
com.gempukku.libgdx.graph.shader.common.provided.SceneDepthShaderNodeBuilder Maven / Gradle / Ivy
package com.gempukku.libgdx.graph.shader.common.provided;
import com.badlogic.gdx.utils.JsonValue;
import com.badlogic.gdx.utils.ObjectMap;
import com.badlogic.gdx.utils.ObjectSet;
import com.gempukku.libgdx.graph.shader.GraphShader;
import com.gempukku.libgdx.graph.shader.GraphShaderContext;
import com.gempukku.libgdx.graph.shader.ShaderFieldType;
import com.gempukku.libgdx.graph.shader.UniformSetters;
import com.gempukku.libgdx.graph.shader.builder.CommonShaderBuilder;
import com.gempukku.libgdx.graph.shader.builder.GLSLFragmentReader;
import com.gempukku.libgdx.graph.shader.builder.VertexShaderBuilder;
import com.gempukku.libgdx.graph.shader.config.common.provided.SceneDepthShaderNodeConfiguration;
import com.gempukku.libgdx.graph.shader.node.ConfigurationCommonShaderNodeBuilder;
import com.gempukku.libgdx.graph.shader.node.DefaultFieldOutput;
import com.gempukku.libgdx.graph.util.LibGDXCollections;
public class SceneDepthShaderNodeBuilder extends ConfigurationCommonShaderNodeBuilder {
public SceneDepthShaderNodeBuilder() {
super(new SceneDepthShaderNodeConfiguration());
}
@Override
public ObjectMap buildVertexNodeSingleInputs(boolean designTime, String nodeId, JsonValue data, ObjectMap inputs, ObjectSet producedOutputs, VertexShaderBuilder vertexShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
throw new UnsupportedOperationException("Sampling of textures is not available in vertex shader in OpenGL ES");
}
@Override
protected ObjectMap buildCommonNode(boolean designTime, String nodeId, JsonValue data, ObjectMap inputs, ObjectSet producedOutputs,
CommonShaderBuilder commonShaderBuilder, GraphShaderContext graphShaderContext, GraphShader graphShader) {
graphShader.setUsingDepthTexture(true);
if (designTime) {
return LibGDXCollections.singletonMap("depth", new DefaultFieldOutput(ShaderFieldType.Float, "0.0"));
} else {
commonShaderBuilder.addUniformVariable("u_cameraClipping", "vec2", true, UniformSetters.cameraClipping);
commonShaderBuilder.addUniformVariable("u_sceneDepthTexture", "sampler2D", true, UniformSetters.depthTexture);
if (!commonShaderBuilder.containsFunction("unpackVec3ToFloat")) {
commonShaderBuilder.addFunction("unpackVec3ToFloat", GLSLFragmentReader.getFragment("unpackVec3ToFloat"));
}
FieldOutput screenPosition = inputs.get("screenPosition");
String screenPositionValue = screenPosition != null ? screenPosition.getRepresentation() : "gl_FragCoord";
String name = "depth_" + nodeId;
commonShaderBuilder.addMainLine("// Scene depth node");
commonShaderBuilder.addMainLine("float " + name + " = unpackVec3ToFloat(texture2D(u_sceneDepthTexture, " + screenPositionValue + ".xy).rgb, u_cameraClipping.x, u_cameraClipping.y);");
return LibGDXCollections.singletonMap("depth", new DefaultFieldOutput(ShaderFieldType.Float, name));
}
}
}
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