/*
* 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.lwjgl.opengl.GL11;
import org.terasology.assets.ResourceUrn;
import org.terasology.config.Config;
import org.terasology.config.RenderingDebugConfig;
import org.terasology.math.geom.Vector3f;
import org.terasology.monitoring.PerformanceMonitor;
import org.terasology.registry.In;
import org.terasology.rendering.AABBRenderer;
import org.terasology.rendering.assets.material.Material;
import org.terasology.rendering.cameras.Camera;
import org.terasology.rendering.dag.AbstractNode;
import org.terasology.rendering.dag.WireframeCapable;
import org.terasology.rendering.dag.WireframeTrigger;
import org.terasology.rendering.dag.stateChanges.EnableMaterial;
import org.terasology.rendering.dag.stateChanges.LookThrough;
import org.terasology.rendering.dag.stateChanges.SetViewportToSizeOf;
import org.terasology.rendering.dag.stateChanges.SetWireframe;
import org.terasology.rendering.primitives.ChunkMesh;
import org.terasology.rendering.world.RenderQueuesHelper;
import org.terasology.rendering.world.WorldRenderer;
import org.terasology.world.chunks.ChunkConstants;
import org.terasology.world.chunks.RenderableChunk;
import static org.terasology.rendering.opengl.DefaultDynamicFBOs.READ_ONLY_GBUFFER;
import static org.terasology.rendering.primitives.ChunkMesh.RenderPhase.OPAQUE;
/**
* This node renders the opaque blocks in the world.
*
* In a typical world this is the majority of the world's landscape.
*/
public class OpaqueBlocksNode extends AbstractNode implements WireframeCapable {
private static final ResourceUrn CHUNK_SHADER = new ResourceUrn("engine:prog.chunk");
@In
private WorldRenderer worldRenderer;
@In
private Config config;
@In
private RenderQueuesHelper renderQueues;
private Camera playerCamera;
private Material chunkShader;
private SetWireframe wireframeStateChange;
private RenderingDebugConfig renderingDebugConfig;
/**
* Initialises this node. -Must- be called once after instantiation.
*/
@Override
public void initialise() {
playerCamera = worldRenderer.getActiveCamera();
wireframeStateChange = new SetWireframe(true);
renderingDebugConfig = config.getRendering().getDebug();
new WireframeTrigger(renderingDebugConfig, this);
addDesiredStateChange(new LookThrough(playerCamera));
addDesiredStateChange(new SetViewportToSizeOf(READ_ONLY_GBUFFER));
addDesiredStateChange(new EnableMaterial(CHUNK_SHADER.toString()));
chunkShader = getMaterial(CHUNK_SHADER);
}
public void enableWireframe() {
if (!getDesiredStateChanges().contains(wireframeStateChange)) {
addDesiredStateChange(wireframeStateChange);
worldRenderer.requestTaskListRefresh();
}
}
public void disableWireframe() {
if (getDesiredStateChanges().contains(wireframeStateChange)) {
removeDesiredStateChange(wireframeStateChange);
worldRenderer.requestTaskListRefresh();
}
}
/**
* Renders the world's opaque blocks, effectively, the world's landscape.
* Does not render semi-transparent blocks, i.e. semi-transparent vegetation.
*
* If RenderingDebugConfig.isRenderChunkBoundingBoxes() returns true
* this method also draws wireframe boxes around chunks, displaying
* their boundaries.
*
* Finally, 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/opaqueChunks");
final Vector3f cameraPosition = playerCamera.getPosition();
int numberOfRenderedTriangles = 0;
int numberOfChunksThatAreNotReadyYet = 0;
READ_ONLY_GBUFFER.bind(); // TODO: remove when we can bind this via a StateChange
chunkShader.setFloat("clip", 0.0f, true);
while (renderQueues.chunksOpaque.size() > 0) {
RenderableChunk chunk = renderQueues.chunksOpaque.poll();
if (chunk.hasMesh()) {
final ChunkMesh chunkMesh = chunk.getMesh();
final Vector3f chunkPosition = chunk.getPosition().toVector3f();
chunkMesh.updateMaterial(chunkShader, chunkPosition, chunk.isAnimated());
numberOfRenderedTriangles += chunkMesh.render(OPAQUE, chunkPosition, cameraPosition);
if (renderingDebugConfig.isRenderChunkBoundingBoxes()) {
renderChunkBoundingBox(chunk, chunkPosition, cameraPosition);
}
} else {
numberOfChunksThatAreNotReadyYet++;
}
}
worldRenderer.increaseTrianglesCount(numberOfRenderedTriangles);
worldRenderer.increaseNotReadyChunkCount(numberOfChunksThatAreNotReadyYet);
PerformanceMonitor.endActivity();
}
private void renderChunkBoundingBox(RenderableChunk chunk, Vector3f chunkPosition, Vector3f cameraPosition) {
GL11.glPushMatrix();
// chunkPositionRelativeToCamera = chunkCoordinates * chunkDimensions - cameraCoordinate
final Vector3f chunkPositionRelativeToCamera =
new Vector3f(chunkPosition.x * ChunkConstants.SIZE_X - cameraPosition.x,
chunkPosition.y * ChunkConstants.SIZE_Y - cameraPosition.y,
chunkPosition.z * ChunkConstants.SIZE_Z - cameraPosition.z);
GL11.glTranslatef(chunkPositionRelativeToCamera.x, chunkPositionRelativeToCamera.y, chunkPositionRelativeToCamera.z);
new AABBRenderer(chunk.getAABB()).renderLocally(1f);
GL11.glPopMatrix(); // Resets the matrix stack after the rendering of a chunk.
}
}