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.shaders.environmentpass;
29 
30 import std.stdio;
31 import std.math;
32 
33 import dlib.core.memory;
34 import dlib.math.vector;
35 import dlib.math.matrix;
36 import dlib.image.color;
37 
38 import dagon.core.libs;
39 import dagon.core.ownership;
40 import dagon.graphics.rc;
41 import dagon.graphics.gbuffer;
42 import dagon.graphics.shadow;
43 import dagon.graphics.shader;
44 import dagon.graphics.framebuffer;
45 
46 class EnvironmentPassShader: Shader
47 {
48     string vs = import("EnvironmentPass.vs");
49     string fs = import("EnvironmentPass.fs");
50     
51     GBuffer gbuffer;
52     CascadedShadowMap shadowMap;
53     
54     Matrix4x4f defaultShadowMatrix;
55     
56     bool enableSSAO = false;
57     int ssaoSamples = 16;
58     float ssaoRadius = 0.2f;
59     float ssaoPower = 4.0f;
60     
61     this(GBuffer gbuffer, CascadedShadowMap shadowMap, Owner o)
62     {
63         auto myProgram = New!ShaderProgram(vs, fs, this);
64         super(myProgram, o);
65         this.gbuffer = gbuffer;
66         this.shadowMap = shadowMap;
67         this.defaultShadowMatrix = Matrix4x4f.identity;
68     }
69     
70     void bind(RenderingContext* rc2d, RenderingContext* rc3d)
71     {
72         setParameter("modelViewMatrix", rc2d.modelViewMatrix);
73         setParameter("projectionMatrix", rc2d.projectionMatrix);
74         
75         setParameter("camProjectionMatrix", rc3d.projectionMatrix);
76         setParameter("camViewMatrix", rc3d.viewMatrix);
77         setParameter("camInvViewMatrix", rc3d.invViewMatrix);
78         
79         setParameter("viewSize", Vector2f(gbuffer.width, gbuffer.height));
80         
81         setParameter("sunDirection", rc3d.environment.sunDirectionEye(rc3d.viewMatrix));
82         setParameter("sunColor", rc3d.environment.sunColor);
83         setParameter("sunEnergy", rc3d.environment.sunEnergy);
84         
85         // Texture 0 - color buffer
86         glActiveTexture(GL_TEXTURE0);
87         glBindTexture(GL_TEXTURE_2D, gbuffer.colorTexture);
88         setParameter("colorBuffer", 0);
89         
90         // Texture 1 - roughness-metallic-specularity buffer
91         glActiveTexture(GL_TEXTURE1);
92         glBindTexture(GL_TEXTURE_2D, gbuffer.rmsTexture);
93         setParameter("rmsBuffer", 1);
94         
95         // Texture 2 - position buffer
96         glActiveTexture(GL_TEXTURE2);
97         glBindTexture(GL_TEXTURE_2D, gbuffer.positionTexture);
98         setParameter("positionBuffer", 2);
99         
100         // Texture 3 - normal buffer
101         glActiveTexture(GL_TEXTURE3);
102         glBindTexture(GL_TEXTURE_2D, gbuffer.normalTexture);
103         setParameter("normalBuffer", 3);
104         
105         // Texture 4 - environment
106         if (rc3d.environment.environmentMap)
107         {
108             glActiveTexture(GL_TEXTURE4);
109             rc3d.environment.environmentMap.bind();
110             setParameter("envTexture", 4);
111             setParameterSubroutine("environment", ShaderType.Fragment, "environmentTexture");
112         }
113         else
114         {
115             setParameter("skyZenithColor", rc3d.environment.skyZenithColor);
116             setParameter("skyHorizonColor", rc3d.environment.skyHorizonColor);
117             setParameter("groundColor", rc3d.environment.groundColor);
118             setParameter("skyEnergy", rc3d.environment.skyEnergy);
119             setParameter("groundEnergy", rc3d.environment.groundEnergy);
120             setParameterSubroutine("environment", ShaderType.Fragment, "environmentSky");
121         }
122         
123         // Texture 5 - emission buffer
124         glActiveTexture(GL_TEXTURE5);
125         glBindTexture(GL_TEXTURE_2D, gbuffer.emissionTexture);
126         setParameter("emissionBuffer", 5);
127         
128         // Texture 6 - shadow map cascades (3 layer texture array)
129         if (shadowMap)
130         {
131             glActiveTexture(GL_TEXTURE6);
132             glBindTexture(GL_TEXTURE_2D_ARRAY, shadowMap.depthTexture);
133             setParameter("shadowTextureArray", 6);
134             setParameter("shadowTextureSize", cast(float)shadowMap.size);
135             setParameter("shadowMatrix1", shadowMap.area1.shadowMatrix);
136             setParameter("shadowMatrix2", shadowMap.area2.shadowMatrix);
137             setParameter("shadowMatrix3", shadowMap.area3.shadowMatrix);
138         }
139         else
140         {
141             setParameter("shadowMatrix1", defaultShadowMatrix);
142             setParameter("shadowMatrix2", defaultShadowMatrix);
143             setParameter("shadowMatrix3", defaultShadowMatrix);
144         }
145 
146         // SSAO
147         setParameter("enableSSAO", enableSSAO);
148         setParameter("ssaoSamples", ssaoSamples);
149         setParameter("ssaoRadius", ssaoRadius);
150         setParameter("ssaoPower", ssaoPower);
151         
152         // Fog
153         setParameter("fogColor", rc3d.environment.fogColor);
154         setParameter("fogStart", rc3d.environment.fogStart);
155         setParameter("fogEnd", rc3d.environment.fogEnd);
156         
157         glActiveTexture(GL_TEXTURE0);
158         
159         super.bind(rc2d);
160     }
161     
162     void unbind(RenderingContext* rc2d, RenderingContext* rc3d)
163     {
164         super.unbind(rc2d);
165         
166         glActiveTexture(GL_TEXTURE0);
167         glBindTexture(GL_TEXTURE_2D, 0);
168         
169         glActiveTexture(GL_TEXTURE1);
170         glBindTexture(GL_TEXTURE_2D, 0);
171         
172         glActiveTexture(GL_TEXTURE2);
173         glBindTexture(GL_TEXTURE_2D, 0);
174         
175         glActiveTexture(GL_TEXTURE3);
176         glBindTexture(GL_TEXTURE_2D, 0);
177         
178         glActiveTexture(GL_TEXTURE4);
179         glBindTexture(GL_TEXTURE_2D, 0);
180         
181         glActiveTexture(GL_TEXTURE5);
182         glBindTexture(GL_TEXTURE_2D, 0);
183         
184         glActiveTexture(GL_TEXTURE6);
185         glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
186         
187         glActiveTexture(GL_TEXTURE7);
188         glBindTexture(GL_TEXTURE_2D, 0);
189         
190         glActiveTexture(GL_TEXTURE0);
191     }
192 }