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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 "render/passes/ui-pass.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.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 "render/vertex-attribute.hpp"
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#include "render/material-flags.hpp"
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#include "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/billboard.hpp"
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#include <cmath>
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#include <glad/glad.h>
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namespace render {
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ui_pass::ui_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
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pass(rasterizer, framebuffer)
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{}
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ui_pass::~ui_pass()
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{}
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void ui_pass::render(const render::context& ctx, render::queue& queue) const
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{
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glCullFace(GL_BACK);
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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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float4x4 view = ctx.camera->get_view_tween().interpolate(ctx.alpha);
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float4x4 projection = ctx.camera->get_projection_tween().interpolate(ctx.alpha);
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float4x4 view_projection = projection * view;
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float4x4 model_view_projection;
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// Collect billboards
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std::list<scene::object_base*> billboards = *ctx.collection->get_objects(scene::billboard::object_type_id);
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// Sort billboards
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// Rebuild vertex buffer
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}
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const ui_pass::parameter_set* ui_pass::load_parameter_set(const gl::shader_program* program) const
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{
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// Allocate a new parameter set
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parameter_set* parameters = new parameter_set();
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// Connect inputs
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parameters->time = program->get_input("time");
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parameters->model_view_projection = program->get_input("model_view_projection");
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// Add parameter set to map of parameter sets
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parameter_sets[program] = parameters;
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return parameters;
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}
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} // namespace render
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