/**
* Copyright 2012 Jason Sorensen (sorensenj@smert.net)
*
* 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 net.smert.frameworkgl.opengl.shader;
import java.nio.FloatBuffer;
import java.util.HashMap;
import java.util.Map;
import net.smert.frameworkgl.gameobjects.GameObject;
import net.smert.frameworkgl.math.Matrix3f;
import net.smert.frameworkgl.math.Matrix4f;
import net.smert.frameworkgl.opengl.GL;
import net.smert.frameworkgl.opengl.Shader;
import net.smert.frameworkgl.opengl.TextureType;
import net.smert.frameworkgl.opengl.mesh.Segment;
/**
*
* @author Jason Sorensen <sorensenj@smert.net>
*/
public abstract class AbstractShader {
protected final static Matrix3f normalMatrix = new Matrix3f();
protected final static Matrix4f projectionViewMatrix = new Matrix4f();
protected final static Matrix4f projectionViewModelMatrix = new Matrix4f();
protected final static Matrix4f viewModelMatrix = new Matrix4f();
private final DefaultShaderUniforms shaderUniforms;
private final Map<TextureType, Integer> textureTypeToTextureUnit;
private final Shader shader;
public AbstractShader(DefaultShaderUniforms shaderUniforms, Shader shader) {
this.shaderUniforms = shaderUniforms;
textureTypeToTextureUnit = new HashMap<>();
this.shader = shader;
}
public void bind() {
GL.shaderHelper.bind(shader.getProgramID());
}
public void destroy() {
shader.destroy();
}
public int getTextureUnit(TextureType textureType) {
Integer textureUnit = textureTypeToTextureUnit.get(textureType);
if (textureUnit == null) {
throw new RuntimeException("The shader does not support the texture type: " + textureType);
}
return textureUnit;
}
public void setTextureUnit(TextureType textureType, int textureUnit) {
textureTypeToTextureUnit.put(textureType, textureUnit);
}
public DefaultShaderUniforms getDefaultShaderUniforms() {
return shaderUniforms;
}
public void init() {
bind();
shaderUniforms.setTextureLocations();
shaderUniforms.updateUniformLocations();
unbind();
}
public void sendUniformMatrices(FloatBuffer matrixFloatBuffer) {
GL.matrixHelper.multiplyViewAndModelMatrix(viewModelMatrix);
GL.matrixHelper.multiplyProjectionAndViewModelMatrix(viewModelMatrix, projectionViewModelMatrix);
projectionViewModelMatrix.toFloatBuffer(matrixFloatBuffer);
matrixFloatBuffer.flip();
shaderUniforms.setProjectionViewModelMatrix(false, matrixFloatBuffer);
}
public void sendUniformsOncePerBind(FloatBuffer matrixFloatBuffer) {
}
public void sendUniformsOncePerGameObject(FloatBuffer matrixFloatBuffer, GameObject gameObject) {
}
public void sendUniformsOncePerRenderCall(FloatBuffer matrixFloatBuffer, Segment segment) {
}
public void sendUniformTextureFlag(float flag) {
shaderUniforms.setTextureFlag(flag);
}
public void unbind() {
GL.shaderHelper.unbind();
}
}