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 import dagon.graphics.cubemap; 46 47 class EnvironmentPassShader: Shader 48 { 49 string vs = import("EnvironmentPass.vs"); 50 string fs = import("EnvironmentPass.fs"); 51 52 GBuffer gbuffer; 53 54 bool enableSSAO = false; 55 int ssaoSamples = 16; 56 float ssaoRadius = 0.2f; 57 float ssaoPower = 4.0f; 58 59 this(GBuffer gbuffer, Owner o) 60 { 61 auto myProgram = New!ShaderProgram(vs, fs, this); 62 super(myProgram, o); 63 this.gbuffer = gbuffer; 64 } 65 66 void bind(RenderingContext* rc2d, RenderingContext* rc3d) 67 { 68 setParameter("modelViewMatrix", rc2d.modelViewMatrix); 69 setParameter("projectionMatrix", rc2d.projectionMatrix); 70 71 setParameter("camProjectionMatrix", rc3d.projectionMatrix); 72 setParameter("camViewMatrix", rc3d.viewMatrix); 73 setParameter("camInvViewMatrix", rc3d.invViewMatrix); 74 75 setParameter("viewSize", Vector2f(gbuffer.width, gbuffer.height)); 76 77 setParameter("sunDirection", rc3d.environment.sunDirectionEye(rc3d.viewMatrix)); 78 79 // Texture 0 - color buffer 80 glActiveTexture(GL_TEXTURE0); 81 glBindTexture(GL_TEXTURE_2D, gbuffer.colorTexture); 82 setParameter("colorBuffer", 0); 83 84 // Texture 1 - roughness-metallic-specularity buffer 85 glActiveTexture(GL_TEXTURE1); 86 glBindTexture(GL_TEXTURE_2D, gbuffer.rmsTexture); 87 setParameter("rmsBuffer", 1); 88 89 // Texture 2 - position buffer 90 glActiveTexture(GL_TEXTURE2); 91 glBindTexture(GL_TEXTURE_2D, gbuffer.positionTexture); 92 setParameter("positionBuffer", 2); 93 94 // Texture 3 - normal buffer 95 glActiveTexture(GL_TEXTURE3); 96 glBindTexture(GL_TEXTURE_2D, gbuffer.normalTexture); 97 setParameter("normalBuffer", 3); 98 99 // Texture 4 - environment 100 if (rc3d.environment.environmentMap) 101 { 102 glActiveTexture(GL_TEXTURE4); 103 rc3d.environment.environmentMap.bind(); 104 105 if (cast(Cubemap)rc3d.environment.environmentMap) 106 { 107 setParameter("envTextureCube", 4); 108 setParameterSubroutine("environment", ShaderType.Fragment, "environmentCubemap"); 109 } 110 else 111 { 112 setParameter("envTexture", 4); 113 setParameterSubroutine("environment", ShaderType.Fragment, "environmentTexture"); 114 } 115 } 116 else 117 { 118 setParameter("skyZenithColor", rc3d.environment.skyZenithColor); 119 setParameter("skyHorizonColor", rc3d.environment.skyHorizonColor); 120 setParameter("groundColor", rc3d.environment.groundColor); 121 setParameter("skyEnergy", rc3d.environment.skyEnergy); 122 setParameter("groundEnergy", rc3d.environment.groundEnergy); 123 setParameterSubroutine("environment", ShaderType.Fragment, "environmentSky"); 124 } 125 126 setParameter("environmentBrightness", rc3d.environment.environmentBrightness); 127 128 // Texture 5 - emission buffer 129 glActiveTexture(GL_TEXTURE5); 130 glBindTexture(GL_TEXTURE_2D, gbuffer.emissionTexture); 131 setParameter("emissionBuffer", 5); 132 133 // SSAO 134 setParameter("enableSSAO", enableSSAO); 135 setParameter("ssaoSamples", ssaoSamples); 136 setParameter("ssaoRadius", ssaoRadius); 137 setParameter("ssaoPower", ssaoPower); 138 139 // Fog 140 setParameter("fogColor", rc3d.environment.fogColor); 141 setParameter("fogStart", rc3d.environment.fogStart); 142 setParameter("fogEnd", rc3d.environment.fogEnd); 143 144 glActiveTexture(GL_TEXTURE0); 145 146 super.bind(rc2d); 147 } 148 149 void unbind(RenderingContext* rc2d, RenderingContext* rc3d) 150 { 151 super.unbind(rc2d); 152 153 glActiveTexture(GL_TEXTURE0); 154 glBindTexture(GL_TEXTURE_2D, 0); 155 156 glActiveTexture(GL_TEXTURE1); 157 glBindTexture(GL_TEXTURE_2D, 0); 158 159 glActiveTexture(GL_TEXTURE2); 160 glBindTexture(GL_TEXTURE_2D, 0); 161 162 glActiveTexture(GL_TEXTURE3); 163 glBindTexture(GL_TEXTURE_2D, 0); 164 165 glActiveTexture(GL_TEXTURE4); 166 glBindTexture(GL_TEXTURE_2D, 0); 167 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 168 169 glActiveTexture(GL_TEXTURE5); 170 glBindTexture(GL_TEXTURE_2D, 0); 171 172 glActiveTexture(GL_TEXTURE6); 173 glBindTexture(GL_TEXTURE_2D_ARRAY, 0); 174 175 glActiveTexture(GL_TEXTURE7); 176 glBindTexture(GL_TEXTURE_2D, 0); 177 178 glActiveTexture(GL_TEXTURE0); 179 } 180 }