/*******************************************************************************
* 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.materials;
import com.badlogic.gdx.graphics.g3d.experimental.MaterialShaderHandler;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.utils.Array;
public class Material {
protected String name;
public Array<MaterialAttribute> attributes;
/** This flag is true if material contain blendingAttribute */
protected boolean needBlending;
protected ShaderProgram shader;
public ShaderProgram getShader () {
return shader;
}
public Material () {
attributes = new Array<MaterialAttribute>(2);
}
public Material (String name, Array<MaterialAttribute> attributes) {
this.name = name;
this.attributes = attributes;
// this way we foresee if blending is needed with this material and rendering can deferred more easily
this.needBlending = false;
for (int i = 0; i < this.attributes.size; i++) {
if (this.attributes.get(i) instanceof BlendingAttribute) {
this.needBlending = true;
break;
}
}
}
public Material (String name, MaterialAttribute... attributes) {
this.name = name;
this.attributes = new Array<MaterialAttribute>(attributes);
// this way we foresee if blending is needed with this material and rendering can deferred more easily
this.needBlending = false;
for (int i = 0; i < this.attributes.size; i++) {
if (this.attributes.get(i) instanceof BlendingAttribute) {
this.needBlending = true;
break;
}
}
}
public void bind () {
for (int i = 0; i < attributes.size; i++) {
attributes.get(i).bind();
}
}
public void bind (ShaderProgram program) {
for (int i = 0; i < attributes.size; i++) {
attributes.get(i).bind(program);
}
}
public String getName () {
return name;
}
public Material copy () {
Array<MaterialAttribute> attributes = new Array<MaterialAttribute>(this.attributes.size);
for (int i = 0; i < attributes.size; i++) {
attributes.add(this.attributes.get(i).copy());
}
final Material copy = new Material(name, attributes);
copy.shader = this.shader;
return copy;
}
@Override
public int hashCode () {
final int prime = 31;
int result = 1;
result = prime * result + attributes.hashCode();
result = prime * result + ((name == null) ? 0 : name.hashCode());
return result;
}
@Override
public boolean equals (Object obj) {
if (this == obj) return true;
if (obj == null) return false;
if (getClass() != obj.getClass()) return false;
Material other = (Material)obj;
if (other.attributes.size != attributes.size) return false;
for (int i = 0; i < attributes.size; i++) {
if (!attributes.get(i).equals(other.attributes.get(i))) return false;
}
if (name == null) {
if (other.name != null) return false;
} else if (!name.equals(other.name)) return false;
return true;
}
public boolean shaderEquals (Material other) {
if (this == other) return true;
int len = this.attributes.size;
if (len != other.attributes.size) return false;
for (int i = 0; i < len; i++) {
final String str = this.attributes.get(i).name;
if (str == null) return false;
boolean matchFound = false;
for (int j = 0; j < len; j++) {
if (str.equals(other.attributes.get(j).name)) {
matchFound = true;
break;
}
}
if (!matchFound) return false;
}
return true;
}
public void setPooled (Material material) {
name = material.name;
shader = material.shader;
needBlending = material.needBlending;
attributes.clear();
for (int i = 0, len = material.attributes.size; i < len; i++) {
attributes.add(material.attributes.get(i).pooledCopy());
}
}
public boolean isNeedBlending () {
return needBlending;
}
public void resetShader () {
shader = null;
}
public void generateShader (MaterialShaderHandler materialShaderHandler) {
shader = materialShaderHandler.getShader(this);
}
}