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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/>.
- */
-
- #ifndef ANTKEEPER_MATERIAL_PASS_HPP
- #define ANTKEEPER_MATERIAL_PASS_HPP
-
- #include "renderer/render-pass.hpp"
- #include "renderer/material.hpp"
- #include "animation/tween.hpp"
- #include "utility/fundamental-types.hpp"
- #include "event/event-handler.hpp"
- #include "event/input-events.hpp"
- #include <unordered_map>
- #include "gl/shader-program.hpp"
- #include "gl/shader-input.hpp"
- #include "gl/texture-2d.hpp"
-
- class camera;
- class resource_manager;
- class shadow_map_pass;
-
- /**
- * Renders scene objects using their material-specified shaders and properties.
- */
- class material_pass: public render_pass,
- public event_handler<mouse_moved_event>
- {
- public:
- material_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
- virtual ~material_pass();
- virtual void render(render_context* context) const final;
-
- /// Sets the material to be used when a render operation is missing a material. If no fallback material is specified, render operations without materials will not be processed.
- void set_fallback_material(const material* fallback);
-
- /// Sets the time tween, which is interpolated between updates
- void set_time_tween(const tween<double>* time);
-
- void set_focal_point_tween(const tween<float3>* focal_point);
-
- const ::shadow_map_pass* shadow_map_pass;
- const gl::texture_2d* shadow_map;
-
- private:
- virtual void handle_event(const mouse_moved_event& event);
-
- /**
- * Sets of known shader input parameters. Each time a new shader is encountered, a parameter set will be created and its inputs connected to the shader program. A null input indiciates that the shader doesn't have that parameter.
- */
- struct parameter_set
- {
- const gl::shader_input* time;
- const gl::shader_input* mouse;
- const gl::shader_input* resolution;
- const gl::shader_input* camera_position;
- const gl::shader_input* camera_exposure;
- const gl::shader_input* model;
- const gl::shader_input* view;
- const gl::shader_input* projection;
- const gl::shader_input* model_view;
- const gl::shader_input* view_projection;
- const gl::shader_input* model_view_projection;
- const gl::shader_input* normal_model;
- const gl::shader_input* normal_model_view;
- const gl::shader_input* clip_depth;
- const gl::shader_input* log_depth_coef;
-
- const gl::shader_input* ambient_light_count;
- const gl::shader_input* ambient_light_colors;
- const gl::shader_input* point_light_count;
- const gl::shader_input* point_light_colors;
- const gl::shader_input* point_light_positions;
- const gl::shader_input* point_light_attenuations;
- const gl::shader_input* directional_light_count;
- const gl::shader_input* directional_light_colors;
- const gl::shader_input* directional_light_directions;
- const gl::shader_input* directional_light_textures;
- const gl::shader_input* directional_light_texture_matrices;
- const gl::shader_input* directional_light_texture_opacities;
- const gl::shader_input* spot_light_count;
- const gl::shader_input* spot_light_colors;
- const gl::shader_input* spot_light_positions;
- const gl::shader_input* spot_light_directions;
- const gl::shader_input* spot_light_attenuations;
- const gl::shader_input* spot_light_cutoffs;
-
- const gl::shader_input* focal_point;
-
- const gl::shader_input* shadow_map_directional;
- const gl::shader_input* shadow_splits_directional;
- const gl::shader_input* shadow_matrices_directional;
- };
-
- const parameter_set* load_parameter_set(const gl::shader_program* program) const;
-
- mutable std::unordered_map<const gl::shader_program*, parameter_set*> parameter_sets;
- const material* fallback_material;
- const tween<double>* time_tween;
- float2 mouse_position;
- const tween<float3>* focal_point_tween;
-
- int max_ambient_light_count;
- int max_point_light_count;
- int max_directional_light_count;
- int max_spot_light_count;
-
- mutable int ambient_light_count;
- mutable int point_light_count;
- mutable int directional_light_count;
- mutable int spot_light_count;
-
- float3* ambient_light_colors;
- float3* point_light_colors;
- float3* point_light_positions;
- float3* point_light_attenuations;
- float3* directional_light_colors;
- float3* directional_light_directions;
- const gl::texture_2d** directional_light_textures;
- float4x4* directional_light_texture_matrices;
- float* directional_light_texture_opacities;
- float3* spot_light_colors;
- float3* spot_light_positions;
- float3* spot_light_directions;
- float3* spot_light_attenuations;
- float2* spot_light_cutoffs;
- };
-
- #endif // ANTKEEPER_MATERIAL_PASS_HPP
-
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