/* * 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/sky-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 "scene/camera.hpp" #include "scene/scene.hpp" #include "scene/ambient-light.hpp" #include "scene/directional-light.hpp" #include "scene/scene.hpp" #include "utility/fundamental-types.hpp" #include #include sky_pass::sky_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager): render_pass(rasterizer, framebuffer) { shader_program = resource_manager->load<::shader_program>("sky.glsl"); matrix_input = shader_program->get_input("matrix"); sun_direction_input = shader_program->get_input("sun_direction"); sun_angular_radius_input = shader_program->get_input("sun_angular_radius"); sky_gradient_input = shader_program->get_input("sky_gradient"); bayer_matrix_input = shader_program->get_input("bayer_matrix"); 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); sky_gradient = resource_manager->load("grassland-sky-gradient.png"); sky_gradient->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp); sky_gradient->set_filters(texture_min_filter::linear, texture_mag_filter::linear); // Generate Bayer matrix texture static const char bayer_matrix_data[] = { 0, 32, 8, 40, 2, 34, 10, 42, 48, 16, 56, 24, 50, 18, 58, 26, 12, 44, 4, 36, 14, 46, 6, 38, 60, 28, 52, 20, 62, 30, 54, 22, 3, 35, 11, 43, 1, 33, 9, 41, 51, 19, 59, 27, 49, 17, 57, 25, 15, 47, 7, 39, 13, 45, 5, 37, 63, 31, 55, 23, 61, 29, 53, 21 }; bayer_matrix = new texture_2d(8, 8, pixel_type::int_8, pixel_format::r, bayer_matrix_data); bayer_matrix->set_wrapping(texture_wrapping::repeat, texture_wrapping::repeat); bayer_matrix->set_filters(texture_min_filter::nearest, texture_mag_filter::nearest); bayer_matrix->set_max_anisotropy(0.0f); } sky_pass::~sky_pass() { delete bayer_matrix; delete quad_vao; delete quad_vbo; } void sky_pass::render(render_context* context) const { rasterizer->use_framebuffer(*framebuffer); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); auto viewport = framebuffer->get_dimensions(); rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport)); float3 sun_direction = {0, 0, -1}; float sun_angular_radius = math::radians(3.0f); // Find sun direction const std::list* lights = context->scene->get_objects(light::object_type_id); for (const scene_object_base* object: *lights) { const ::light* light = static_cast(object); if (light->get_light_type() == light_type::directional) { sun_direction = static_cast(light)->get_direction_tween().interpolate(context->alpha); break; } } // Calculate matrix float4x4 model_view = math::resize<4, 4>(math::resize<3, 3>(context->camera->get_view_tween().interpolate(context->alpha))); float4x4 inverse_projection = math::inverse(context->camera->get_projection_tween().interpolate(context->alpha)); float4x4 matrix = math::inverse(model_view) * inverse_projection; // Change shader program rasterizer->use_program(*shader_program); // Upload shader parameters matrix_input->upload(matrix); sun_direction_input->upload(sun_direction); sun_angular_radius_input->upload(sun_angular_radius); sky_gradient_input->upload(sky_gradient); bayer_matrix_input->upload(bayer_matrix); // Draw quad rasterizer->draw_arrays(*quad_vao, drawing_mode::triangles, 0, 6); }