/*
* 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.GL11;
import org.lwjgl.opengl.GL13;
import org.terasology.rendering.dag.nodes.ShadowMapNode;
import static org.terasology.rendering.opengl.DefaultDynamicFBOs.READ_ONLY_GBUFFER;
import org.terasology.rendering.opengl.fbms.ShadowMapResolutionDependentFBOs;
import org.terasology.utilities.Assets;
import org.terasology.config.Config;
import org.terasology.math.geom.Vector3f;
import org.terasology.registry.CoreRegistry;
import org.terasology.rendering.assets.material.Material;
import org.terasology.rendering.assets.texture.Texture;
import org.terasology.rendering.cameras.Camera;
import org.terasology.rendering.world.WorldRenderer;
import static org.lwjgl.opengl.GL11.glBindTexture;
/**
* Shader parameters for the LightBufferPass shader program.
*
*/
public class ShaderParametersLightGeometryPass extends ShaderParametersBase {
@Override
public void applyParameters(Material program) {
super.applyParameters(program);
// TODO: obtain once in the superclass and monitor from there?
// TODO: switch from CoreRegistry to Context.
ShadowMapResolutionDependentFBOs shadowMapResolutionDependentFBOs = CoreRegistry.get(ShadowMapResolutionDependentFBOs.class);
int texId = 0;
if (READ_ONLY_GBUFFER.getFbo() != null) {
// TODO: move content of this block into the node
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
READ_ONLY_GBUFFER.bindDepthTexture();
program.setInt("texSceneOpaqueDepth", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
READ_ONLY_GBUFFER.bindNormalsTexture();
program.setInt("texSceneOpaqueNormals", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
READ_ONLY_GBUFFER.bindLightBufferTexture();
program.setInt("texSceneOpaqueLightBuffer", texId++, true);
}
// TODO: monitor property by subscribing to it
if (CoreRegistry.get(Config.class).getRendering().isDynamicShadows()) {
// TODO: move into node
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
shadowMapResolutionDependentFBOs.bindFboDepthTexture(ShadowMapNode.SHADOW_MAP);
program.setInt("texSceneShadowMap", texId++, true);
Camera lightCamera = CoreRegistry.get(WorldRenderer.class).getLightCamera(); // TODO: shadowMapNode.camera here
Camera activeCamera = CoreRegistry.get(WorldRenderer.class).getActiveCamera();
if (lightCamera != null && activeCamera != null) {
// TODO: move into material?
program.setMatrix4("lightViewProjMatrix", lightCamera.getViewProjectionMatrix(), true);
program.setMatrix4("invViewProjMatrix", activeCamera.getInverseViewProjectionMatrix(), true);
Vector3f activeCameraToLightSpace = new Vector3f();
activeCameraToLightSpace.sub(activeCamera.getPosition(), lightCamera.getPosition());
program.setFloat3("activeCameraToLightSpace", activeCameraToLightSpace.x, activeCameraToLightSpace.y, activeCameraToLightSpace.z, true);
}
if (CoreRegistry.get(Config.class).getRendering().isCloudShadows()) {
// TODO: move into node - make sure to obtain texture only once and subscribe to it
Texture clouds = Assets.getTexture("engine:perlinNoiseTileable").get();
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, clouds.getId());
program.setInt("texSceneClouds", texId++, true);
}
}
}
}