All Downloads are FREE. Search and download functionalities are using the official Maven repository.

com.badlogic.gdx.graphics.g3d.shaders.DepthShader Maven / Gradle / Ivy

There is a newer version: 1.13.1
Show newest version
/*******************************************************************************
 * 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.GL20;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Attributes;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.graphics.g3d.attributes.BlendingAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute;
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 float defaultAlphaTest = 0.5f;

		public Config () {
			super();
			defaultCullFace = GL20.GL_FRONT;
		}

		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 = DefaultShader.createPrefix(renderable, config);
		if (!config.depthBufferOnly) prefix += "#define PackedDepthFlag\n";
		return prefix;
	}

	public final int numBones;
	public final int weights;
	private final FloatAttribute alphaTestAttribute;

	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);
		final Attributes attributes = combineAttributes(renderable);
		this.numBones = renderable.bones == null ? 0 : config.numBones;
		int w = 0;
		final int n = renderable.meshPart.mesh.getVertexAttributes().size();
		for (int i = 0; i < n; i++) {
			final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
			if (attr.usage == Usage.BoneWeight) w |= (1 << attr.unit);
		}
		weights = w;
		alphaTestAttribute = new FloatAttribute(FloatAttribute.AlphaTest, config.defaultAlphaTest);
	}

	@Override
	public void begin (Camera camera, RenderContext context) {
		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();
		// Gdx.gl20.glDisable(GL20.GL_POLYGON_OFFSET_FILL);
	}

	@Override
	public boolean canRender (Renderable renderable) {
		final Attributes attributes = combineAttributes(renderable);
		if (attributes.has(BlendingAttribute.Type)) {
			if ((attributesMask & BlendingAttribute.Type) != BlendingAttribute.Type)
				return false;
			if (attributes.has(TextureAttribute.Diffuse) != ((attributesMask & TextureAttribute.Diffuse) == TextureAttribute.Diffuse))
				return false;
		}
		final boolean skinned = ((renderable.meshPart.mesh.getVertexAttributes().getMask() & Usage.BoneWeight) == Usage.BoneWeight);
		if (skinned != (numBones > 0)) return false;
		if (!skinned) return true;
		int w = 0;
		final int n = renderable.meshPart.mesh.getVertexAttributes().size();
		for (int i = 0; i < n; i++) {
			final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
			if (attr.usage == Usage.BoneWeight) w |= (1 << attr.unit);
		}
		return w == weights;
	}
	
	@Override
	public void render (Renderable renderable, Attributes combinedAttributes) {
		if (combinedAttributes.has(BlendingAttribute.Type)) {
			final BlendingAttribute blending = (BlendingAttribute)combinedAttributes.get(BlendingAttribute.Type);
			combinedAttributes.remove(BlendingAttribute.Type);
			final boolean hasAlphaTest = combinedAttributes.has(FloatAttribute.AlphaTest);
			if (!hasAlphaTest)
				combinedAttributes.set(alphaTestAttribute);
			if (blending.opacity >= ((FloatAttribute)combinedAttributes.get(FloatAttribute.AlphaTest)).value)
				super.render(renderable, combinedAttributes);
			if (!hasAlphaTest)
				combinedAttributes.remove(FloatAttribute.AlphaTest);
			combinedAttributes.set(blending);
		} else
			super.render(renderable, combinedAttributes);
	}
	
	private final static Attributes tmpAttributes = new Attributes();
	// TODO: Move responsibility for combining attributes to RenderableProvider
	private static final Attributes combineAttributes(final Renderable renderable) {
		tmpAttributes.clear();
		if (renderable.environment != null) tmpAttributes.set(renderable.environment);
		if (renderable.material != null) tmpAttributes.set(renderable.material);
		return tmpAttributes;
	}
}




© 2015 - 2025 Weber Informatics LLC | Privacy Policy