/*
* 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.terasology.assets.ResourceUrn;
import org.terasology.math.geom.Vector3f;
import org.terasology.monitoring.PerformanceMonitor;
import org.terasology.registry.In;
import org.terasology.rendering.assets.material.Material;
import org.terasology.rendering.assets.shader.ShaderProgramFeature;
import org.terasology.rendering.cameras.Camera;
import org.terasology.rendering.dag.AbstractNode;
import org.terasology.rendering.dag.stateChanges.BindFBO;
import static org.terasology.rendering.opengl.DefaultDynamicFBOs.READ_ONLY_GBUFFER;
import org.terasology.rendering.dag.stateChanges.EnableMaterial;
import org.terasology.rendering.dag.stateChanges.LookThrough;
import org.terasology.rendering.opengl.FBOManagerSubscriber;
import org.terasology.rendering.opengl.FBO;
import org.terasology.rendering.opengl.FBOConfig;
import static org.terasology.rendering.opengl.ScalingFactors.FULL_SCALE;
import static org.terasology.rendering.primitives.ChunkMesh.RenderPhase.REFRACTIVE;
import org.terasology.rendering.opengl.fbms.DisplayResolutionDependentFBOs;
import org.terasology.rendering.primitives.ChunkMesh;
import org.terasology.rendering.world.RenderQueuesHelper;
import org.terasology.rendering.world.WorldRenderer;
import org.terasology.world.chunks.RenderableChunk;
/**
* This node renders refractive/reflective blocks, i.e. water blocks.
*
* Reflections always include the sky but may or may not include the landscape,
* depending on the "Reflections" video setting. Any other object currently
* reflected is an artifact.
*
* Refractions distort the blocks behind the refracting surface, i.e. the bottom
* of a lake seen from above water or the landscape above water when the player is underwater.
* Refractions are currently always enabled.
*
* Note: a third "Reflections" video setting enables Screen-space Reflections (SSR),
* an experimental feature. It produces initially appealing reflections but rotating the
* camera partially spoils the effect showing its limits.
*/
public class RefractiveReflectiveBlocksNode extends AbstractNode implements FBOManagerSubscriber {
public static final ResourceUrn REFRACTIVE_REFLECTIVE = new ResourceUrn("engine:sceneReflectiveRefractive");
private static final ResourceUrn CHUNK_SHADER = new ResourceUrn("engine:prog.chunk");
@In
private RenderQueuesHelper renderQueues;
@In
private WorldRenderer worldRenderer;
@In
private DisplayResolutionDependentFBOs displayResolutionDependentFBOs;
private Camera playerCamera;
private Material chunkShader;
/**
* Initialises the node. -Must- be called once after instantiation.
*/
@Override
public void initialise() {
playerCamera = worldRenderer.getActiveCamera();
addDesiredStateChange(new LookThrough(playerCamera));
requiresFBO(new FBOConfig(REFRACTIVE_REFLECTIVE, FULL_SCALE, FBO.Type.HDR).useNormalBuffer(), displayResolutionDependentFBOs);
addDesiredStateChange(new BindFBO(REFRACTIVE_REFLECTIVE, displayResolutionDependentFBOs));
displayResolutionDependentFBOs.subscribe(this);
addDesiredStateChange(new EnableMaterial(CHUNK_SHADER.toString()));
chunkShader = getMaterial(CHUNK_SHADER);
}
/**
* This method is where the actual rendering of refractive/reflective blocks takes place.
*
* Also takes advantage of the two methods
*
* - WorldRenderer.increaseTrianglesCount(int)
* - WorldRenderer.increaseNotReadyChunkCount(int)
*
* to publish some statistics over its own activity.
*/
@Override
public void process() {
PerformanceMonitor.startActivity("rendering/RefractiveReflectiveBlocks");
int numberOfRenderedTriangles = 0;
int numberOfChunksThatAreNotReadyYet = 0;
final Vector3f cameraPosition = playerCamera.getPosition();
chunkShader.activateFeature(ShaderProgramFeature.FEATURE_REFRACTIVE_PASS);
chunkShader.setFloat("clip", 0.0f, true);
while (renderQueues.chunksAlphaBlend.size() > 0) {
RenderableChunk chunk = renderQueues.chunksAlphaBlend.poll();
if (chunk.hasMesh()) {
final ChunkMesh chunkMesh = chunk.getMesh();
final Vector3f chunkPosition = chunk.getPosition().toVector3f();
chunkMesh.updateMaterial(chunkShader, chunkPosition, chunk.isAnimated());
numberOfRenderedTriangles += chunkMesh.render(REFRACTIVE, chunkPosition, cameraPosition);
} else {
numberOfChunksThatAreNotReadyYet++;
}
}
chunkShader.deactivateFeature(ShaderProgramFeature.FEATURE_REFRACTIVE_PASS);
worldRenderer.increaseTrianglesCount(numberOfRenderedTriangles);
worldRenderer.increaseNotReadyChunkCount(numberOfChunksThatAreNotReadyYet);
PerformanceMonitor.endActivity();
}
@Override
public void update() {
// TODO: renames, maybe?
READ_ONLY_GBUFFER.attachDepthBufferTo(displayResolutionDependentFBOs.get(REFRACTIVE_REFLECTIVE));
}
}