/*
* Copyright (C) 2020 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 .
*/
#include "renderer/passes/final-pass.hpp"
#include "resources/resource-manager.hpp"
#include "rasterizer/rasterizer.hpp"
#include "rasterizer/framebuffer.hpp"
#include "rasterizer/shader-program.hpp"
#include "rasterizer/shader-input.hpp"
#include "rasterizer/vertex-buffer.hpp"
#include "rasterizer/vertex-array.hpp"
#include "rasterizer/vertex-attribute-type.hpp"
#include "rasterizer/drawing-mode.hpp"
#include "rasterizer/texture-2d.hpp"
#include "rasterizer/texture-wrapping.hpp"
#include "rasterizer/texture-filter.hpp"
#include "renderer/vertex-attributes.hpp"
#include "renderer/render-context.hpp"
#include "math/math.hpp"
#include
#include
final_pass::final_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
render_pass(rasterizer, framebuffer),
color_texture(nullptr),
bloom_texture(nullptr)
{
shader_program = resource_manager->load<::shader_program>("final.glsl");
color_texture_input = shader_program->get_input("color_texture");
bloom_texture_input = shader_program->get_input("bloom_texture");
resolution_input = shader_program->get_input("resolution");
const float vertex_data[] =
{
-1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f
};
std::size_t vertex_size = 3;
std::size_t vertex_stride = sizeof(float) * vertex_size;
std::size_t vertex_count = 6;
quad_vbo = new vertex_buffer(sizeof(float) * vertex_size * vertex_count, vertex_data);
quad_vao = new vertex_array();
quad_vao->bind_attribute(VERTEX_POSITION_LOCATION, *quad_vbo, 3, vertex_attribute_type::float_32, vertex_stride, 0);
}
final_pass::~final_pass()
{
delete quad_vao;
delete quad_vbo;
}
void final_pass::render(render_context* context) const
{
rasterizer->use_framebuffer(*framebuffer);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
auto viewport = framebuffer->get_dimensions();
rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
float2 resolution = {std::get<0>(viewport), std::get<1>(viewport)};
// Change shader program
rasterizer->use_program(*shader_program);
// Upload shader parameters
color_texture_input->upload(color_texture);
bloom_texture_input->upload(bloom_texture);
resolution_input->upload(resolution);
// Draw quad
rasterizer->draw_arrays(*quad_vao, drawing_mode::triangles, 0, 6);
}
void final_pass::set_color_texture(const texture_2d* texture)
{
this->color_texture = texture;
}
void final_pass::set_bloom_texture(const texture_2d* texture)
{
this->bloom_texture = texture;
}