💿🐜 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/outline-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 "renderer/vertex-attributes.hpp"
#include "renderer/render-context.hpp"
#include "renderer/material.hpp"
#include "renderer/material-flags.hpp"
#include "scene/camera.hpp"
#include "math/math.hpp"
#include <cmath>
#include <glad/glad.h>
outline_pass::outline_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
render_pass(rasterizer, framebuffer),
outline_shader(nullptr)
{
// Load outline shader
outline_shader = resource_manager->load<shader_program>("outline-unskinned.glsl");
model_view_projection_input = outline_shader->get_input("model_view_projection");
outline_width_input = outline_shader->get_input("outline_width");
outline_color_input = outline_shader->get_input("outline_color");
}
outline_pass::~outline_pass()
{}
void outline_pass::render(render_context* context) const
{
rasterizer->use_framebuffer(*framebuffer);
if (outline_color.w < 1.0f)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilMask(0x00);
// Determine viewport based on framebuffer resolution
auto viewport = framebuffer->get_dimensions();
rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
float4x4 view_projection = context->camera->get_view_projection_tween().interpolate(context->alpha);
float4x4 model_view_projection;
// Perform iterative blur subpass
rasterizer->use_program(*outline_shader);
outline_width_input->upload(outline_width);
outline_color_input->upload(outline_color);
// Render outlines
for (const render_operation& operation: context->operations)
{
const ::material* material = operation.material;
if (!material || !(material->get_flags() & MATERIAL_FLAG_OUTLINE))
continue;
model_view_projection = view_projection * operation.transform;
model_view_projection_input->upload(model_view_projection);
rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
}
glDisable(GL_STENCIL_TEST);
}
void outline_pass::set_outline_width(float width)
{
outline_width = width;
}
void outline_pass::set_outline_color(const float4& color)
{
outline_color = color;
}