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 }