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.environment; 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.cubemap; 45 import dagon.graphics.state; 46 47 class EnvironmentShader: Shader 48 { 49 String vs, fs; 50 51 this(Owner owner) 52 { 53 vs = Shader.load("data/__internal/shaders/Environment/Environment.vert.glsl"); 54 fs = Shader.load("data/__internal/shaders/Environment/Environment.frag.glsl"); 55 56 auto myProgram = New!ShaderProgram(vs, fs, this); 57 super(myProgram, owner); 58 } 59 60 ~this() 61 { 62 vs.free(); 63 fs.free(); 64 } 65 66 override void bindParameters(GraphicsState* state) 67 { 68 setParameter("viewMatrix", state.viewMatrix); 69 setParameter("invViewMatrix", state.invViewMatrix); 70 setParameter("projectionMatrix", state.projectionMatrix); 71 setParameter("invProjectionMatrix", state.invProjectionMatrix); 72 setParameter("resolution", state.resolution); 73 setParameter("zNear", state.zNear); 74 setParameter("zFar", state.zFar); 75 76 // Texture 0 - color buffer 77 glActiveTexture(GL_TEXTURE0); 78 glBindTexture(GL_TEXTURE_2D, state.colorTexture); 79 setParameter("colorBuffer", 0); 80 81 // Texture 1 - depth buffer 82 glActiveTexture(GL_TEXTURE1); 83 glBindTexture(GL_TEXTURE_2D, state.depthTexture); 84 setParameter("depthBuffer", 1); 85 86 // Texture 2 - normal buffer 87 glActiveTexture(GL_TEXTURE2); 88 glBindTexture(GL_TEXTURE_2D, state.normalTexture); 89 setParameter("normalBuffer", 2); 90 91 // Texture 3 - pbr buffer 92 glActiveTexture(GL_TEXTURE3); 93 glBindTexture(GL_TEXTURE_2D, state.pbrTexture); 94 setParameter("pbrBuffer", 3); 95 96 // Texture 4 - environment 97 if (state.environment) 98 { 99 setParameter("fogColor", state.environment.fogColor); 100 setParameter("fogStart", state.environment.fogStart); 101 setParameter("fogEnd", state.environment.fogEnd); 102 setParameter("ambientEnergy", state.environment.ambientEnergy); 103 104 if (state.environment.ambientMap) 105 { 106 glActiveTexture(GL_TEXTURE4); 107 state.environment.ambientMap.bind(); 108 if (cast(Cubemap)state.environment.ambientMap) 109 { 110 setParameter("ambientTextureCube", 4); 111 setParameterSubroutine("ambient", ShaderType.Fragment, "ambientCubemap"); 112 } 113 else 114 { 115 setParameter("ambientTexture", 4); 116 setParameterSubroutine("ambient", ShaderType.Fragment, "ambientEquirectangularMap"); 117 } 118 } 119 else 120 { 121 setParameter("ambientVector", state.environment.ambientColor); 122 setParameterSubroutine("ambient", ShaderType.Fragment, "ambientColor"); 123 } 124 } 125 else 126 { 127 setParameter("fogColor", Color4f(0.5f, 0.5f, 0.5f, 1.0f)); 128 setParameter("fogStart", 0.0f); 129 setParameter("fogEnd", 1000.0f); 130 setParameter("ambientEnergy", 1.0f); 131 setParameter("ambientVector", Color4f(0.5f, 0.5f, 0.5f, 1.0f)); 132 setParameterSubroutine("ambient", ShaderType.Fragment, "ambientColor"); 133 } 134 135 // Texture 5 - occlusion buffer 136 if (glIsTexture(state.occlusionTexture)) 137 { 138 glActiveTexture(GL_TEXTURE5); 139 glBindTexture(GL_TEXTURE_2D, state.occlusionTexture); 140 setParameter("occlusionBuffer", 5); 141 setParameter("haveOcclusionBuffer", true); 142 } 143 else 144 { 145 setParameter("haveOcclusionBuffer", false); 146 } 147 148 // Texture 6 - environment BRDF LUT 149 if (state.environment) 150 { 151 if (state.environment.ambientBRDF) 152 { 153 glActiveTexture(GL_TEXTURE6); 154 state.environment.ambientBRDF.bind(); 155 setParameter("ambientBRDF", 6); 156 setParameter("haveAmbientBRDF", true); 157 } 158 else 159 { 160 setParameter("haveAmbientBRDF", false); 161 } 162 } 163 else 164 { 165 setParameter("haveAmbientBRDF", false); 166 } 167 168 glActiveTexture(GL_TEXTURE0); 169 170 super.bindParameters(state); 171 } 172 173 override void unbindParameters(GraphicsState* state) 174 { 175 super.unbindParameters(state); 176 177 glActiveTexture(GL_TEXTURE0); 178 glBindTexture(GL_TEXTURE_2D, 0); 179 180 glActiveTexture(GL_TEXTURE1); 181 glBindTexture(GL_TEXTURE_2D, 0); 182 183 glActiveTexture(GL_TEXTURE2); 184 glBindTexture(GL_TEXTURE_2D, 0); 185 186 glActiveTexture(GL_TEXTURE3); 187 glBindTexture(GL_TEXTURE_2D, 0); 188 189 glActiveTexture(GL_TEXTURE4); 190 glBindTexture(GL_TEXTURE_2D, 0); 191 glBindTexture(GL_TEXTURE_CUBE_MAP, 0); 192 193 glActiveTexture(GL_TEXTURE5); 194 glBindTexture(GL_TEXTURE_2D, 0); 195 196 glActiveTexture(GL_TEXTURE6); 197 glBindTexture(GL_TEXTURE_2D, 0); 198 199 glActiveTexture(GL_TEXTURE0); 200 } 201 }