1 /* 2 Copyright (c) 2017-2018 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.materials.shadeless; 29 30 import std.stdio; 31 import std.math; 32 import std.conv; 33 34 import dlib.core.memory; 35 import dlib.math.vector; 36 import dlib.math.matrix; 37 import dlib.image.color; 38 import dlib.image.unmanaged; 39 40 import derelict.opengl; 41 42 import dagon.core.ownership; 43 import dagon.graphics.rc; 44 import dagon.graphics.material; 45 import dagon.graphics.materials.generic; 46 47 /* 48 * Backend for shadeless material (e.g., only textured or filled with solid color) 49 */ 50 51 class ShadelessBackend: GLSLMaterialBackend 52 { 53 private string vsText = q{ 54 #version 330 core 55 56 layout (location = 0) in vec3 va_Vertex; 57 layout (location = 2) in vec2 va_Texcoord; 58 59 out vec3 eyePosition; 60 out vec2 texCoord; 61 62 uniform mat4 modelViewMatrix; 63 uniform mat4 projectionMatrix; 64 65 uniform mat4 invViewMatrix; 66 67 void main() 68 { 69 vec4 pos = modelViewMatrix * vec4(va_Vertex, 1.0); 70 eyePosition = pos.xyz; 71 72 texCoord = va_Texcoord; 73 gl_Position = projectionMatrix * pos; 74 } 75 }; 76 77 private string fsText = q{ 78 #version 330 core 79 80 uniform sampler2D diffuseTexture; 81 uniform float alpha; 82 uniform float energy; 83 84 in vec3 eyePosition; 85 in vec2 texCoord; 86 87 layout(location = 0) out vec4 frag_color; 88 layout(location = 1) out vec4 frag_velocity; 89 layout(location = 2) out vec4 frag_luma; 90 layout(location = 3) out vec4 frag_position; 91 92 float luminance(vec3 color) 93 { 94 return ( 95 color.x * 0.27 + 96 color.y * 0.67 + 97 color.z * 0.06 98 ); 99 } 100 101 vec3 toLinear(vec3 v) 102 { 103 return pow(v, vec3(2.2)); 104 } 105 106 void main() 107 { 108 vec4 col = texture(diffuseTexture, texCoord); 109 frag_color = vec4(toLinear(col.rgb) * energy, col.a * alpha); 110 frag_luma = vec4(energy, 0.0, 0.0, 1.0); 111 frag_velocity = vec4(0.0, 0.0, 0.0, 1.0); 112 frag_position = vec4(eyePosition, 0.0); 113 } 114 }; 115 116 override string vertexShaderSrc() {return vsText;} 117 override string fragmentShaderSrc() {return fsText;} 118 119 GLint modelViewMatrixLoc; 120 GLint projectionMatrixLoc; 121 122 GLint diffuseTextureLoc; 123 GLint alphaLoc; 124 GLint energyLoc; 125 126 this(Owner o) 127 { 128 super(o); 129 130 modelViewMatrixLoc = glGetUniformLocation(shaderProgram, "modelViewMatrix"); 131 projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix"); 132 133 diffuseTextureLoc = glGetUniformLocation(shaderProgram, "diffuseTexture"); 134 alphaLoc = glGetUniformLocation(shaderProgram, "alpha"); 135 energyLoc = glGetUniformLocation(shaderProgram, "energy"); 136 } 137 138 override void bind(GenericMaterial mat, RenderingContext* rc) 139 { 140 auto idiffuse = "diffuse" in mat.inputs; 141 auto ienergy = "energy" in mat.inputs; 142 auto itransparency = "transparency" in mat.inputs; 143 144 float energy = ienergy.asFloat; 145 146 glUseProgram(shaderProgram); 147 148 // Matrices 149 glUniformMatrix4fv(modelViewMatrixLoc, 1, GL_FALSE, rc.modelViewMatrix.arrayof.ptr); 150 glUniformMatrix4fv(projectionMatrixLoc, 1, GL_FALSE, rc.projectionMatrix.arrayof.ptr); 151 152 // Texture 0 - diffuse texture 153 Color4f color = Color4f(idiffuse.asVector4f); 154 float alpha = 1.0f; 155 if (idiffuse.texture is null) 156 { 157 idiffuse.texture = makeOnePixelTexture(mat, color); 158 } 159 if (itransparency) 160 { 161 alpha = itransparency.asFloat; 162 } 163 glActiveTexture(GL_TEXTURE0); 164 idiffuse.texture.bind(); 165 glUniform1i(diffuseTextureLoc, 0); 166 glUniform1f(alphaLoc, alpha); 167 glUniform1f(energyLoc, energy); 168 } 169 170 override void unbind(GenericMaterial mat, RenderingContext* rc) 171 { 172 auto idiffuse = "diffuse" in mat.inputs; 173 174 glActiveTexture(GL_TEXTURE0); 175 idiffuse.texture.unbind(); 176 177 glUseProgram(0); 178 } 179 }