💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <cmath>
#include <glad/glad.h>
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<texture_2d>("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<float>(3.0f);
// Find sun direction
const std::list<scene_object_base*>* lights = context->scene->get_objects(light::object_type_id);
for (const scene_object_base* object: *lights)
{
const ::light* light = static_cast<const ::light*>(object);
if (light->get_light_type() == light_type::directional)
{
sun_direction = static_cast<const directional_light*>(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);
}