/* * 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.shader; import org.lwjgl.opengl.GL13; import org.terasology.math.geom.Vector3f; import org.terasology.math.geom.Vector4f; import org.terasology.registry.CoreRegistry; import org.terasology.rendering.assets.material.Material; import org.terasology.rendering.backdrop.BackdropProvider; import org.terasology.rendering.cameras.Camera; import org.terasology.rendering.nui.properties.Range; import org.terasology.rendering.opengl.DefaultDynamicFBOs; import org.terasology.rendering.opengl.FBO; import org.terasology.rendering.opengl.fbms.DisplayResolutionDependentFBOs; import org.terasology.rendering.world.WorldRenderer; /** * Shader parameters for the Light Shafts shader program. * */ public class ShaderParametersLightShafts extends ShaderParametersBase { @Range(min = 0.0f, max = 10.0f) private float density = 1.0f; @Range(min = 0.0f, max = 0.01f) private float exposure = 0.0075f; @Range(min = 0.0f, max = 10.0f) private float weight = 8.0f; @Range(min = 0.0f, max = 0.99f) private float decay = 0.95f; @Override public void applyParameters(Material program) { super.applyParameters(program); // TODO: obtain once in superclass and monitor from there? DisplayResolutionDependentFBOs displayResolutionDependentFBOs = CoreRegistry.get(DisplayResolutionDependentFBOs.class); // TODO: switch from CoreRegistry to Context. FBO scene = displayResolutionDependentFBOs.get(DefaultDynamicFBOs.READ_ONLY_GBUFFER.getName()); int texId = 0; // TODO: - move into node // TODO: - many null checks are happening in these shader parameter classes. I feel they are unnecessary // TODO: as those objects should never be null. If they are I'd be happy receiving an NPE and debugging as needed. if (scene != null) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId); scene.bindTexture(); program.setInt("texScene", texId++, true); GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId); scene.bindDepthTexture(); program.setInt("texDepth", texId++, true); } // TODO: move into Material? program.setFloat("density", density, true); program.setFloat("exposure", exposure, true); program.setFloat("weight", weight, true); program.setFloat("decay", decay, true); WorldRenderer worldRenderer = CoreRegistry.get(WorldRenderer.class); BackdropProvider backdropProvider = CoreRegistry.get(BackdropProvider.class); // TODO: eliminate null check? if (worldRenderer != null) { // TODO: move into Material? Vector3f sunDirection = backdropProvider.getSunDirection(true); Camera activeCamera = worldRenderer.getActiveCamera(); Vector4f sunPositionWorldSpace4 = new Vector4f(sunDirection.x * 10000.0f, sunDirection.y * 10000.0f, sunDirection.z * 10000.0f, 1.0f); Vector4f sunPositionScreenSpace = new Vector4f(sunPositionWorldSpace4); activeCamera.getViewProjectionMatrix().transform(sunPositionScreenSpace); sunPositionScreenSpace.x /= sunPositionScreenSpace.w; sunPositionScreenSpace.y /= sunPositionScreenSpace.w; sunPositionScreenSpace.z /= sunPositionScreenSpace.w; sunPositionScreenSpace.w = 1.0f; program.setFloat("lightDirDotViewDir", activeCamera.getViewingDirection().dot(sunDirection), true); program.setFloat2("lightScreenPos", (sunPositionScreenSpace.x + 1.0f) / 2.0f, (sunPositionScreenSpace.y + 1.0f) / 2.0f, true); } } }