Package com.ardor3d.renderer.state

Examples of com.ardor3d.renderer.state.GLSLShaderObjectsState


        shader.setUniform("inputTex", 0);
        return shader;
    }

    protected GLSLShaderObjectsState getBlurVertShader() {
        final GLSLShaderObjectsState shader = new GLSLShaderObjectsState();
        try {
            shader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
                    shaderDirectory + "fsq.vert"));
            shader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
                    shaderDirectory + "gausian_blur_vertical9.frag"));
        } catch (final Exception e) {
            e.printStackTrace();
        }
        shader.setUniform("inputTex", 0);
        return shader;
    }
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        shader.setUniform("inputTex", 0);
        return shader;
    }

    protected GLSLShaderObjectsState getBlendShader() {
        final GLSLShaderObjectsState shader = new GLSLShaderObjectsState();
        try {
            shader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
                    shaderDirectory + "fsq.vert"));
            shader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(BloomRenderPass.class,
                    shaderDirectory + "add2textures.frag"));
        } catch (final Exception e) {
            e.printStackTrace();
        }
        shader.setUniform("tex1", 0);
        shader.setUniform("tex2", 1);
        return shader;
    }
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        super.prepare(manager);
    }

    private RenderState getLuminanceExtractionShader() {
        final GLSLShaderObjectsState shader = new GLSLShaderObjectsState();
        try {
            shader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(ColorReplaceEffect.class,
                    shaderDirectory + "fsq.vert"));
            shader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(ColorReplaceEffect.class,
                    shaderDirectory + "luminance.frag"));
        } catch (final Exception e) {
            e.printStackTrace();
        }
        shader.setUniform("inputTex", 0);
        return shader;
    }
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        shader.setUniform("inputTex", 0);
        return shader;
    }

    private RenderState getBrightMapShader() {
        final GLSLShaderObjectsState shader = new GLSLShaderObjectsState();
        try {
            shader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(ColorReplaceEffect.class,
                    shaderDirectory + "fsq.vert"));
            shader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(ColorReplaceEffect.class,
                    shaderDirectory + "brightmap.frag"));
        } catch (final Exception e) {
            e.printStackTrace();
        }
        shader.setUniform("inputTex", 0);
        shader.setUniform("lum1x1Tex", 1);
        shader.setUniform("exposurePow", 3.0f);
        shader.setUniform("exposureCutoff", 0.0f);
        return shader;
    }
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        // interested in recording depth. Also only need back faces when rendering the shadow maps

        // Load PSSM shader.
        final ContextCapabilities caps = ContextManager.getCurrentContext().getCapabilities();
        if (caps.isGLSLSupported()) {
            _pssmShader = new GLSLShaderObjectsState();
            try {
                _pssmShader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(
                        ParallelSplitShadowMapPass.class, "com/ardor3d/extension/shadow/map/pssm.vert"));
                if (filter == Filter.None) {
                    _pssmShader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(
                            ParallelSplitShadowMapPass.class, "com/ardor3d/extension/shadow/map/pssm.frag"));
                } else if (filter == Filter.Pcf) {
                    _pssmShader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(
                            ParallelSplitShadowMapPass.class, "com/ardor3d/extension/shadow/map/pssmPCF.frag"));
                }
            } catch (final IOException ex) {
                logger.logp(Level.SEVERE, getClass().getName(), "init(Renderer)", "Could not load shaders.", ex);
            }
            _mainShader = _pssmShader;

            _pssmDebugShader = new GLSLShaderObjectsState();
            try {
                _pssmDebugShader.setVertexShader(ResourceLocatorTool.getClassPathResourceAsStream(
                        ParallelSplitShadowMapPass.class, "com/ardor3d/extension/shadow/map/pssmDebug.vert"));
                _pssmDebugShader.setFragmentShader(ResourceLocatorTool.getClassPathResourceAsStream(
                        ParallelSplitShadowMapPass.class, "com/ardor3d/extension/shadow/map/pssmDebug.frag"));
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            final float split3 = (float) (_pssmCam.getSplitDistances().length > 3 ? _pssmCam.getSplitDistances()[3]
                    : 0f);
            final float split4 = (float) (_pssmCam.getSplitDistances().length > 4 ? _pssmCam.getSplitDistances()[4]
                    : 0f);

            GLSLShaderObjectsState currentShader = _drawShaderDebug ? _pssmDebugShader : _pssmShader;
            if (_drawShaderDebug) {
                currentShader = _pssmDebugShader;
            }

            currentShader.setUniform("sampleDist", split1, split2, split3, split4);
            if (filter == Filter.Pcf) {
                // TODO
                // currentShader.setUniform("_shadowSize", 1f / _shadowMapSize);
            }

            if (!_drawShaderDebug) {
                currentShader.setUniform("shadowColor", _shadowColor);
            }

            if (_keepMainShader) {
                _mainShader.setUniform("sampleDist", split1, split2, split3, split4);
                if (filter == Filter.Pcf) {
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        _context.pushEnforcedStates();
        _context.enforceState(_shadowTextureState);
        _context.enforceState(_discardShadowFragments);

        if (_pssmShader != null && _context.getCapabilities().isGLSLSupported()) {
            GLSLShaderObjectsState currentShader = _drawShaderDebug ? _pssmDebugShader : _pssmShader;
            if (_drawShaderDebug) {
                currentShader = _pssmDebugShader;
            }
            if (_keepMainShader) {
                currentShader = _mainShader;
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