/*
|
|
* 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#ifndef RENDER_PASSES_HPP
|
|
#define RENDER_PASSES_HPP
|
|
|
|
#include <emergent/emergent.hpp>
|
|
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<std::size_t, Shader*> 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
|