|
/*
|
|
* 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/>.
|
|
*/
|
|
|
|
#ifndef ANTKEEPER_MATERIAL_PASS_HPP
|
|
#define ANTKEEPER_MATERIAL_PASS_HPP
|
|
|
|
#include "renderer/render-pass.hpp"
|
|
#include "renderer/material.hpp"
|
|
#include "animation/tween.hpp"
|
|
#include "utility/fundamental-types.hpp"
|
|
#include "event/event-handler.hpp"
|
|
#include "event/input-events.hpp"
|
|
#include <unordered_map>
|
|
#include "gl/shader-program.hpp"
|
|
#include "gl/shader-input.hpp"
|
|
#include "gl/texture-2d.hpp"
|
|
|
|
class camera;
|
|
class resource_manager;
|
|
class shadow_map_pass;
|
|
|
|
/**
|
|
* Renders scene objects using their material-specified shaders and properties.
|
|
*/
|
|
class material_pass: public render_pass,
|
|
public event_handler<mouse_moved_event>
|
|
{
|
|
public:
|
|
material_pass(gl::rasterizer* rasterizer, const gl::framebuffer* framebuffer, resource_manager* resource_manager);
|
|
virtual ~material_pass();
|
|
virtual void render(render_context* context) const final;
|
|
|
|
/// Sets the material to be used when a render operation is missing a material. If no fallback material is specified, render operations without materials will not be processed.
|
|
void set_fallback_material(const material* fallback);
|
|
|
|
/// Sets the time tween, which is interpolated between updates
|
|
void set_time_tween(const tween<double>* time);
|
|
|
|
void set_focal_point_tween(const tween<float3>* focal_point);
|
|
|
|
const ::shadow_map_pass* shadow_map_pass;
|
|
const gl::texture_2d* shadow_map;
|
|
|
|
private:
|
|
virtual void handle_event(const mouse_moved_event& event);
|
|
|
|
/**
|
|
* Sets of known shader input parameters. Each time a new shader is encountered, a parameter set will be created and its inputs connected to the shader program. A null input indiciates that the shader doesn't have that parameter.
|
|
*/
|
|
struct parameter_set
|
|
{
|
|
const gl::shader_input* time;
|
|
const gl::shader_input* mouse;
|
|
const gl::shader_input* resolution;
|
|
const gl::shader_input* camera_position;
|
|
const gl::shader_input* camera_exposure;
|
|
const gl::shader_input* model;
|
|
const gl::shader_input* view;
|
|
const gl::shader_input* projection;
|
|
const gl::shader_input* model_view;
|
|
const gl::shader_input* view_projection;
|
|
const gl::shader_input* model_view_projection;
|
|
const gl::shader_input* normal_model;
|
|
const gl::shader_input* normal_model_view;
|
|
const gl::shader_input* clip_depth;
|
|
const gl::shader_input* log_depth_coef;
|
|
|
|
const gl::shader_input* ambient_light_count;
|
|
const gl::shader_input* ambient_light_colors;
|
|
const gl::shader_input* point_light_count;
|
|
const gl::shader_input* point_light_colors;
|
|
const gl::shader_input* point_light_positions;
|
|
const gl::shader_input* point_light_attenuations;
|
|
const gl::shader_input* directional_light_count;
|
|
const gl::shader_input* directional_light_colors;
|
|
const gl::shader_input* directional_light_directions;
|
|
const gl::shader_input* directional_light_textures;
|
|
const gl::shader_input* directional_light_texture_matrices;
|
|
const gl::shader_input* directional_light_texture_opacities;
|
|
const gl::shader_input* spot_light_count;
|
|
const gl::shader_input* spot_light_colors;
|
|
const gl::shader_input* spot_light_positions;
|
|
const gl::shader_input* spot_light_directions;
|
|
const gl::shader_input* spot_light_attenuations;
|
|
const gl::shader_input* spot_light_cutoffs;
|
|
|
|
const gl::shader_input* focal_point;
|
|
|
|
const gl::shader_input* shadow_map_directional;
|
|
const gl::shader_input* shadow_splits_directional;
|
|
const gl::shader_input* shadow_matrices_directional;
|
|
};
|
|
|
|
const parameter_set* load_parameter_set(const gl::shader_program* program) const;
|
|
|
|
mutable std::unordered_map<const gl::shader_program*, parameter_set*> parameter_sets;
|
|
const material* fallback_material;
|
|
const tween<double>* time_tween;
|
|
float2 mouse_position;
|
|
const tween<float3>* focal_point_tween;
|
|
|
|
int max_ambient_light_count;
|
|
int max_point_light_count;
|
|
int max_directional_light_count;
|
|
int max_spot_light_count;
|
|
|
|
mutable int ambient_light_count;
|
|
mutable int point_light_count;
|
|
mutable int directional_light_count;
|
|
mutable int spot_light_count;
|
|
|
|
float3* ambient_light_colors;
|
|
float3* point_light_colors;
|
|
float3* point_light_positions;
|
|
float3* point_light_attenuations;
|
|
float3* directional_light_colors;
|
|
float3* directional_light_directions;
|
|
const gl::texture_2d** directional_light_textures;
|
|
float4x4* directional_light_texture_matrices;
|
|
float* directional_light_texture_opacities;
|
|
float3* spot_light_colors;
|
|
float3* spot_light_positions;
|
|
float3* spot_light_directions;
|
|
float3* spot_light_attenuations;
|
|
float2* spot_light_cutoffs;
|
|
};
|
|
|
|
#endif // ANTKEEPER_MATERIAL_PASS_HPP
|
|
|