/* * Copyright (C) 2017 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 . */ #ifndef RENDER_PASSES_HPP #define RENDER_PASSES_HPP #include using namespace Emergent; #include "material-loader.hpp" #include "model-loader.hpp" #include /** * Clears framebuffers */ class ClearRenderPass: public RenderPass { public: ClearRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); void setClear(bool color, bool depth, bool stencil); void setClearColor(const Vector4& color); void setClearDepth(float depth); void setClearStencil(int index); private: bool clearColor; bool clearDepth; bool clearStencil; Vector4 color; float depth; int index; }; /** * Blurs a texture */ class BlurRenderPass: public RenderPass { public: BlurRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); inline void setGammaCorrect(bool gammaCorrect) { this->gammaCorrect = gammaCorrect; } /** * Sets the texture to blur. */ inline void setTexture(const Texture2D* texture) { textureParam.setValue(texture); } /** * Sets the direction of the blur. */ inline void setDirection(const Vector2& direction) { directionParam.setValue(direction); } private: bool gammaCorrect; Shader shader; std::uint32_t permutation; ShaderTexture2D textureParam; ShaderVector2 resolutionParam; ShaderVector2 directionParam; int quadVertexCount; int quadIndexCount; GLuint quadVAO; GLuint quadVBO; GLuint quadIBO; }; /** * Renders the distance from the view frustum's near clipping plane to scene geometry. The render target should have a depth only framebuffer. */ class ShadowMapRenderPass: public RenderPass { public: ShadowMapRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); inline void setViewCamera(const Camera* camera) { this->viewCamera = camera; } inline void setLightCamera(Camera* camera) { this->lightCamera = camera; } inline const SplitViewFrustum& getSplitViewFrustum() const { return *splitViewFrustum; } inline const Matrix4& getCropMatrix(std::size_t index) const { return cropMatrices[index]; } inline const Matrix4& getTileMatrix(std::size_t index) const { return tileMatrices[index]; } private: class RenderOpCompare { public: // Sort render opations bool operator()(const RenderOperation& opA, const RenderOperation& opB) const; }; Shader shader; std::uint32_t unskinnedPermutation; std::uint32_t skinnedPermutation; ShaderMatrix4 modelViewProjectionParam; ShaderMatrix4* matrixPaletteParam; // data not used, just getConnectedInput() then pass pose matrix palette pointer directly int maxBoneCount; int shadowMapResolution; int croppedShadowMapResolution; Vector4* croppedShadowMapViewports; Matrix4* cropMatrices; Matrix4* tileMatrices; const Camera* viewCamera; Camera* lightCamera; SplitViewFrustum* splitViewFrustum; }; /** * Renders scene geometry. */ class LightingRenderPass: public RenderPass { public: LightingRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); inline void setShadowMap(const Texture2D* shadowMap) { this->shadowMap = shadowMap; } inline void setShadowCamera(const Camera* camera) { this->shadowCamera = camera; } inline void setShadowMapPass(const ShadowMapRenderPass* shadowMapPass) { this->shadowMapPass = shadowMapPass; } inline void setDiffuseCubemap(const TextureCube* cubemap) { this->diffuseCubemap = cubemap; } inline void setSpecularCubemap(const TextureCube* cubemap) { this->specularCubemap = cubemap; } private: class RenderOpCompare { public: // Sort render opations bool operator()(const RenderOperation& opA, const RenderOperation& opB) const; }; struct ParameterSet { ShaderMatrix4* matrixPalette; ShaderMatrix4 modelMatrix; ShaderMatrix4 modelViewMatrix; ShaderMatrix4 modelViewProjectionMatrix; ShaderMatrix3 normalModelViewMatrix; ShaderMatrix3 normalModelMatrix; ShaderMatrix4* lightViewProjectionMatrices; ShaderVector4 splitDistances; ShaderTexture2D shadowMap; ShaderVector3 cameraPosition; ShaderTextureCube diffuseCubemap; ShaderTextureCube specularCubemap; ShaderInt directionalLightCount; ShaderVector3* directionalLightColors; ShaderVector3* directionalLightDirections; ShaderInt spotlightCount; ShaderVector3 spotlightColors; ShaderVector3 spotlightPositions; ShaderVector3 spotlightAttenuations; ShaderVector3 spotlightDirections; ShaderFloat spotlightCutoffs; ShaderFloat spotlightExponents; ShaderTexture2D albedoOpacityMap; ShaderTexture2D metalnessRoughnessMap; ShaderTexture2D normalOcclusionMap; // Material shader parameters (uploaded by material directly) //ShaderTexture2D albedoOpacityMap; //ShaderTexture2D metalnessRoughnessMap; //ShaderTexture2D normalOcclusionMap; }; //std::map parameterSets; Shader shader; ParameterSet parameters; std::uint32_t unskinnedPermutation; std::uint32_t skinnedPermutation; int maxBoneCount; int maxDirectionalLightCount; int maxSpotlightCount; Matrix4 biasMatrix; const Texture2D* shadowMap; const TextureCube* diffuseCubemap; const TextureCube* specularCubemap; const Camera* shadowCamera; float time; const ShadowMapRenderPass* shadowMapPass; }; /** * Renders bounding boxes, skeletons */ class DebugRenderPass: public RenderPass { public: DebugRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); //void setDrawBounds(bool enabled); //void setDrawSkeletons(bool enabled); //void setDrawCameras(bool enabled); //void setDrawLights(bool enabled); private: Shader shader; std::uint32_t permutation; ShaderMatrix4 modelViewProjectionMatrixParam; int aabbVertexCount; int aabbIndexCount; GLuint aabbVAO; GLuint aabbVBO; GLuint aabbIBO; }; /** * Renders the user interface */ class UIRenderPass: public RenderPass { public: UIRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); private: Shader shader; std::uint32_t texturedPermutation; std::uint32_t untexturedPermutation; ShaderMatrix4 modelViewProjectionMatrixParam; ShaderTexture2D textureParam; ShaderVector2 textureOffsetParam; ShaderVector2 textureScaleParam; }; /** * Renders a vignette */ /* class VignetteRenderPass: public RenderPass { public: VignetteRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); private: ShaderParameterSet parameterSet; const ShaderParameter* modelViewProjectionParam; const ShaderParameter* bayerTextureParam; ShaderLoader shaderLoader; Shader* shader; GLuint bayerTextureID; }; */ /** * Renders a skybox */ class SkyboxRenderPass: public RenderPass { public: SkyboxRenderPass(); inline void setCubemap(TextureCube* cubemap) { this->cubemap = cubemap; } virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); private: Shader shader; std::uint32_t permutation; ShaderMatrix4 matrixParam; ShaderTextureCube cubemapParam; TextureCube* cubemap; int quadVertexCount; int quadIndexCount; GLuint quadVAO; GLuint quadVBO; GLuint quadIBO; }; #endif // RENDER_PASSES_HPP