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/*
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* Copyright (C) 2017-2019 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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#ifndef LIGHTING_RENDER_PASS_HPP
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#define LIGHTING_RENDER_PASS_HPP
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#include <emergent/emergent.hpp>
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using namespace Emergent;
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class ResourceManager;
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class ShadowMapRenderPass;
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class LightingRenderPass: public RenderPass
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{
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public:
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LightingRenderPass(ResourceManager* resourceManager);
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virtual bool load(const RenderContext* renderContext);
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virtual void unload();
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virtual void render(RenderContext* renderContext);
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inline void setShadowMapPass(const ShadowMapRenderPass* shadowMapPass) { this->shadowMapPass = shadowMapPass; }
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inline void setShadowMap(const Texture2D* shadowMap) { this->shadowMap = shadowMap; }
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inline void setTime(float time) { this->time = time; }
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inline void setWireframeLineWidth(float width) { this->wireframeLineWidth = width; }
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private:
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class RenderOpCompare
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{
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public:
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// Sort render opations
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bool operator()(const RenderOperation& opA, const RenderOperation& opB) const;
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};
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ResourceManager* resourceManager;
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Shader* shader;
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int maxBoneCount;
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int frustumSplitCount;
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std::uint32_t unskinnedPermutation;
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std::uint32_t skinnedPermutation;
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Matrix4 biasMatrix;
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const ShadowMapRenderPass* shadowMapPass;
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const Texture2D* shadowMap;
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float time;
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float wireframeLineWidth;
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// Shader parameters
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ShaderMatrix4 modelMatrixParam;
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ShaderMatrix4 modelViewMatrixParam;
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ShaderMatrix4 modelViewProjectionMatrixParam;
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ShaderMatrix3 normalModelMatrixParam;
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ShaderMatrix3 normalModelViewMatrixParam;
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ShaderMatrix4* matrixPaletteParam;
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ShaderMatrix4* lightViewProjectionMatricesParam;
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ShaderVector4 splitDistancesParam;
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ShaderTexture2D shadowMapParam;
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ShaderVector3 cameraPositionParam;
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ShaderFloat timeParam;
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ShaderInt directionalLightCountParam;
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ShaderVector3 directionalLightColorsParam;
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ShaderVector3 directionalLightDirectionsParam;
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ShaderInt spotlightCountParam;
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ShaderVector3 spotlightColorsParam;
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ShaderVector3 spotlightPositionsParam;
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ShaderVector3 spotlightAttenuationsParam;
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ShaderVector3 spotlightDirectionsParam;
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ShaderFloat spotlightCutoffsParam;
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ShaderFloat spotlightExponentsParam;
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ShaderFloat clipNearParam;
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ShaderFloat clipFarParam;
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#if defined(DEBUG)
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ShaderFloat wireframeLineWidthParam;
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#endif
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};
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#endif // LIGHTING_RENDER_PASS_HPP
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