/* * Copyright 2013 MovingBlocks * * 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 org.terasology.rendering.shader; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL13; import org.terasology.utilities.Assets; import org.terasology.rendering.assets.material.Material; import org.terasology.rendering.assets.texture.Texture; import static org.lwjgl.opengl.GL11.glBindTexture; /** * Shader parameters for the Block shader program. * */ // TODO: Put these values in a material and use that. public class ShaderParametersBlock extends ShaderParametersBase { public ShaderParametersBlock() { } @Override public void applyParameters(Material program) { super.applyParameters(program); // TODO: move in material or node, take advantage of texture.subscribeToDisposal() Texture terrainTex = Assets.getTexture("engine:terrain").get(); // TODO: review - unnecessary? if (terrainTex == null) { return; } // TODO: move texture binding into the appropriate node(s) as state changes. GL13.glActiveTexture(GL13.GL_TEXTURE0); glBindTexture(GL11.GL_TEXTURE_2D, terrainTex.getId()); // TODO: move into material program.setFloat3("colorOffset", 1.0f, 1.0f, 1.0f, true); program.setBoolean("textured", true, true); program.setFloat("alpha", 1.0f, true); } }