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/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_RENDER_GROUND_PASS_HPP
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#define ANTKEEPER_RENDER_GROUND_PASS_HPP
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#include "render/pass.hpp"
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#include "utility/fundamental-types.hpp"
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#include "animation/tween.hpp"
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#include "gl/shader-program.hpp"
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#include "gl/shader-input.hpp"
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#include "gl/vertex-buffer.hpp"
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#include "gl/vertex-array.hpp"
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#include "gl/drawing-mode.hpp"
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class resource_manager;
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namespace render {
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class material;
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class model;
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/**
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*
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*/
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class ground_pass: public pass
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{
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public:
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ground_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
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virtual ~ground_pass();
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virtual void render(const render::context& ctx, render::queue& queue) const final;
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void set_ground_model(const model* model);
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private:
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gl::shader_program* shader_program;
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const gl::shader_input* model_view_projection_input;
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const gl::shader_input* view_projection_input;
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const gl::shader_input* camera_position_input;
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const gl::shader_input* directional_light_colors_input;
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const gl::shader_input* directional_light_directions_input;
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const gl::shader_input* ambient_light_colors_input;
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const model* ground_model;
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const material* ground_material;
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const gl::vertex_array* ground_model_vao;
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gl::drawing_mode ground_model_drawing_mode;
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std::size_t ground_model_start_index;
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std::size_t ground_model_index_count;
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};
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} // namespace render
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#endif // ANTKEEPER_RENDER_GROUND_PASS_HPP
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