/*
* This file is part of the Haven & Hearth game client.
* Copyright (C) 2009 Fredrik Tolf <fredrik@dolda2000.com>, and
* Björn Johannessen <johannessen.bjorn@gmail.com>
*
* Redistribution and/or modification of this file is subject to the
* terms of the GNU Lesser General Public License, version 3, as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* Other parts of this source tree adhere to other copying
* rights. Please see the file `COPYING' in the root directory of the
* source tree for details.
*
* A copy the GNU Lesser General Public License is distributed along
* with the source tree of which this file is a part in the file
* `doc/LPGL-3'. If it is missing for any reason, please see the Free
* Software Foundation's website at <http://www.fsf.org/>, or write
* to the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
* Boston, MA 02111-1307 USA
*/
package haven;
import haven.glsl.*;
import javax.media.opengl.*;
import static haven.glsl.Cons.*;
public class DropSky implements Rendered {
public final TexCube tex;
public DropSky(TexCube tex) {
this.tex = tex;
}
private void vertex(GOut g, GL2 gl, Matrix4f ixf, float[] oc, float x, float y) {
float[] cc = {x, y, 0.99999f, 1};
float[] vc = ixf.mul4(cc);
float iw = 1 / vc[3];
for(int i = 0; i < 4; i++) vc[i] *= iw;
if(g.st.prog == null)
gl.glMultiTexCoord3f(GL.GL_TEXTURE0 + tsky.id, vc[0] - oc[0], vc[1] - oc[1], vc[2] - oc[2]);
else
gl.glTexCoord3f(vc[0] - oc[0], vc[1] - oc[1], vc[2] - oc[2]);
gl.glVertex4f(vc[0], vc[1], vc[2], vc[3]);
}
public void draw(GOut g) {
g.apply();
GL2 gl = g.gl;
Matrix4f mvxf = new Matrix4f(g.st.cam).mul1(g.st.wxf);
Matrix4f pmvxf = g.st.cur(PView.proj).fin(Matrix4f.id).mul(mvxf);
Matrix4f ixf = pmvxf.invert();
float[] oc = mvxf.invert().mul4(new float[] {0, 0, 0, 1});
float iw = 1 / oc[3];
for(int i = 0; i < 4; i++) oc[i] *= iw;
gl.glBegin(GL2.GL_QUADS);
vertex(g, gl, ixf, oc, -1.05f, -1.05f);
vertex(g, gl, ixf, oc, 1.05f, -1.05f);
vertex(g, gl, ixf, oc, 1.05f, 1.05f);
vertex(g, gl, ixf, oc, -1.05f, 1.05f);
gl.glEnd();
}
private static final Uniform ssky = new Uniform(Type.SAMPLERCUBE);
private static final ShaderMacro[] shaders = {
new ShaderMacro() {
AutoVarying texcoord = new AutoVarying(Type.VEC3) {
protected Expression root(VertexContext vctx) {
return(pick(vctx.gl_MultiTexCoord[0].ref(), "stp"));
}
};
public void modify(ProgramContext prog) {
prog.fctx.fragcol.mod(new Macro1<Expression>() {
public Expression expand(Expression in) {
return(mul(in, textureCube(ssky.ref(), texcoord.ref())));
}
}, 0);
}
}
};
private GLState.TexUnit tsky;
private final GLState st = new States.AdHoc(shaders) {
public boolean reqshaders() {return(false);}
public void reapply(GOut g) {
g.gl.glUniform1i(g.st.prog.uniform(ssky), tsky.id);
}
private void papply(GOut g) {
reapply(g);
}
private void fapply(GOut g) {
g.gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
g.gl.glEnable(GL.GL_TEXTURE_CUBE_MAP);
}
public void apply(GOut g) {
(tsky = g.st.texalloc()).act();
g.gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, tex.glid(g));
if(g.st.prog == null)
fapply(g);
else
papply(g);
}
private void funapply(GOut g) {
g.gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
}
public void unapply(GOut g) {
tsky.act();
if(!g.st.usedprog)
funapply(g);
g.gl.glBindTexture(GL.GL_TEXTURE_CUBE_MAP, 0);
tsky.free(); tsky = null;
}
};
public boolean setup(RenderList rl) {
rl.prepo(st);
rl.prepo(States.presdepth);
return(true);
}
public static class ResSky implements Rendered {
private DropSky sky;
private Indir<Resource> res;
public double alpha = 1.0;
public ResSky(Indir<Resource> res) {
this.res = res;
}
public void update(Indir<Resource> res) {
synchronized(this) {
if(this.res != res) {
this.sky = null;
this.res = res;
}
}
}
public void draw(GOut g) {
}
public boolean setup(RenderList rl) {
DropSky sky = this.sky;
if(sky == null) {
synchronized(this) {
if(res != null) {
try {
this.sky = sky = new DropSky(new TexCube(res.get().layer(Resource.imgc).img));
} catch(Loading l) {
}
}
}
}
if(sky != null) {
GLState blend = null;
if(alpha < 1.0)
blend = new States.ColState(255, 255, 255, (int)(255 * alpha));
rl.add(sky, blend);
}
return(false);
}
}
}