1 /* 2 Copyright (c) 2019-2022 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.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 setParameter("lightDiffuse", light.diffuse); 136 setParameter("lightSpecular", light.specular); 137 } 138 else 139 { 140 setParameterSubroutine("lightRadiance", ShaderType.Fragment, "lightRadianceFallback"); 141 } 142 143 // Texture 0 - color buffer 144 glActiveTexture(GL_TEXTURE0); 145 glBindTexture(GL_TEXTURE_2D, state.colorTexture); 146 setParameter("colorBuffer", 0); 147 148 // Texture 1 - depth buffer 149 glActiveTexture(GL_TEXTURE1); 150 glBindTexture(GL_TEXTURE_2D, state.depthTexture); 151 setParameter("depthBuffer", 1); 152 153 // Texture 2 - normal buffer 154 glActiveTexture(GL_TEXTURE2); 155 glBindTexture(GL_TEXTURE_2D, state.normalTexture); 156 setParameter("normalBuffer", 2); 157 158 // Texture 3 - pbr buffer 159 glActiveTexture(GL_TEXTURE3); 160 glBindTexture(GL_TEXTURE_2D, state.pbrTexture); 161 setParameter("pbrBuffer", 3); 162 163 // Texture 5 - occlusion buffer 164 if (glIsTexture(state.occlusionTexture)) 165 { 166 glActiveTexture(GL_TEXTURE5); 167 glBindTexture(GL_TEXTURE_2D, state.occlusionTexture); 168 setParameter("occlusionBuffer", 5); 169 setParameter("haveOcclusionBuffer", true); 170 } 171 else 172 { 173 setParameter("haveOcclusionBuffer", false); 174 } 175 176 glActiveTexture(GL_TEXTURE0); 177 178 super.bindParameters(state); 179 } 180 181 override void unbindParameters(GraphicsState* state) 182 { 183 super.unbindParameters(state); 184 185 glActiveTexture(GL_TEXTURE0); 186 glBindTexture(GL_TEXTURE_2D, 0); 187 188 glActiveTexture(GL_TEXTURE1); 189 glBindTexture(GL_TEXTURE_2D, 0); 190 191 glActiveTexture(GL_TEXTURE2); 192 glBindTexture(GL_TEXTURE_2D, 0); 193 194 glActiveTexture(GL_TEXTURE3); 195 glBindTexture(GL_TEXTURE_2D, 0); 196 197 glActiveTexture(GL_TEXTURE5); 198 glBindTexture(GL_TEXTURE_2D, 0); 199 200 glActiveTexture(GL_TEXTURE0); 201 } 202 }