/******************************************************************************* * Copyright 2012 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.worldwind.common.effects.depthoffield; import java.awt.Dimension; import java.io.InputStream; import javax.media.opengl.GL2; import au.gov.ga.earthsci.worldwind.common.render.Shader; /** * A {@link Shader} that takes a scene, depth and blurred scene texture, and * interpolates between the scene and blurred texture according to the depth, * creating a depth-of-field effect. * * @author Michael de Hoog (michael.dehoog@ga.gov.au) */ public class DepthOfFieldShader extends Shader { private int cameraNearUniform = -1; private int cameraFarUniform = -1; private int focalLengthUniform = -1; private int pixelSizeUniform = -1; private int blurTextureScaleUniform = -1; /** * Use this shader. * * @param gl * GL context * @param dimensions * Dimensions of the textures * @param focus * Focus distance * @param near * Near limit * @param far * Far limit * @param blurTextureScale * Scale of the blurred texture compared to the scene texture */ public void use(GL2 gl, Dimension dimensions, float focus, float near, float far, float blurTextureScale) { if (super.use(gl)) { gl.glUniform1f(cameraNearUniform, near); gl.glUniform1f(cameraFarUniform, far); gl.glUniform1f(focalLengthUniform, focus); gl.glUniform2f(pixelSizeUniform, 1f / dimensions.width, 1f / dimensions.height); gl.glUniform1f(blurTextureScaleUniform, blurTextureScale); } } @Override protected InputStream getVertexSource() { return this.getClass().getResourceAsStream("GenericVertexShader.glsl"); } @Override protected InputStream getFragmentSource() { return this.getClass().getResourceAsStream("DepthOfFieldFragmentShader.glsl"); } @Override protected void getUniformLocations(GL2 gl) { gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "colorTexture"), 0); gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "depthTexture"), 1); gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "blurTexture"), 2); cameraNearUniform = gl.glGetUniformLocation(shaderProgram, "cameraNear"); cameraFarUniform = gl.glGetUniformLocation(shaderProgram, "cameraFar"); focalLengthUniform = gl.glGetUniformLocation(shaderProgram, "focalLength"); pixelSizeUniform = gl.glGetUniformLocation(shaderProgram, "pixelSize"); blurTextureScaleUniform = gl.glGetUniformLocation(shaderProgram, "blurTextureScale"); } }