💿🐜 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 "scene/camera.hpp"
#include "scene/scene.hpp"
#include "scene/ambient-light.hpp"
#include "scene/directional-light.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),
sky_palette(nullptr),
mouse_position({0.0f, 0.0f}),
sun_light(nullptr)
{
shader_program = resource_manager->load<::shader_program>("sky.glsl");
matrix_input = shader_program->get_input("matrix");
sun_direction_input = shader_program->get_input("sun_direction");
sun_angular_radius_input = shader_program->get_input("sun_angular_radius");
horizon_color_input = shader_program->get_input("horizon_color");
zenith_color_input = shader_program->get_input("zenith_color");
sun_angular_radius_input = shader_program->get_input("sun_angular_radius");
sun_color_input = shader_program->get_input("sun_color");
sky_palette_input = shader_program->get_input("sky_palette");
mouse_input = shader_program->get_input("mouse");
resolution_input = shader_program->get_input("resolution");
time_input = shader_program->get_input("time");
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_pass::~sky_pass()
{
delete quad_vao;
delete quad_vbo;
}
void sky_pass::render(render_context* context) const
{
rasterizer->use_framebuffer(*framebuffer);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
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))};
float3 sun_direction = {0, -1, 0};
if (sun_light)
{
sun_direction = sun_light->get_direction_tween().interpolate(context->alpha);
}
// Calculate matrix
float4x4 model_view = math::resize<4, 4>(math::resize<3, 3>(context->camera->get_view_tween().interpolate(context->alpha)));
float4x4 inverse_projection = math::inverse(context->camera->get_projection_tween().interpolate(context->alpha));
float4x4 matrix = math::inverse(model_view) * inverse_projection;
// Change shader program
rasterizer->use_program(*shader_program);
// Upload shader parameters
if (matrix_input)
matrix_input->upload(matrix);
if (sun_direction_input)
sun_direction_input->upload(sun_direction);
if (sun_angular_radius_input)
sun_angular_radius_input->upload(sun_angular_radius);
if (sun_color_input)
sun_color_input->upload(sun_color);
if (horizon_color_input)
horizon_color_input->upload(horizon_color);
if (zenith_color_input)
zenith_color_input->upload(zenith_color);
if (sky_palette_input && sky_palette)
sky_palette_input->upload(sky_palette);
if (mouse_input)
mouse_input->upload(mouse_position);
if (resolution_input)
resolution_input->upload(resolution);
if (time_input)
time_input->upload(time);
// Draw quad
rasterizer->draw_arrays(*quad_vao, drawing_mode::triangles, 0, 6);
}
void sky_pass::set_sun_angular_radius(float angle)
{
sun_angular_radius = angle;
}
void sky_pass::set_sun_color(const float3& color)
{
sun_color = color;
}
void sky_pass::set_horizon_color(const float3& color)
{
horizon_color = color;
}
void sky_pass::set_zenith_color(const float3& color)
{
zenith_color = color;
}
void sky_pass::set_sun_light(const directional_light* light)
{
sun_light = light;
}
void sky_pass::set_sky_palette(const texture_2d* texture)
{
sky_palette = texture;
}
void sky_pass::set_time_tween(const tween<double>* time)
{
this->time_tween = time;
}
void sky_pass::handle_event(const mouse_moved_event& event)
{
mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
}