/* * 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" /** * 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; }; /** * 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 int getFrustumSplitCount() const { return frustumSplitCount; } inline const ViewFrustum& getSplitViewFrustum(std::size_t index) const { return splitViewFrustum->getSubfrustum(index); } 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: ShaderParameterSet parameterSet; const ShaderParameter* modelViewProjectionParam; const ShaderParameter* matrixPaletteParam; ShaderLoader shaderLoader; Shader* unskinnedShader; Shader* skinnedShader; int maxBoneCount; int frustumSplitCount; int shadowMapResolution; int croppedShadowMapResolution; Vector4* croppedShadowMapViewports; Matrix4* cropMatrices; Matrix4* tileMatrices; const Camera* viewCamera; Camera* lightCamera; SplitViewFrustum* splitViewFrustum; }; /** * Writes clipped edges to stencil buffer. */ class ClippingRenderPass: public RenderPass { public: ClippingRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); void setClippingPlane(const Plane& plane); private: ShaderParameterSet parameterSet; const ShaderParameter* modelParam; const ShaderParameter* modelViewProjectionParam; const ShaderParameter* clippingPlanesParam; ShaderLoader shaderLoader; Shader* shader; Vector4 clippingPlane; }; /** * Renders soil profiles. * * A soil profile generally of five soil horizons: O, A, B, C, and R. * * Horizon O: Organic * Horizon A: Surface * Horizon B: Subsoil * Horizon C: Substratum * Horizon R: Bedrock * * In this render pass, only the O, A, B, and C horizons are used. */ class SoilRenderPass: public RenderPass { public: SoilRenderPass(); virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); inline void setHorizonOTexture(Texture* texture) { horizonOTexture = texture; } inline void setHorizonATexture(Texture* texture) { horizonATexture = texture; } inline void setHorizonBTexture(Texture* texture) { horizonBTexture = texture; } inline void setHorizonCTexture(Texture* texture) { horizonCTexture = texture; } private: ShaderParameterSet parameterSet; const ShaderParameter* modelParam; const ShaderParameter* modelViewProjectionParam; const ShaderParameter* horizonTexturesParam; 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(RenderContext* renderContext); inline void setShadowMap(GLuint 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 Texture* cubemap) { this->diffuseCubemap = cubemap; } inline void setSpecularCubemap(const Texture* cubemap) { this->specularCubemap = cubemap; } private: class RenderOpCompare { public: // Sort render opations bool operator()(const RenderOperation& opA, const RenderOperation& opB) const; }; bool loadShader(const RenderOperation& operation); ShaderParameterSet parameterSet; const ShaderParameter* matrixPaletteParam; const ShaderParameter* modelParam; const ShaderParameter* modelViewParam; const ShaderParameter* modelViewProjectionParam; const ShaderParameter* normalModelViewParam; const ShaderParameter* normalModelParam; const ShaderParameter* lightViewProjectionParam; const ShaderParameter* shadowMapParam; const ShaderParameter* cameraPositionParam; const ShaderParameter* directionalLightCountParam; const ShaderParameter* directionalLightColorsParam; const ShaderParameter* directionalLightDirectionsParam; const ShaderParameter* albedoOpacityMapParam; const ShaderParameter* metalnessRoughnessMapParam; const ShaderParameter* normalOcclusionMapParam; const ShaderParameter* diffuseCubemapParam; const ShaderParameter* specularCubemapParam; Shader* unskinnedShader; Shader* skinnedShader; int maxBoneCount; ShaderLoader shaderLoader; std::map shaderCache; //Shader* lightingShader; Matrix4 biasMatrix; GLuint shadowMap; Texture* treeShadow; const Texture* diffuseCubemap; const Texture* 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: ShaderParameterSet parameterSet; const ShaderParameter* modelViewProjectionParam; ShaderLoader shaderLoader; Shader* unlitSolidShader; 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: ShaderParameterSet parameterSet; const ShaderParameter* modelViewProjectionParam; const ShaderParameter* textureParam; const ShaderParameter* texcoordOffsetParam; const ShaderParameter* texcoordScaleParam; 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(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(Texture* cubemap) { this->cubemap = cubemap; } virtual bool load(const RenderContext* renderContext); virtual void unload(); virtual void render(RenderContext* renderContext); private: ShaderParameterSet parameterSet; const ShaderParameter* matrixParam; const ShaderParameter* cubemapParam; ShaderLoader shaderLoader; Shader* shader; Texture* cubemap; int quadVertexCount; int quadIndexCount; GLuint quadVAO; GLuint quadVBO; GLuint quadIBO; }; #endif // RENDER_PASSES_HPP