/*
* 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);
}
}