💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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 <engine/render/passes/final-pass.hpp>
#include <engine/resources/resource-manager.hpp>
#include <engine/gl/rasterizer.hpp>
#include <engine/gl/framebuffer.hpp>
#include <engine/gl/shader-program.hpp>
#include <engine/gl/shader-variable.hpp>
#include <engine/gl/vertex-buffer.hpp>
#include <engine/gl/vertex-array.hpp>
#include <engine/gl/vertex-attribute.hpp>
#include <engine/gl/drawing-mode.hpp>
#include <engine/gl/texture-2d.hpp>
#include <engine/gl/texture-wrapping.hpp>
#include <engine/gl/texture-filter.hpp>
#include <engine/render/vertex-attribute.hpp>
#include <engine/render/context.hpp>
#include <cmath>
#include <cstdint>
#include <glad/glad.h>
#include <engine/utility/hash/fnv1a.hpp>
#include <engine/debug/log.hpp>
namespace render {
final_pass::final_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager):
pass(rasterizer, framebuffer),
color_texture(nullptr),
bloom_texture(nullptr),
bloom_weight(0.04f),
blue_noise_texture(nullptr),
blue_noise_scale(1.0f)
{
// Load shader template and build shader program
auto shader_template = resource_manager->load<gl::shader_template>("final.glsl");
shader_program = shader_template->build();
if (!shader_program->linked())
{
debug::log::error("Failed to final pass shader program: {}", shader_program->info());
debug::log::warning("{}", shader_template->configure(gl::shader_stage::vertex));
}
}
void final_pass::render(render::context& ctx)
{
// Update resolution
const auto viewport_size = framebuffer->get_dimensions();
resolution = {static_cast<float>(std::get<0>(viewport_size)), static_cast<float>(std::get<1>(viewport_size))};
// Update time
time = ctx.t;
// Execute render commands
for (const auto& command: command_buffer)
{
command();
}
// Increment current frame
++frame;
}
void final_pass::set_color_texture(const gl::texture_2d* texture)
{
this->color_texture = texture;
rebuild_command_buffer();
}
void final_pass::set_bloom_texture(const gl::texture_2d* texture) noexcept
{
this->bloom_texture = texture;
rebuild_command_buffer();
}
void final_pass::set_bloom_weight(float weight) noexcept
{
this->bloom_weight = weight;
}
void final_pass::set_blue_noise_texture(std::shared_ptr<gl::texture_2d> texture)
{
this->blue_noise_texture = texture;
blue_noise_scale = 1.0f / static_cast<float>(texture->get_dimensions()[0]);
rebuild_command_buffer();
}
void final_pass::rebuild_command_buffer()
{
command_buffer.clear();
command_buffer.emplace_back
(
[&]()
{
rasterizer->use_framebuffer(*framebuffer);
rasterizer->set_viewport(0, 0, static_cast<int>(resolution.x()), static_cast<int>(resolution.y()));
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
rasterizer->use_program(*shader_program);
}
);
if (color_texture)
{
if (const auto var = shader_program->variable("color_texture"))
{
command_buffer.emplace_back([&, var](){var->update(*color_texture);});
}
}
if (bloom_texture)
{
if (const auto var = shader_program->variable("bloom_texture"))
{
command_buffer.emplace_back([&, var](){var->update(*bloom_texture);});
}
}
if (blue_noise_texture)
{
if (const auto var = shader_program->variable("blue_noise_texture"))
{
command_buffer.emplace_back([&, var](){var->update(*blue_noise_texture);});
}
}
if (const auto var = shader_program->variable("bloom_weight"))
{
command_buffer.emplace_back([&, var](){var->update(bloom_weight);});
}
if (const auto var = shader_program->variable("blue_noise_scale"))
{
command_buffer.emplace_back([&, var](){var->update(blue_noise_scale);});
}
if (const auto var = shader_program->variable("resolution"))
{
command_buffer.emplace_back([&, var](){var->update(resolution);});
}
if (const auto var = shader_program->variable("time"))
{
command_buffer.emplace_back([&, var](){var->update(time);});
}
if (const auto frame_var = shader_program->variable("frame"))
{
command_buffer.emplace_back([&, frame_var](){frame_var->update(frame);});
}
command_buffer.emplace_back
(
[&]()
{
rasterizer->draw_arrays(gl::drawing_mode::triangles, 0, 3);
}
);
}
} // namespace render