/** * 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 net.smert.frameworkgl.gameobjects.GameObject; import net.smert.frameworkgl.opengl.Shader; import net.smert.frameworkgl.opengl.TextureType; import net.smert.frameworkgl.opengl.constants.TextureUnit; import net.smert.frameworkgl.opengl.mesh.Segment; /** * * @author Jason Sorensen <sorensenj@smert.net> */ public class DefaultDoNothingShader extends AbstractShader { public DefaultDoNothingShader() { super(new DefaultShaderUniforms(0), new Shader()); setTextureUnit(TextureType.BUMP, TextureUnit.TEXTURE0); setTextureUnit(TextureType.DETAIL, TextureUnit.TEXTURE0); setTextureUnit(TextureType.DIFFUSE, TextureUnit.TEXTURE0); setTextureUnit(TextureType.DISPLACEMENT, TextureUnit.TEXTURE0); setTextureUnit(TextureType.ENVIRONMENT, TextureUnit.TEXTURE0); setTextureUnit(TextureType.GLOW, TextureUnit.TEXTURE0); setTextureUnit(TextureType.HEIGHT, TextureUnit.TEXTURE0); setTextureUnit(TextureType.NORMAL, TextureUnit.TEXTURE0); setTextureUnit(TextureType.PARALLAX, TextureUnit.TEXTURE0); setTextureUnit(TextureType.TRANSLUCENT, TextureUnit.TEXTURE0); setTextureUnit(TextureType.TRANSPARENCY, TextureUnit.TEXTURE0); setTextureUnit(TextureType.AMBIENT_OCCLUSION, TextureUnit.TEXTURE1); setTextureUnit(TextureType.SPECULAR, TextureUnit.TEXTURE2); setTextureUnit(TextureType.SPECULAR_EXPONENT, TextureUnit.TEXTURE3); setTextureUnit(TextureType.TEXTURE0, TextureUnit.TEXTURE0); setTextureUnit(TextureType.TEXTURE1, TextureUnit.TEXTURE1); setTextureUnit(TextureType.TEXTURE2, TextureUnit.TEXTURE2); setTextureUnit(TextureType.TEXTURE3, TextureUnit.TEXTURE3); setTextureUnit(TextureType.TEXTURE4, TextureUnit.TEXTURE4); setTextureUnit(TextureType.TEXTURE5, TextureUnit.TEXTURE5); setTextureUnit(TextureType.TEXTURE6, TextureUnit.TEXTURE6); setTextureUnit(TextureType.TEXTURE7, TextureUnit.TEXTURE7); } @Override public void bind() { } @Override public void sendUniformMatrices(FloatBuffer matrixFloatBuffer) { } @Override public void sendUniformsOncePerBind(FloatBuffer matrixFloatBuffer) { } @Override public void sendUniformsOncePerGameObject(FloatBuffer matrixFloatBuffer, GameObject gameObject) { } @Override public void sendUniformsOncePerRenderCall(FloatBuffer matrixFloatBuffer, Segment segment) { } @Override public void sendUniformTextureFlag(float flag) { } @Override public void unbind() { } }