1 /* 2 Copyright (c) 2015 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 6 Permission is hereby granted, free of charge, to any person or organization 7 obtaining a copy of the software and accompanying documentation covered by 8 this license (the "Software") to use, reproduce, display, distribute, 9 execute, and transmit the Software, and to prepare derivative works of the 10 Software, and to permit third-parties to whom the Software is furnished to 11 do so, all subject to the following: 12 13 The copyright notices in the Software and this entire statement, including 14 the above license grant, this restriction and the following disclaimer, 15 must be included in all copies of the Software, in whole or in part, and 16 all derivative works of the Software, unless such copies or derivative 17 works are solely in the form of machine-executable object code generated by 18 a source language processor. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 26 DEALINGS IN THE SOFTWARE. 27 */ 28 29 module dgl.graphics.bumpshader; 30 31 import dlib.core.memory; 32 import dgl.core.event; 33 import dgl.graphics.shader; 34 import dgl.graphics.glslshader; 35 36 // TODO: shadow support 37 38 private string _bumpVertexShader = q{ 39 varying vec3 position; 40 varying vec3 n, t, b; 41 varying vec3 eyeVec; 42 43 void main(void) 44 { 45 gl_TexCoord[0] = gl_MultiTexCoord0; 46 gl_TexCoord[1] = gl_MultiTexCoord1; 47 48 n = normalize(gl_NormalMatrix * gl_Normal); 49 t = normalize(gl_NormalMatrix * gl_Color.xyz); 50 b = cross(n, t); 51 vec4 pos = gl_ModelViewMatrix * gl_Vertex; 52 position = pos.xyz; 53 54 eyeVec.x = dot(position, t); 55 eyeVec.y = dot(position, b); 56 eyeVec.z = dot(position, n); 57 eyeVec = -normalize(eyeVec); 58 59 gl_Position = ftransform(); 60 } 61 }; 62 63 private string _bumpFragmentShader = q{ 64 65 varying vec3 position; 66 varying vec3 n, t, b; 67 varying vec3 eyeVec; 68 69 uniform sampler2D dgl_Texture0; 70 uniform sampler2D dgl_Texture1; 71 uniform sampler2D dgl_Texture2; 72 73 uniform bool parallaxEnabled; 74 const float scale = 0.05; 75 const float bias = -0.03; 76 77 void main (void) 78 { 79 vec2 texCoords = gl_TexCoord[0].st; 80 if (parallaxEnabled) 81 { 82 vec2 E = vec2(eyeVec.x, -eyeVec.y); 83 float height = texture2D(dgl_Texture1, texCoords).a; 84 height = height * scale + bias; 85 texCoords = texCoords + (height * E); 86 } 87 88 vec3 normal = 2.0 * texture2D(dgl_Texture1, texCoords).rgb - 1.0; 89 normal = normalize(normal); 90 91 float Csh = 32.0; 92 93 vec3 lightDirection; 94 float attenuation; 95 vec3 L_tan; 96 const float lightRadiusSqr = 20.0; 97 98 vec4 tex = texture2D(dgl_Texture0, texCoords); 99 vec4 emit = vec4(0.0, 0.0, 0.0, 1.0); 100 if (gl_FrontMaterial.emission.w > 0.0) 101 emit = texture2D(dgl_Texture2, texCoords) * gl_FrontMaterial.emission.w; 102 103 vec4 col = vec4(0.0, 0.0, 0.0, 1.0); 104 105 vec3 halfVector; 106 float distance; 107 float diffuse; 108 float specular; 109 110 const float roughness = 0.9; 111 112 for (int i = 0; i < 4; i++) 113 { 114 if (gl_LightSource[i].position.w < 2.0) 115 { 116 vec4 Ca = gl_FrontMaterial.ambient * gl_LightSource[i].ambient; 117 vec4 Cd = gl_FrontMaterial.diffuse * gl_LightSource[i].diffuse; 118 vec4 Cs = gl_FrontMaterial.specular * gl_LightSource[i].specular; 119 120 vec3 positionToLightSource = vec3(gl_LightSource[i].position.xyz - position); 121 122 distance = length(positionToLightSource); 123 124 lightDirection = normalize(positionToLightSource); 125 126 attenuation = clamp(1.0 - distance/lightRadiusSqr, 0.0, 1.0); 127 128 L_tan.x = dot(lightDirection, t); 129 L_tan.y = dot(lightDirection, b); 130 L_tan.z = dot(lightDirection, n); 131 132 diffuse = clamp(dot(normal, L_tan), 0.0, 1.0); 133 134 // Blinn-Phong 135 halfVector = normalize(L_tan + eyeVec); 136 float NDotH = dot(normal, halfVector); 137 specular = max(pow(NDotH, Csh), 0.0); 138 139 col += (Ca + (Cd*diffuse) + (Cs*specular)) * attenuation; 140 } 141 } 142 143 gl_FragColor = tex * col + emit; 144 gl_FragColor.a = 1.0; 145 } 146 }; 147 148 GLSLShader bumpShader(EventManager emgr) 149 { 150 auto shader = New!GLSLShader(emgr, _bumpVertexShader, _bumpFragmentShader); 151 shader.setParamBool("parallaxEnabled", false); 152 return shader; 153 }