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.postproc.shaders.motionblur;
29 
30 import std.stdio;
31 
32 import dlib.core.memory;
33 import dlib.core.ownership;
34 import dlib.math.vector;
35 import dlib.math.matrix;
36 import dlib.math.transformation;
37 import dlib.math.interpolation;
38 import dlib.image.color;
39 import dlib.text.str;
40 
41 import dagon.core.bindings;
42 import dagon.graphics.shader;
43 import dagon.graphics.state;
44 import dagon.render.gbuffer;
45 
46 class MotionBlurShader: Shader
47 {
48     String vs, fs;
49 
50     bool enabled = true;
51     int samples = 16;
52     float currentFramerate = 60.0;
53     float shutterFramerate = 30.0;
54     float offsetRandomCoefficient = 1.0;
55 
56     GBuffer gbuffer;
57 
58     this(Owner owner)
59     {
60         vs = Shader.load("data/__internal/shaders/MotionBlur/MotionBlur.vert.glsl");
61         fs = Shader.load("data/__internal/shaders/MotionBlur/MotionBlur.frag.glsl");
62 
63         auto myProgram = New!ShaderProgram(vs, fs, this);
64         super(myProgram, owner);
65     }
66 
67     ~this()
68     {
69         vs.free();
70         fs.free();
71     }
72 
73     override void bindParameters(GraphicsState* state)
74     {
75         setParameter("viewSize", state.resolution);
76         setParameter("enabled", enabled);
77         setParameter("zNear", state.zNear);
78         setParameter("zFar", state.zFar);
79 
80         setParameter("invProjectionMatrix", state.invProjectionMatrix);
81 
82         setParameter("blurScale", currentFramerate / shutterFramerate);
83         setParameter("samples", samples);
84         setParameter("offsetRandomCoef", offsetRandomCoefficient);
85         setParameter("time", state.localTime);
86 
87         // Texture 0 - color buffer
88         glActiveTexture(GL_TEXTURE0);
89         glBindTexture(GL_TEXTURE_2D, state.colorTexture);
90         setParameter("colorBuffer", 0);
91 
92         if (gbuffer)
93         {
94             // Texture 1 - depth buffer
95             glActiveTexture(GL_TEXTURE1);
96             glBindTexture(GL_TEXTURE_2D, gbuffer.depthTexture);
97             setParameter("depthBuffer", 1);
98 
99             // Texture 2 - velocity buffer
100             glActiveTexture(GL_TEXTURE2);
101             glBindTexture(GL_TEXTURE_2D, gbuffer.velocityTexture);
102             setParameter("velocityBuffer", 2);
103         }
104 
105         glActiveTexture(GL_TEXTURE0);
106 
107         super.bindParameters(state);
108     }
109 
110     override void unbindParameters(GraphicsState* state)
111     {
112         super.unbindParameters(state);
113 
114         glActiveTexture(GL_TEXTURE0);
115         glBindTexture(GL_TEXTURE_2D, 0);
116 
117         glActiveTexture(GL_TEXTURE1);
118         glBindTexture(GL_TEXTURE_2D, 0);
119 
120         glActiveTexture(GL_TEXTURE2);
121         glBindTexture(GL_TEXTURE_2D, 0);
122 
123         glActiveTexture(GL_TEXTURE0);
124     }
125 }