darwin.renderer.shader.uniform.ShaderMaterialFactory Maven / Gradle / Ivy
The newest version!
/*
* Copyright (C) 2012 daniel
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
package darwin.renderer.shader.uniform;
import java.util.ArrayList;
import java.util.Collection;
import darwin.geometrie.unpacked.Material;
import darwin.renderer.shader.*;
import com.google.common.base.Optional;
import com.jogamp.opengl.util.texture.Texture;
import javax.inject.Inject;
import javax.inject.Singleton;
/**
*
* @author daniel
*/
@Singleton
public class ShaderMaterialFactory {
public ShaderMaterial create(Shader shader, Collection setter) {
UniformSetter[] array = new UniformSetter[setter.size()];
setter.toArray(array);
return new ShaderMaterial(shader, array);
}
public ShaderMaterial create(Shader shader, Material material) {
return create(shader, material, new ArrayList());
}
public ShaderMaterial create(Shader shader, Material material,
Collection setter) {
ArrayList s = new ArrayList<>(setter);
add2List(s, createSetter(shader, "mat_diffuse", material.getDiffuse()));
add2List(s, createSetter(shader, "mat_ambient", material.getAmbient()));
add2List(s, createSetter(shader, "mat_specular", material.getSpecular()));
add2List(s, createSetter(shader, "mat_spec_exp", material.specular_exponet));
add2List(s, createSetter(shader, "diffuse_sampler", material.diffuseTex));
add2List(s, createSetter(shader, "specular_sampler", material.specularTex));
add2List(s, createSetter(shader, "alpha_sampler", material.alphaTex));
//TODO normalmapping
// add2List(s, createSetter(shader, "normal_sampler", material.normalTex));
return create(shader, s);
}
public ShaderMaterial create(Shader s, Texture[] texs, String... unames) {
UniformSetter[] setter = new UniformSetter[texs.length];
for (int i = 0; i < texs.length; i++) {
Optional sampler = s.getSampler(unames[i]);
if (sampler.isPresent()) {
setter[i] = new SamplerSetter(sampler.get(), texs[i]);
}
}
return new ShaderMaterial(s, setter);
}
private void add2List(Collection list, Optional extends UniformSetter> s) {
if (s != null) {
list.add(s.get());
}
}
private Optional createSetter(Shader shader, String name, float... values) {
Optional u = shader.getUniform(name);
if (u.isPresent() && values != null && values.length != 0) {
return Optional.of(new FloatSetter(u.get(), values));
} else {
return Optional.absent();
}
}
private Optional createSetter(Shader shader, String name, String path) {
Optional s = shader.getSampler(name);
// if (s.isPresent()) {
// TextureLoadJob tlj = factory.create(path, GL.GL_LINEAR, GL.GL_REPEAT);
// TextureContainer tc = loader.getTexture(tlj);
// return Optional.of(new SamplerSetter(s.get(), tc));
// } else {
return Optional.absent();
// }
}
}
© 2015 - 2024 Weber Informatics LLC | Privacy Policy