/*******************************************************************************
* 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;
}
}