💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017-2019 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 "ui-render-pass.hpp"
#include "ui/ui.hpp"
#include "resources/resource-manager.hpp"
UIRenderPass::UIRenderPass(ResourceManager* resourceManager):
resourceManager(resourceManager),
shader(nullptr)
{}
bool UIRenderPass::load(const RenderContext* renderContext)
{
shader = resourceManager->load<Shader>("ui.glsl");
// Set permutation values
int gammaFlag = 0x2;
untexturedPermutation = 0 | gammaFlag;
texturedPermutation = 1 | gammaFlag;
// Generate shader permutations
if (!shader->generatePermutation(untexturedPermutation) || !shader->generatePermutation(texturedPermutation))
{
std::cerr << std::string("UIRenderPass: failed to generate shader permutation.") << std::endl;
return false;
}
// Connect shader variables
modelViewProjectionMatrixParam.connect(shader->getInput("modelViewProjectionMatrix"));
textureParam.connect(shader->getInput("tex"));
textureOffsetParam.connect(shader->getInput("texcoordOffset"));
textureScaleParam.connect(shader->getInput("texcoordScale"));
if (!modelViewProjectionMatrixParam.isConnected() ||
!textureParam.isConnected() ||
!textureOffsetParam.isConnected() ||
!textureScaleParam.isConnected())
{
std::cerr << std::string("UIRenderPass: one or more shader variables were not connected to shader inputs.") << std::endl;
return false;
}
return true;
}
void UIRenderPass::unload()
{
modelViewProjectionMatrixParam.disconnect();
textureParam.disconnect();
textureOffsetParam.disconnect();
textureScaleParam.disconnect();
shader->deleteAllPermutations();
}
void UIRenderPass::render(RenderContext* renderContext)
{
const Camera& camera = *(renderContext->camera);
const Matrix4& viewProjection = camera.getViewProjectionTween()->getSubstate();
// Bind framebuffer and setup viewport
glBindFramebuffer(GL_FRAMEBUFFER, renderTarget->framebuffer);
glViewport(0, 0, renderTarget->width, renderTarget->height);
// Disable depth testing
glDisable(GL_DEPTH_TEST);
//glDepthMask(GL_FALSE);
//glDepthFunc(GL_LESS);
// Disable backface culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Enable alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Render operations
const std::list<RenderOperation>* operations = renderContext->queue->getOperations();
for (const RenderOperation& operation: *operations)
{
// Skip render operations with unsupported materials
/*
if (operation.material->getMaterialFormatID() != static_cast<unsigned int>(MaterialFormat::UI))
{
continue;
}
*/
const UIMaterial* material = static_cast<const UIMaterial*>(operation.material);
if (material->texture->getValue() != nullptr)
{
shader->activate(texturedPermutation);
textureParam.setValue(material->texture->getValue());
textureOffsetParam.setValue(material->textureOffset->getValue());
textureScaleParam.setValue(material->textureScale->getValue());
textureParam.upload();
textureOffsetParam.upload();
textureScaleParam.upload();
}
else
{
shader->activate(untexturedPermutation);
}
const Matrix4& modelMatrix = operation.transform;
Matrix4 modelViewProjectionMatrix = viewProjection * modelMatrix;
// Upload matrix parameters
modelViewProjectionMatrixParam.setValue(modelViewProjectionMatrix);
modelViewProjectionMatrixParam.upload();
// Upload material parameters
//operation.material->upload();
// Draw geometry
glBindVertexArray(operation.vao);
glDrawElementsBaseVertex(GL_TRIANGLES, operation.triangleCount * 3, GL_UNSIGNED_INT, (void*)0, operation.indexOffset);
}
}