/** * Copyright (c) 2003-2009, Xith3D Project Group all rights reserved. * * Portions based on the Java3D interface, Copyright by Sun Microsystems. * Many thanks to the developers of Java3D and Sun Microsystems for their * innovation and design. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * Neither the name of the 'Xith3D Project Group' nor the names of its * contributors may be used to endorse or promote products derived from this * software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A * RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE */ package org.xith3d.effects.bumpmapping; import java.io.IOException; import java.net.URL; import org.xith3d.loaders.shaders.impl.glsl.GLSLShaderLoader; import org.xith3d.scenegraph.Appearance; import org.xith3d.scenegraph.GLSLFragmentShader; import org.xith3d.scenegraph.GLSLContext; import org.xith3d.scenegraph.GLSLShaderProgram; import org.xith3d.scenegraph.GLSLVertexShader; import org.xith3d.scenegraph.Shape3D; import org.xith3d.scenegraph.Texture; import org.xith3d.scenegraph.Geometry.Optimization; import org.xith3d.utility.geometry.TangentsFactory.TangentsStoreMode; /** * The BumpmappingFactory is capable of preparing a Shape3D for Bumpmapping. * the underlying methods to calculate tangets/bitangets and to load the * appropriate shaders are also public to use them for different perposes. * * @author Marvin Froehlich (aka Qudus) */ public class GLSLBumpMappingFactory extends BumpMappingFactory { private static GLSLShaderProgram shaderProgram = null; private static URL getResource( String resName ) throws IOException { URL url = GLSLBumpMappingFactory.class.getClassLoader().getResource( resName ); if ( url == null ) { throw new IOException( "Could not find resource \"" + resName + "\"." ); } return ( url ); } private GLSLShaderProgram getShaderProgram() throws IOException { if ( shaderProgram != null ) return ( shaderProgram ); URL url = getResource( "resources/org/xith3d/shaders/bumpmapping/shader.bumpmapping.glslvert" ); GLSLVertexShader vertexShader = GLSLShaderLoader.getInstance().loadVertexShader( url ); if ( getTangentsStoreMode() == TangentsStoreMode.VERTEX_ATTRIBUTES ) { vertexShader.setVertexAttributeMapping( getTangentsVertexAttribute(), "tangent" ); vertexShader.setVertexAttributeMapping( getBiTangentsVertexAttribute(), "bitangent" ); } url = getResource( "resources/org/xith3d/shaders/bumpmapping/shader.bumpmapping.glslfrag" ); GLSLFragmentShader fragmentShader = GLSLShaderLoader.getInstance().loadFragmentShader( url ); shaderProgram = new GLSLShaderProgram( vertexShader, fragmentShader ); return ( shaderProgram ); } /** * {@inheritDoc} */ @Override public void prepareForBumpMapping( Shape3D shape, Texture normalMapTex ) throws IOException { //((GeometryArray)shape.getGeometry()).calculateFaceNormals(); getTangentsFactory().calculateTangents( shape.getGeometry(), getTangentsStoreMode(), getStoreIndex1(), getStoreIndex2() ); Appearance app = shape.getAppearance( true ); app.setTexture( getNormalMapTextureUnit(), normalMapTex ); GLSLContext shaderProgram = new GLSLContext( getShaderProgram() ); shaderProgram.getUniformParameters().setUniformVar( "mainTex", 0 ); shaderProgram.getUniformParameters().setUniformVar( "normalTex", getNormalMapTextureUnit() ); if ( getTangentsStoreMode() == TangentsStoreMode.VERTEX_ATTRIBUTES ) { if ( shape.getGeometry().getOptimization() == Optimization.USE_DISPLAY_LISTS ) { // DisplayLists don't currently support vertex attributes! shape.getGeometry().setOptimization( Optimization.USE_VBOS ); } } app.setShaderProgramContext( shaderProgram ); } public GLSLBumpMappingFactory() { setTangentsStoreMode( TangentsStoreMode.VERTEX_ATTRIBUTES ); } }