1 /* 2 Copyright (c) 2019-2020 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.debugoutput; 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.image.color; 40 import dlib.text.str; 41 42 import dagon.core.bindings; 43 import dagon.graphics.shader; 44 import dagon.graphics.state; 45 import dagon.render.deferred; 46 47 class DebugOutputShader: Shader 48 { 49 String vs, fs; 50 51 DebugOutputMode outputMode = DebugOutputMode.Radiance; 52 53 this(Owner owner) 54 { 55 vs = Shader.load("data/__internal/shaders/DebugOutput/DebugOutput.vert.glsl"); 56 fs = Shader.load("data/__internal/shaders/DebugOutput/DebugOutput.frag.glsl"); 57 58 auto myProgram = New!ShaderProgram(vs, fs, this); 59 super(myProgram, owner); 60 } 61 62 ~this() 63 { 64 vs.free(); 65 fs.free(); 66 } 67 68 override void bindParameters(GraphicsState* state) 69 { 70 setParameter("projectionMatrix", state.projectionMatrix); 71 72 setParameter("viewMatrix", state.viewMatrix); 73 setParameter("invViewMatrix", state.invViewMatrix); 74 setParameter("invProjectionMatrix", state.invProjectionMatrix); 75 setParameter("resolution", state.resolution); 76 setParameter("zNear", state.zNear); 77 setParameter("zFar", state.zFar); 78 79 setParameter("outputMode", cast(int)outputMode); 80 81 // Texture 0 - color buffer 82 glActiveTexture(GL_TEXTURE0); 83 glBindTexture(GL_TEXTURE_2D, state.colorTexture); 84 setParameter("colorBuffer", 0); 85 86 // Texture 1 - depth buffer 87 glActiveTexture(GL_TEXTURE1); 88 glBindTexture(GL_TEXTURE_2D, state.depthTexture); 89 setParameter("depthBuffer", 1); 90 91 // Texture 2 - normal buffer 92 glActiveTexture(GL_TEXTURE2); 93 glBindTexture(GL_TEXTURE_2D, state.normalTexture); 94 setParameter("normalBuffer", 2); 95 96 // Texture 3 - pbr buffer 97 glActiveTexture(GL_TEXTURE3); 98 glBindTexture(GL_TEXTURE_2D, state.pbrTexture); 99 setParameter("pbrBuffer", 3); 100 101 // Texture 4 - occlusion buffer 102 if (glIsTexture(state.occlusionTexture)) 103 { 104 glActiveTexture(GL_TEXTURE4); 105 glBindTexture(GL_TEXTURE_2D, state.occlusionTexture); 106 setParameter("occlusionBuffer", 4); 107 setParameter("haveOcclusionBuffer", true); 108 } 109 else 110 { 111 setParameter("haveOcclusionBuffer", false); 112 } 113 114 glActiveTexture(GL_TEXTURE0); 115 116 super.bindParameters(state); 117 } 118 119 override void unbindParameters(GraphicsState* state) 120 { 121 super.unbindParameters(state); 122 123 glActiveTexture(GL_TEXTURE0); 124 glBindTexture(GL_TEXTURE_2D, 0); 125 126 glActiveTexture(GL_TEXTURE1); 127 glBindTexture(GL_TEXTURE_2D, 0); 128 129 glActiveTexture(GL_TEXTURE2); 130 glBindTexture(GL_TEXTURE_2D, 0); 131 132 glActiveTexture(GL_TEXTURE3); 133 glBindTexture(GL_TEXTURE_2D, 0); 134 135 glActiveTexture(GL_TEXTURE4); 136 glBindTexture(GL_TEXTURE_2D, 0); 137 138 glActiveTexture(GL_TEXTURE0); 139 } 140 }