💿🐜 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 "renderer/model.hpp"
#include "scene/camera.hpp"
#include "scene/scene.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),
mouse_position({0.0f, 0.0f}),
time_of_day(0.0f),
sky_model(nullptr),
sky_model_vao(nullptr),
blue_noise_map(nullptr),
observer_coordinates{0.0f, 0.0f}
{
shader_program = resource_manager->load<::shader_program>("sky.glsl");
model_view_projection_input = shader_program->get_input("model_view_projection");
sun_color_input = shader_program->get_input("sun_color");
sky_gradient_input = shader_program->get_input("sky_gradient");
mouse_input = shader_program->get_input("mouse");
resolution_input = shader_program->get_input("resolution");
time_input = shader_program->get_input("time");
time_of_day_input = shader_program->get_input("time_of_day");
blue_noise_map_input = shader_program->get_input("blue_noise_map");
observer_coordinates_input = shader_program->get_input("observer_coordinates");
sun_position_input = shader_program->get_input("sun_position");
sun_az_el_input = shader_program->get_input("sun_az_el");
moon_position_input = shader_program->get_input("moon_position");
moon_az_el_input = shader_program->get_input("moon_az_el");
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[0] = {1.0, 0.0f, 0.0f, 0.0f};
sky_gradient[1] = {0.0, 1.0f, 0.0f, 0.333f};
sky_gradient[2] = {0.0, 0.0f, 1.0f, 0.667f};
sky_gradient[3] = {1.0, 1.0f, 0.0f, 1.0f};
}
sky_pass::~sky_pass()
{
delete quad_vao;
delete quad_vbo;
}
void sky_pass::render(render_context* context) const
{
if (!sky_model_vao)
return;
rasterizer->use_framebuffer(*framebuffer);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
auto viewport = framebuffer->get_dimensions();
rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
float time = (time_tween) ? time_tween->interpolate(context->alpha) : 0.0f;
float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
const ::camera& camera = *context->camera;
float clip_near = camera.get_clip_near_tween().interpolate(context->alpha);
float clip_far = camera.get_clip_far_tween().interpolate(context->alpha);
float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f;
float4x4 model = math::scale(math::identity4x4<float>, model_scale);
float4x4 model_view = math::resize<4, 4>(math::resize<3, 3>(camera.get_view_tween().interpolate(context->alpha))) * model;
float4x4 projection = camera.get_projection_tween().interpolate(context->alpha);
float4x4 model_view_projection = projection * model_view;
// Change shader program
rasterizer->use_program(*shader_program);
// Upload shader parameters
if (model_view_projection_input)
model_view_projection_input->upload(model_view_projection);
if (sun_color_input)
sun_color_input->upload(sun_color);
if (sky_gradient_input)
sky_gradient_input->upload(0, &sky_gradient[0], 4);
if (mouse_input)
mouse_input->upload(mouse_position);
if (resolution_input)
resolution_input->upload(resolution);
if (time_input)
time_input->upload(time);
if (time_of_day_input)
time_of_day_input->upload(time_of_day);
if (blue_noise_map_input)
blue_noise_map_input->upload(blue_noise_map);
if (observer_coordinates_input)
observer_coordinates_input->upload(observer_coordinates);
if (sun_position_input)
sun_position_input->upload(sun_position);
if (sun_az_el_input)
sun_az_el_input->upload(sun_az_el);
if (moon_position_input)
moon_position_input->upload(moon_position);
if (moon_az_el_input)
moon_az_el_input->upload(moon_az_el);
// Draw sky model
rasterizer->draw_arrays(*sky_model_vao, sky_model_drawing_mode, sky_model_start_index, sky_model_index_count);
}
void sky_pass::set_sky_model(const model* model)
{
sky_model = model;
if (sky_model)
{
sky_model_vao = model->get_vertex_array();
const std::vector<model_group*>& groups = *model->get_groups();
for (model_group* group: groups)
{
sky_model_drawing_mode = group->get_drawing_mode();
sky_model_start_index = group->get_start_index();
sky_model_index_count = group->get_index_count();
}
}
else
{
sky_model_vao = nullptr;
}
}
void sky_pass::set_sun_color(const float3& color)
{
sun_color = color;
}
void sky_pass::set_sky_gradient(const std::array<float4, 4>& gradient)
{
sky_gradient = gradient;
}
void sky_pass::set_time_of_day(float time)
{
time_of_day = time;
}
void sky_pass::set_time_tween(const tween<double>* time)
{
this->time_tween = time;
}
void sky_pass::set_blue_noise_map(const texture_2d* texture)
{
blue_noise_map = texture;
}
void sky_pass::set_observer_coordinates(const float2& coordinates)
{
observer_coordinates = coordinates;
}
void sky_pass::set_sun_coordinates(const float3& position, const float2& az_el)
{
sun_position = position;
sun_az_el = az_el;
}
void sky_pass::set_moon_coordinates(const float3& position, const float2& az_el)
{
moon_position = position;
moon_az_el = az_el;
}
void sky_pass::handle_event(const mouse_moved_event& event)
{
mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
}