Package com.badlogic.gdx.graphics.g3d.shaders

Source Code of com.badlogic.gdx.graphics.g3d.shaders.DepthShader$Config

/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* 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 com.badlogic.gdx.graphics.g3d.shaders;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute;
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader.Config;
import com.badlogic.gdx.graphics.g3d.utils.RenderContext;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;

public class DepthShader extends DefaultShader {
  public static class Config extends DefaultShader.Config {
    public boolean depthBufferOnly = false;
   
    public Config () {
      super();
    }
    public Config (String vertexShader, String fragmentShader) {
      super(vertexShader, fragmentShader);
    }
  }
 
  private static String defaultVertexShader = null;
  public final static String getDefaultVertexShader() {
    if (defaultVertexShader == null)
      defaultVertexShader = Gdx.files.classpath("com/badlogic/gdx/graphics/g3d/shaders/depth.vertex.glsl").readString();
    return defaultVertexShader;
  }
 
  private static String defaultFragmentShader = null;
  public final static String getDefaultFragmentShader() {
    if (defaultFragmentShader == null)
      defaultFragmentShader = Gdx.files.classpath("com/badlogic/gdx/graphics/g3d/shaders/depth.fragment.glsl").readString();
    return defaultFragmentShader;
  }
 
  public static String createPrefix(final Renderable renderable, final Config config) {
    String prefix = "";
    final long mask = renderable.material.getMask();
    final long attributes = renderable.mesh.getVertexAttributes().getMask();
    if ((attributes & Usage.BoneWeight) == Usage.BoneWeight) {
      final int n = renderable.mesh.getVertexAttributes().size();
      for (int i = 0; i < n; i++) {
        final VertexAttribute attr = renderable.mesh.getVertexAttributes().get(i);
        if (attr.usage == Usage.BoneWeight)
          prefix += "#define boneWeight"+attr.unit+"Flag\n";
      }
    }
    // FIXME Add transparent texture support
//    if ((mask & BlendingAttribute.Type) == BlendingAttribute.Type)
//      prefix += "#define "+BlendingAttribute.Alias+"Flag\n";
//    if ((mask & TextureAttribute.Diffuse) == TextureAttribute.Diffuse)
//      prefix += "#define "+TextureAttribute.DiffuseAlias+"Flag\n";
    if (renderable.bones != null && config.numBones > 0)
      prefix += "#define numBones "+config.numBones+"\n";
    if (!config.depthBufferOnly)
      prefix += "#define PackedDepthFlag\n";
    return prefix;
  }
 
  public final int numBones;
  public final int weights;
 
  public DepthShader(final Renderable renderable) {
    this(renderable, new Config());
  }
 
  public DepthShader(final Renderable renderable, final Config config) {
    this(renderable, config, createPrefix(renderable, config));
  }

  public DepthShader(final Renderable renderable, final Config config, final String prefix) {
    this(renderable, config, prefix,
        config.vertexShader != null ? config.vertexShader : getDefaultVertexShader(),
        config.fragmentShader != null ? config.fragmentShader : getDefaultFragmentShader());
  }
 
  public DepthShader(final Renderable renderable, final Config config, final String prefix, final String vertexShader, final String fragmentShader) {
    this(renderable, config, new ShaderProgram(prefix + vertexShader, prefix + fragmentShader));
  }
 
  public DepthShader(final Renderable renderable, final Config config, final ShaderProgram shaderProgram) {
    super(renderable, config, shaderProgram);
    this.numBones = renderable.bones == null ? 0 : config.numBones;
    int w = 0;
    final int n = renderable.mesh.getVertexAttributes().size();
    for (int i = 0; i < n; i++) {
      final VertexAttribute attr = renderable.mesh.getVertexAttributes().get(i);
      if (attr.usage == Usage.BoneWeight)
        w |= (1 << attr.unit);
    }
    weights = w;
  }
 
  private int originalCullFace; 
  @Override
  public void begin (Camera camera, RenderContext context) {
    originalCullFace = DefaultShader.defaultCullFace;
    DefaultShader.defaultCullFace = GL10.GL_FRONT; //0; //GL10.GL_BACK; //GL10.GL_FRONT;
    super.begin(camera, context);
    //Gdx.gl20.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
    //Gdx.gl20.glPolygonOffset(2.f, 100.f);
  }
 
  @Override
  public void end () {
    super.end();
    DefaultShader.defaultCullFace = originalCullFace;
    Gdx.gl20.glDisable(GL20.GL_POLYGON_OFFSET_FILL);
  }
 
  @Override
  public boolean canRender (Renderable renderable) {
    final boolean skinned = ((renderable.mesh.getVertexAttributes().getMask() & Usage.BoneWeight) == Usage.BoneWeight);
    if (skinned != (numBones > 0))
      return false;
    if (!skinned)
      return true;
    int w = 0;
    final int n = renderable.mesh.getVertexAttributes().size();
    for (int i = 0; i < n; i++) {
      final VertexAttribute attr = renderable.mesh.getVertexAttributes().get(i);
      if (attr.usage == Usage.BoneWeight)
        w |= (1 << attr.unit);
    }
    return w == weights;
  }
}
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