1 /* 2 Copyright (c) 2017-2022 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.graphics.material; 29 30 import std.traits; 31 import std.math; 32 import std.algorithm; 33 34 import dlib.core.memory; 35 import dlib.core.ownership; 36 import dlib.math.vector; 37 import dlib.image.color; 38 import dlib.image.image; 39 import dlib.image.unmanaged; 40 import dlib.container.dict; 41 42 import dagon.core.bindings; 43 import dagon.graphics.texture; 44 import dagon.graphics.state; 45 import dagon.graphics.shader; 46 import dagon.graphics.light; 47 48 enum 49 { 50 CBlack = Color4f(0.0f, 0.0f, 0.0f, 1.0f), 51 CWhite = Color4f(1.0f, 1.0f, 1.0f, 1.0f), 52 CRed = Color4f(1.0f, 0.0f, 0.0f, 1.0f), 53 COrange = Color4f(1.0f, 0.5f, 0.0f, 1.0f), 54 CYellow = Color4f(1.0f, 1.0f, 0.0f, 1.0f), 55 CGreen = Color4f(0.0f, 1.0f, 0.0f, 1.0f), 56 CCyan = Color4f(0.0f, 1.0f, 1.0f, 1.0f), 57 CBlue = Color4f(0.0f, 0.0f, 1.0f, 1.0f), 58 CPurple = Color4f(0.5f, 0.0f, 1.0f, 1.0f), 59 CMagenta = Color4f(1.0f, 0.0f, 1.0f, 1.0f) 60 } 61 62 enum int None = 0; 63 64 enum int ShadowFilterNone = 0; 65 enum int ShadowFilterPCF = 1; 66 67 enum int ParallaxNone = 0; 68 enum int ParallaxSimple = 1; 69 enum int ParallaxOcclusionMapping = 2; 70 71 enum int Opaque = 0; 72 enum int Transparent = 1; 73 enum int Additive = 2; 74 75 class Material: Owner 76 { 77 Shader shader; 78 Light sun; 79 Texture baseColorTexture; 80 Texture roughnessMetallicTexture; 81 Texture emissionTexture; 82 Texture normalTexture; 83 Texture heightTexture; 84 Texture maskTexture; 85 Color4f baseColorFactor = Color4f(1.0f, 1.0f, 1.0f, 1.0f); 86 Color4f emissionFactor = Color4f(0.0f, 0.0f, 0.0f, 1.0f); 87 Vector3f normalFactor = Vector3f(0.0f, 0.0f, 1.0f); 88 Vector2f textureScale = Vector2f(1.0f, 1.0f); // TODO: textureTransformation matrix instead 89 float heightFactor = 0.0f; 90 float emissionEnergy = 1.0f; 91 float opacity = 1.0f; 92 float alphaTestThreshold = 0.5f; 93 float roughnessFactor = 0.5f; 94 float metallicFactor = 0.0f; 95 float specularity = 1.0f; 96 float translucency = 0.0f; 97 float parallaxScale = 0.03f; 98 float parallaxBias = -0.01f; 99 float maskFactor = 1.0f; 100 int parallaxMode = ParallaxNone; 101 int shadowFilter = ShadowFilterPCF; 102 int blendMode = Opaque; 103 bool shadeless = false; 104 bool invertNormalY = true; 105 bool useShadows = true; 106 bool useFog = true; 107 bool useCulling = true; 108 bool sphericalNormal = false; 109 bool colorWrite = true; 110 bool depthWrite = true; 111 bool outputColor = true; 112 bool outputNormal = true; 113 bool outputPBR = true; 114 bool outputEmission = true; 115 116 this(Owner o) 117 { 118 super(o); 119 } 120 121 ~this() 122 { 123 } 124 125 bool isTransparent() 126 { 127 return (blendMode != Opaque); 128 } 129 130 void bind(GraphicsState* state) 131 { 132 if (blendMode == Transparent) 133 { 134 glEnablei(GL_BLEND, 0); 135 glEnablei(GL_BLEND, 1); 136 glEnablei(GL_BLEND, 2); 137 glEnablei(GL_BLEND, 3); 138 glEnablei(GL_BLEND, 4); 139 glBlendFuncSeparatei(0, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 140 glBlendFuncSeparatei(1, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 141 glBlendFuncSeparatei(2, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 142 glBlendFuncSeparatei(3, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 143 glBlendFuncSeparatei(4, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 144 } 145 else if (blendMode == Additive) 146 { 147 glEnablei(GL_BLEND, 0); 148 glEnablei(GL_BLEND, 1); 149 glEnablei(GL_BLEND, 2); 150 glEnablei(GL_BLEND, 3); 151 glEnablei(GL_BLEND, 4); 152 glBlendFunci(0, GL_SRC_ALPHA, GL_ONE); 153 glBlendFunci(1, GL_SRC_ALPHA, GL_ONE); 154 glBlendFunci(2, GL_SRC_ALPHA, GL_ONE); 155 glBlendFunci(3, GL_SRC_ALPHA, GL_ONE); 156 glBlendFunci(4, GL_SRC_ALPHA, GL_ONE); 157 } 158 159 if (useCulling && state.culling) 160 { 161 glEnable(GL_CULL_FACE); 162 } 163 else 164 { 165 glDisable(GL_CULL_FACE); 166 } 167 168 if (!colorWrite || !state.colorMask) 169 { 170 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); 171 } 172 173 if (!depthWrite || !state.depthMask) 174 { 175 glDepthMask(GL_FALSE); 176 } 177 178 state.material = this; 179 } 180 181 void unbind(GraphicsState* state) 182 { 183 state.material = null; 184 185 glDepthMask(GL_TRUE); 186 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); 187 188 glDisable(GL_CULL_FACE); 189 190 glDisablei(GL_BLEND, 0); 191 glDisablei(GL_BLEND, 1); 192 glDisablei(GL_BLEND, 2); 193 glDisablei(GL_BLEND, 3); 194 glDisablei(GL_BLEND, 4); 195 } 196 }