_count;
  216. }
  217. break;
  218. }
  219. default:
  220. break;
  221. }
  222. }
  223. float4x4 shadow_matrices_directional[4];
  224. float4 shadow_splits_directional;
  225. if (shadow_map_pass)
  226. {
  227. for (int i = 0; i < 4; ++i)
  228. shadow_matrices_directional[i] = shadow_map_pass->get_shadow_matrices()[i];
  229. // Calculate shadow map split distances
  230. for (int i = 0; i < 4; ++i)
  231. shadow_splits_directional[i] = shadow_map_pass->get_split_distances()[i + 1];
  232. }
  233. // Sort render operations
  234. context->operations.sort(operation_compare);
  235. for (const render_operation& operation: context->operations)
  236. {
  237. // Get operation material
  238. const ::material* material = operation.material;
  239. if (!material)
  240. {
  241. if (fallback_material)
  242. {
  243. // No material specified, use fallback material
  244. material = fallback_material;
  245. }
  246. else
  247. {
  248. // No material specified and no fallback material, skip operation
  249. continue;
  250. }
  251. }
  252. // Switch materials if necessary
  253. if (active_material != material)
  254. {
  255. active_material = material;
  256. // Change rasterizer state according to material flags
  257. std::uint32_t material_flags = active_material->get_flags();
  258. if (active_material_flags != material_flags)
  259. {
  260. if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
  261. {
  262. if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
  263. {
  264. glEnable(GL_BLEND);
  265. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  266. }
  267. else
  268. {
  269. glDisable(GL_BLEND);
  270. }
  271. }
  272. if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
  273. {
  274. if (material_flags & MATERIAL_FLAG_BACK_FACES)
  275. {
  276. glEnable(GL_CULL_FACE);
  277. glCullFace(GL_FRONT);
  278. }
  279. else
  280. {
  281. glEnable(GL_CULL_FACE);
  282. glCullFace(GL_BACK);
  283. }
  284. }
  285. else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
  286. {
  287. if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
  288. {
  289. glDisable(GL_CULL_FACE);
  290. }
  291. else
  292. {
  293. glEnable(GL_CULL_FACE);
  294. glCullFace(GL_BACK);
  295. }
  296. }
  297. if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
  298. {
  299. if (material_flags & MATERIAL_FLAG_X_RAY)
  300. {
  301. glDisable(GL_DEPTH_TEST);
  302. }
  303. else
  304. {
  305. glEnable(GL_DEPTH_TEST);
  306. }
  307. }
  308. if ((material_flags & MATERIAL_FLAG_DECAL_SURFACE) != (active_material_flags & MATERIAL_FLAG_DECAL_SURFACE))
  309. {
  310. if (material_flags & MATERIAL_FLAG_DECAL_SURFACE)
  311. {
  312. glEnable(GL_STENCIL_TEST);
  313. glStencilFunc(GL_ALWAYS, 1, ~0);
  314. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  315. glStencilMask(~0);
  316. }
  317. else
  318. {
  319. glDisable(GL_STENCIL_TEST);
  320. glStencilMask(0);
  321. }
  322. }
  323. if ((material_flags & MATERIAL_FLAG_DECAL) != (active_material_flags & MATERIAL_FLAG_DECAL))
  324. {
  325. if (material_flags & MATERIAL_FLAG_DECAL)
  326. {
  327. glEnable(GL_DEPTH_TEST);
  328. glDepthFunc(GL_GEQUAL);
  329. glDepthMask(GL_FALSE);
  330. glEnable(GL_STENCIL_TEST);
  331. glStencilFunc(GL_EQUAL, 1, ~0);
  332. //glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
  333. //glStencilMask(~0);
  334. glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
  335. glStencilMask(0);
  336. }
  337. else
  338. {
  339. glEnable(GL_DEPTH_TEST);
  340. glDepthFunc(GL_GREATER);
  341. glDepthMask(GL_TRUE);
  342. glDisable(GL_STENCIL_TEST);
  343. glStencilMask(0);
  344. }
  345. }
  346. /*
  347. if ((material_flags & MATERIAL_FLAG_OUTLINE) != (active_material_flags & MATERIAL_FLAG_OUTLINE))
  348. {
  349. if (material_flags & MATERIAL_FLAG_OUTLINE)
  350. {
  351. glEnable(GL_STENCIL_TEST);
  352. glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
  353. glStencilFunc(GL_ALWAYS, 2, 0xFF);
  354. glStencilMask(0xFF);
  355. }
  356. else
  357. {
  358. glDisable(GL_STENCIL_TEST);
  359. glStencilMask(0x00);
  360. }
  361. }
  362. */
  363. active_material_flags = material_flags;
  364. }
  365. // Switch shaders if necessary
  366. const gl::shader_program* shader_program = active_material->get_shader_program();
  367. if (active_shader_program != shader_program)
  368. {
  369. active_shader_program = shader_program;
  370. if (!active_shader_program)
  371. {
  372. continue;
  373. }
  374. // Change shader program
  375. rasterizer->use_program(*active_shader_program);
  376. // Get set of known shader input parameters
  377. if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
  378. {
  379. parameters = it->second;
  380. }
  381. else
  382. {
  383. parameters = load_parameter_set(active_shader_program);
  384. }
  385. // Upload context-dependent shader parameters
  386. if (parameters->time)
  387. parameters->time->upload(time);
  388. if (parameters->mouse)
  389. parameters->mouse->upload(mouse_position);
  390. if (parameters->resolution)
  391. parameters->resolution->upload(resolution);
  392. if (parameters->camera_position)
  393. parameters->camera_position->upload(camera_position);
  394. if (parameters->camera_exposure)
  395. parameters->camera_exposure->upload(camera_exposure);
  396. if (parameters->view)
  397. parameters->view->upload(view);
  398. if (parameters->view_projection)
  399. parameters->view_projection->upload(view_projection);
  400. if (parameters->ambient_light_count)
  401. parameters->ambient_light_count->upload(ambient_light_count);
  402. if (parameters->ambient_light_colors)
  403. parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
  404. if (parameters->point_light_count)
  405. parameters->point_light_count->upload(point_light_count);
  406. if (parameters->point_light_colors)
  407. parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
  408. if (parameters->point_light_positions)
  409. parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
  410. if (parameters->point_light_attenuations)
  411. parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
  412. if (parameters->directional_light_count)
  413. parameters->directional_light_count->upload(directional_light_count);
  414. if (parameters->directional_light_colors)
  415. parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
  416. if (parameters->directional_light_directions)
  417. parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
  418. if (parameters->directional_light_textures)
  419. parameters->directional_light_textures->upload(0, directional_light_textures, directional_light_count);
  420. if (parameters->directional_light_texture_matrices)
  421. parameters->directional_light_texture_matrices->upload(0, directional_light_texture_matrices, directional_light_count);
  422. if (parameters->directional_light_texture_opacities)
  423. parameters->directional_light_texture_opacities->upload(0, directional_light_texture_opacities, directional_light_count);
  424. if (parameters->spot_light_count)
  425. parameters->spot_light_count->upload(spot_light_count);
  426. if (parameters->spot_light_colors)
  427. parameters->spot_light_colors->upload(0, spot_light_colors, spot_light_count);
  428. if (parameters->spot_light_positions)
  429. parameters->spot_light_positions->upload(0, spot_light_positions, spot_light_count);
  430. if (parameters->spot_light_directions)
  431. parameters->spot_light_directions->upload(0, spot_light_directions, spot_light_count);
  432. if (parameters->spot_light_attenuations)
  433. parameters->spot_light_attenuations->upload(0, spot_light_attenuations, spot_light_count);
  434. if (parameters->spot_light_cutoffs)
  435. parameters->spot_light_cutoffs->upload(0, spot_light_cutoffs, spot_light_count);
  436. if (parameters->focal_point)
  437. parameters->focal_point->upload(focal_point);
  438. if (parameters->shadow_map_directional && shadow_map)
  439. parameters->shadow_map_directional->upload(shadow_map);
  440. if (parameters->shadow_matrices_directional)
  441. parameters->shadow_matrices_directional->upload(0, shadow_matrices_directional, 4);
  442. if (parameters->shadow_splits_directional)
  443. parameters->shadow_splits_directional->upload(shadow_splits_directional);
  444. }
  445. // Upload material properties to shader
  446. active_material->upload(context->alpha);
  447. }
  448. // Calculate operation-dependent parameters
  449. model = operation.transform;
  450. model_view_projection = view_projection * model;
  451. model_view = view * model;
  452. normal_model = math::transpose(math::inverse(math::resize<3, 3>(model)));
  453. normal_model_view = math::transpose(math::inverse(math::resize<3, 3>(model_view)));
  454. // Upload operation-dependent parameters
  455. if (parameters->model)
  456. parameters->model->upload(model);
  457. if (parameters->model_view)
  458. parameters->model_view->upload(model_view);
  459. if (parameters->model_view_projection)
  460. parameters->model_view_projection->upload(model_view_projection);
  461. if (parameters->normal_model)
  462. parameters->normal_model->upload(normal_model);
  463. if (parameters->normal_model_view)
  464. parameters->normal_model_view->upload(normal_model_view);
  465. if (parameters->clip_depth)
  466. parameters->clip_depth->upload(clip_depth);
  467. if (parameters->log_depth_coef)
  468. parameters->log_depth_coef->upload(log_depth_coef);
  469. // Draw geometry
  470. if (operation.instance_count)
  471. rasterizer->draw_arrays_instanced(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count, operation.instance_count);
  472. else
  473. rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
  474. }
  475. }
  476. void material_pass::set_fallback_material(const material* fallback)
  477. {
  478. this->fallback_material = fallback;
  479. }
  480. void material_pass::set_time_tween(const tween<double>* time)
  481. {
  482. this->time_tween = time;
  483. }
  484. void material_pass::set_focal_point_tween(const tween<float3>* focal_point)
  485. {
  486. this->focal_point_tween = focal_point;
  487. }
  488. const material_pass::parameter_set* material_pass::load_parameter_set(const gl::shader_program* program) const
  489. {
  490. // Allocate a new parameter set
  491. parameter_set* parameters = new parameter_set();
  492. // Connect inputs
  493. parameters->time = program->get_input("time");
  494. parameters->mouse = program->get_input("mouse");
  495. parameters->resolution = program->get_input("resolution");
  496. parameters->camera_position = program->get_input("camera.position");
  497. parameters->camera_exposure = program->get_input("camera.exposure");
  498. parameters->model = program->get_input("model");
  499. parameters->view = program->get_input("view");
  500. parameters->projection = program->get_input("projection");
  501. parameters->model_view = program->get_input("model_view");
  502. parameters->view_projection = program->get_input("view_projection");
  503. parameters->model_view_projection = program->get_input("model_view_projection");
  504. parameters->normal_model = program->get_input("normal_model");
  505. parameters->normal_model_view = program->get_input("normal_model_view");
  506. parameters->clip_depth = program->get_input("clip_depth");
  507. parameters->log_depth_coef = program->get_input("log_depth_coef");
  508. parameters->ambient_light_count = program->get_input("ambient_light_count");
  509. parameters->ambient_light_colors = program->get_input("ambient_light_colors");
  510. parameters->point_light_count = program->get_input("point_light_count");
  511. parameters->point_light_colors = program->get_input("point_light_colors");
  512. parameters->point_light_positions = program->get_input("point_light_positions");
  513. parameters->point_light_attenuations = program->get_input("point_light_attenuations");
  514. parameters->directional_light_count = program->get_input("directional_light_count");
  515. parameters->directional_light_colors = program->get_input("directional_light_colors");
  516. parameters->directional_light_directions = program->get_input("directional_light_directions");
  517. parameters->directional_light_textures = program->get_input("directional_light_textures");
  518. parameters->directional_light_texture_matrices = program->get_input("directional_light_texture_matrices");
  519. parameters->directional_light_texture_opacities = program->get_input("directional_light_texture_opacities");
  520. parameters->spot_light_count = program->get_input("spot_light_count");
  521. parameters->spot_light_colors = program->get_input("spot_light_colors");
  522. parameters->spot_light_positions = program->get_input("spot_light_positions");
  523. parameters->spot_light_directions = program->get_input("spot_light_directions");
  524. parameters->spot_light_attenuations = program->get_input("spot_light_attenuations");
  525. parameters->spot_light_cutoffs = program->get_input("spot_light_cutoffs");
  526. parameters->focal_point = program->get_input("focal_point");
  527. parameters->shadow_map_directional = program->get_input("shadow_map_directional");
  528. parameters->shadow_splits_directional = program->get_input("shadow_splits_directional");
  529. parameters->shadow_matrices_directional = program->get_input("shadow_matrices_directional");
  530. // Add parameter set to map of parameter sets
  531. parameter_sets[program] = parameters;
  532. return parameters;
  533. }
  534. void material_pass::handle_event(const mouse_moved_event& event)
  535. {
  536. mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
  537. }
  538. bool operation_compare(const render_operation& a, const render_operation& b)
  539. {
  540. if (!a.material)
  541. return false;
  542. else if (!b.material)
  543. return true;
  544. bool xray_a = a.material->get_flags() & MATERIAL_FLAG_X_RAY;
  545. bool xray_b = b.material->get_flags() & MATERIAL_FLAG_X_RAY;
  546. if (xray_a)
  547. {
  548. if (xray_b)
  549. {
  550. // A and B are both xray, render back to front
  551. return (a.depth >= b.depth);
  552. }
  553. else
  554. {
  555. // A is xray, B is not. Render B first
  556. return false;
  557. }
  558. }
  559. else
  560. {
  561. if (xray_b)
  562. {
  563. // A is opaque, B is xray. Render A first
  564. return true;
  565. }
  566. else
  567. {
  568. // Determine transparency
  569. bool transparent_a = a.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  570. bool transparent_b = b.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
  571. if (transparent_a)
  572. {
  573. if (transparent_b)
  574. {
  575. // Determine decal status
  576. bool decal_a = a.material->get_flags() & MATERIAL_FLAG_DECAL;
  577. bool decal_b = b.material->get_flags() & MATERIAL_FLAG_DECAL;
  578. if (decal_a)
  579. {
  580. if (decal_b)
  581. {
  582. // A and B are both transparent decals, render back to front
  583. return (a.depth >= b.depth);
  584. }
  585. else
  586. {
  587. // A is a transparent decal, B is transparent but not a decal, render A first
  588. return true;
  589. }
  590. }
  591. else
  592. {
  593. if (decal_b)
  594. {
  595. // A is transparent but not a decal, B is a transparent decal, render B first
  596. return false;
  597. }
  598. else
  599. {
  600. // A and B are both transparent, but not decals, render back to front
  601. return (a.depth >= b.depth);
  602. }
  603. }
  604. }
  605. else
  606. {
  607. // A is transparent, B is opaque. Render B first
  608. return false;
  609. }
  610. }
  611. else
  612. {
  613. if (transparent_b)
  614. {
  615. // A is opaque, B is transparent. Render A first
  616. return true;
  617. }
  618. else
  619. {
  620. // A and B are both opaque
  621. if (a.material->get_shader_program() == b.material->get_shader_program())
  622. {
  623. // A and B have the same shader
  624. if (a.vertex_array == b.vertex_array)
  625. {
  626. // A and B have the same VAO, render front to back
  627. return (a.depth < b.depth);
  628. }
  629. else
  630. {
  631. // Sort by VAO
  632. return (a.vertex_array < b.vertex_array);
  633. }
  634. }
  635. else
  636. {
  637. // A and B are both opaque and have different shaders, sort by shader
  638. return (a.material->get_shader_program() < b.material->get_shader_program());
  639. }
  640. }
  641. }
  642. }
  643. }
  644. }