/*
* 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);
}
}
}