/*******************************************************************************
* Copyright 2012 Geoscience Australia
*
* 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 au.gov.ga.earthsci.worldwind.common.effects.depthoffield;
import gov.nasa.worldwind.render.DrawContext;
import java.awt.Dimension;
import javax.media.opengl.GL2;
import au.gov.ga.earthsci.worldwind.common.effects.Effect;
import au.gov.ga.earthsci.worldwind.common.effects.EffectBase;
import au.gov.ga.earthsci.worldwind.common.render.FrameBuffer;
/**
* {@link Effect} implementation that provides a depth-of-field effect, with
* animatable near, far, and focus length parameters. The parameter values
* default to the near clipping plane, far clipping plane, and animation camera
* look-at point respectively.
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
public class DepthOfFieldEffect extends EffectBase
{
private final DepthOfFieldShader depthOfFieldShader = new DepthOfFieldShader();
private final GaussianBlurShader gaussianBlurShader = new GaussianBlurShader();
private final FrameBuffer blurFrameBuffer = new FrameBuffer();
private double focus = 5;
private double near = 0;
private double far = 10;
@Override
protected void resizeExtraFrameBuffers(DrawContext dc, Dimension dimensions)
{
blurFrameBuffer.resize(dc.getGL().getGL2(), new Dimension(dimensions.width / 4, dimensions.height / 4)); //1/16 of the size
}
/**
* @return The near blur limit (everything closer than this distance is
* fully blurred)
*/
public double getNear()
{
return near;
}
/**
* Set the near blur limit
*
* @param near
*/
public void setNear(double near)
{
this.near = near;
}
/**
* @return The far blur limit (everything beyond this is fully blurred)
*/
public double getFar()
{
return far;
}
/**
* Set the far blur limit
*
* @param far
*/
public void setFar(double far)
{
this.far = far;
}
/**
* @return The focus distance (everything at this depth is in focus)
*/
public double getFocus()
{
return focus;
}
/**
* Set the focus distance
*
* @param focus
*/
public void setFocus(double focus)
{
this.focus = focus;
}
@Override
protected void drawFrameBufferWithEffect(DrawContext dc, Dimension dimensions, FrameBuffer frameBuffer)
{
GL2 gl = dc.getGL().getGL2();
if (!(depthOfFieldShader.createIfRequired(gl) && gaussianBlurShader.createIfRequired(gl)))
{
FrameBuffer.renderTexturedQuad(gl, frameBuffer.getTexture().getId(), frameBuffer.getDepth().getId());
return;
}
try
{
//disable depth testing for the blur frame buffer, and change the viewport to match the frame buffer's dimensions
gl.glPushAttrib(GL2.GL_VIEWPORT_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glDepthMask(false);
gl.glViewport(0, 0, blurFrameBuffer.getDimensions().width, blurFrameBuffer.getDimensions().height);
//bind the blur frame buffer
try
{
//bind and clear the blur frame buffer
blurFrameBuffer.bind(gl);
gl.glClear(GL2.GL_COLOR_BUFFER_BIT);
//draw the scene, blurring vertically first, then horizontally
gaussianBlurShader.use(gl, blurFrameBuffer.getDimensions(), false);
FrameBuffer.renderTexturedQuad(gl, frameBuffer.getTexture().getId());
gaussianBlurShader.use(gl, blurFrameBuffer.getDimensions(), true);
FrameBuffer.renderTexturedQuad(gl, blurFrameBuffer.getTexture().getId());
gaussianBlurShader.unuse(gl);
}
finally
{
blurFrameBuffer.unbind(gl);
}
}
finally
{
gl.glPopAttrib();
}
try
{
depthOfFieldShader.use(gl, frameBuffer.getDimensions(), (float) focus, (float) near, (float) far, 1f / 4f);
FrameBuffer.renderTexturedQuad(gl, frameBuffer.getTextures()[0].getId(), frameBuffer.getDepth().getId(),
blurFrameBuffer.getTextures()[0].getId());
}
finally
{
depthOfFieldShader.unuse(gl);
}
}
@Override
protected void releaseEffect(DrawContext dc)
{
GL2 gl = dc.getGL().getGL2();
depthOfFieldShader.deleteIfCreated(gl);
gaussianBlurShader.deleteIfCreated(gl);
blurFrameBuffer.deleteIfCreated(gl);
}
}