com.badlogic.gdx.tests.g3d.shaders.MultiPassShader.java Source code

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/*******************************************************************************
 * 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.tests.g3d.shaders;

import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g3d.Renderable;
import com.badlogic.gdx.graphics.g3d.shaders.DefaultShader;

public class MultiPassShader extends DefaultShader {
    public static int passes = 10;

    protected final int u_pass = register(new Uniform("u_pass"));

    public MultiPassShader(final Renderable renderable, final Config config) {
        super(renderable, config);
    }

    @Override
    public void render(Renderable renderable) {
        set(u_pass, 0f);
        super.render(renderable);
        context.setDepthTest(GL20.GL_LESS);
        if (has(u_pass)) {
            context.setBlending(true, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
            for (int i = 1; i < passes; ++i) {
                set(u_pass, (float) i / (float) passes);
                renderable.mesh.render(program, renderable.primitiveType, renderable.meshPartOffset,
                        renderable.meshPartSize, false);
            }
        }
    }
}