org.terasology.rendering.shader.ShaderParametersDebug.java Source code

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/*
 * Copyright 2013 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.config.Config;
import org.terasology.registry.CoreRegistry;
import org.terasology.rendering.assets.material.Material;
import org.terasology.rendering.cameras.Camera;
import org.terasology.rendering.opengl.DefaultRenderingProcess;
import org.terasology.rendering.world.WorldRenderer;

/**
 * Shader parameters for the Debug shader program.
 *
 * @author Benjamin Glatzel <benjamin.glatzel@me.com>
 */
public class ShaderParametersDebug extends ShaderParametersBase {

    public void applyParameters(Material program) {
        super.applyParameters(program);

        Config config = CoreRegistry.get(Config.class);

        int texId = 0;

        switch (config.getRendering().getDebug().getStage()) {
        case SHADOW_MAP:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboDepthTexture("sceneShadowMap");
            program.setInt("texDebug", texId++, true);
            break;
        case OPAQUE_COLOR:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sceneOpaque");
            program.setInt("texDebug", texId++, true);
            break;
        case OPAQUE_NORMALS:
        case OPAQUE_SUNLIGHT:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboNormalsTexture("sceneOpaque");
            program.setInt("texDebug", texId++, true);
            break;
        case OPAQUE_DEPTH:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboDepthTexture("sceneOpaque");
            program.setInt("texDebug", texId++, true);
            break;
        case OPAQUE_LIGHT_BUFFER:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboLightBufferTexture("sceneOpaque");
            program.setInt("texDebug", texId++, true);
            break;
        case TRANSPARENT_COLOR:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sceneReflectiveRefractive");
            program.setInt("texDebug", texId++, true);
            break;
        case SSAO:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("ssaoBlurred");
            program.setInt("texDebug", texId++, true);
            break;
        case SOBEL:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sobel");
            program.setInt("texDebug", texId++, true);
            break;
        case BAKED_OCCLUSION:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sceneOpaque");
            program.setInt("texDebug", texId++, true);
            break;
        case RECONSTRUCTED_POSITION:
            Camera activeCamera = CoreRegistry.get(WorldRenderer.class).getActiveCamera();
            if (activeCamera != null) {
                program.setMatrix4("invProjMatrix", activeCamera.getInverseProjectionMatrix(), true);
            }

            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboDepthTexture("sceneOpaque");
            program.setInt("texDebug", texId++, true);
            break;
        case BLOOM:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sceneBloom2");
            program.setInt("texDebug", texId++, true);
            break;
        case HIGH_PASS:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sceneHighPass");
            program.setInt("texDebug", texId++, true);
            break;
        case SKY_BAND:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("sceneSkyBand1");
            program.setInt("texDebug", texId++, true);
            break;
        case LIGHT_SHAFTS:
            GL13.glActiveTexture(GL13.GL_TEXTURE0 + texId);
            DefaultRenderingProcess.getInstance().bindFboTexture("lightShafts");
            program.setInt("texDebug", texId++, true);
            break;
        default:
            break;
        }

        program.setInt("debugRenderingStage",
                CoreRegistry.get(Config.class).getRendering().getDebug().getStage().getIndex());
    }
}