💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 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/material-pass.hpp"
#include "configuration.hpp"
#include "resources/resource-manager.hpp"
#include "rasterizer/rasterizer.hpp"
#include "rasterizer/framebuffer.hpp"
#include "rasterizer/shader.hpp"
#include "rasterizer/shader-type.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/material-flags.hpp"
#include "renderer/model.hpp"
#include "renderer/render-context.hpp"
#include "scene/camera.hpp"
#include "scene/collection.hpp"
#include "scene/ambient-light.hpp"
#include "scene/directional-light.hpp"
#include "scene/point-light.hpp"
#include "scene/spotlight.hpp"
#include "configuration.hpp"
#include "math/math.hpp"
#include <cmath>
#include <glad/glad.h>
#include "shadow-map-pass.hpp"
static bool operation_compare(const render_operation& a, const render_operation& b);
material_pass::material_pass(::rasterizer* rasterizer, const ::framebuffer* framebuffer, resource_manager* resource_manager):
render_pass(rasterizer, framebuffer),
fallback_material(nullptr),
time_tween(nullptr),
mouse_position({0.0f, 0.0f}),
focal_point_tween(nullptr),
shadow_map_pass(nullptr),
shadow_map(nullptr),
shadow_strength(1.0f)
{
soft_shadows_texture = resource_manager->load<texture_2d>("tree-shadow.png");
soft_shadows_texture->set_wrapping(texture_wrapping::clamp, texture_wrapping::clamp);
soft_shadows_texture->set_filters(texture_min_filter::linear_mipmap_linear, texture_mag_filter::linear);
max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
max_spotlight_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
ambient_light_colors = new float3[max_ambient_light_count];
point_light_colors = new float3[max_point_light_count];
point_light_positions = new float3[max_point_light_count];
point_light_attenuations = new float3[max_point_light_count];
directional_light_colors = new float3[max_directional_light_count];
directional_light_directions = new float3[max_directional_light_count];
spotlight_colors = new float3[max_spotlight_count];
spotlight_positions = new float3[max_spotlight_count];
spotlight_directions = new float3[max_spotlight_count];
spotlight_attenuations = new float3[max_spotlight_count];
spotlight_cutoffs = new float2[max_spotlight_count];
}
material_pass::~material_pass()
{
delete[] ambient_light_colors;
delete[] point_light_colors;
delete[] point_light_positions;
delete[] point_light_attenuations;
delete[] directional_light_colors;
delete[] directional_light_directions;
delete[] spotlight_colors;
delete[] spotlight_positions;
delete[] spotlight_directions;
delete[] spotlight_attenuations;
delete[] spotlight_cutoffs;
}
void material_pass::render(render_context* context) const
{
rasterizer->use_framebuffer(*framebuffer);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_GREATER);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_STENCIL_TEST);
glStencilMask(0x00);
// For half-z buffer
glDepthRange(-1.0f, 1.0f);
auto viewport = framebuffer->get_dimensions();
rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
float time = (time_tween) ? time_tween->interpolate(context->alpha) : 0.0f;
float3 focal_point = (focal_point_tween) ? focal_point_tween->interpolate(context->alpha) : float3{0, 0, 0};
float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
float4x4 view_projection = projection * view;
float4x4 model_view_projection;
float4x4 model;
float4x4 model_view;
float3x3 normal_model_view;
float2 clip_depth;
clip_depth[0] = context->camera->get_clip_near_tween().interpolate(context->alpha);
clip_depth[1] = context->camera->get_clip_far_tween().interpolate(context->alpha);
float log_depth_coef = 2.0f / std::log2(clip_depth[1] + 1.0f);
int active_material_flags = 0;
const ::shader_program* active_shader_program = nullptr;
const ::material* active_material = nullptr;
const parameter_set* parameters = nullptr;
// Reset light counts
ambient_light_count = 0;
point_light_count = 0;
directional_light_count = 0;
spotlight_count = 0;
// Collect lights
const std::list<scene::object_base*>* lights = context->collection->get_objects(scene::light::object_type_id);
for (const scene::object_base* object: *lights)
{
// Skip inactive lights
if (!object->is_active())
continue;
const scene::light* light = static_cast<const scene::light*>(object);
switch (light->get_light_type())
{
// Add ambient light
case scene::light_type::ambient:
{
if (ambient_light_count < max_ambient_light_count)
{
ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
++ambient_light_count;
}
break;
}
// Add point light
case scene::light_type::point:
{
if (point_light_count < max_point_light_count)
{
point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
// Transform position into view-space
float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
float3 view_space_position = math::resize<3>(view * float4{position.x, position.y, position.z, 1.0f});
point_light_positions[point_light_count] = view_space_position;
point_light_attenuations[point_light_count] = static_cast<const scene::point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
++point_light_count;
}
break;
}
// Add directional light
case scene::light_type::directional:
{
if (directional_light_count < max_directional_light_count)
{
directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha);
// Transform direction into view-space
float3 direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
float3 view_space_direction = math::normalize(math::resize<3>(view * math::resize<4>(-direction)));
directional_light_directions[directional_light_count] = view_space_direction;
++directional_light_count;
}
break;
}
// Add spotlight
case scene::light_type::spot:
{
if (spotlight_count < max_spotlight_count)
{
spotlight_colors[spotlight_count] = light->get_scaled_color_tween().interpolate(context->alpha);
// Transform position into view-space
float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
float3 view_space_position = math::resize<3>(view * float4{position.x, position.y, position.z, 1.0f});
spotlight_positions[spotlight_count] = view_space_position;
const scene::spotlight* spotlight = static_cast<const scene::spotlight*>(light);
// Transform direction into view-space
float3 direction = spotlight->get_direction_tween().interpolate(context->alpha);
float3 view_space_direction = math::normalize(math::resize<3>(view * float4{-direction.x, -direction.y, -direction.z, 0.0f}));
spotlight_directions[spotlight_count] = view_space_direction;
spotlight_attenuations[spotlight_count] = spotlight->get_attenuation_tween().interpolate(context->alpha);
spotlight_cutoffs[spotlight_count] = spotlight->get_cosine_cutoff_tween().interpolate(context->alpha);
++spotlight_count;
}
break;
}
default:
break;
}
}
float4x4 shadow_map_matrices[4];
float4 shadow_map_split_distances;
if (shadow_map_pass)
{
for (int i = 0; i < 4; ++i)
shadow_map_matrices[i] = shadow_map_pass->get_shadow_matrices()[i];
// Calculate shadow map split distances
for (int i = 0; i < 4; ++i)
shadow_map_split_distances[i] = shadow_map_pass->get_split_distances()[i + 1];
}
// Sort render operations
context->operations.sort(operation_compare);
for (const render_operation& operation: context->operations)
{
// Get operation material
const ::material* material = operation.material;
if (!material)
{
if (fallback_material)
{
// No material specified, use fallback material
material = fallback_material;
}
else
{
// No material specified and no fallback material, skip operation
continue;
}
}
// Switch materials if necessary
if (active_material != material)
{
active_material = material;
// Change rasterizer state according to material flags
std::uint32_t material_flags = active_material->get_flags();
if (active_material_flags != material_flags)
{
if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
{
if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else
{
glDisable(GL_BLEND);
}
}
if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
{
if (material_flags & MATERIAL_FLAG_BACK_FACES)
{
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
}
else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
{
if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
{
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
}
}
if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
{
if (material_flags & MATERIAL_FLAG_X_RAY)
{
glDisable(GL_DEPTH_TEST);
}
else
{
glEnable(GL_DEPTH_TEST);
}
}
if ((material_flags & MATERIAL_FLAG_DECAL_SURFACE) != (active_material_flags & MATERIAL_FLAG_DECAL_SURFACE))
{
if (material_flags & MATERIAL_FLAG_DECAL_SURFACE)
{
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilMask(~0);
}
else
{
glDisable(GL_STENCIL_TEST);
glStencilMask(0);
}
}
if ((material_flags & MATERIAL_FLAG_DECAL) != (active_material_flags & MATERIAL_FLAG_DECAL))
{
if (material_flags & MATERIAL_FLAG_DECAL)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_EQUAL, 1, ~0);
//glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
//glStencilMask(~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilMask(0);
}
else
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
glDepthMask(GL_TRUE);
glDisable(GL_STENCIL_TEST);
glStencilMask(0);
}
}
/*
if ((material_flags & MATERIAL_FLAG_OUTLINE) != (active_material_flags & MATERIAL_FLAG_OUTLINE))
{
if (material_flags & MATERIAL_FLAG_OUTLINE)
{
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 2, 0xFF);
glStencilMask(0xFF);
}
else
{
glDisable(GL_STENCIL_TEST);
glStencilMask(0x00);
}
}
*/
active_material_flags = material_flags;
}
// Switch shaders if necessary
const ::shader_program* shader_program = active_material->get_shader_program();
if (active_shader_program != shader_program)
{
active_shader_program = shader_program;
if (!active_shader_program)
{
continue;
}
// Change shader program
rasterizer->use_program(*active_shader_program);
// Get set of known shader input parameters
if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
{
parameters = it->second;
}
else
{
parameters = load_parameter_set(active_shader_program);
}
// Upload context-dependent shader parameters
if (parameters->time)
parameters->time->upload(time);
if (parameters->mouse)
parameters->mouse->upload(mouse_position);
if (parameters->resolution)
parameters->resolution->upload(resolution);
if (parameters->view)
parameters->view->upload(view);
if (parameters->view_projection)
parameters->view_projection->upload(view_projection);
if (parameters->ambient_light_count)
parameters->ambient_light_count->upload(ambient_light_count);
if (parameters->ambient_light_colors)
parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
if (parameters->point_light_count)
parameters->point_light_count->upload(point_light_count);
if (parameters->point_light_colors)
parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
if (parameters->point_light_positions)
parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
if (parameters->point_light_attenuations)
parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
if (parameters->directional_light_count)
parameters->directional_light_count->upload(directional_light_count);
if (parameters->directional_light_colors)
parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
if (parameters->directional_light_directions)
parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
if (parameters->spotlight_count)
parameters->spotlight_count->upload(spotlight_count);
if (parameters->spotlight_colors)
parameters->spotlight_colors->upload(0, spotlight_colors, spotlight_count);
if (parameters->spotlight_positions)
parameters->spotlight_positions->upload(0, spotlight_positions, spotlight_count);
if (parameters->spotlight_directions)
parameters->spotlight_directions->upload(0, spotlight_directions, spotlight_count);
if (parameters->spotlight_attenuations)
parameters->spotlight_attenuations->upload(0, spotlight_attenuations, spotlight_count);
if (parameters->spotlight_cutoffs)
parameters->spotlight_cutoffs->upload(0, spotlight_cutoffs, spotlight_count);
if (parameters->soft_shadows)
parameters->soft_shadows->upload(soft_shadows_texture);
if (parameters->focal_point)
parameters->focal_point->upload(focal_point);
if (parameters->shadow_map_matrices)
parameters->shadow_map_matrices->upload(0, shadow_map_matrices, 4);
if (parameters->shadow_map_split_distances)
parameters->shadow_map_split_distances->upload(shadow_map_split_distances);
if (parameters->shadow_map && shadow_map)
parameters->shadow_map->upload(shadow_map);
if (parameters->shadow_strength)
parameters->shadow_strength->upload(shadow_strength);
}
// Upload material properties to shader
active_material->upload(context->alpha);
}
// Calculate operation-dependent parameters
model = operation.transform;
model_view_projection = view_projection * model;
model_view = view * model;
normal_model_view = math::transpose(math::inverse(math::resize<3, 3>(model_view)));
// Upload operation-dependent parameters
if (parameters->model)
parameters->model->upload(model);
if (parameters->model_view)
parameters->model_view->upload(model_view);
if (parameters->model_view_projection)
parameters->model_view_projection->upload(model_view_projection);
if (parameters->normal_model_view)
parameters->normal_model_view->upload(normal_model_view);
if (parameters->clip_depth)
parameters->clip_depth->upload(clip_depth);
if (parameters->log_depth_coef)
parameters->log_depth_coef->upload(log_depth_coef);
// Draw geometry
if (operation.instance_count)
rasterizer->draw_arrays_instanced(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count, operation.instance_count);
else
rasterizer->draw_arrays(*operation.vertex_array, operation.drawing_mode, operation.start_index, operation.index_count);
}
}
void material_pass::set_fallback_material(const material* fallback)
{
this->fallback_material = fallback;
}
void material_pass::set_time_tween(const tween<double>* time)
{
this->time_tween = time;
}
void material_pass::set_shadow_strength(float strength)
{
this->shadow_strength = strength;
}
void material_pass::set_focal_point_tween(const tween<float3>* focal_point)
{
this->focal_point_tween = focal_point;
}
const material_pass::parameter_set* material_pass::load_parameter_set(const shader_program* program) const
{
// Allocate a new parameter set
parameter_set* parameters = new parameter_set();
// Connect inputs
parameters->time = program->get_input("time");
parameters->mouse = program->get_input("mouse");
parameters->resolution = program->get_input("resolution");
parameters->model = program->get_input("model");
parameters->view = program->get_input("view");
parameters->projection = program->get_input("projection");
parameters->model_view = program->get_input("model_view");
parameters->view_projection = program->get_input("view_projection");
parameters->model_view_projection = program->get_input("model_view_projection");
parameters->normal_model_view = program->get_input("normal_model_view");
parameters->clip_depth = program->get_input("clip_depth");
parameters->log_depth_coef = program->get_input("log_depth_coef");
parameters->ambient_light_count = program->get_input("ambient_light_count");
parameters->ambient_light_colors = program->get_input("ambient_light_colors");
parameters->point_light_count = program->get_input("point_light_count");
parameters->point_light_colors = program->get_input("point_light_colors");
parameters->point_light_positions = program->get_input("point_light_positions");
parameters->point_light_attenuations = program->get_input("point_light_attenuations");
parameters->directional_light_count = program->get_input("directional_light_count");
parameters->directional_light_colors = program->get_input("directional_light_colors");
parameters->directional_light_directions = program->get_input("directional_light_directions");
parameters->spotlight_count = program->get_input("spotlight_count");
parameters->spotlight_colors = program->get_input("spotlight_colors");
parameters->spotlight_positions = program->get_input("spotlight_positions");
parameters->spotlight_directions = program->get_input("spotlight_directions");
parameters->spotlight_attenuations = program->get_input("spotlight_attenuations");
parameters->spotlight_cutoffs = program->get_input("spotlight_cutoffs");
parameters->soft_shadows = program->get_input("soft_shadows");
parameters->focal_point = program->get_input("focal_point");
parameters->shadow_map_matrices = program->get_input("shadow_map_matrices");
parameters->shadow_map_split_distances = program->get_input("shadow_map_split_distances");
parameters->shadow_map = program->get_input("shadow_map");
parameters->shadow_strength = program->get_input("shadow_strength");
// Add parameter set to map of parameter sets
parameter_sets[program] = parameters;
return parameters;
}
void material_pass::handle_event(const mouse_moved_event& event)
{
mouse_position = {static_cast<float>(event.x), static_cast<float>(event.y)};
}
bool operation_compare(const render_operation& a, const render_operation& b)
{
if (!a.material)
return false;
else if (!b.material)
return true;
bool xray_a = a.material->get_flags() & MATERIAL_FLAG_X_RAY;
bool xray_b = b.material->get_flags() & MATERIAL_FLAG_X_RAY;
if (xray_a)
{
if (xray_b)
{
// A and B are both xray, render back to front
return (a.depth >= b.depth);
}
else
{
// A is xray, B is not. Render B first
return false;
}
}
else
{
if (xray_b)
{
// A is opaque, B is xray. Render A first
return true;
}
else
{
// Determine transparency
bool transparent_a = a.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
bool transparent_b = b.material->get_flags() & MATERIAL_FLAG_TRANSLUCENT;
if (transparent_a)
{
if (transparent_b)
{
// Determine decal status
bool decal_a = a.material->get_flags() & MATERIAL_FLAG_DECAL;
bool decal_b = b.material->get_flags() & MATERIAL_FLAG_DECAL;
if (decal_a)
{
if (decal_b)
{
// A and B are both transparent decals, render back to front
return (a.depth >= b.depth);
}
else
{
// A is a transparent decal, B is transparent but not a decal, render A first
return true;
}
}
else
{
if (decal_b)
{
// A is transparent but not a decal, B is a transparent decal, render B first
return false;
}
else
{
// A and B are both transparent, but not decals, render back to front
return (a.depth >= b.depth);
}
}
}
else
{
// A is transparent, B is opaque. Render B first
return false;
}
}
else
{
if (transparent_b)
{
// A is opaque, B is transparent. Render A first
return true;
}
else
{
// A and B are both opaque
if (a.material->get_shader_program() == b.material->get_shader_program())
{
// A and B have the same shader
if (a.vertex_array == b.vertex_array)
{
// A and B have the same VAO, render front to back
return (a.depth < b.depth);
}
else
{
// Sort by VAO
return (a.vertex_array < b.vertex_array);
}
}
else
{
// A and B are both opaque and have different shaders, sort by shader
return (a.material->get_shader_program() < b.material->get_shader_program());
}
}
}
}
}
}