1 /*
2 Copyright (c) 2019-2023 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.state;
45 
46 class EnvironmentShader: Shader
47 {
48     String vs, fs;
49 
50     this(Owner owner)
51     {
52         vs = Shader.load("data/__internal/shaders/Environment/Environment.vert.glsl");
53         fs = Shader.load("data/__internal/shaders/Environment/Environment.frag.glsl");
54 
55         auto myProgram = New!ShaderProgram(vs, fs, this);
56         super(myProgram, owner);
57     }
58 
59     ~this()
60     {
61         vs.free();
62         fs.free();
63     }
64 
65     override void bindParameters(GraphicsState* state)
66     {
67         setParameter("viewMatrix", state.viewMatrix);
68         setParameter("invViewMatrix", state.invViewMatrix);
69         setParameter("projectionMatrix", state.projectionMatrix);
70         setParameter("invProjectionMatrix", state.invProjectionMatrix);
71         setParameter("resolution", state.resolution);
72         setParameter("zNear", state.zNear);
73         setParameter("zFar", state.zFar);
74 
75         // Texture 0 - color buffer
76         glActiveTexture(GL_TEXTURE0);
77         glBindTexture(GL_TEXTURE_2D, state.colorTexture);
78         setParameter("colorBuffer", cast(int)0);
79 
80         // Texture 1 - depth buffer
81         glActiveTexture(GL_TEXTURE1);
82         glBindTexture(GL_TEXTURE_2D, state.depthTexture);
83         setParameter("depthBuffer", cast(int)1);
84 
85         // Texture 2 - normal buffer
86         glActiveTexture(GL_TEXTURE2);
87         glBindTexture(GL_TEXTURE_2D, state.normalTexture);
88         setParameter("normalBuffer", cast(int)2);
89 
90         // Texture 3 - pbr buffer
91         glActiveTexture(GL_TEXTURE3);
92         glBindTexture(GL_TEXTURE_2D, state.pbrTexture);
93         setParameter("pbrBuffer", cast(int)3);
94 
95         // Textures 4, 5 - environment (equirectangular map, cube map)
96         if (state.environment)
97         {
98             setParameter("fogColor", state.environment.fogColor);
99             setParameter("fogStart", state.environment.fogStart);
100             setParameter("fogEnd", state.environment.fogEnd);
101             setParameter("ambientEnergy", state.environment.ambientEnergy);
102 
103             if (state.environment.ambientMap)
104             {
105                 if (state.environment.ambientMap.isCubemap)
106                 {
107                     glActiveTexture(GL_TEXTURE4);
108                     glBindTexture(GL_TEXTURE_2D, 0);
109                     setParameter("ambientTexture", cast(int)4);
110                     
111                     glActiveTexture(GL_TEXTURE5);
112                     state.environment.ambientMap.bind();
113                     setParameter("ambientTextureCube", cast(int)5);
114                     
115                     setParameterSubroutine("ambient", ShaderType.Fragment, "ambientCubemap");
116                 }
117                 else
118                 {
119                     glActiveTexture(GL_TEXTURE4);
120                     state.environment.ambientMap.bind();
121                     setParameter("ambientTexture", cast(int)4);
122                     
123                     glActiveTexture(GL_TEXTURE5);
124                     glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
125                     setParameter("ambientTextureCube", cast(int)5);
126                     
127                     setParameterSubroutine("ambient", ShaderType.Fragment, "ambientEquirectangularMap");
128                 }
129             }
130             else
131             {
132                 glActiveTexture(GL_TEXTURE4);
133                 glBindTexture(GL_TEXTURE_2D, 0);
134                 setParameter("ambientTexture", cast(int)4);
135                 
136                 glActiveTexture(GL_TEXTURE5);
137                 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
138                 setParameter("ambientTextureCube", cast(int)5);
139                 
140                 setParameter("ambientVector", state.environment.ambientColor);
141                 
142                 setParameterSubroutine("ambient", ShaderType.Fragment, "ambientColor");
143             }
144         }
145         else
146         {
147             setParameter("fogColor", Color4f(0.5f, 0.5f, 0.5f, 1.0f));
148             setParameter("fogStart", 0.0f);
149             setParameter("fogEnd", 1000.0f);
150             setParameter("ambientEnergy", 1.0f);
151             setParameter("ambientVector", Color4f(0.5f, 0.5f, 0.5f, 1.0f));
152             
153             glActiveTexture(GL_TEXTURE4);
154             glBindTexture(GL_TEXTURE_2D, 0);
155             setParameter("ambientTexture", cast(int)4);
156             
157             glActiveTexture(GL_TEXTURE5);
158             glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
159             setParameter("ambientTextureCube", cast(int)5);
160             
161             setParameterSubroutine("ambient", ShaderType.Fragment, "ambientColor");
162         }
163 
164         // Texture 6 - occlusion buffer
165         glActiveTexture(GL_TEXTURE6);
166         if (glIsTexture(state.occlusionTexture))
167         {
168             glBindTexture(GL_TEXTURE_2D, state.occlusionTexture);
169             setParameter("occlusionBuffer", cast(int)6);
170             setParameter("haveOcclusionBuffer", true);
171         }
172         else
173         {
174             glBindTexture(GL_TEXTURE_2D, 0);
175             setParameter("occlusionBuffer", cast(int)6);
176             setParameter("haveOcclusionBuffer", false);
177         }
178         
179         // Texture 7 - environment BRDF LUT
180         glActiveTexture(GL_TEXTURE7);
181         if (state.environment)
182         {
183             if (state.environment.ambientBRDF)
184             {
185                 state.environment.ambientBRDF.bind();
186                 setParameter("ambientBRDF", cast(int)7);
187                 setParameter("haveAmbientBRDF", true);
188             }
189             else
190             {
191                 glBindTexture(GL_TEXTURE_2D, 0);
192                 setParameter("ambientBRDF", cast(int)7);
193                 setParameter("haveAmbientBRDF", false);
194             }
195         }
196         else
197         {
198             setParameter("haveAmbientBRDF", false);
199         }
200         
201         glActiveTexture(GL_TEXTURE0);
202 
203         super.bindParameters(state);
204     }
205 
206     override void unbindParameters(GraphicsState* state)
207     {
208         super.unbindParameters(state);
209 
210         glActiveTexture(GL_TEXTURE0);
211         glBindTexture(GL_TEXTURE_2D, 0);
212 
213         glActiveTexture(GL_TEXTURE1);
214         glBindTexture(GL_TEXTURE_2D, 0);
215 
216         glActiveTexture(GL_TEXTURE2);
217         glBindTexture(GL_TEXTURE_2D, 0);
218 
219         glActiveTexture(GL_TEXTURE3);
220         glBindTexture(GL_TEXTURE_2D, 0);
221 
222         glActiveTexture(GL_TEXTURE4);
223         glBindTexture(GL_TEXTURE_2D, 0);
224 
225         glActiveTexture(GL_TEXTURE5);
226         glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
227 
228         glActiveTexture(GL_TEXTURE6);
229         glBindTexture(GL_TEXTURE_2D, 0);
230 
231         glActiveTexture(GL_TEXTURE7);
232         glBindTexture(GL_TEXTURE_2D, 0);
233 
234         glActiveTexture(GL_TEXTURE0);
235     }
236 }