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.render.shaders.arealight;
29 
30 import std.stdio;
31 import std.math;
32 
33 import dlib.core.memory;
34 import dlib.core.ownership;
35 import dlib.math.vector;
36 import dlib.math.matrix;
37 import dlib.math.transformation;
38 import dlib.math.interpolation;
39 import dlib.math.utils;
40 import dlib.image.color;
41 import dlib.text.str;
42 
43 import dagon.core.bindings;
44 import dagon.graphics.shader;
45 import dagon.graphics.state;
46 import dagon.graphics.light;
47 
48 class AreaLightShader: Shader
49 {
50     String vs, fs;
51 
52     this(Owner owner)
53     {
54         vs = Shader.load("data/__internal/shaders/AreaLight/AreaLight.vert.glsl");
55         fs = Shader.load("data/__internal/shaders/AreaLight/AreaLight.frag.glsl");
56 
57         auto myProgram = New!ShaderProgram(vs.toString, fs.toString, this);
58         super(myProgram, owner);
59     }
60 
61     ~this()
62     {
63         vs.free();
64         fs.free();
65     }
66 
67     override void bindParameters(GraphicsState* state)
68     {
69         setParameter("viewMatrix", state.viewMatrix);
70         setParameter("invViewMatrix", state.invViewMatrix);
71         setParameter("modelViewMatrix", state.modelViewMatrix);
72         setParameter("projectionMatrix", state.projectionMatrix);
73         setParameter("invProjectionMatrix", state.invProjectionMatrix);
74         setParameter("resolution", state.resolution);
75         setParameter("zNear", state.zNear);
76         setParameter("zFar", state.zFar);
77 
78         // Environment
79         if (state.environment)
80         {
81             setParameter("fogColor", state.environment.fogColor);
82             setParameter("fogStart", state.environment.fogStart);
83             setParameter("fogEnd", state.environment.fogEnd);
84         }
85         else
86         {
87             setParameter("fogColor", Color4f(0.5f, 0.5f, 0.5f, 1.0f));
88             setParameter("fogStart", 0.0f);
89             setParameter("fogEnd", 1000.0f);
90         }
91 
92         // Light
93         Vector3f lightPos;
94         Color4f lightColor;
95         float lightEnergy = 1.0f;
96         if (state.light)
97         {
98             auto light = state.light;
99 
100             lightPos = light.positionAbsolute * state.viewMatrix;
101             lightColor = light.color;
102             lightEnergy = light.energy;
103 
104             if (light.type == LightType.AreaSphere)
105             {
106                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceAreaSphere");
107             }
108             else if (light.type == LightType.AreaTube)
109             {
110                 Vector3f lightPosition2Eye = (light.positionAbsolute + light.directionAbsolute * light.length) * state.viewMatrix;
111                 setParameter("lightPosition2", lightPosition2Eye);
112                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceAreaTube");
113             }
114             else if (light.type == LightType.Spot)
115             {
116                 setParameter("lightSpotCosCutoff", cos(degtorad(light.spotOuterCutoff)));
117                 setParameter("lightSpotCosInnerCutoff", cos(degtorad(light.spotInnerCutoff)));
118                 Vector4f lightDirHg = Vector4f(light.directionAbsolute);
119                 lightDirHg.w = 0.0;
120                 Vector3f spotDirection = (lightDirHg * state.viewMatrix).xyz;
121                 setParameter("lightSpotDirection", spotDirection);
122                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceSpot");
123             }
124             else // unsupported light type
125             {
126                 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceFallback");
127             }
128 
129             setParameter("lightPosition", lightPos);
130             setParameter("lightColor", lightColor);
131             setParameter("lightEnergy", lightEnergy);
132             setParameter("lightRadius", light.volumeRadius);
133             setParameter("lightAreaRadius", light.radius);
134         }
135         else
136         {
137             //lightPos = Vector3f(0.0f, 0.0f, 0.0f);
138             //lightColor = Color4f(1.0f, 1.0f, 1.0f, 1.0f);
139             setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceFallback");
140         }
141 
142         // Texture 0 - color buffer
143         glActiveTexture(GL_TEXTURE0);
144         glBindTexture(GL_TEXTURE_2D, state.colorTexture);
145         setParameter("colorBuffer", 0);
146 
147         // Texture 1 - depth buffer
148         glActiveTexture(GL_TEXTURE1);
149         glBindTexture(GL_TEXTURE_2D, state.depthTexture);
150         setParameter("depthBuffer", 1);
151 
152         // Texture 2 - normal buffer
153         glActiveTexture(GL_TEXTURE2);
154         glBindTexture(GL_TEXTURE_2D, state.normalTexture);
155         setParameter("normalBuffer", 2);
156 
157         // Texture 3 - pbr buffer
158         glActiveTexture(GL_TEXTURE3);
159         glBindTexture(GL_TEXTURE_2D, state.pbrTexture);
160         setParameter("pbrBuffer", 3);
161 
162         // Texture 5 - occlusion buffer
163         if (glIsTexture(state.occlusionTexture))
164         {
165             glActiveTexture(GL_TEXTURE5);
166             glBindTexture(GL_TEXTURE_2D, state.occlusionTexture);
167             setParameter("occlusionBuffer", 5);
168             setParameter("haveOcclusionBuffer", true);
169         }
170         else
171         {
172             setParameter("haveOcclusionBuffer", false);
173         }
174 
175         glActiveTexture(GL_TEXTURE0);
176 
177         super.bindParameters(state);
178     }
179 
180     override void unbindParameters(GraphicsState* state)
181     {
182         super.unbindParameters(state);
183 
184         glActiveTexture(GL_TEXTURE0);
185         glBindTexture(GL_TEXTURE_2D, 0);
186 
187         glActiveTexture(GL_TEXTURE1);
188         glBindTexture(GL_TEXTURE_2D, 0);
189 
190         glActiveTexture(GL_TEXTURE2);
191         glBindTexture(GL_TEXTURE_2D, 0);
192 
193         glActiveTexture(GL_TEXTURE3);
194         glBindTexture(GL_TEXTURE_2D, 0);
195 
196         glActiveTexture(GL_TEXTURE5);
197         glBindTexture(GL_TEXTURE_2D, 0);
198 
199         glActiveTexture(GL_TEXTURE0);
200     }
201 }