org.terasology.rendering.shader.ShaderParametersGenericMesh.java Source code

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/*
 * Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com>
 *
 * 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 static org.lwjgl.opengl.GL11.glBindTexture;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.terasology.asset.Assets;
import org.terasology.game.CoreRegistry;
import org.terasology.logic.LocalPlayer;
import org.terasology.rendering.assets.Texture;

/**
 * Shader parameters for the Gel. Cube shader program.
 *
 * @author Benjamin Glatzel <benjamin.glatzel@me.com>
 */
public class ShaderParametersGenericMesh implements IShaderParameters {

    private Texture texture = Assets.getTexture("engine:mhead");

    @Override
    public void applyParameters(ShaderProgram program) {
        LocalPlayer localPlayer = CoreRegistry.get(LocalPlayer.class);

        GL13.glActiveTexture(GL13.GL_TEXTURE0);
        glBindTexture(GL11.GL_TEXTURE_2D, texture.getId());

        if (localPlayer != null)
            program.setInt("carryingTorch", localPlayer.isCarryingTorch() ? 1 : 0);

        program.setFloat3("colorOffset", 1.0f, 1.0f, 1.0f);
        program.setInt("textured", 1);
    }

}