/* * Copyright (C) 2017-2019 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 LIGHTING_RENDER_PASS_HPP #define LIGHTING_RENDER_PASS_HPP #include using namespace Emergent; class ResourceManager; class ShadowMapRenderPass; class LightingRenderPass: public RenderPass { public: LightingRenderPass(ResourceManager* resourceManager); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); inline void setShadowMapPass(const ShadowMapRenderPass* shadowMapPass) { this->shadowMapPass = shadowMapPass; } inline void setShadowMap(const Texture2D* shadowMap) { this->shadowMap = shadowMap; } inline void setTime(float time) { this->time = time; } inline void setWireframeLineWidth(float width) { this->wireframeLineWidth = width; } private: class RenderOpCompare { public: // Sort render opations bool operator()(const RenderOperation& opA, const RenderOperation& opB) const; }; ResourceManager* resourceManager; Shader* shader; int maxBoneCount; int frustumSplitCount; std::uint32_t unskinnedPermutation; std::uint32_t skinnedPermutation; Matrix4 biasMatrix; const ShadowMapRenderPass* shadowMapPass; const Texture2D* shadowMap; float time; float wireframeLineWidth; // Shader parameters ShaderMatrix4 modelMatrixParam; ShaderMatrix4 modelViewMatrixParam; ShaderMatrix4 modelViewProjectionMatrixParam; ShaderMatrix3 normalModelMatrixParam; ShaderMatrix3 normalModelViewMatrixParam; ShaderMatrix4* matrixPaletteParam; ShaderMatrix4* lightViewProjectionMatricesParam; ShaderVector4 splitDistancesParam; ShaderTexture2D shadowMapParam; ShaderVector3 cameraPositionParam; ShaderFloat timeParam; ShaderInt directionalLightCountParam; ShaderVector3 directionalLightColorsParam; ShaderVector3 directionalLightDirectionsParam; ShaderInt spotlightCountParam; ShaderVector3 spotlightColorsParam; ShaderVector3 spotlightPositionsParam; ShaderVector3 spotlightAttenuationsParam; ShaderVector3 spotlightDirectionsParam; ShaderFloat spotlightCutoffsParam; ShaderFloat spotlightExponentsParam; ShaderFloat clipNearParam; ShaderFloat clipFarParam; #if defined(DEBUG) ShaderFloat wireframeLineWidthParam; #endif }; #endif // LIGHTING_RENDER_PASS_HPP