1 /*
2 Copyright (c) 2017-2018 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.postproc;
29 
30 import std.stdio;
31 import std.conv;
32 
33 import dlib.math.vector;
34 
35 import dagon.core.libs;
36 import dagon.core.ownership;
37 import dagon.graphics.rc;
38 import dagon.graphics.framebuffer;
39 import dagon.graphics.shaderloader;
40 
41 class PostFilter: Owner
42 {
43     bool enabled = true;
44     Framebuffer inputBuffer;
45     Framebuffer outputBuffer;
46 
47     immutable GLenum shaderProgram;
48 
49     GLint modelViewMatrixLoc;
50     GLint prevModelViewProjMatrixLoc;
51     GLint projectionMatrixLoc;
52     GLint fbColorLoc;
53     GLint viewportSizeLoc;
54     GLint enabledLoc;
55 
56     private string vsText = import("DefaultFilter.vs");
57     private string fsText = import("DefaultFilter.vs");
58 
59     string vertexShader() {return vsText;}
60     string fragmentShader() {return fsText;}
61 
62     this(Framebuffer inputBuffer, Framebuffer outputBuffer, Owner o)
63     {
64         super(o);
65 
66         this.inputBuffer = inputBuffer;
67         this.outputBuffer = outputBuffer;
68 
69         GLuint vert = compileShader(vertexShader, ShaderStage.vertex);
70         GLuint frag = compileShader(fragmentShader, ShaderStage.fragment);
71         if (vert != 0 && frag != 0)
72             shaderProgram = linkShaders(vert, frag);
73 
74         if (shaderProgram != 0)
75         {
76             modelViewMatrixLoc = glGetUniformLocation(shaderProgram, "modelViewMatrix");
77             prevModelViewProjMatrixLoc = glGetUniformLocation(shaderProgram, "prevModelViewProjMatrix");
78             projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
79 
80             viewportSizeLoc = glGetUniformLocation(shaderProgram, "viewSize");
81             fbColorLoc = glGetUniformLocation(shaderProgram, "fbColor");
82             enabledLoc = glGetUniformLocation(shaderProgram, "enabled");
83         }
84     }
85 
86     void bind(RenderingContext* rc)
87     {
88         glUseProgram(shaderProgram);
89 
90         glUniformMatrix4fv(modelViewMatrixLoc, 1, 0, rc.viewMatrix.arrayof.ptr);
91         glUniformMatrix4fv(projectionMatrixLoc, 1, 0, rc.projectionMatrix.arrayof.ptr);
92 
93         glUniformMatrix4fv(prevModelViewProjMatrixLoc, 1, 0, rc.prevModelViewProjMatrix.arrayof.ptr);
94 
95         Vector2f viewportSize;
96 
97         auto colorTexture = inputBuffer.currentColorTexture;
98 
99         if (outputBuffer)
100             viewportSize = Vector2f(outputBuffer.width, outputBuffer.height);
101         else
102             viewportSize = Vector2f(rc.eventManager.windowWidth, rc.eventManager.windowHeight);
103         glUniform2fv(viewportSizeLoc, 1, viewportSize.arrayof.ptr);
104 
105         glActiveTexture(GL_TEXTURE0);
106         glBindTexture(GL_TEXTURE_2D, colorTexture);
107 
108         glUniform1i(fbColorLoc, 0);
109 
110         glUniform1i(enabledLoc, enabled);
111     }
112 
113     void unbind(RenderingContext* rc)
114     {
115         glActiveTexture(GL_TEXTURE0);
116         glBindTexture(GL_TEXTURE_2D, 0);
117 
118         glActiveTexture(GL_TEXTURE0);
119 
120         glUseProgram(0);
121     }
122 
123     void render(RenderingContext* rc)
124     {
125         bind(rc);
126         inputBuffer.render();
127         unbind(rc);
128     }
129 }