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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "renderer/passes/outline-pass.hpp"
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#include "resources/resource-manager.hpp"
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#include "gl/rasterizer.hpp"
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#include "gl/framebuffer.hpp"
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#include "gl/shader-program.hpp"
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#include "gl/shader-input.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/vertex-attribute-type.hpp"
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#include "gl/drawing-mode.hpp"
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#include "renderer/vertex-attributes.hpp"
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#include "renderer/render-context.hpp"
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#include "renderer/material.hpp"
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#include "renderer/material-flags.hpp"
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#include "scene/camera.hpp"
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#include "math/math.hpp"
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#include <cmath>
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#include <glad/glad.h>
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outline_pass::outline_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
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render_pass(rasterizer, framebuffer),
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fill_shader(nullptr),
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stroke_shader(nullptr)
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{
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// Load fill shader
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fill_shader = resource_manager->load<gl::shader_program>("outline-fill-unskinned.glsl");
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fill_model_view_projection_input = fill_shader->get_input("model_view_projection");
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// Load stroke shader
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stroke_shader = resource_manager->load<gl::shader_program>("outline-stroke-unskinned.glsl");
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stroke_model_view_projection_input = stroke_shader->get_input("model_view_projection");
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stroke_width_input = stroke_shader->get_input("width");
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stroke_color_input = stroke_shader->get_input("color");
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}
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outline_pass::~outline_pass()
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{}
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void outline_pass::render(render_context* context) const
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{
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rasterizer->use_framebuffer(*framebuffer);
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// Determine viewport based on framebuffer resolution
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auto viewport = framebuffer->get_dimensions();
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rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
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// Get camera matrices
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float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
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float4x4 view_projection = context->camera->get_view_projection_tween().interpolate(context->alpha);
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float4x4 model_view_projection;
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_STENCIL_TEST);
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// Render fill
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 2, 0xFF);
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glStencilMask(0xFF);
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glDisable(GL_BLEND);
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// Setup fill shader
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rasterizer->use_program(*fill_shader);
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// Render fills
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for (const render_operation& operation: context->operations)
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{
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const ::material* material = operation.material;
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if (!material || !(material->get_flags() & MATERIAL_FLAG_OUTLINE))
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continue;
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model_view_projection = view_projection * operation.transform;
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fill_model_view_projection_input->upload(model_view_projection);
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rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
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}
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}
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// Render stroke
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{
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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if (outline_color.w < 1.0f)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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glDisable(GL_BLEND);
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}
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glStencilFunc(GL_NOTEQUAL, 2, 0xFF);
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glStencilMask(0x00);
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// Setup stroke shader
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rasterizer->use_program(*stroke_shader);
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stroke_width_input->upload(outline_width);
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stroke_color_input->upload(outline_color);
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// Render strokes
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for (const render_operation& operation: context->operations)
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{
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const ::material* material = operation.material;
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if (!material || !(material->get_flags() & MATERIAL_FLAG_OUTLINE))
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continue;
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model_view_projection = view_projection * operation.transform;
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stroke_model_view_projection_input->upload(model_view_projection);
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rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
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}
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}
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glDisable(GL_STENCIL_TEST);
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}
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void outline_pass::set_outline_width(float width)
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{
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outline_width = width;
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}
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void outline_pass::set_outline_color(const float4& color)
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{
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outline_color = color;
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}
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