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/*
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* Copyright (C) 2023 Christopher J. Howard |
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* |
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* This file is part of Antkeeper source code. |
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* |
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* Antkeeper source code is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Antkeeper source code is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/ |
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#include "render/passes/simple-pass.hpp"
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#include "gl/rasterizer.hpp"
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#include "gl/framebuffer.hpp"
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#include "gl/shader-program.hpp"
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#include "gl/shader-input.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/vertex-attribute.hpp"
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#include "gl/drawing-mode.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/texture-filter.hpp"
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#include "render/vertex-attribute.hpp"
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#include "render/context.hpp"
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#include "render/material.hpp"
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#include "render/material-property.hpp"
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#include <glad/glad.h>
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namespace render { |
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simple_pass::simple_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, gl::shader_program* shader_program): |
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pass(rasterizer, framebuffer), |
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shader_program(shader_program) |
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{ |
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// Create material
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material = new render::material(shader_program); |
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// Add standard properties to material
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time_property = material->add_property<float>("time"); |
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resolution_property = material->add_property<float2>("resolution"); |
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const float vertex_data[] = |
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{ |
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-1.0f, 1.0f, 0.0f, |
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-1.0f, -1.0f, 0.0f, |
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1.0f, 1.0f, 0.0f, |
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1.0f, 1.0f, 0.0f, |
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-1.0f, -1.0f, 0.0f, |
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1.0f, -1.0f, 0.0f |
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}; |
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std::size_t vertex_size = 3; |
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std::size_t vertex_stride = sizeof(float) * vertex_size; |
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std::size_t vertex_count = 6; |
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quad_vbo = new gl::vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data); |
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quad_vao = new gl::vertex_array(); |
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// Define position vertex attribute
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gl::vertex_attribute position_attribute; |
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position_attribute.buffer = quad_vbo; |
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position_attribute.offset = 0; |
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position_attribute.stride = vertex_stride; |
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position_attribute.type = gl::vertex_attribute_type::float_32; |
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position_attribute.components = 3; |
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// Bind vertex attributes to VAO
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quad_vao->bind(render::vertex_attribute::position, position_attribute); |
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} |
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simple_pass::~simple_pass() |
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{ |
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delete material; |
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delete quad_vao; |
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delete quad_vbo; |
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} |
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void simple_pass::render(const render::context& ctx, render::queue& queue) const |
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{ |
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// Bind framebuffer
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rasterizer->use_framebuffer(*framebuffer); |
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// Setup graphics context
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glDisable(GL_BLEND); |
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glDisable(GL_DEPTH_TEST); |
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glDepthMask(GL_FALSE); |
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glEnable(GL_CULL_FACE); |
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glCullFace(GL_BACK); |
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// Setup viewport
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auto viewport = framebuffer->get_dimensions(); |
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rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport)); |
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// Change shader program
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rasterizer->use_program(*shader_program); |
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// Update material properties
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time_property->set_value(ctx.t); |
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resolution_property->set_value({static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))}); |
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// Upload material properties
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material->upload(ctx.alpha); |
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// Draw quad
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rasterizer->draw_arrays(*quad_vao, gl::drawing_mode::triangles, 0, 6); |
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} |
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} // namespace render
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