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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 <engine/render/passes/ground-pass.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/gl/rasterizer.hpp>
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#include <engine/gl/framebuffer.hpp>
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#include <engine/gl/shader-program.hpp>
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#include <engine/gl/shader-variable.hpp>
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#include <engine/gl/vertex-buffer.hpp>
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#include <engine/gl/vertex-array.hpp>
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#include <engine/gl/vertex-attribute.hpp>
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#include <engine/gl/drawing-mode.hpp>
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#include <engine/gl/texture-2d.hpp>
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#include <engine/gl/texture-wrapping.hpp>
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#include <engine/gl/texture-filter.hpp>
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#include <engine/render/vertex-attribute.hpp>
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#include <engine/render/context.hpp>
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#include <engine/render/model.hpp>
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#include <engine/render/material.hpp>
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#include <engine/scene/camera.hpp>
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#include <engine/scene/collection.hpp>
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#include <engine/scene/directional-light.hpp>
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#include <engine/math/vector.hpp>
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#include <engine/color/color.hpp>
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#include <engine/math/interpolation.hpp>
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#include <cmath>
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#include <stdexcept>
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#include <glad/glad.h>
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namespace render { |
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ground_pass::ground_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager): |
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pass(rasterizer, framebuffer), |
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ground_model(nullptr), |
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ground_model_vao(nullptr), |
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ground_material(nullptr), |
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shader_program(nullptr) |
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{} |
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ground_pass::~ground_pass() |
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{} |
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void ground_pass::render(render::context& ctx) |
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{ |
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/*
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if (!ground_model) |
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return; |
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rasterizer->use_framebuffer(*framebuffer); |
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glDisable(GL_BLEND); |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_ALWAYS); |
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glDepthMask(GL_TRUE); |
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glDepthRange(-1.0f, 1.0f); |
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glEnable(GL_CULL_FACE); |
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glCullFace(GL_BACK); |
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glDisable(GL_STENCIL_TEST); |
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glStencilMask(0); |
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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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math::fvec2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))}; |
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const scene::camera& camera = *ctx.camera; |
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float clip_near = camera.get_clip_near_tween().interpolate(ctx.alpha); |
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float clip_far = camera.get_clip_far_tween().interpolate(ctx.alpha); |
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math::fvec3 model_scale = math::fvec3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f; |
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math::fmat4 model = math::scale(math::fmat4::identity(), model_scale); |
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math::fmat4 view = math::fmat4(math::fmat3(ctx.view)); |
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math::fmat4 model_view = view * model; |
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const math::fmat4& projection = ctx.projection; |
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const math::fmat4& view_projection = ctx.view_projection; |
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math::fmat4 model_view_projection = projection * model_view; |
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math::fvec3 directional_light_color = {0.0f, 0.0f, 0.0f}; |
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math::fvec3 directional_light_direction = {0.0f, 0.0f, 0.0f}; |
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// Collect lights
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const std::list<scene::object_base*>* lights = ctx.collection->get_objects(scene::light::object_type_id); |
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for (const scene::object_base* object: *lights) |
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{ |
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// Skip inactive lights
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if (!object->is_active()) |
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continue; |
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const scene::light* light = static_cast<const scene::light*>(object); |
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switch (light->get_light_type()) |
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{ |
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// Add directional light
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case scene::light_type::directional: |
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{ |
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const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light); |
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// Pre-expose light
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math::fvec3 light_color = light->get_scaled_color_tween().interpolate(ctx.alpha) * ctx.exposure; |
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if (light_color.x() < directional_light_color.x()) |
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break; |
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directional_light_color = light_color; |
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directional_light_direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(ctx.alpha); |
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break; |
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} |
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default: |
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break; |
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} |
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} |
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// Draw ground
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rasterizer->use_program(*shader_program); |
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if (model_view_projection_var) |
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model_view_projection_var->update(model_view_projection); |
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if (view_projection_var) |
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view_projection_var->update(view_projection); |
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if (camera_position_var) |
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camera_position_var->update(ctx.camera_transform.translation); |
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if (directional_light_colors_var) |
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directional_light_colors_var->update(0, &directional_light_color, 1); |
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if (directional_light_directions_var) |
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directional_light_directions_var->update(0, &directional_light_direction, 1); |
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ground_material->update(ctx.alpha); |
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rasterizer->draw_arrays(*ground_model_vao, ground_model_drawing_mode, ground_model_start_index, ground_model_index_count); |
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*/ |
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} |
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void ground_pass::set_ground_model(std::shared_ptr<render::model> model) |
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{ |
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/*
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ground_model = model; |
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if (ground_model) |
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{ |
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ground_model_vao = model->get_vertex_array().get(); |
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for (const auto& group: model->get_groups()) |
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{ |
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ground_material = group.material; |
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ground_model_drawing_mode = group.drawing_mode; |
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ground_model_start_index = group.start_index; |
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ground_model_index_count = group.index_count; |
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} |
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if (ground_material) |
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{ |
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shader_program = ground_material->get_shader_program(); |
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if (shader_program) |
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{ |
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model_view_projection_var = shader_program->get_var("model_view_projection"); |
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view_projection_var = shader_program->get_var("view_projection"); |
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camera_position_var = shader_program->get_var("camera.position"); |
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directional_light_colors_var = shader_program->get_var("directional_light_colors"); |
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directional_light_directions_var = shader_program->get_var("directional_light_directions"); |
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} |
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} |
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} |
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else |
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{ |
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ground_model_vao = nullptr; |
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} |
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*/ |
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} |
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} // namespace render
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