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.water; 29 30 import std.stdio; 31 import std.math; 32 import std.conv; 33 34 import dlib.core.memory; 35 import dlib.core.stream; 36 import dlib.math.vector; 37 import dlib.math.matrix; 38 import dlib.math.transformation; 39 import dlib.image.color; 40 import dlib.image.io.png; 41 42 import dagon.core.libs; 43 import dagon.core.ownership; 44 import dagon.graphics.rc; 45 import dagon.graphics.shader; 46 import dagon.graphics.gbuffer; 47 import dagon.graphics.texture; 48 import dagon.graphics.cubemap; 49 import dagon.resource.asset; 50 import dagon.resource.textureasset; 51 52 // TODO: move to dlib.math.utils 53 real frac(real v) 54 { 55 real intpart; 56 return modf(v, intpart); 57 } 58 59 class WaterShader: Shader 60 { 61 string vs = import("Water.vs"); 62 string fs = import("Water.fs"); 63 string rippleTextureFilename = "data/__internal/ripples.png"; 64 65 GBuffer gbuffer; 66 Texture rippleTexture; 67 68 this(GBuffer gbuffer, AssetManager assetManager, Owner o) 69 { 70 auto myProgram = New!ShaderProgram(vs, fs, this); 71 super(myProgram, o); 72 73 this.gbuffer = gbuffer; 74 75 TextureAsset rippleTextureAsset = textureAsset(assetManager, rippleTextureFilename); 76 rippleTexture = rippleTextureAsset.texture; 77 } 78 79 override void bind(RenderingContext* rc) 80 { 81 // Matrices 82 setParameter("modelViewMatrix", rc.modelViewMatrix); 83 setParameter("projectionMatrix", rc.projectionMatrix); 84 setParameter("normalMatrix", rc.normalMatrix); 85 setParameter("viewMatrix", rc.viewMatrix); 86 setParameter("invViewMatrix", rc.invViewMatrix); 87 setParameter("prevModelViewProjMatrix", rc.prevModelViewProjMatrix); 88 setParameter("blurModelViewProjMatrix", rc.blurModelViewProjMatrix); 89 90 setParameter("viewSize", Vector2f(gbuffer.width, gbuffer.height)); 91 92 // Texture 1 - position texture (for smooth coast transparency) 93 glActiveTexture(GL_TEXTURE1); 94 glBindTexture(GL_TEXTURE_2D, gbuffer.positionTexture); 95 setParameter("positionTexture", 1); 96 97 // Environment 98 setParameter("sunDirection", rc.environment.sunDirectionEye(rc.viewMatrix)); 99 100 if (rc.environment.environmentMap) 101 { 102 glActiveTexture(GL_TEXTURE3); 103 rc.environment.environmentMap.bind(); 104 105 if (cast(Cubemap)rc.environment.environmentMap) 106 { 107 setParameter("envTextureCube", 3); 108 setParameterSubroutine("environment", ShaderType.Fragment, "environmentCubemap"); 109 } 110 else 111 { 112 setParameter("envTexture", 3); 113 setParameterSubroutine("environment", ShaderType.Fragment, "environmentTexture"); 114 } 115 } 116 else 117 { 118 setParameter("skyZenithColor", rc.environment.skyZenithColor); 119 setParameter("skyHorizonColor", rc.environment.skyHorizonColor); 120 setParameter("groundColor", rc.environment.groundColor); 121 setParameter("skyEnergy", rc.environment.skyEnergy); 122 setParameter("groundEnergy", rc.environment.groundEnergy); 123 setParameterSubroutine("environment", ShaderType.Fragment, "environmentSky"); 124 } 125 126 setParameter("environmentBrightness", rc.environment.environmentBrightness); 127 128 // Ripple parameters 129 glActiveTexture(GL_TEXTURE2); 130 rippleTexture.bind(); 131 setParameter("rippleTexture", 2); 132 133 float rippleTimesX = frac((rc.time) * 1.6); 134 float rippleTimesY = frac((rc.time * 0.85 + 0.2) * 1.6); 135 float rippleTimesZ = frac((rc.time * 0.93 + 0.45) * 1.6); 136 float rippleTimesW = frac((rc.time * 1.13 + 0.7) * 1.6); 137 setParameter("rippleTimes", Vector4f(rippleTimesX, rippleTimesY, rippleTimesZ, rippleTimesW)); 138 139 glActiveTexture(GL_TEXTURE0); 140 141 super.bind(rc); 142 } 143 144 override void unbind(RenderingContext* rc) 145 { 146 super.unbind(rc); 147 148 glActiveTexture(GL_TEXTURE1); 149 glBindTexture(GL_TEXTURE_2D, 0); 150 151 glActiveTexture(GL_TEXTURE2); 152 glBindTexture(GL_TEXTURE_2D, 0); 153 154 glActiveTexture(GL_TEXTURE3); 155 glBindTexture(GL_TEXTURE_2D, 0); 156 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 157 158 glActiveTexture(GL_TEXTURE0); 159 } 160 }