/*******************************************************************************
* Copyright 2014 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.layers.atmosphere;
import gov.nasa.worldwind.geom.Sector;
import gov.nasa.worldwind.geom.Vec4;
import gov.nasa.worldwind.render.DrawContext;
import java.awt.Rectangle;
import java.awt.image.BufferedImage;
import javax.media.opengl.GL2;
import au.gov.ga.earthsci.worldwind.common.render.FrameBuffer;
/**
* Atmosphere layer that colors the ground.
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
public class AtmosphereGroundLayer extends AbstractAtmosphereLayer
{
private final GroundShader groundFromAtmosphereShader = new GroundShader(new String[] { "ATMOS" }); //$NON-NLS-1$
private final GroundShader groundFromSpaceShader = new GroundShader(new String[] { "SPACE" }); //$NON-NLS-1$
private BlendSurfaceImage terrain;
private final FrameBuffer frameBuffer = new FrameBuffer();
private boolean shaderCreationFailed = false;
@Override
protected void init(DrawContext dc)
{
GL2 gl = dc.getGL().getGL2();
shaderCreationFailed = !(groundFromAtmosphereShader.create(gl) && groundFromSpaceShader.create(gl));
BufferedImage image = new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
image.setRGB(0, 0, 0xff << 24);
terrain = new BlendSurfaceImage(image, Sector.FULL_SPHERE);
terrain.setBlendFunc(GL2.GL_ONE, GL2.GL_ZERO);
}
@Override
protected int attribBitsToPush()
{
return GL2.GL_TRANSFORM_BIT | GL2.GL_VIEWPORT_BIT;
}
@Override
protected void renderAtmosphere(DrawContext dc, Vec4 lightDirection, Vec4 eyePoint, float eyeMagnitude,
float innerRadius, float outerRadius)
{
if (shaderCreationFailed)
{
return;
}
GL2 gl = dc.getGL().getGL2();
Rectangle viewport = dc.getView().getViewport();
frameBuffer.resize(gl, viewport.getSize());
frameBuffer.bind(gl);
gl.glViewport(0, 0, viewport.width, viewport.height);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
GroundShader groundShader = eyeMagnitude < outerRadius ? groundFromAtmosphereShader : groundFromSpaceShader;
groundShader.use(gl, eyePoint, lightDirection, Atmosphere.INVWAVELENGTH4, eyeMagnitude, innerRadius,
outerRadius, Atmosphere.RAYLEIGH_SCATTERING, Atmosphere.MIE_SCATTERING,
Atmosphere.SUN_BRIGHTNESS, Atmosphere.SCALE_DEPTH, Atmosphere.EXPOSURE,
dc.getView().getModelviewMatrix().getInverse());
{
terrain.preRender(dc);
terrain.render(dc);
}
groundShader.unuse(gl);
frameBuffer.unbind(gl);
gl.glViewport(viewport.x, viewport.y, viewport.width, viewport.height);
gl.glDepthMask(false);
gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE);
gl.glDisable(GL2.GL_CLIP_PLANE0);
gl.glDisable(GL2.GL_CLIP_PLANE1);
gl.glDisable(GL2.GL_CLIP_PLANE2);
gl.glDisable(GL2.GL_CLIP_PLANE3);
gl.glDisable(GL2.GL_CLIP_PLANE4);
gl.glDisable(GL2.GL_CLIP_PLANE5);
FrameBuffer.renderTexturedQuad(gl, frameBuffer.getTexture().getId());
gl.glDepthMask(true);
}
@Override
public String toString()
{
return "Atmosphere (ground)";
}
}