Package org.terasology.rendering.assets.material

Examples of org.terasology.rendering.assets.material.Material.enable()


    }

    private void generateHighPass() {
        Material program = Assets.getMaterial("engine:prog.highp");
        program.setFloat("highPassThreshold", bloomHighPassThreshold, true);
        program.enable();

        FBO highPass = getFBO("sceneHighPass");

        if (highPass == null) {
            return;
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        glViewport(0, 0, rtFullWidth, rtFullHeight);
    }

    private void generateBlur(int id) {
        Material material = Assets.getMaterial("engine:prog.blur");
        material.enable();

        material.setFloat("radius", overallBlurRadiusFactor * config.getRendering().getBlurRadius(), true);

        FBO blur = getFBO("sceneBlur" + id);

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    }

    private void generateBloom(int id) {
        Material shader = Assets.getMaterial("engine:prog.blur");

        shader.enable();
        shader.setFloat("radius", bloomBlurRadius, true);

        FBO bloom = getFBO("sceneBloom" + id);

        if (bloom == null) {
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        glViewport(0, 0, rtFullWidth, rtFullHeight);
    }

    private void generateDownsampledScene() {
        Material shader = Assets.getMaterial("engine:prog.down");
        shader.enable();

        for (int i = 4; i >= 0; i--) {
            int sizePrev = TeraMath.pow(2, i + 1);

            int size = TeraMath.pow(2, i);
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        }

        Material mat = Assets.getMaterial("engine:prog.block");
        mat.activateFeature(ShaderProgramFeature.FEATURE_USE_MATRIX_STACK);

        mat.enable();
        mat.setFloat("sunlight", sunlight);
        mat.setFloat("blockLight", blockLight);

        if (mesh == null || mesh.isDisposed()) {
            generateMesh();
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        } else {
            glCullFace(GL_FRONT);
        }

        Material shader = Assets.getMaterial("engine:prog.sky");
        shader.enable();

        // Draw the skysphere
        drawSkysphere();

        if (camera.isReflected()) {
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            return;
        }

        Material defaultTextured = Assets.getMaterial("engine:prog.defaultTextured");
        defaultTextured.activateFeature(ShaderProgramFeature.FEATURE_ALPHA_REJECT);
        defaultTextured.enable();

        glBindTexture(GL11.GL_TEXTURE_2D, effectsTexture.getId());

        glEnable(GL11.GL_BLEND);
        glBlendFunc(GL_DST_COLOR, GL_ZERO);
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         */
        PerformanceMonitor.startActivity("Render Light Geometry");

        DefaultRenderingProcess.getInstance().beginRenderLightGeometryStencilPass();
        Material program = Assets.getMaterial("engine:prog.simple");
        program.enable();
        program.setCamera(camera);
        EntityManager entityManager = CoreRegistry.get(EntityManager.class);
        for (EntityRef entity : entityManager.getEntitiesWith(LightComponent.class, LocationComponent.class)) {
            LocationComponent locationComponent = entity.getComponent(LocationComponent.class);
            LightComponent lightComponent = entity.getComponent(LightComponent.class);
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                            chunk.getPosition().y * ChunkConstants.SIZE_Y - cameraPosition.y,
                            chunk.getPosition().z * ChunkConstants.SIZE_Z - cameraPosition.z);

            if (mode == ChunkRenderMode.DEFAULT || mode == ChunkRenderMode.REFLECTION) {
                shader = Assets.getMaterial("engine:prog.chunk");
                shader.enable();

                if (phase == ChunkMesh.RenderPhase.REFRACTIVE) {
                    shader.activateFeature(ShaderProgramFeature.FEATURE_REFRACTIVE_PASS);
                } else if (phase == ChunkMesh.RenderPhase.ALPHA_REJECT) {
                    shader.activateFeature(ShaderProgramFeature.FEATURE_ALPHA_REJECT);
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                    shader.setFloat("clip", 0.0f);
                }

            } else if (mode == ChunkRenderMode.SHADOW_MAP) {
                shader = Assets.getMaterial("engine:prog.shadowMap");
                shader.enable();
            } else if (mode == ChunkRenderMode.Z_PRE_PASS) {
                CoreRegistry.get(ShaderManager.class).disableShader();
            }

            GL11.glPushMatrix();
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