de.javagl.jgltf.model.v1.gl.Shaders Maven / Gradle / Ivy
/*
* www.javagl.de - JglTF
*
* Copyright 2015-2016 Marco Hutter - http://www.javagl.de
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
package de.javagl.jgltf.model.v1.gl;
import java.util.Base64;
import de.javagl.jgltf.impl.v1.Material;
import de.javagl.jgltf.impl.v1.Shader;
import de.javagl.jgltf.model.GltfConstants;
/**
* Utility methods for {@link Shader}s.
*/
class Shaders
{
/**
* The source code of the default vertex shader
*/
private static final String DEFAULT_VERTEX_SHADER_CODE =
"#ifdef GL_ES" + "\n" +
" precision highp float;" + "\n" +
"#endif"+ "\n" + "\n" +
"uniform mat4 u_modelViewMatrix;" + "\n" +
"uniform mat4 u_projectionMatrix;" + "\n" +
"attribute vec3 a_position;" + "\n" +
"void main(void)" + "\n" +
"{" + "\n" +
" gl_Position = u_projectionMatrix * u_modelViewMatrix *" + "\n" +
" vec4(a_position,1.0);" + "\n" +
"}" + "\n" +
"\n";
/**
* The source code of the default fragment shader
*/
private static final String DEFAULT_FRAGMENT_SHADER_CODE =
"#ifdef GL_ES" + "\n" +
" precision highp float;" + "\n" +
"#endif"+ "\n" + "\n" +
"uniform vec4 u_emission;" + "\n" +
"void main(void)" + "\n" +
"{" + "\n" +
" gl_FragColor = u_emission;" + "\n" +
"}" + "\n" +
"\n";
/**
* Creates a default vertex {@link Shader}, with an embedded
* representation of the source code in form of a data URI.
*
* The returned {@link Shader} is the vertex {@link Shader} for the
* default {@link Material}, as described in "Appendix A" of the
* specification.
*
* @return The default {@link Shader}
*/
static Shader createDefaultVertexShader()
{
Shader shader = new Shader();
shader.setType(GltfConstants.GL_VERTEX_SHADER);
String encodedCode =
Base64.getEncoder().encodeToString(
DEFAULT_VERTEX_SHADER_CODE.getBytes());
String dataUriString = "data:text/plain;base64," + encodedCode;
shader.setUri(dataUriString);
return shader;
}
/**
* Creates a default fragment {@link Shader}, with an embedded
* representation of the source code in form of a data URI.
*
* The returned {@link Shader} is the fragment {@link Shader} for the
* default {@link Material}, as described in "Appendix A" of the
* specification.
*
* @return The default {@link Shader}
*/
static Shader createDefaultFragmentShader()
{
Shader shader = new Shader();
shader.setType(GltfConstants.GL_FRAGMENT_SHADER);
String encodedCode =
Base64.getEncoder().encodeToString(
DEFAULT_FRAGMENT_SHADER_CODE.getBytes());
String dataUriString = "data:text/plain;base64," + encodedCode;
shader.setUri(dataUriString);
return shader;
}
/**
* Private constructor to prevent instantiation
*/
private Shaders()
{
// Private constructor to prevent instantiation
}
}
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