/*
* Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com>
*
* 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.GL11;
import org.lwjgl.opengl.GL13;
import org.terasology.game.CoreRegistry;
import org.terasology.logic.LocalPlayer;
import org.terasology.logic.manager.AssetManager;
import org.terasology.logic.manager.Config;
import org.terasology.logic.manager.PostProcessingRenderer;
import org.terasology.logic.world.WorldProvider;
import org.terasology.math.TeraMath;
import org.terasology.rendering.assets.Texture;
import org.terasology.rendering.world.WorldRenderer;
import org.terasology.teraspout.TeraBlock;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;
import static org.lwjgl.opengl.GL11.glBindTexture;
/**
* Shader parameters for the Post-processing shader program.
*
* @author Benjamin Glatzel <benjamin.glatzel@me.com>
*/
public class ShaderParametersPost implements IShaderParameters {
Texture texture = AssetManager.loadTexture("engine:vignette");
@Override
public void applyParameters(ShaderProgram program) {
PostProcessingRenderer.FBO scene = PostProcessingRenderer.getInstance().getFBO("scene");
GL13.glActiveTexture(GL13.GL_TEXTURE1);
PostProcessingRenderer.getInstance().getFBO("sceneBloom1").bindTexture();
GL13.glActiveTexture(GL13.GL_TEXTURE2);
PostProcessingRenderer.getInstance().getFBO("sceneBlur1").bindTexture();
GL13.glActiveTexture(GL13.GL_TEXTURE3);
glBindTexture(GL11.GL_TEXTURE_2D, texture.getId());
GL13.glActiveTexture(GL13.GL_TEXTURE4);
scene.bindDepthTexture();
GL13.glActiveTexture(GL13.GL_TEXTURE0);
PostProcessingRenderer.getInstance().getFBO("sceneTonemapped").bindTexture();
program.setInt("texScene", 0);
program.setInt("texBloom", 1);
program.setInt("texBlur", 2);
program.setInt("texVignette", 3);
program.setInt("texDepth", 4);
program.setFloat("viewingDistance", Config.getInstance().getActiveViewingDistance() * 8.0f);
// Calculate the fog value based on the daylight value
float fogLinearIntensity = 0.01f;
float daylight = (float) CoreRegistry.get(WorldRenderer.class).getDaylight();
if (daylight < 1.0 && daylight > 0.25) {
float daylightFactor = (1.0f - daylight) / 0.75f;
fogLinearIntensity += 0.1f * daylightFactor;
} else if (daylight <= 0.25f) {
float daylightFactor = (0.25f - daylight) / 0.25f;
fogLinearIntensity += TeraMath.lerpf(0.1f, 0.0f, daylightFactor);
}
WorldRenderer renderer = CoreRegistry.get(WorldRenderer.class);
float fogIntensity = 0.1f * daylight; // TODO fog
program.setFloat("fogIntensity", fogIntensity);
program.setFloat("fogLinearIntensity", fogLinearIntensity);
if (CoreRegistry.get(LocalPlayer.class).isValid()) {
Vector3d cameraPos = CoreRegistry.get(WorldRenderer.class).getActiveCamera().getPosition();
TeraBlock block = CoreRegistry.get(WorldProvider.class).getBlock(new Vector3f(cameraPos));
program.setInt("swimming", block.isLiquid() ? 1 : 0);
}
}
}