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.postproc;
29 
30 import std.stdio;
31 import std.conv;
32 
33 import dlib.math.vector;
34 
35 import derelict.opengl;
36 
37 import dagon.core.ownership;
38 import dagon.graphics.rc;
39 import dagon.graphics.framebuffer;
40 
41 class PostFilter: Owner
42 {
43     bool enabled = true;
44     Framebuffer inputBuffer;
45     Framebuffer outputBuffer;
46     
47     GLenum shaderVert;
48     GLenum shaderFrag;
49     GLenum shaderProgram;
50     
51     GLint modelViewMatrixLoc;
52     GLint prevModelViewProjMatrixLoc;
53     GLint projectionMatrixLoc;
54     GLint fbColorLoc;
55     GLint viewportSizeLoc;
56     GLint enabledLoc;
57     
58     private string vsText = "
59         #version 330 core
60         
61         uniform mat4 modelViewMatrix;
62         uniform mat4 projectionMatrix;
63 
64         uniform vec2 viewSize;
65         
66         layout (location = 0) in vec2 va_Vertex;
67         layout (location = 1) in vec2 va_Texcoord;
68 
69         out vec2 texCoord;
70         
71         void main()
72         {
73             texCoord = va_Texcoord;
74             gl_Position = projectionMatrix * modelViewMatrix * vec4(va_Vertex * viewSize, 0.0, 1.0);
75         }
76     ";
77     
78     private string fsText = "
79         #version 330 core
80         
81         uniform sampler2D fbColor;
82         uniform vec2 viewSize;
83 
84         in vec2 texCoord;
85         out vec4 frag_color;
86         
87         void main()
88         {
89             vec4 t = texture(fbColor, texCoord);
90             frag_color = t;
91             frag_color.a = 1.0;
92         }
93     ";
94     
95     string vertexShader() {return vsText;}
96     string fragmentShader() {return fsText;}
97 
98     this(Framebuffer inputBuffer, Framebuffer outputBuffer, Owner o)
99     {
100         super(o);
101         
102         this.inputBuffer = inputBuffer;
103         this.outputBuffer = outputBuffer;
104         
105         const(char*)pvs = vertexShader().ptr;
106         const(char*)pfs = fragmentShader().ptr;
107         
108         char[1000] infobuffer = 0;
109         int infobufferlen = 0;
110 
111         shaderVert = glCreateShader(GL_VERTEX_SHADER);
112         glShaderSource(shaderVert, 1, &pvs, null);
113         glCompileShader(shaderVert);
114         GLint success = 0;
115         glGetShaderiv(shaderVert, GL_COMPILE_STATUS, &success);
116         if (!success)
117         {
118             GLint logSize = 0;
119             glGetShaderiv(shaderVert, GL_INFO_LOG_LENGTH, &logSize);
120             glGetShaderInfoLog(shaderVert, 999, &logSize, infobuffer.ptr);
121             writeln("Error in vertex shader:");
122             writeln(infobuffer[0..logSize]);
123         }
124 
125         shaderFrag = glCreateShader(GL_FRAGMENT_SHADER);
126         glShaderSource(shaderFrag, 1, &pfs, null);
127         glCompileShader(shaderFrag);
128         success = 0;
129         glGetShaderiv(shaderFrag, GL_COMPILE_STATUS, &success);
130         if (!success)
131         {
132             GLint logSize = 0;
133             glGetShaderiv(shaderFrag, GL_INFO_LOG_LENGTH, &logSize);
134             glGetShaderInfoLog(shaderFrag, 999, &logSize, infobuffer.ptr);
135             writeln("Error in fragment shader:");
136             writeln(infobuffer[0..logSize]);
137         }
138 
139         shaderProgram = glCreateProgram();
140         glAttachShader(shaderProgram, shaderVert);
141         glAttachShader(shaderProgram, shaderFrag);
142         glLinkProgram(shaderProgram);
143         
144         modelViewMatrixLoc = glGetUniformLocation(shaderProgram, "modelViewMatrix");
145         prevModelViewProjMatrixLoc = glGetUniformLocation(shaderProgram, "prevModelViewProjMatrix");
146         projectionMatrixLoc = glGetUniformLocation(shaderProgram, "projectionMatrix");
147 
148         viewportSizeLoc = glGetUniformLocation(shaderProgram, "viewSize");
149         fbColorLoc = glGetUniformLocation(shaderProgram, "fbColor");
150         enabledLoc = glGetUniformLocation(shaderProgram, "enabled");
151     }
152     
153     void bind(RenderingContext* rc)
154     {
155         glUseProgram(shaderProgram);
156         
157         glUniformMatrix4fv(modelViewMatrixLoc, 1, 0, rc.viewMatrix.arrayof.ptr);
158         glUniformMatrix4fv(projectionMatrixLoc, 1, 0, rc.projectionMatrix.arrayof.ptr);
159         
160         glUniformMatrix4fv(prevModelViewProjMatrixLoc, 1, 0, rc.prevModelViewProjMatrix.arrayof.ptr);
161         
162         Vector2f viewportSize;
163         
164         if (outputBuffer)
165             viewportSize = Vector2f(outputBuffer.width, outputBuffer.height);
166         else
167             viewportSize = Vector2f(rc.eventManager.windowWidth, rc.eventManager.windowHeight);
168         glUniform2fv(viewportSizeLoc, 1, viewportSize.arrayof.ptr);
169         
170         glActiveTexture(GL_TEXTURE0);
171         glBindTexture(GL_TEXTURE_2D, inputBuffer.colorTexture);
172 
173         glUniform1i(fbColorLoc, 0);
174        
175         glUniform1i(enabledLoc, enabled);
176     }
177     
178     void unbind(RenderingContext* rc)
179     {
180         glActiveTexture(GL_TEXTURE0);
181         glBindTexture(GL_TEXTURE_2D, 0);
182         
183         glActiveTexture(GL_TEXTURE0);
184         
185         glUseProgram(0);
186     }
187     
188     void render(RenderingContext* rc)
189     {
190         bind(rc);
191         inputBuffer.render();
192         unbind(rc);
193     }
194 }