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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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#include "renderer/passes/material-pass.hpp"
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#include "configuration.hpp"
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#include "resources/resource-manager.hpp"
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#include "gl/rasterizer.hpp"
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#include "gl/framebuffer.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/vertex-attribute-type.hpp"
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#include "gl/drawing-mode.hpp"
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#include "gl/texture-2d.hpp"
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#include "gl/texture-wrapping.hpp"
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#include "gl/texture-filter.hpp"
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#include "renderer/vertex-attributes.hpp"
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#include "renderer/material-flags.hpp"
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#include "renderer/model.hpp"
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#include "renderer/render-context.hpp"
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#include "scene/camera.hpp"
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#include "scene/collection.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/directional-light.hpp"
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#include "scene/point-light.hpp"
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#include "scene/spot-light.hpp"
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#include "configuration.hpp"
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#include "math/math.hpp"
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#include <cmath>
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#include <glad/glad.h>
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#include "shadow-map-pass.hpp"
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static bool operation_compare(const render_operation& a, const render_operation& b);
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material_pass::material_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
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render_pass(rasterizer, framebuffer),
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fallback_material(nullptr),
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time_tween(nullptr),
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mouse_position({0.0f, 0.0f}),
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shadow_map_pass(nullptr),
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shadow_map(nullptr)
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{
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max_ambient_light_count = MATERIAL_PASS_MAX_AMBIENT_LIGHT_COUNT;
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max_point_light_count = MATERIAL_PASS_MAX_POINT_LIGHT_COUNT;
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max_directional_light_count = MATERIAL_PASS_MAX_DIRECTIONAL_LIGHT_COUNT;
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max_spot_light_count = MATERIAL_PASS_MAX_SPOTLIGHT_COUNT;
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ambient_light_colors = new float3[max_ambient_light_count];
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point_light_colors = new float3[max_point_light_count];
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point_light_positions = new float3[max_point_light_count];
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point_light_attenuations = new float3[max_point_light_count];
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directional_light_colors = new float3[max_directional_light_count];
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directional_light_directions = new float3[max_directional_light_count];
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directional_light_textures = new const gl::texture_2d*[max_directional_light_count];
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directional_light_texture_matrices = new float4x4[max_directional_light_count];
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directional_light_texture_opacities = new float[max_directional_light_count];
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spot_light_colors = new float3[max_spot_light_count];
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spot_light_positions = new float3[max_spot_light_count];
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spot_light_directions = new float3[max_spot_light_count];
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spot_light_attenuations = new float3[max_spot_light_count];
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spot_light_cutoffs = new float2[max_spot_light_count];
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}
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material_pass::~material_pass()
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{
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delete[] ambient_light_colors;
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delete[] point_light_colors;
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delete[] point_light_positions;
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delete[] point_light_attenuations;
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delete[] directional_light_colors;
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delete[] directional_light_directions;
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delete[] directional_light_textures;
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delete[] directional_light_texture_matrices;
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delete[] directional_light_texture_opacities;
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delete[] spot_light_colors;
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delete[] spot_light_positions;
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delete[] spot_light_directions;
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delete[] spot_light_attenuations;
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delete[] spot_light_cutoffs;
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}
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void material_pass::render(render_context* context) const
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{
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rasterizer->use_framebuffer(*framebuffer);
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_GREATER);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDisable(GL_STENCIL_TEST);
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glStencilMask(0x00);
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// For half-z buffer
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glDepthRange(-1.0f, 1.0f);
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auto viewport = framebuffer->get_dimensions();
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rasterizer->set_viewport(0, 0, std::get<0>(viewport), std::get<1>(viewport));
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float2 resolution = {static_cast<float>(std::get<0>(viewport)), static_cast<float>(std::get<1>(viewport))};
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float time = time_tween->interpolate(context->alpha);
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const float3& camera_position = context->camera_transform.translation;
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float4x4 view = context->camera->get_view_tween().interpolate(context->alpha);
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float4x4 projection = context->camera->get_projection_tween().interpolate(context->alpha);
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float4x4 view_projection = projection * view;
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float4x4 model_view_projection;
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float4x4 model;
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float4x4 model_view;
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float3x3 normal_model;
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float3x3 normal_model_view;
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float2 clip_depth;
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clip_depth[0] = context->camera->get_clip_near_tween().interpolate(context->alpha);
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clip_depth[1] = context->camera->get_clip_far_tween().interpolate(context->alpha);
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float log_depth_coef = 2.0f / std::log2(clip_depth[1] + 1.0f);
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float camera_exposure = std::exp2(context->camera->get_exposure_tween().interpolate(context->alpha));
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int active_material_flags = 0;
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const gl::shader_program* active_shader_program = nullptr;
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const ::material* active_material = nullptr;
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const parameter_set* parameters = nullptr;
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// Reset light counts
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ambient_light_count = 0;
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point_light_count = 0;
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directional_light_count = 0;
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spot_light_count = 0;
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// Collect lights
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const std::list<scene::object_base*>* lights = context->collection->get_objects(scene::light::object_type_id);
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for (const scene::object_base* object: *lights)
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{
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// Skip inactive lights
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if (!object->is_active())
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continue;
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const scene::light* light = static_cast<const scene::light*>(object);
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switch (light->get_light_type())
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{
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// Add ambient light
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case scene::light_type::ambient:
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{
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if (ambient_light_count < max_ambient_light_count)
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{
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// Pre-expose light
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ambient_light_colors[ambient_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
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++ambient_light_count;
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}
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break;
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}
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// Add point light
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case scene::light_type::point:
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{
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if (point_light_count < max_point_light_count)
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{
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// Pre-expose light
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point_light_colors[point_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
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float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
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point_light_positions[point_light_count] = position;
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point_light_attenuations[point_light_count] = static_cast<const scene::point_light*>(light)->get_attenuation_tween().interpolate(context->alpha);
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++point_light_count;
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}
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break;
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}
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// Add directional light
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case scene::light_type::directional:
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{
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if (directional_light_count < max_directional_light_count)
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{
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const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light);
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// Pre-expose light
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directional_light_colors[directional_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
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float3 direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(context->alpha);
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directional_light_directions[directional_light_count] = direction;
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if (directional_light->get_light_texture())
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{
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directional_light_textures[directional_light_count] = directional_light->get_light_texture();
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directional_light_texture_opacities[directional_light_count] = directional_light->get_light_texture_opacity_tween().interpolate(context->alpha);
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math::transform<float> light_transform = light->get_transform_tween().interpolate(context->alpha);
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float3 forward = light_transform.rotation * global_forward;
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float3 up = light_transform.rotation * global_up;
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float4x4 light_view = math::look_at(light_transform.translation, light_transform.translation + forward, up);
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float2 scale = directional_light->get_light_texture_scale_tween().interpolate(context->alpha);
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float4x4 light_projection = math::ortho(-scale.x, scale.x, -scale.y, scale.y, -1.0f, 1.0f);
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directional_light_texture_matrices[directional_light_count] = light_projection * light_view;
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}
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else
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{
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directional_light_textures[directional_light_count] = nullptr;
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directional_light_texture_opacities[directional_light_count] = 0.0f;
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}
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++directional_light_count;
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}
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break;
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}
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// Add spot_light
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case scene::light_type::spot:
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{
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if (spot_light_count < max_spot_light_count)
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{
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const scene::spot_light* spot_light = static_cast<const scene::spot_light*>(light);
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// Pre-expose light
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spot_light_colors[spot_light_count] = light->get_scaled_color_tween().interpolate(context->alpha) * camera_exposure;
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float3 position = light->get_transform_tween().interpolate(context->alpha).translation;
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spot_light_positions[spot_light_count] = position;
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float3 direction = spot_light->get_direction_tween().interpolate(context->alpha);
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spot_light_directions[spot_light_count] = direction;
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spot_light_attenuations[spot_light_count] = spot_light->get_attenuation_tween().interpolate(context->alpha);
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spot_light_cutoffs[spot_light_count] = spot_light->get_cosine_cutoff_tween().interpolate(context->alpha);
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++spot_light_count;
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}
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break;
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}
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default:
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break;
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}
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}
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float4x4 shadow_matrices_directional[4];
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float4 shadow_splits_directional;
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if (shadow_map_pass)
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{
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for (int i = 0; i < 4; ++i)
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shadow_matrices_directional[i] = shadow_map_pass->get_shadow_matrices()[i];
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// Calculate shadow map split distances
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for (int i = 0; i < 4; ++i)
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shadow_splits_directional[i] = shadow_map_pass->get_split_distances()[i + 1];
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}
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// Sort render operations
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context->operations.sort(operation_compare);
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for (const render_operation& operation: context->operations)
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{
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// Get operation material
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const ::material* material = operation.material;
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if (!material)
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{
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if (fallback_material)
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{
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// No material specified, use fallback material
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material = fallback_material;
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}
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else
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{
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// No material specified and no fallback material, skip operation
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continue;
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}
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}
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// Switch materials if necessary
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if (active_material != material)
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{
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active_material = material;
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// Change rasterizer state according to material flags
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std::uint32_t material_flags = active_material->get_flags();
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if (active_material_flags != material_flags)
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{
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if ((material_flags & MATERIAL_FLAG_TRANSLUCENT) != (active_material_flags & MATERIAL_FLAG_TRANSLUCENT))
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{
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if (material_flags & MATERIAL_FLAG_TRANSLUCENT)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else
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{
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glDisable(GL_BLEND);
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}
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}
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if ((material_flags & MATERIAL_FLAG_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_BACK_FACES))
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{
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if (material_flags & MATERIAL_FLAG_BACK_FACES)
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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}
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else
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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}
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else if ((material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES) != (active_material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES))
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{
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if (material_flags & MATERIAL_FLAG_FRONT_AND_BACK_FACES)
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{
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glDisable(GL_CULL_FACE);
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}
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else
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{
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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}
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}
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if ((material_flags & MATERIAL_FLAG_X_RAY) != (active_material_flags & MATERIAL_FLAG_X_RAY))
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{
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if (material_flags & MATERIAL_FLAG_X_RAY)
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{
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glDisable(GL_DEPTH_TEST);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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}
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}
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if ((material_flags & MATERIAL_FLAG_DECAL_SURFACE) != (active_material_flags & MATERIAL_FLAG_DECAL_SURFACE))
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{
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if (material_flags & MATERIAL_FLAG_DECAL_SURFACE)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, ~0);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilMask(~0);
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}
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else
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{
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glDisable(GL_STENCIL_TEST);
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glStencilMask(0);
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}
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}
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if ((material_flags & MATERIAL_FLAG_DECAL) != (active_material_flags & MATERIAL_FLAG_DECAL))
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{
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if (material_flags & MATERIAL_FLAG_DECAL)
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_GEQUAL);
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glDepthMask(GL_FALSE);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_EQUAL, 1, ~0);
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//glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
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//glStencilMask(~0);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glStencilMask(0);
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}
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else
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{
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_GREATER);
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glDepthMask(GL_TRUE);
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glDisable(GL_STENCIL_TEST);
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glStencilMask(0);
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}
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}
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/*
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if ((material_flags & MATERIAL_FLAG_OUTLINE) != (active_material_flags & MATERIAL_FLAG_OUTLINE))
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{
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if (material_flags & MATERIAL_FLAG_OUTLINE)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilFunc(GL_ALWAYS, 2, 0xFF);
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glStencilMask(0xFF);
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}
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else
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{
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glDisable(GL_STENCIL_TEST);
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glStencilMask(0x00);
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}
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}
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*/
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active_material_flags = material_flags;
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}
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// Switch shaders if necessary
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const gl::shader_program* shader_program = active_material->get_shader_program();
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if (active_shader_program != shader_program)
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{
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active_shader_program = shader_program;
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if (!active_shader_program)
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{
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continue;
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}
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// Change shader program
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rasterizer->use_program(*active_shader_program);
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// Get set of known shader input parameters
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if (auto it = parameter_sets.find(active_shader_program); it != parameter_sets.end())
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{
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parameters = it->second;
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}
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else
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{
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parameters = load_parameter_set(active_shader_program);
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}
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// Upload context-dependent shader parameters
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if (parameters->time)
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parameters->time->upload(time);
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if (parameters->mouse)
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parameters->mouse->upload(mouse_position);
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if (parameters->resolution)
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parameters->resolution->upload(resolution);
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if (parameters->camera_position)
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parameters->camera_position->upload(camera_position);
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if (parameters->camera_exposure)
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parameters->camera_exposure->upload(camera_exposure);
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if (parameters->view)
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parameters->view->upload(view);
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if (parameters->view_projection)
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parameters->view_projection->upload(view_projection);
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if (parameters->ambient_light_count)
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parameters->ambient_light_count->upload(ambient_light_count);
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if (parameters->ambient_light_colors)
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parameters->ambient_light_colors->upload(0, ambient_light_colors, ambient_light_count);
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if (parameters->point_light_count)
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parameters->point_light_count->upload(point_light_count);
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if (parameters->point_light_colors)
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parameters->point_light_colors->upload(0, point_light_colors, point_light_count);
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if (parameters->point_light_positions)
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parameters->point_light_positions->upload(0, point_light_positions, point_light_count);
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if (parameters->point_light_attenuations)
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parameters->point_light_attenuations->upload(0, point_light_attenuations, point_light_count);
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if (parameters->directional_light_count)
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parameters->directional_light_count->upload(directional_light_count);
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if (parameters->directional_light_colors)
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parameters->directional_light_colors->upload(0, directional_light_colors, directional_light_count);
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if (parameters->directional_light_directions)
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parameters->directional_light_directions->upload(0, directional_light_directions, directional_light_count);
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if (parameters->directional_light_textures)
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parameters->directional_light_textures->upload(0, directional_light_textures, directional_light_count);
|
|
if (parameters->directional_light_texture_matrices)
|
|
parameters->directional_light_texture_matrices->upload(0, directional_light_texture_matrices, directional_light_count);
|
|
if (parameters->directional_light_texture_opacities)
|
|
parameters->directional_light_texture_opacities->upload(0, directional_light_texture_opacities, directional_light_count);
|
|
|
|
if (parameters->spot_light_count)
|
|
parameters->spot_light_count->upload(spot_light_count);
|
|
if (parameters->spot_light_colors)
|
|
parameters->spot_light_colors->upload(0, spot_light_colors, spot_light_count);
|
|
if (parameters->spot_light_positions)
|
|
parameters->spot_light_positions->upload(0, spot_light_positions, spot_light_count);
|
|
if (parameters->spot_light_directions)
|
|
parameters->spot_light_directions->upload(0, spot_light_directions, spot_light_count);
|
|
if (parameters->spot_light_attenuations)
|
|
parameters->spot_light_attenuations->upload(0, spot_light_attenuations, spot_light_count);
|
|
if (parameters->spot_light_cutoffs)
|
|
parameters->spot_light_cutoffs->upload(0, spot_light_cutoffs, spot_light_count);
|
|
|
|
if (parameters->shadow_map_directional && shadow_map)
|
|
parameters->shadow_map_directional->upload(shadow_map);
|
|
if (parameters->shadow_matrices_directional)
|
|
parameters->shadow_matrices_directional->upload(0, shadow_matrices_directional, 4);
|
|
if (parameters->shadow_splits_directional)
|
|
parameters->shadow_splits_directional->upload(shadow_splits_directional);
|
|
}
|
|
|
|
// 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 = math::transpose(math::inverse(math::resize<3, 3>(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)
|
|
parameters->normal_model->upload(normal_model);
|
|
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;
|
|
}
|
|
|
|
const material_pass::parameter_set* material_pass::load_parameter_set(const gl::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->camera_position = program->get_input("camera.position");
|
|
parameters->camera_exposure = program->get_input("camera.exposure");
|
|
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 = program->get_input("normal_model");
|
|
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->directional_light_textures = program->get_input("directional_light_textures");
|
|
parameters->directional_light_texture_matrices = program->get_input("directional_light_texture_matrices");
|
|
parameters->directional_light_texture_opacities = program->get_input("directional_light_texture_opacities");
|
|
parameters->spot_light_count = program->get_input("spot_light_count");
|
|
parameters->spot_light_colors = program->get_input("spot_light_colors");
|
|
parameters->spot_light_positions = program->get_input("spot_light_positions");
|
|
parameters->spot_light_directions = program->get_input("spot_light_directions");
|
|
parameters->spot_light_attenuations = program->get_input("spot_light_attenuations");
|
|
parameters->spot_light_cutoffs = program->get_input("spot_light_cutoffs");
|
|
parameters->shadow_map_directional = program->get_input("shadow_map_directional");
|
|
parameters->shadow_splits_directional = program->get_input("shadow_splits_directional");
|
|
parameters->shadow_matrices_directional = program->get_input("shadow_matrices_directional");
|
|
|
|
// 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());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|