/* * 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" /** * 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(const RenderContext* renderContext); private: ShaderLoader shaderLoader; Shader* depthShader; }; /** * Writes clipped edges to stencil buffer. */ class ClippingRenderPass: public RenderPass { public: ClippingRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(const RenderContext* renderContext); void setClippingPlane(const Plane& plane); private: ShaderLoader shaderLoader; Shader* shader; Vector4 clippingPlane; }; /** * Caps clipped geometry. */ class CappingRenderPass: public RenderPass { public: CappingRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(const RenderContext* renderContext); private: ShaderLoader shaderLoader; Shader* shader; Texture horizonOTexture; Texture horizonATexture; Texture horizonBTexture; Texture horizonCTexture; }; /** * Renders scene geometry. */ class LightingRenderPass: public RenderPass { public: LightingRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(const RenderContext* renderContext); inline void setShadowMap(GLuint shadowMap) { this->shadowMap = shadowMap; } inline void setShadowCamera(const Camera* camera) { this->shadowCamera = camera; } inline void setClippingPlanes(const Plane* planes) { for (int i = 0; i < 5; ++i) { this->clippingPlanes[i] = planes[i]; } } private: bool loadShader(const RenderOperation& operation); ShaderLoader shaderLoader; std::map shaderCache; Matrix4 biasMatrix; GLuint shadowMap; Texture treeShadow; const Camera* shadowCamera; float time; // Cutaway clipping and capping Plane clippingPlanes[5]; Model* unitPlaneModel; ModelInstance cappingPlaneInstances[5]; RenderQueue cappingRenderQueue; RenderContext cappingRenderContext; ClippingRenderPass clippingRenderPass; CappingRenderPass cappingRenderPass; MaterialLoader materialLoader; ModelLoader modelLoader; }; /** * Renders bounding boxes, skeletons */ class DebugRenderPass: public RenderPass { public: virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(const RenderContext* renderContext); private: ShaderLoader shaderLoader; Shader* unlitSolidShader; int aabbVertexCount; int aabbIndexCount; GLuint aabbVAO; GLuint aabbVBO; GLuint aabbIBO; }; /** * Renders the user interface */ class UIRenderPass: public RenderPass { public: virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(const RenderContext* renderContext); private: ShaderLoader shaderLoader; Shader* texturedUIShader; Shader* untexturedUIShader; }; /** * Renders a vignette */ class VignetteRenderPass: public RenderPass { public: VignetteRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(const RenderContext* renderContext); private: ShaderLoader shaderLoader; Shader* shader; GLuint bayerTextureID; }; #endif // RENDER_PASSES_HPP