1 /*
2 Copyright (c) 2018-2019 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.arealight;
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.math.transformation;
37 import dlib.math.utils;
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 import dagon.graphics.light;
46 
47 class AreaLightShader: Shader
48 {
49     string vs = import("AreaLight.vs");
50     string fs = import("AreaLight.fs");
51 
52     GBuffer gbuffer;
53     LightSource light;
54 
55     this(GBuffer gbuffer, Owner o)
56     {
57         auto myProgram = New!ShaderProgram(vs, fs, this);
58         super(myProgram, o);
59         this.gbuffer = gbuffer;
60     }
61 
62     void bind(RenderingContext* rc2d, RenderingContext* rc3d)
63     {
64         setParameter("projectionMatrix", rc3d.projectionMatrix);
65         setParameter("viewSize", Vector2f(gbuffer.width, gbuffer.height));
66 
67         // Texture 0 - color buffer
68         glActiveTexture(GL_TEXTURE0);
69         glBindTexture(GL_TEXTURE_2D, gbuffer.colorTexture);
70         setParameter("colorBuffer", 0);
71 
72         // Texture 1 - roughness-metallic-specularity buffer
73         glActiveTexture(GL_TEXTURE1);
74         glBindTexture(GL_TEXTURE_2D, gbuffer.rmsTexture);
75         setParameter("rmsBuffer", 1);
76 
77         // Texture 2 - position buffer
78         glActiveTexture(GL_TEXTURE2);
79         glBindTexture(GL_TEXTURE_2D, gbuffer.positionTexture);
80         setParameter("positionBuffer", 2);
81 
82         // Texture 3 - normal buffer
83         glActiveTexture(GL_TEXTURE3);
84         glBindTexture(GL_TEXTURE_2D, gbuffer.normalTexture);
85         setParameter("normalBuffer", 3);
86 
87         glActiveTexture(GL_TEXTURE0);
88 
89         if (light)
90         {
91             Matrix4x4f modelViewMatrix =
92                 rc3d.viewMatrix *
93                 translationMatrix(light.position) *
94                 scaleMatrix(Vector3f(light.radius, light.radius, light.radius));
95 
96             Vector3f lightPositionEye = light.position * rc3d.viewMatrix;
97 
98             setParameter("modelViewMatrix", modelViewMatrix);
99             setParameter("lightPosition", lightPositionEye);
100             setParameter("lightRadius", light.radius);
101             setParameter("lightAreaRadius", light.areaRadius);
102             setParameter("lightColor", light.color);
103             setParameter("lightEnergy", light.energy);
104 
105             if (light.type == LightType.AreaSphere)
106             {
107                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceAreaSphere");
108             }
109             else if (light.type == LightType.AreaTube)
110             {
111                 Vector3f lightPosition2Eye = (light.position + light.direction * light.tubeLength) * rc3d.viewMatrix;
112                 setParameter("lightPosition2", lightPosition2Eye);
113                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceAreaTube");
114             }
115             else if (light.type == LightType.Spot)
116             {
117                 //setParameter("lightSpotCutoff", light.spotCutoff);
118                 setParameter("lightSpotCosCutoff", cos(degtorad(light.spotOuterCutoff)));
119                 setParameter("lightSpotCosInnerCutoff", cos(degtorad(light.spotInnerCutoff)));
120                 Vector3f spotDirection = light.directionEye(rc3d.viewMatrix);
121                 setParameter("lightSpotDirection", spotDirection);
122                 //setParameter("lightSpotExponent", light.spotExponent);
123                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceSpot");
124             }
125             else // unsupported light type
126             {
127                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceFallback");
128             }
129         }
130         else
131         {
132             setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceFallback");
133         }
134 
135         super.bind(rc3d);
136     }
137 
138     void unbind(RenderingContext* rc2d, RenderingContext* rc3d)
139     {
140         super.unbind(rc3d);
141 
142         glActiveTexture(GL_TEXTURE0);
143         glBindTexture(GL_TEXTURE_2D, 0);
144 
145         glActiveTexture(GL_TEXTURE1);
146         glBindTexture(GL_TEXTURE_2D, 0);
147 
148         glActiveTexture(GL_TEXTURE2);
149         glBindTexture(GL_TEXTURE_2D, 0);
150 
151         glActiveTexture(GL_TEXTURE3);
152         glBindTexture(GL_TEXTURE_2D, 0);
153 
154         glActiveTexture(GL_TEXTURE0);
155     }
156 }