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.particle; 29 30 import std.stdio; 31 import std.math; 32 import std.conv; 33 34 import dlib.core.memory; 35 import dlib.math.vector; 36 import dlib.math.matrix; 37 import dlib.math.transformation; 38 import dlib.image.color; 39 40 import dagon.core.libs; 41 import dagon.core.ownership; 42 import dagon.graphics.rc; 43 import dagon.graphics.shader; 44 import dagon.graphics.gbuffer; 45 46 class ParticleShader: Shader 47 { 48 string vs = import("Particle.vs"); 49 string fs = import("Particle.fs"); 50 51 GBuffer gbuffer; 52 53 this(GBuffer gbuffer, Owner o) 54 { 55 auto myProgram = New!ShaderProgram(vs, fs, this); 56 super(myProgram, o); 57 58 this.gbuffer = gbuffer; 59 } 60 61 override void bind(RenderingContext* rc) 62 { 63 auto idiffuse = "diffuse" in rc.material.inputs; 64 auto inormal = "normal" in rc.material.inputs; 65 auto ienergy = "energy" in rc.material.inputs; 66 auto itransparency = "transparency" in rc.material.inputs; 67 auto iparticleColor = "particleColor" in rc.material.inputs; 68 auto iparticleSphericalNormal = "particleSphericalNormal" in rc.material.inputs; 69 auto ishadeless = "shadeless" in rc.material.inputs; 70 71 // Matrices 72 setParameter("modelViewMatrix", rc.modelViewMatrix); 73 setParameter("projectionMatrix", rc.projectionMatrix); 74 setParameter("normalMatrix", rc.normalMatrix); 75 setParameter("viewMatrix", rc.viewMatrix); 76 setParameter("invViewMatrix", rc.invViewMatrix); 77 78 setParameter("prevModelViewProjMatrix", rc.prevModelViewProjMatrix); 79 setParameter("blurModelViewProjMatrix", rc.blurModelViewProjMatrix); 80 81 setParameter("viewSize", Vector2f(gbuffer.width, gbuffer.height)); 82 83 Color4f particleColor = Color4f(1.0f, 1.0f, 1.0f, 1.0f); 84 if (iparticleColor) 85 particleColor = Color4f(iparticleColor.asVector4f); 86 87 float alpha = 1.0f; 88 if (itransparency) 89 alpha = itransparency.asFloat; 90 91 float energy = ienergy.asFloat; 92 93 setParameter("particleColor", particleColor); 94 setParameter("alpha", alpha); 95 setParameter("energy", energy); 96 setParameter("alphaCutout", rc.shadowPass); 97 setParameter("alphaCutoutThreshold", 0.25f); // TODO: store in material properties 98 setParameter("particlePosition", rc.modelViewMatrix.translation); 99 100 bool shaded = true; 101 if (ishadeless) 102 shaded = !(ishadeless.asBool); 103 setParameter("shaded", shaded); 104 105 // Texture 0 - diffuse texture 106 if (idiffuse.texture is null) 107 { 108 setParameter("diffuseVector", idiffuse.asVector4f); 109 setParameterSubroutine("diffuse", ShaderType.Fragment, "diffuseColorValue"); 110 } 111 else 112 { 113 glActiveTexture(GL_TEXTURE0); 114 idiffuse.texture.bind(); 115 setParameter("diffuseTexture", 0); 116 setParameterSubroutine("diffuse", ShaderType.Fragment, "diffuseColorTexture"); 117 } 118 119 // Texture 1 - position texture (for soft particles) 120 glActiveTexture(GL_TEXTURE1); 121 glBindTexture(GL_TEXTURE_2D, gbuffer.positionTexture); 122 setParameter("positionTexture", 1); 123 124 // Texture 2 - normal map 125 if (inormal.texture is null) 126 { 127 bool sphericalNormal = false; 128 if (iparticleSphericalNormal) 129 sphericalNormal = iparticleSphericalNormal.asBool; 130 if (sphericalNormal) 131 { 132 setParameterSubroutine("normal", ShaderType.Fragment, "normalFunctionHemisphere"); 133 } 134 else 135 { 136 setParameter("normalVector", inormal.asVector4f); 137 setParameterSubroutine("normal", ShaderType.Fragment, "normalValue"); 138 } 139 } 140 else 141 { 142 glActiveTexture(GL_TEXTURE2); 143 inormal.texture.bind(); 144 setParameter("normalTexture", 2); 145 setParameterSubroutine("normal", ShaderType.Fragment, "normalMap"); 146 } 147 148 // Environment 149 setParameter("sunDirection", rc.environment.sunDirectionEye(rc.viewMatrix)); 150 setParameter("sunColor", rc.environment.sunColor); 151 setParameter("sunEnergy", rc.environment.sunEnergy); 152 153 if (rc.environment.environmentMap) 154 { 155 glActiveTexture(GL_TEXTURE3); 156 rc.environment.environmentMap.bind(); 157 setParameter("envTexture", 3); 158 setParameterSubroutine("environment", ShaderType.Fragment, "environmentTexture"); 159 } 160 else 161 { 162 setParameter("skyZenithColor", rc.environment.skyZenithColor); 163 setParameter("skyHorizonColor", rc.environment.skyHorizonColor); 164 setParameter("groundColor", rc.environment.groundColor); 165 setParameter("skyEnergy", rc.environment.skyEnergy); 166 setParameter("groundEnergy", rc.environment.groundEnergy); 167 setParameterSubroutine("environment", ShaderType.Fragment, "environmentSky"); 168 } 169 170 glActiveTexture(GL_TEXTURE0); 171 172 super.bind(rc); 173 } 174 175 override void unbind(RenderingContext* rc) 176 { 177 super.unbind(rc); 178 179 glActiveTexture(GL_TEXTURE0); 180 glBindTexture(GL_TEXTURE_2D, 0); 181 182 glActiveTexture(GL_TEXTURE1); 183 glBindTexture(GL_TEXTURE_2D, 0); 184 185 glActiveTexture(GL_TEXTURE2); 186 glBindTexture(GL_TEXTURE_2D, 0); 187 188 glActiveTexture(GL_TEXTURE3); 189 glBindTexture(GL_TEXTURE_2D, 0); 190 191 glActiveTexture(GL_TEXTURE0); 192 } 193 }