/*******************************************************************************
* 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.Matrix;
import gov.nasa.worldwind.geom.Vec4;
import java.io.InputStream;
import javax.media.opengl.GL2;
/**
* Shader that calculates atmospheric scattering effects on the ground.
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
@SuppressWarnings("nls")
public class GroundShader extends AbstractAtmosphereShader
{
private int oldModelViewInverse = -1;
public GroundShader(String[] defines)
{
super(defines);
}
public void use(GL2 gl, Vec4 cameraPos, Vec4 lightDir, float[] invWavelength4, float cameraHeight,
float innerRadius, float outerRadius, float rayleighScattering, float mieScattering, float sunBrightness,
float scaleDepth, float exposure, Matrix mvInv)
{
super.use(gl, cameraPos, lightDir, invWavelength4, cameraHeight, innerRadius, outerRadius, rayleighScattering,
mieScattering, sunBrightness, scaleDepth, exposure);
float[] modelViewInvArray = new float[] {
(float) mvInv.m11, (float) mvInv.m21, (float) mvInv.m31, (float) mvInv.m41,
(float) mvInv.m12, (float) mvInv.m22, (float) mvInv.m32, (float) mvInv.m42,
(float) mvInv.m13, (float) mvInv.m23, (float) mvInv.m33, (float) mvInv.m43,
(float) mvInv.m14, (float) mvInv.m24, (float) mvInv.m34, (float) mvInv.m44 };
gl.glUniformMatrix4fv(oldModelViewInverse, 1, false, modelViewInvArray, 0);
}
@Override
protected void getUniformLocations(GL2 gl)
{
super.getUniformLocations(gl);
oldModelViewInverse = gl.glGetUniformLocation(shaderProgram, "oldModelViewInverse");
}
@Override
protected InputStream getVertexSource()
{
return this.getClass().getResourceAsStream("GroundVertexShader.glsl");
}
@Override
protected InputStream getFragmentSource()
{
return this.getClass().getResourceAsStream("GroundFragmentShader.glsl");
}
}