1 /*
2 Copyright (c) 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.sunlight;
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.light;
43 import dagon.graphics.shadow;
44 import dagon.graphics.shader;
45 import dagon.graphics.framebuffer;
46 import dagon.graphics.cubemap;
47 
48 class SunLightShader: Shader
49 {
50     string vs = import("SunLight.vs");
51     string fs = import("SunLight.fs");
52 
53     GBuffer gbuffer;
54     LightSource light;
55     CascadedShadowMap shadowMap;
56 
57     Matrix4x4f defaultShadowMatrix;
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         this.defaultShadowMatrix = Matrix4x4f.identity;
65     }
66 
67     void bind(RenderingContext* rc2d, RenderingContext* rc3d)
68     {
69         setParameter("modelViewMatrix", rc2d.modelViewMatrix);
70         setParameter("projectionMatrix", rc2d.projectionMatrix);
71 
72         setParameter("camProjectionMatrix", rc3d.projectionMatrix);
73         setParameter("camViewMatrix", rc3d.viewMatrix);
74         setParameter("camInvViewMatrix", rc3d.invViewMatrix);
75 
76         setParameter("viewSize", Vector2f(gbuffer.width, gbuffer.height));
77 
78         if (light)
79         {
80             setParameter("sunDirection", light.directionEye(rc3d.viewMatrix));
81             Color4f col = Color4f(light.color.x, light.color.y, light.color.z, 1.0f);
82             setParameter("sunColor", col);
83             setParameter("sunEnergy", light.energy);
84         }
85 
86         // Texture 0 - color buffer
87         glActiveTexture(GL_TEXTURE0);
88         glBindTexture(GL_TEXTURE_2D, gbuffer.colorTexture);
89         setParameter("colorBuffer", 0);
90 
91         // Texture 1 - roughness-metallic-specularity buffer
92         glActiveTexture(GL_TEXTURE1);
93         glBindTexture(GL_TEXTURE_2D, gbuffer.rmsTexture);
94         setParameter("rmsBuffer", 1);
95 
96         // Texture 2 - position buffer
97         glActiveTexture(GL_TEXTURE2);
98         glBindTexture(GL_TEXTURE_2D, gbuffer.positionTexture);
99         setParameter("positionBuffer", 2);
100 
101         // Texture 3 - normal buffer
102         glActiveTexture(GL_TEXTURE3);
103         glBindTexture(GL_TEXTURE_2D, gbuffer.normalTexture);
104         setParameter("normalBuffer", 3);
105 
106         // Texture 5 - emission buffer
107         glActiveTexture(GL_TEXTURE5);
108         glBindTexture(GL_TEXTURE_2D, gbuffer.emissionTexture);
109         setParameter("emissionBuffer", 5);
110 
111         // Texture 6 - shadow map cascades (3 layer texture array)
112         if (light)
113         {
114             if (light.shadow && light.shadowMap)
115             {
116                 auto cascadedShadowMap = cast(CascadedShadowMap)light.shadowMap;
117                 glActiveTexture(GL_TEXTURE6);
118                 glBindTexture(GL_TEXTURE_2D_ARRAY, cascadedShadowMap.depthTexture);
119                 setParameter("shadowTextureArray", 6);
120                 setParameter("shadowTextureSize", cast(float)cascadedShadowMap.size);
121                 setParameter("shadowMatrix1", cascadedShadowMap.area1.shadowMatrix);
122                 setParameter("shadowMatrix2", cascadedShadowMap.area2.shadowMatrix);
123                 setParameter("shadowMatrix3", cascadedShadowMap.area3.shadowMatrix);
124                 setParameter("eyeSpaceNormalShift", cascadedShadowMap.eyeSpaceNormalShift);
125 
126                 setParameterSubroutine("shadowMap", ShaderType.Fragment, "shadowMapCascaded");
127             }
128             else
129             {
130                 setParameter("shadowMatrix1", defaultShadowMatrix);
131                 setParameter("shadowMatrix2", defaultShadowMatrix);
132                 setParameter("shadowMatrix3", defaultShadowMatrix);
133 
134                 setParameterSubroutine("shadowMap", ShaderType.Fragment, "shadowMapNone");
135             }
136         }
137 
138         glActiveTexture(GL_TEXTURE0);
139 
140         super.bind(rc2d);
141     }
142 
143     void unbind(RenderingContext* rc2d, RenderingContext* rc3d)
144     {
145         super.unbind(rc2d);
146 
147         glActiveTexture(GL_TEXTURE0);
148         glBindTexture(GL_TEXTURE_2D, 0);
149 
150         glActiveTexture(GL_TEXTURE1);
151         glBindTexture(GL_TEXTURE_2D, 0);
152 
153         glActiveTexture(GL_TEXTURE2);
154         glBindTexture(GL_TEXTURE_2D, 0);
155 
156         glActiveTexture(GL_TEXTURE3);
157         glBindTexture(GL_TEXTURE_2D, 0);
158 
159         glActiveTexture(GL_TEXTURE5);
160         glBindTexture(GL_TEXTURE_2D, 0);
161 
162         glActiveTexture(GL_TEXTURE6);
163         glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
164 
165         glActiveTexture(GL_TEXTURE7);
166         glBindTexture(GL_TEXTURE_2D, 0);
167 
168         glActiveTexture(GL_TEXTURE0);
169     }
170 }