/*
* Copyright 2016 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.rendering.dag.nodes;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.glu.Sphere;
import org.terasology.assets.ResourceUrn;
import org.terasology.monitoring.PerformanceMonitor;
import org.terasology.registry.In;
import org.terasology.rendering.cameras.Camera;
import org.terasology.rendering.dag.AbstractNode;
import org.terasology.rendering.dag.stateChanges.BindFBO;
import org.terasology.rendering.dag.stateChanges.DisableDepthWriting;
import org.terasology.rendering.dag.stateChanges.EnableFaceCulling;
import org.terasology.rendering.dag.stateChanges.EnableMaterial;
import org.terasology.rendering.dag.stateChanges.LookThroughNormalized;
import org.terasology.rendering.dag.stateChanges.ReflectedCamera;
import org.terasology.rendering.dag.stateChanges.SetViewportToSizeOf;
import org.terasology.rendering.opengl.FBO;
import org.terasology.rendering.opengl.FBOConfig;
import org.terasology.rendering.opengl.fbms.DisplayResolutionDependentFBOs;
import org.terasology.rendering.world.WorldRenderer;
import static org.lwjgl.opengl.GL11.*;
import static org.terasology.rendering.opengl.ScalingFactors.HALF_SCALE;
/**
* An instance of this class is responsible for rendering a reflected backdrop (usually the sky) into the
* "engine:sceneReflected" buffer. The content of the buffer is later used to render the reflections
* on the water surface.
*
* This class could potentially be used also for other reflecting surfaces, i.e. metal, but it only works
* for horizontal surfaces.
*
* Instances of this class are not dependent on the Video Settings or any other conditions. They can be disabled
* by using method Node.setEnabled(boolean) or by removing the instance from the Render Graph.
*
*/
public class BackdropReflectionNode extends AbstractNode {
public static final ResourceUrn REFLECTED = new ResourceUrn("engine:sceneReflected");
private static final int RADIUS = 1024;
private static final int SLICES = 16;
private static final int STACKS = 128;
@In
private WorldRenderer worldRenderer;
@In
private DisplayResolutionDependentFBOs displayResolutionDependentFBOs;
private Camera playerCamera;
private int skySphere = -1;
/**
* Node initialization.
*
* Internally requires the "engine:sceneReflected" buffer, stored in the (display) resolution-dependent FBO manager.
* This is a default, half-scale buffer inclusive of a depth buffer FBO. See FBOConfig and ScalingFactors for details
* on possible FBO configurations.
*
* This method also requests the material using the "sky" shaders (vertex, fragment) to be enabled.
*/
@Override
public void initialise() {
this.playerCamera = worldRenderer.getActiveCamera();
addDesiredStateChange(new ReflectedCamera(playerCamera));
addDesiredStateChange(new LookThroughNormalized(playerCamera));
initSkysphere();
requiresFBO(new FBOConfig(REFLECTED, HALF_SCALE, FBO.Type.DEFAULT).useDepthBuffer(), displayResolutionDependentFBOs);
addDesiredStateChange(new BindFBO(REFLECTED, displayResolutionDependentFBOs));
addDesiredStateChange(new SetViewportToSizeOf(REFLECTED, displayResolutionDependentFBOs));
addDesiredStateChange(new EnableFaceCulling());
addDesiredStateChange(new DisableDepthWriting());
addDesiredStateChange(new EnableMaterial("engine:prog.sky"));
}
/**
* Renders the sky, reflected, into the buffers attached to the "engine:sceneReflected" FBO. It is used later,
* to render horizontal reflective surfaces, i.e. water.
*
* Notice that this method clears the FBO, both its color and depth attachments. Earlier nodes using the
* same buffers beware.
*/
@Override
public void process() {
PerformanceMonitor.startActivity("rendering/reflectedBackdropNode");
glCallList(skySphere); // Draws the skysphere
PerformanceMonitor.endActivity();
}
private void initSkysphere() {
Sphere sphere = new Sphere();
sphere.setTextureFlag(true);
skySphere = glGenLists(1);
glNewList(skySphere, GL11.GL_COMPILE);
sphere.draw(RADIUS, SLICES, STACKS);
glEndList();
}
}