💿🐜 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 "render/passes/ground-pass.hpp"
#include "resources/resource-manager.hpp"
#include "resources/string-table.hpp"
#include "gl/rasterizer.hpp"
#include "gl/framebuffer.hpp"
#include "gl/shader-program.hpp"
#include "gl/shader-input.hpp"
#include "gl/vertex-buffer.hpp"
#include "gl/vertex-array.hpp"
#include "gl/vertex-attribute.hpp"
#include "gl/drawing-mode.hpp"
#include "gl/texture-2d.hpp"
#include "gl/texture-wrapping.hpp"
#include "gl/texture-filter.hpp"
#include "render/vertex-attribute.hpp"
#include "render/context.hpp"
#include "render/model.hpp"
#include "render/material.hpp"
#include "scene/camera.hpp"
#include "scene/collection.hpp"
#include "scene/directional-light.hpp"
#include "scene/ambient-light.hpp"
#include "utility/fundamental-types.hpp"
#include "color/color.hpp"
#include "math/interpolation.hpp"
#include <cmath>
#include <stdexcept>
#include <glad/glad.h>
namespace render {
ground_pass::ground_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
pass(rasterizer, framebuffer),
ground_model(nullptr),
ground_model_vao(nullptr),
ground_material(nullptr),
shader_program(nullptr)
{}
ground_pass::~ground_pass()
{}
void ground_pass::render(const render::context& ctx, render::queue& queue) const
{
if (!ground_model)
return;
rasterizer->use_framebuffer(*framebuffer);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
glDepthRange(-1.0f, 1.0f);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_STENCIL_TEST);
glStencilMask(0);
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))};
const scene::camera& camera = *ctx.camera;
float clip_near = camera.get_clip_near_tween().interpolate(ctx.alpha);
float clip_far = camera.get_clip_far_tween().interpolate(ctx.alpha);
float3 model_scale = float3{1.0f, 1.0f, 1.0f} * (clip_near + clip_far) * 0.5f;
float4x4 model = math::scale(math::identity4x4<float>, model_scale);
float4x4 view = math::resize<4, 4>(math::resize<3, 3>(camera.get_view_tween().interpolate(ctx.alpha)));
float4x4 model_view = view * model;
float4x4 projection = camera.get_projection_tween().interpolate(ctx.alpha);
float4x4 view_projection = camera.get_view_projection_tween().interpolate(ctx.alpha);
float4x4 model_view_projection = projection * model_view;
float3 ambient_light_color = {0.0f, 0.0f, 0.0f};
float3 directional_light_color = {0.0f, 0.0f, 0.0f};
float3 directional_light_direction = {0.0f, 0.0f, 0.0f};
// Collect lights
const std::list<scene::object_base*>* lights = ctx.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:
{
// Pre-expose light
ambient_light_color = light->get_scaled_color_tween().interpolate(ctx.alpha) * ctx.exposure;
break;
}
// Add directional light
case scene::light_type::directional:
{
const scene::directional_light* directional_light = static_cast<const scene::directional_light*>(light);
// Pre-expose light
directional_light_color = light->get_scaled_color_tween().interpolate(ctx.alpha) * ctx.exposure;
directional_light_direction = static_cast<const scene::directional_light*>(light)->get_direction_tween().interpolate(ctx.alpha);
break;
}
default:
break;
}
}
// Draw ground
rasterizer->use_program(*shader_program);
if (model_view_projection_input)
model_view_projection_input->upload(model_view_projection);
if (view_projection_input)
view_projection_input->upload(view_projection);
if (camera_position_input)
camera_position_input->upload(ctx.camera_transform.translation);
if (directional_light_colors_input)
directional_light_colors_input->upload(0, &directional_light_color, 1);
if (directional_light_directions_input)
directional_light_directions_input->upload(0, &directional_light_direction, 1);
if (ambient_light_colors_input)
ambient_light_colors_input->upload(0, &ambient_light_color, 1);
ground_material->upload(ctx.alpha);
rasterizer->draw_arrays(*ground_model_vao, ground_model_drawing_mode, ground_model_start_index, ground_model_index_count);
}
void ground_pass::set_ground_model(const model* model)
{
ground_model = model;
if (ground_model)
{
ground_model_vao = model->get_vertex_array();
const std::vector<model_group*>& groups = *model->get_groups();
for (model_group* group: groups)
{
ground_material = group->get_material();
ground_model_drawing_mode = group->get_drawing_mode();
ground_model_start_index = group->get_start_index();
ground_model_index_count = group->get_index_count();
}
if (ground_material)
{
shader_program = ground_material->get_shader_program();
if (shader_program)
{
model_view_projection_input = shader_program->get_input("model_view_projection");
view_projection_input = shader_program->get_input("view_projection");
camera_position_input = shader_program->get_input("camera.position");
directional_light_colors_input = shader_program->get_input("directional_light_colors");
directional_light_directions_input = shader_program->get_input("directional_light_directions");
ambient_light_colors_input = shader_program->get_input("ambient_light_colors");
}
}
}
else
{
ground_model_vao = nullptr;
}
}
} // namespace render