/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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 com.badlogic.gdx.graphics.g3d.experimental; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.g3d.lights.LightManager; import com.badlogic.gdx.graphics.g3d.lights.LightManager.LightQuality; import com.badlogic.gdx.graphics.g3d.materials.Material; import com.badlogic.gdx.graphics.glutils.ShaderProgram; public class ShaderFactory { static final String define = "#define "; static final String lightsNum = define + "LIGHTS_NUM "; static public ShaderProgram createShader (Material material, LightManager lights) { final StringBuilder flags = new StringBuilder(128); flags.append(lightsNum); flags.append(lights.maxLightsPerModel); flags.append("\n"); if (material != null) { for (int i = 0; i < material.attributes.size; i++) { flags.append(define); flags.append(material.attributes.get(i).getShaderFlag()); flags.append("\n"); } } // TODO FIX light chose method String fileName; if (lights.quality == LightQuality.FRAGMENT) fileName = "light"; else { fileName = "vertexpath"; } final String vertexShader = Gdx.files.internal("data/shaders/" + fileName + ".vertex.glsl").readString(); final String fragmentShader = Gdx.files.internal("data/shaders/" + fileName + ".fragment.glsl").readString(); ShaderProgram.pedantic = false; final ShaderProgram shader = new ShaderProgram(flags + vertexShader, flags + fragmentShader); return shader; } }