1 /*
2 Copyright (c) 2018 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 Permission is hereby granted, free of charge, to any person or organization
6 obtaining a copy of the software and accompanying documentation covered by
7 this license (the "Software") to use, reproduce, display, distribute,
8 execute, and transmit the Software, and to prepare derivative works of the
9 Software, and to permit third-parties to whom the Software is furnished to
10 do so, all subject to the following:
11 
12 The copyright notices in the Software and this entire statement, including
13 the above license grant, this restriction and the following disclaimer,
14 must be included in all copies of the Software, in whole or in part, and
15 all derivative works of the Software, unless such copies or derivative
16 works are solely in the form of machine-executable object code generated by
17 a source language processor.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
25 DEALINGS IN THE SOFTWARE.
26 */
27 
28 module dagon.graphics.gbuffer;
29 
30 import std.stdio;
31 import std.math;
32 
33 import dlib.core.memory;
34 import dlib.math.vector;
35 import dlib.image.color;
36 
37 import dagon.core.libs;
38 import dagon.core.ownership;
39 import dagon.graphics.rc;
40 import dagon.graphics.shaders.geometrypass;
41 import dagon.resource.scene;
42 
43 class GBuffer: Owner
44 {
45     uint width;
46     uint height;
47 
48     GeometryPassShader geometryPassShader;
49 
50     GLuint fbo;
51     GLuint depthTexture = 0;
52     GLuint colorTexture = 0;
53     GLuint rmsTexture = 0;
54     GLuint positionTexture = 0;
55     GLuint normalTexture = 0;
56     GLuint velocityTexture = 0;
57     GLuint emissionTexture = 0;
58 
59     this(uint w, uint h, Owner o)
60     {
61         super(o);
62 
63         width = w;
64         height = h;
65 
66         geometryPassShader = New!GeometryPassShader(this);
67 
68         glActiveTexture(GL_TEXTURE0);
69 
70         glGenTextures(1, &depthTexture);
71         glBindTexture(GL_TEXTURE_2D, depthTexture);
72         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
73         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
74         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
75         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
76         glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width, height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null);
77         glBindTexture(GL_TEXTURE_2D, 0);
78 
79         glGenTextures(1, &colorTexture);
80         glBindTexture(GL_TEXTURE_2D, colorTexture);
81         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
82         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
83         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
84         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
85         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
86         glBindTexture(GL_TEXTURE_2D, 0);
87 
88         glGenTextures(1, &rmsTexture);
89         glBindTexture(GL_TEXTURE_2D, rmsTexture);
90         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, null);
91         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
92         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
93         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
94         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
95         glBindTexture(GL_TEXTURE_2D, 0);
96 
97         glGenTextures(1, &positionTexture);
98         glBindTexture(GL_TEXTURE_2D, positionTexture);
99         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, null);
100         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
101         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
102         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
103         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
104         glBindTexture(GL_TEXTURE_2D, 0);
105 
106         glGenTextures(1, &normalTexture);
107         glBindTexture(GL_TEXTURE_2D, normalTexture);
108         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, null);
109         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
110         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
111         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
112         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
113         glBindTexture(GL_TEXTURE_2D, 0);
114 
115         glGenTextures(1, &velocityTexture);
116         glBindTexture(GL_TEXTURE_2D, velocityTexture);
117         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, null);
118         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
119         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
120         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
121         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
122         glBindTexture(GL_TEXTURE_2D, 0);
123 
124         glGenTextures(1, &emissionTexture);
125         glBindTexture(GL_TEXTURE_2D, emissionTexture);
126         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, width, height, 0, GL_RGB, GL_FLOAT, null);
127         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
128         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
129         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
130         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
131         glBindTexture(GL_TEXTURE_2D, 0);
132 
133         glGenFramebuffers(1, &fbo);
134         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
135         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0);
136         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, rmsTexture, 0);
137         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, positionTexture, 0);
138         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, normalTexture, 0);
139         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, velocityTexture, 0);
140         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT5, GL_TEXTURE_2D, emissionTexture, 0);
141         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthTexture, 0);
142 
143         GLenum[6] bufs = [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4, GL_COLOR_ATTACHMENT5];
144         glDrawBuffers(6, bufs.ptr);
145 
146         GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
147         if (status != GL_FRAMEBUFFER_COMPLETE)
148             writeln(status);
149 
150         glBindFramebuffer(GL_FRAMEBUFFER, 0);
151     }
152 
153     ~this()
154     {
155         glBindFramebuffer(GL_FRAMEBUFFER, 0);
156         glDeleteFramebuffers(1, &fbo);
157 
158         if (glIsTexture(depthTexture))
159             glDeleteTextures(1, &depthTexture);
160         if (glIsTexture(colorTexture))
161             glDeleteTextures(1, &colorTexture);
162         if (glIsTexture(velocityTexture))
163             glDeleteTextures(1, &velocityTexture);
164         if (glIsTexture(rmsTexture))
165             glDeleteTextures(1, &rmsTexture);
166         if (glIsTexture(positionTexture))
167             glDeleteTextures(1, &positionTexture);
168         if (glIsTexture(normalTexture))
169             glDeleteTextures(1, &normalTexture);
170         if (glIsTexture(emissionTexture))
171             glDeleteTextures(1, &emissionTexture);
172     }
173 
174     void bind()
175     {
176         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
177     }
178 
179     void unbind()
180     {
181         glBindFramebuffer(GL_FRAMEBUFFER, 0);
182     }
183 
184     void render(Scene scene, RenderingContext* rc)
185     {
186         bind();
187 
188         glViewport(0, 0, width, height);
189         glScissor(0, 0, width, height);
190         clear();
191 
192         glEnable(GL_DEPTH_TEST);
193 
194         auto rcLocal = *rc;
195 
196         rcLocal.overrideShader = geometryPassShader;
197 
198         scene.renderOpaqueEntities3D(&rcLocal);
199 
200         unbind();
201     }
202 
203     void clear()
204     {
205         glClear(GL_DEPTH_BUFFER_BIT);
206         Color4f zero = Color4f(0, 0, 0, 0);
207         glClearBufferfv(GL_COLOR, 0, zero.arrayof.ptr);
208         glClearBufferfv(GL_COLOR, 1, zero.arrayof.ptr);
209         glClearBufferfv(GL_COLOR, 2, zero.arrayof.ptr);
210         glClearBufferfv(GL_COLOR, 3, zero.arrayof.ptr);
211         glClearBufferfv(GL_COLOR, 4, zero.arrayof.ptr);
212         glClearBufferfv(GL_COLOR, 5, zero.arrayof.ptr);
213     }
214 }