/******************************************************************************* * Copyright 2013 Geoscience Australia * * 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 au.gov.ga.earthsci.model.core.render; import gov.nasa.worldwind.globes.Globe; import java.io.IOException; import javax.media.opengl.GL2; import javax.media.opengl.GLUniformData; import org.slf4j.Logger; import org.slf4j.LoggerFactory; import au.gov.ga.earthsci.model.core.shader.Shader; import au.gov.ga.earthsci.model.core.shader.include.ShaderIncludeProcessor; import com.jogamp.opengl.util.glsl.ShaderState; /** * The shader used by the {@link BasicRenderer}. * <p/> * Supports: * <ul> * <li>Reprojection of coordinates from geographic into cartesian coordinate * systems based on {@link Globe} parameters; * <li>Z-encoded NODATA values; * <li>Dynamic vertical exaggeration * <li>Color buffers * </ul> * <p/> * Parameters can be set using provided setters. Values set will then be used * when {@link #bind(GL2)} is called. * * @author James Navin (james.navin@ga.gov.au) */ public class BasicRendererShader extends Shader { private static final Logger logger = LoggerFactory.getLogger(BasicRendererShader.class); private static final String VERTEX_SHADER = "BasicRenderer.vert"; //$NON-NLS-1$ private static final String FRAGMENT_SHADER = "BasicRenderer.frag"; //$NON-NLS-1$ private static final String OPACITY = "opacity"; //$NON-NLS-1$ private static final String VE = "ve"; //$NON-NLS-1$ private static final String ES = "es"; //$NON-NLS-1$ private static final String RADIUS = "radius"; //$NON-NLS-1$ private static final String ZNODATA = "zNodata"; //$NON-NLS-1$ private ShaderIncludeProcessor processor = new ShaderIncludeProcessor(); private transient Globe globe; private boolean globeDirty = true; private transient float ve = 1.0f; private boolean veDirty = true; private transient float opacity = 1.0f; private boolean opacityDirty = true; private transient Float nodata; private boolean nodataDirty = true; private boolean useVertexColours = true; @Override protected String getVertexShaderSource() { try { return processor.processResource(getClass(), VERTEX_SHADER); } catch (IOException e) { logger.debug("Unable to load vertex shader", e); //$NON-NLS-1$ return null; } } @Override protected String getFragmentShaderSource() { try { return processor.processResource(getClass(), FRAGMENT_SHADER); } catch (IOException e) { logger.debug("Unable to load fragment shader", e); //$NON-NLS-1$ return null; } } @Override protected boolean bindShaderState(GL2 gl, ShaderState shaderState) { boolean uniformsSet = true; if (globeDirty) { if (globe == null) { throw new IllegalStateException("A Globe must set before call to bind()"); //$NON-NLS-1$ } uniformsSet &= shaderState.uniform(gl, new GLUniformData(RADIUS, (float) globe.getRadius())); uniformsSet &= shaderState.uniform(gl, new GLUniformData(ES, (float) globe.getEccentricitySquared())); } if (opacityDirty) { uniformsSet &= shaderState.uniform(gl, new GLUniformData(OPACITY, opacity)); } if (veDirty) { uniformsSet &= shaderState.uniform(gl, new GLUniformData(VE, ve)); } if (nodata != null && nodataDirty) { uniformsSet &= shaderState.uniform(gl, new GLUniformData(ZNODATA, nodata)); } return uniformsSet; } /** * Set the globe on this shader */ public void setGlobe(Globe g) { if (this.globe != g) { this.globe = g; globeDirty = true; } } /** * Set the vertical exaggeration on this shader */ public void setVerticalExaggeration(float ve) { if (ve != this.ve) { this.ve = ve; veDirty = true; } } /** * Set the opacity on this shader */ public void setOpacity(float opacity) { if (opacity != this.opacity) { this.opacity = opacity; opacityDirty = true; } } /** * Set the nodata value on this shader */ public void setNodata(Float nodata) { if (this.nodata != nodata) { this.nodata = nodata; nodataDirty = true; } } /** * Sets whether vertex colouring is to be used. If false, will attempt to * use a provided colour map. * <p/> * Changing this value at render time will mark the shader as dirty and * trigger a re-compile. */ public void setUseVertexColouring(boolean use) { if (this.useVertexColours != use) { this.useVertexColours = use; markDirty(); } } }