/*
* 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.config.RenderingConfig;
import org.terasology.rendering.dag.nodes.WorldReflectionNode;
import org.terasology.rendering.opengl.DefaultDynamicFBOs;
import org.terasology.rendering.opengl.fbms.DisplayResolutionDependentFBOs;
import org.terasology.utilities.Assets;
import org.terasology.config.Config;
import org.terasology.math.geom.Vector4f;
import org.terasology.registry.CoreRegistry;
import org.terasology.rendering.assets.material.Material;
import org.terasology.rendering.assets.texture.Texture;
import org.terasology.rendering.nui.properties.Range;
import java.util.Optional;
import static org.lwjgl.opengl.GL11.glBindTexture;
/**
* Shader parameters for the Chunk shader program.
*
*/
public class ShaderParametersChunk extends ShaderParametersBase {
@Range(min = 0.0f, max = 2.0f)
public float waveIntens = 2.0f;
@Range(min = 0.0f, max = 2.0f)
public float waveIntensFalloff = 0.85f;
@Range(min = 0.0f, max = 2.0f)
public float waveSize = 0.1f;
@Range(min = 0.0f, max = 2.0f)
public float waveSizeFalloff = 1.25f;
@Range(min = 0.0f, max = 2.0f)
public float waveSpeed = 0.1f;
@Range(min = 0.0f, max = 2.0f)
public float waveSpeedFalloff = 0.95f;
@Range(min = 0.0f, max = 5.0f)
public float waterOffsetY;
@Range(min = 0.0f, max = 2.0f)
public float waveOverallScale = 1.0f;
@Range(min = 0.0f, max = 1.0f)
float waterRefraction = 0.04f;
@Range(min = 0.0f, max = 0.1f)
float waterFresnelBias = 0.01f;
@Range(min = 0.0f, max = 10.0f)
float waterFresnelPow = 2.5f;
@Range(min = 1.0f, max = 100.0f)
float waterNormalBias = 10.0f;
@Range(min = 0.0f, max = 1.0f)
float waterTint = 0.24f;
@Range(min = 0.0f, max = 1024.0f)
float waterSpecExp = 200.0f;
@Range(min = 0.0f, max = 0.5f)
float parallaxBias = 0.05f;
@Range(min = 0.0f, max = 0.50f)
float parallaxScale = 0.05f;
@Override
public void applyParameters(Material program) {
super.applyParameters(program);
// TODO: move in material or node, take advantage of texture.subscribeToDisposal()
Optional<Texture> terrain = Assets.getTexture("engine:terrain");
Optional<Texture> terrainNormal = Assets.getTexture("engine:terrainNormal");
Optional<Texture> terrainHeight = Assets.getTexture("engine:terrainHeight");
Optional<Texture> water = Assets.getTexture("engine:waterStill");
Optional<Texture> lava = Assets.getTexture("engine:lavaStill");
Optional<Texture> waterNormal = Assets.getTexture("engine:waterNormal");
Optional<Texture> waterNormalAlt = Assets.getTexture("engine:waterNormalAlt");
Optional<Texture> effects = Assets.getTexture("engine:effects");
if (!terrain.isPresent() || !water.isPresent() || !lava.isPresent() || !waterNormal.isPresent() || !effects.isPresent()) {
return;
}
DisplayResolutionDependentFBOs displayResolutionDependentFBOs = CoreRegistry.get(DisplayResolutionDependentFBOs.class); // TODO: switch from CoreRegistry to Context.
RenderingConfig renderingConfig = CoreRegistry.get(Config.class).getRendering();
// TODO move texture binding and setting into nodes
int texId = 0;
// TODO: group these three lines in a method somewhere
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, terrain.get().getId());
program.setInt("textureAtlas", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, water.get().getId());
program.setInt("textureWater", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, lava.get().getId());
program.setInt("textureLava", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, waterNormal.get().getId());
program.setInt("textureWaterNormal", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, waterNormalAlt.get().getId());
program.setInt("textureWaterNormalAlt", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, effects.get().getId());
program.setInt("textureEffects", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
displayResolutionDependentFBOs.bindFboColorTexture(WorldReflectionNode.REFLECTED);
program.setInt("textureWaterReflection", texId++, true);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
displayResolutionDependentFBOs.bindFboColorTexture(DefaultDynamicFBOs.READ_ONLY_GBUFFER.getName());
program.setInt("texSceneOpaque", texId++, true);
// TODO: monitor the renderingConfig for changes rather than check every frame
if (renderingConfig.isNormalMapping()) {
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, terrainNormal.get().getId());
program.setInt("textureAtlasNormal", texId++, true);
if (renderingConfig.isParallaxMapping()) {
GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
glBindTexture(GL11.GL_TEXTURE_2D, terrainHeight.get().getId());
program.setInt("textureAtlasHeight", texId++, true);
program.setFloat4("parallaxProperties", parallaxBias, parallaxScale, 0.0f, 0.0f, true);
}
}
// TODO: move into Material?
Vector4f lightingSettingsFrag = new Vector4f();
lightingSettingsFrag.z = waterSpecExp;
program.setFloat4("lightingSettingsFrag", lightingSettingsFrag, true);
Vector4f waterSettingsFrag = new Vector4f();
waterSettingsFrag.x = waterNormalBias;
waterSettingsFrag.y = waterRefraction;
waterSettingsFrag.z = waterFresnelBias;
waterSettingsFrag.w = waterFresnelPow;
program.setFloat4("waterSettingsFrag", waterSettingsFrag, true);
Vector4f alternativeWaterSettingsFrag = new Vector4f();
alternativeWaterSettingsFrag.x = waterTint;
program.setFloat4("alternativeWaterSettingsFrag", alternativeWaterSettingsFrag, true);
// TODO: monitor the renderingConfig for changes rather than check every frame
if (renderingConfig.isAnimateWater()) {
program.setFloat("waveIntensFalloff", waveIntensFalloff, true);
program.setFloat("waveSizeFalloff", waveSizeFalloff, true);
program.setFloat("waveSize", waveSize, true);
program.setFloat("waveSpeedFalloff", waveSpeedFalloff, true);
program.setFloat("waveSpeed", waveSpeed, true);
program.setFloat("waveIntens", waveIntens, true);
program.setFloat("waterOffsetY", waterOffsetY, true);
program.setFloat("waveOverallScale", waveOverallScale, true);
}
}
}