💿🐜 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/>.
*/
#ifndef ANTKEEPER_MATERIAL_PASS_HPP
#define ANTKEEPER_MATERIAL_PASS_HPP
#include "renderer/render-pass.hpp"
#include "renderer/material.hpp"
#include "animation/tween.hpp"
#include "utility/fundamental-types.hpp"
#include "event/event-handler.hpp"
#include "event/input-events.hpp"
#include <unordered_map>
class camera;
class shader_program;
class shader_input;
class resource_manager;
class texture_2d;
class shadow_map_pass;
/**
* Renders scene objects using their material-specified shaders and properties.
*/
class material_pass: public render_pass,
public event_handler<mouse_moved_event>
{
public:
material_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager);
virtual ~material_pass();
virtual void render(render_context* context) const final;
/// Sets the material to be used when a render operation is missing a material. If no fallback material is specified, render operations without materials will not be processed.
void set_fallback_material(const material* fallback);
/// Sets the time tween, which is interpolated between updates
void set_time_tween(const tween<double>* time);
void set_shadow_strength(float strength);
void set_focal_point_tween(const tween<float3>* focal_point);
const ::shadow_map_pass* shadow_map_pass;
const texture_2d* shadow_map;
private:
virtual void handle_event(const mouse_moved_event& event);
/**
* Sets of known shader input parameters. Each time a new shader is encountered, a parameter set will be created and its inputs connected to the shader program. A null input indiciates that the shader doesn't have that parameter.
*/
struct parameter_set
{
const shader_input* time;
const shader_input* mouse;
const shader_input* resolution;
const shader_input* model;
const shader_input* view;
const shader_input* projection;
const shader_input* model_view;
const shader_input* view_projection;
const shader_input* model_view_projection;
const shader_input* normal_model_view;
const shader_input* ambient_light_count;
const shader_input* ambient_light_colors;
const shader_input* point_light_count;
const shader_input* point_light_colors;
const shader_input* point_light_positions;
const shader_input* point_light_attenuations;
const shader_input* directional_light_count;
const shader_input* directional_light_colors;
const shader_input* directional_light_directions;
const shader_input* spotlight_count;
const shader_input* spotlight_colors;
const shader_input* spotlight_positions;
const shader_input* spotlight_directions;
const shader_input* spotlight_attenuations;
const shader_input* spotlight_cutoffs;
const shader_input* soft_shadows;
const shader_input* focal_point;
const shader_input* shadow_map_matrices;
const shader_input* shadow_map_split_distances;
const shader_input* shadow_map;
const shader_input* shadow_strength;
};
const parameter_set* load_parameter_set(const shader_program* program) const;
mutable std::unordered_map<const shader_program*, parameter_set*> parameter_sets;
const material* fallback_material;
const tween<double>* time_tween;
float2 mouse_position;
const tween<float3>* focal_point_tween;
texture_2d* soft_shadows_texture;
float shadow_strength;
int max_ambient_light_count;
int max_point_light_count;
int max_directional_light_count;
int max_spotlight_count;
mutable int ambient_light_count;
mutable int point_light_count;
mutable int directional_light_count;
mutable int spotlight_count;
float3* ambient_light_colors;
float3* point_light_colors;
float3* point_light_positions;
float3* point_light_attenuations;
float3* directional_light_colors;
float3* directional_light_directions;
float3* spotlight_colors;
float3* spotlight_positions;
float3* spotlight_directions;
float3* spotlight_attenuations;
float2* spotlight_cutoffs;
};
#endif // ANTKEEPER_MATERIAL_PASS_HPP