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package com.jogamp.opengl.util.glsl.fixedfunc.impl;
import com.jogamp.common.nio.Buffers;
import javax.media.opengl.*;
import javax.media.opengl.fixedfunc.*;
import com.jogamp.opengl.util.*;
import com.jogamp.opengl.util.glsl.*;
import java.nio.*;
public class FixedFuncPipeline {
public static final int MAX_TEXTURE_UNITS = 8;
public static final int MAX_LIGHTS = 8;
// We can't have any dependencies on the FixedFuncUtil class for build bootstrapping reasons
public static final String mgl_Vertex = "mgl_Vertex";
public static final String mgl_Normal = "mgl_Normal";
public static final String mgl_Color = "mgl_Color";
public static final String mgl_MultiTexCoord = "mgl_MultiTexCoord" ;
public static String getPredefinedArrayIndexName(int glArrayIndex) {
switch(glArrayIndex) {
case GLPointerFunc.GL_VERTEX_ARRAY:
return mgl_Vertex;
case GLPointerFunc.GL_NORMAL_ARRAY:
return mgl_Normal;
case GLPointerFunc.GL_COLOR_ARRAY:
return mgl_Color;
case GLPointerFunc.GL_TEXTURE_COORD_ARRAY:
return mgl_MultiTexCoord;
}
return null;
}
public FixedFuncPipeline(GL2ES2 gl, PMVMatrix pmvMatrix) {
init(gl, pmvMatrix, FixedFuncPipeline.class, shaderSrcRootDef, shaderBinRootDef,
vertexColorFileDef, vertexColorLightFileDef, fragmentColorFileDef, fragmentColorTextureFileDef);
}
public FixedFuncPipeline(GL2ES2 gl, PMVMatrix pmvMatrix, Class shaderRootClass, String shaderSrcRoot, String shaderBinRoot,
String vertexColorFile,
String vertexColorLightFile,
String fragmentColorFile,
String fragmentColorTextureFile) {
init(gl, pmvMatrix, shaderRootClass, shaderSrcRoot, shaderBinRoot,
vertexColorFile, vertexColorLightFile, fragmentColorFile, fragmentColorTextureFile);
}
public boolean verbose() { return verbose; }
public void setVerbose(boolean v) { verbose=v; }
public boolean isValid() {
return shaderState.linked();
}
public ShaderState getShaderState() {
return shaderState;
}
public int getActiveTextureUnit() {
return activeTextureUnit;
}
public String getArrayIndexName(int glArrayIndex) {
String name = getPredefinedArrayIndexName(glArrayIndex);
switch(glArrayIndex) {
case GLPointerFunc.GL_VERTEX_ARRAY:
case GLPointerFunc.GL_NORMAL_ARRAY:
case GLPointerFunc.GL_COLOR_ARRAY:
break;
case GLPointerFunc.GL_TEXTURE_COORD_ARRAY:
name = name + activeTextureUnit;
}
return name;
}
public void destroy(GL2ES2 gl) {
shaderProgramColor.release(gl, true);
shaderProgramColorLight.release(gl, true);
shaderProgramColorTexture.release(gl, true);
shaderProgramColorTextureLight.release(gl, true);
shaderState.destroy(gl);
}
public void glEnableClientState(GL2ES2 gl, int glArrayIndex) {
shaderState.glUseProgram(gl, true);
shaderState.glEnableVertexAttribArray(gl, getArrayIndexName(glArrayIndex));
// textureCoordsEnabled |= (1 << activeTextureUnit);
if ( textureCoordsEnabled.get(activeTextureUnit) != 1 ) {
textureCoordsEnabled.put(activeTextureUnit, 1);
textureCoordsEnabledDirty = true;
}
}
public void glDisableClientState(GL2ES2 gl, int glArrayIndex) {
shaderState.glUseProgram(gl, true);
shaderState.glDisableVertexAttribArray(gl, getArrayIndexName(glArrayIndex));
// textureCoordsEnabled &= ~(1 << activeTextureUnit);
if ( textureCoordsEnabled.get(activeTextureUnit) != 0 ) {
textureCoordsEnabled.put(activeTextureUnit, 0);
textureCoordsEnabledDirty = true;
}
}
public void glVertexPointer(GL2ES2 gl, GLArrayData data) {
shaderState.glUseProgram(gl, true);
shaderState.glVertexAttribPointer(gl, data);
}
public void glColorPointer(GL2ES2 gl, GLArrayData data) {
shaderState.glUseProgram(gl, true);
shaderState.glVertexAttribPointer(gl, data);
}
public void glColor4fv(GL2ES2 gl, FloatBuffer data ) {
shaderState.glUseProgram(gl, true);
GLUniformData ud = shaderState.getUniform(mgl_ColorStatic);
if(null!=ud) {
ud.setData(data);
shaderState.glUniform(gl, ud);
}
}
public void glNormalPointer(GL2ES2 gl, GLArrayData data) {
shaderState.glUseProgram(gl, true);
shaderState.glVertexAttribPointer(gl, data);
}
public void glTexCoordPointer(GL2ES2 gl, GLArrayData data) {
shaderState.glUseProgram(gl, true);
data.setName( getArrayIndexName(data.getIndex()) );
shaderState.glVertexAttribPointer(gl, data);
}
public void glLightfv(GL2ES2 gl, int light, int pname, java.nio.FloatBuffer params) {
shaderState.glUseProgram(gl, true);
light -=GLLightingFunc.GL_LIGHT0;
if(0 <= light && light < MAX_LIGHTS) {
GLUniformData ud = null;
switch(pname) {
case GLLightingFunc.GL_AMBIENT:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].ambient");
break;
case GLLightingFunc.GL_DIFFUSE:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].diffuse");
break;
case GLLightingFunc.GL_SPECULAR:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].specular");
break;
case GLLightingFunc.GL_POSITION:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].position");
break;
case GLLightingFunc.GL_SPOT_DIRECTION:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].spotDirection");
break;
case GLLightingFunc.GL_SPOT_EXPONENT:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].spotExponent");
break;
case GLLightingFunc.GL_SPOT_CUTOFF:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].spotCutoff");
break;
case GLLightingFunc.GL_CONSTANT_ATTENUATION:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].constantAttenuation");
break;
case GLLightingFunc.GL_LINEAR_ATTENUATION:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].linearAttenuation");
break;
case GLLightingFunc.GL_QUADRATIC_ATTENUATION:
ud = shaderState.getUniform(mgl_LightSource+"["+light+"].quadraticAttenuation");
break;
default:
if(verbose) {
System.err.println("glLightfv pname not within [GL_AMBIENT GL_DIFFUSE GL_SPECULAR GL_POSITION GL_SPOT_DIRECTION]: "+pname);
}
return;
}
if(null!=ud) {
ud.setData(params);
shaderState.glUniform(gl, ud);
}
} else if(verbose) {
System.err.println("glLightfv light not within [0.."+MAX_LIGHTS+"]: "+light);
}
}
public void glMaterialfv(GL2ES2 gl, int face, int pname, java.nio.FloatBuffer params) {
shaderState.glUseProgram(gl, true);
switch (face) {
case GL.GL_FRONT:
case GL.GL_FRONT_AND_BACK:
break;
case GL.GL_BACK:
if(verbose) {
System.err.println("glMaterialfv face GL_BACK currently not supported");
}
break;
default:
}
GLUniformData ud = null;
switch(pname) {
case GLLightingFunc.GL_AMBIENT:
ud = shaderState.getUniform(mgl_FrontMaterial+".ambient");
break;
case GLLightingFunc.GL_AMBIENT_AND_DIFFUSE:
glMaterialfv(gl, face, GLLightingFunc.GL_AMBIENT, params);
// fall through intended ..
case GLLightingFunc.GL_DIFFUSE:
ud = shaderState.getUniform(mgl_FrontMaterial+".diffuse");
break;
case GLLightingFunc.GL_SPECULAR:
ud = shaderState.getUniform(mgl_FrontMaterial+".specular");
break;
case GLLightingFunc.GL_EMISSION:
ud = shaderState.getUniform(mgl_FrontMaterial+".emission");
break;
case GLLightingFunc.GL_SHININESS:
ud = shaderState.getUniform(mgl_FrontMaterial+".shininess");
break;
default:
if(verbose) {
System.err.println("glMaterialfv pname not within [GL_AMBIENT GL_DIFFUSE GL_SPECULAR GL_EMISSION GL_SHININESS]: "+pname);
}
return;
}
if(null!=ud) {
ud.setData(params);
shaderState.glUniform(gl, ud);
}
}
public void glShadeModel(GL2ES2 gl, int mode) {
shaderState.glUseProgram(gl, true);
GLUniformData ud = shaderState.getUniform(mgl_ShadeModel);
if(null!=ud) {
ud.setData(mode);
shaderState.glUniform(gl, ud);
}
}
public void glActiveTexture(GL2ES2 gl, int textureUnit) {
textureUnit -= GL.GL_TEXTURE0;
if(0 <= textureUnit && textureUnit<MAX_TEXTURE_UNITS) {
shaderState.glUseProgram(gl, true);
GLUniformData ud;
ud = shaderState.getUniform(mgl_ActiveTexture);
if(null!=ud) {
ud.setData(textureUnit);
shaderState.glUniform(gl, ud);
}
ud = shaderState.getUniform(mgl_ActiveTextureIdx);
if(null!=ud) {
ud.setData(textureUnit);
shaderState.glUniform(gl, ud);
}
activeTextureUnit = textureUnit;
} else {
throw new GLException("glActivateTexture textureUnit not within GL_TEXTURE0 + [0.."+MAX_TEXTURE_UNITS+"]: "+textureUnit);
}
}
/**
* @return false if digested in regard to GL2ES2 spec,
* eg this call must not be passed to an underlying ES2 implementation.
* true if this call shall be passed to an underlying GL2ES2/ES2 implementation as well.
*/
public boolean glEnable(GL2ES2 gl, int cap, boolean enable) {
switch(cap) {
case GL.GL_TEXTURE_2D:
textureEnabled=enable;
return true;
case GLLightingFunc.GL_LIGHTING:
lightingEnabled=enable;
return false;
case GL.GL_CULL_FACE:
cullFace=Math.abs(cullFace);
if(!enable) {
cullFace*=-1;
}
return true;
}
int light = cap - GLLightingFunc.GL_LIGHT0;
if(0 <= light && light < MAX_LIGHTS) {
if ( (lightsEnabled.get(light)==1) != enable ) {
lightsEnabled.put(light, enable?1:0);
lightsEnabledDirty = true;
return false;
}
}
return true; // pass it on ..
}
public void glCullFace(GL2ES2 gl, int faceName) {
switch(faceName) {
case GL.GL_FRONT:
faceName = 1; break;
case GL.GL_BACK:
faceName = 2; break;
case GL.GL_FRONT_AND_BACK:
faceName = 3; break;
}
if(0>cullFace) {
faceName *= -1;
}
cullFace = faceName;
}
public void validate(GL2ES2 gl) {
shaderState.glUseProgram(gl, true);
GLUniformData ud;
if(pmvMatrix.update()) {
ud = shaderState.getUniform(mgl_PMVMatrix);
if(null!=ud) {
// same data object ..
shaderState.glUniform(gl, ud);
} else {
throw new GLException("Failed to update: mgl_PMVMatrix");
}
ud = shaderState.getUniform(mgl_NormalMatrix);
if(null!=ud) {
// same data object ..
shaderState.glUniform(gl, ud);
}
}
ud = shaderState.getUniform(mgl_ColorEnabled);
if(null!=ud) {
int ca = (shaderState.isVertexAttribArrayEnabled(mgl_Color)==true)?1:0;
if(ca!=ud.intValue()) {
ud.setData(ca);
shaderState.glUniform(gl, ud);
}
}
ud = shaderState.getUniform(mgl_CullFace);
if(null!=ud) {
if(cullFace!=ud.intValue()) {
ud.setData(cullFace);
shaderState.glUniform(gl, ud);
}
}
if(lightsEnabledDirty) {
ud = shaderState.getUniform(mgl_LightsEnabled);
if(null!=ud) {
// same data object
shaderState.glUniform(gl, ud);
}
lightsEnabledDirty=false;
}
if(textureCoordsEnabledDirty) {
ud = shaderState.getUniform(mgl_TexCoordEnabled);
if(null!=ud) {
// same data object
shaderState.glUniform(gl, ud);
}
textureCoordsEnabledDirty=false;
}
if(textureEnabled) {
if(lightingEnabled) {
shaderState.attachShaderProgram(gl, shaderProgramColorTextureLight);
} else {
shaderState.attachShaderProgram(gl, shaderProgramColorTexture);
}
} else {
if(lightingEnabled) {
shaderState.attachShaderProgram(gl, shaderProgramColorLight);
} else {
shaderState.attachShaderProgram(gl, shaderProgramColor);
}
}
if(DEBUG) {
System.err.println("validate: "+this);
}
}
public String toString() {
return "FixedFuncPipeline[pmv: "+pmvMatrix+
", textureEnabled: "+textureEnabled+
", textureCoordsEnabled: "+textureCoordsEnabled+
", lightingEnabled: "+lightingEnabled+
", lightsEnabled: "+lightsEnabled+
"\n\t, shaderProgramColor: "+shaderProgramColor+
"\n\t, shaderProgramColorTexture: "+shaderProgramColorTexture+
"\n\t, shaderProgramColorLight: "+shaderProgramColorLight+
"\n\t, shaderProgramColorTextureLight: "+shaderProgramColorTextureLight+
"\n\t, ShaderState: "+shaderState+
"]";
}
protected void init(GL2ES2 gl, PMVMatrix pmvMatrix, Class shaderRootClass, String shaderSrcRoot, String shaderBinRoot,
String vertexColorFile,
String vertexColorLightFile,
String fragmentColorFile,
String fragmentColorTextureFile)
{
if(null==pmvMatrix) {
throw new GLException("PMVMatrix is null");
}
this.pmvMatrix=pmvMatrix;
this.shaderState=new ShaderState();
this.shaderState.setVerbose(verbose);
ShaderCode vertexColor, vertexColorLight, fragmentColor, fragmentColorTexture;
vertexColor = ShaderCode.create( gl, gl.GL_VERTEX_SHADER, 1, shaderRootClass,
shaderSrcRoot, shaderBinRoot, vertexColorFile);
vertexColorLight = ShaderCode.create( gl, gl.GL_VERTEX_SHADER, 1, shaderRootClass,
shaderSrcRoot, shaderBinRoot, vertexColorLightFile);
fragmentColor = ShaderCode.create( gl, gl.GL_FRAGMENT_SHADER, 1, shaderRootClass,
shaderSrcRoot, shaderBinRoot, fragmentColorFile);
fragmentColorTexture = ShaderCode.create( gl, gl.GL_FRAGMENT_SHADER, 1, shaderRootClass,
shaderSrcRoot, shaderBinRoot, fragmentColorTextureFile);
shaderProgramColor = new ShaderProgram();
shaderProgramColor.add(vertexColor);
shaderProgramColor.add(fragmentColor);
if(!shaderProgramColor.link(gl, System.err)) {
throw new GLException("Couldn't link VertexColor program: "+shaderProgramColor);
}
shaderProgramColorTexture = new ShaderProgram();
shaderProgramColorTexture.add(vertexColor);
shaderProgramColorTexture.add(fragmentColorTexture);
if(!shaderProgramColorTexture.link(gl, System.err)) {
throw new GLException("Couldn't link VertexColorTexture program: "+shaderProgramColorTexture);
}
shaderProgramColorLight = new ShaderProgram();
shaderProgramColorLight.add(vertexColorLight);
shaderProgramColorLight.add(fragmentColor);
if(!shaderProgramColorLight.link(gl, System.err)) {
throw new GLException("Couldn't link VertexColorLight program: "+shaderProgramColorLight);
}
shaderProgramColorTextureLight = new ShaderProgram();
shaderProgramColorTextureLight.add(vertexColorLight);
shaderProgramColorTextureLight.add(fragmentColorTexture);
if(!shaderProgramColorTextureLight.link(gl, System.err)) {
throw new GLException("Couldn't link VertexColorLight program: "+shaderProgramColorTextureLight);
}
shaderState.attachShaderProgram(gl, shaderProgramColor);
shaderState.glUseProgram(gl, true);
// mandatory ..
if(!shaderState.glUniform(gl, new GLUniformData(mgl_PMVMatrix, 4, 4, pmvMatrix.glGetPMvMviMatrixf()))) {
throw new GLException("Error setting PMVMatrix in shader: "+this);
}
// optional parameter ..
shaderState.glUniform(gl, new GLUniformData(mgl_NormalMatrix, 3, 3, pmvMatrix.glGetNormalMatrixf()));
shaderState.glUniform(gl, new GLUniformData(mgl_ColorEnabled, 0));
shaderState.glUniform(gl, new GLUniformData(mgl_ColorStatic, 4, zero4f));
shaderState.glUniform(gl, new GLUniformData(mgl_TexCoordEnabled, 1, textureCoordsEnabled));
shaderState.glUniform(gl, new GLUniformData(mgl_ActiveTexture, activeTextureUnit));
shaderState.glUniform(gl, new GLUniformData(mgl_ActiveTextureIdx, activeTextureUnit));
shaderState.glUniform(gl, new GLUniformData(mgl_ShadeModel, 0));
shaderState.glUniform(gl, new GLUniformData(mgl_CullFace, cullFace));
for(int i=0; i<MAX_LIGHTS; i++) {
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].ambient", 4, defAmbient));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].diffuse", 4, defDiffuse));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].specular", 4, defSpecular));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].position", 4, defPosition));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotDirection", 3, defSpotDir));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotExponent", defSpotExponent));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotCutoff", defSpotCutoff));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].constantAttenuation", defConstantAtten));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].linearAttenuation", defLinearAtten));
shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].quadraticAttenuation", defQuadraticAtten));
}
shaderState.glUniform(gl, new GLUniformData(mgl_LightsEnabled, 1, lightsEnabled));
shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".ambient", 4, defMatAmbient));
shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".diffuse", 4, defMatDiffuse));
shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".specular", 4, defMatSpecular));
shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".emission", 4, defMatEmission));
shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".shininess", defMatShininess));
shaderState.glUseProgram(gl, false);
}
protected static final boolean DEBUG=false;
protected boolean verbose=false;
protected boolean textureEnabled=false;
protected IntBuffer textureCoordsEnabled = Buffers.newDirectIntBuffer(new int[] { 0, 0, 0, 0, 0, 0, 0, 0 });
protected boolean textureCoordsEnabledDirty = false;
protected int activeTextureUnit=0;
protected int cullFace=-2; // <=0 disabled, 1: front, 2: back (default, but disabled), 3: front & back
protected boolean lightingEnabled=false;
protected IntBuffer lightsEnabled = Buffers.newDirectIntBuffer(new int[] { 0, 0, 0, 0, 0, 0, 0, 0 });
protected boolean lightsEnabledDirty = false;
protected PMVMatrix pmvMatrix;
protected ShaderState shaderState;
protected ShaderProgram shaderProgramColor;
protected ShaderProgram shaderProgramColorTexture;
protected ShaderProgram shaderProgramColorLight;
protected ShaderProgram shaderProgramColorTextureLight;
// uniforms ..
protected static final String mgl_PMVMatrix = "mgl_PMVMatrix"; // m4fv[3]
protected static final String mgl_NormalMatrix = "mgl_NormalMatrix"; // m4fv
protected static final String mgl_ColorEnabled = "mgl_ColorEnabled"; // 1i
protected static final String mgl_ColorStatic = "mgl_ColorStatic"; // 4fv
protected static final String mgl_LightSource = "mgl_LightSource"; // struct mgl_LightSourceParameters[MAX_LIGHTS]
protected static final String mgl_FrontMaterial = "mgl_FrontMaterial"; // struct mgl_MaterialParameters
protected static final String mgl_LightsEnabled = "mgl_LightsEnabled"; // int mgl_LightsEnabled[MAX_LIGHTS];
protected static final String mgl_ShadeModel = "mgl_ShadeModel"; // 1i
protected static final String mgl_TexCoordEnabled = "mgl_TexCoordEnabled"; // int mgl_TexCoordEnabled[MAX_TEXTURE_UNITS];
protected static final String mgl_ActiveTexture = "mgl_ActiveTexture"; // 1i
protected static final String mgl_ActiveTextureIdx = "mgl_ActiveTextureIdx";// 1i
protected static final String mgl_CullFace = "mgl_CullFace"; // 1i
protected static final FloatBuffer zero4f = Buffers.newDirectFloatBuffer(new float[] { 0.0f, 0.0f, 0.0f, 0.0f });
public static final FloatBuffer defAmbient = Buffers.newDirectFloatBuffer(new float[] { 0f, 0f, 0f, 1f });
public static final FloatBuffer defDiffuse = zero4f;
public static final FloatBuffer defSpecular= zero4f;
public static final FloatBuffer defPosition= Buffers.newDirectFloatBuffer(new float[] { 0f, 0f, 1f, 0f });
public static final FloatBuffer defSpotDir = Buffers.newDirectFloatBuffer(new float[] { 0f, 0f, -1f });
public static final float defSpotExponent = 0f;
public static final float defSpotCutoff = 180f;
public static final float defConstantAtten = 1f;
public static final float defLinearAtten = 0f;
public static final float defQuadraticAtten= 0f;
public static final FloatBuffer defMatAmbient = Buffers.newDirectFloatBuffer(new float[] { 0.2f, 0.2f, 0.2f, 1.0f });
public static final FloatBuffer defMatDiffuse = Buffers.newDirectFloatBuffer(new float[] { 0.8f, 0.8f, 0.8f, 1.0f });
public static final FloatBuffer defMatSpecular= Buffers.newDirectFloatBuffer(new float[] { 0f, 0f, 0f, 1f});
public static final FloatBuffer defMatEmission= Buffers.newDirectFloatBuffer(new float[] { 0f, 0f, 0f, 1f});
public static final float defMatShininess = 0f;
protected static final String vertexColorFileDef = "FixedFuncColor";
protected static final String vertexColorLightFileDef = "FixedFuncColorLight";
protected static final String fragmentColorFileDef = "FixedFuncColor";
protected static final String fragmentColorTextureFileDef = "FixedFuncColorTexture";
protected static final String shaderSrcRootDef = "shaders" ;
protected static final String shaderBinRootDef = "shaders/bin" ;
}
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