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path: root/src/javax/media/j3d/GLSLShaderProgramRetained.java
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/*
 * Copyright 2005-2008 Sun Microsystems, Inc.  All Rights Reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Sun designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Sun in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
 * CA 95054 USA or visit www.sun.com if you need additional information or
 * have any questions.
 *
 */

package javax.media.j3d;

/**
 * The GLSLShaderProgram object is a concrete implementation of a
 * ShaderProgram node component for the OpenGL GLSL shading language.
 */

class GLSLShaderProgramRetained extends ShaderProgramRetained {

    /**
     * Constructs a GLSL shader program node component.
     */
    GLSLShaderProgramRetained() {
    }

    @Override
    synchronized void createMirrorObject() {
	// System.err.println("GLSLShaderProgramRetained : createMirrorObject");
        // This method should only call by setLive().
	if (mirror == null) {
            GLSLShaderProgramRetained  mirrorGLSLSP = new GLSLShaderProgramRetained();
            mirror = mirrorGLSLSP;
	    mirror.source = source;
	}
	initMirrorObject();
    }

    // ShaderAttributeValue methods

    @Override
    ShaderError setUniform1i(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int value) {

        return Pipeline.getPipeline().setGLSLUniform1i(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform1f(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            float value) {

        return Pipeline.getPipeline().setGLSLUniform1f(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform2i(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform2i(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform2f(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform2f(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform3i(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform3i(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform3f(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform3f(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform4i(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform4i(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniform4f(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform4f(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniformMatrix3f(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniformMatrix3f(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    @Override
    ShaderError setUniformMatrix4f(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniformMatrix4f(ctx,
                shaderProgramId,
                uniformLocation,
                value);
    }

    // ShaderAttributeArray methods

    @Override
    ShaderError setUniform1iArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform1iArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform1fArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform1fArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform2iArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform2iArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform2fArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform2fArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform3iArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform3iArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform3fArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform3fArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform4iArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            int[] value) {

        return Pipeline.getPipeline().setGLSLUniform4iArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniform4fArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniform4fArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniformMatrix3fArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniformMatrix3fArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    @Override
    ShaderError setUniformMatrix4fArray(Context ctx,
            ShaderProgramId shaderProgramId,
            ShaderAttrLoc uniformLocation,
            int numElements,
            float[] value) {

        return Pipeline.getPipeline().setGLSLUniformMatrix4fArray(ctx,
                shaderProgramId,
                uniformLocation,
                numElements,
                value);
    }

    /**
     * Method to return a flag indicating whether this
     * ShaderProgram is supported on the specified Canvas.
     */
    @Override
    boolean isSupported(Canvas3D cv) {
        return cv.shadingLanguageGLSL;
    }

    /**
     * Method to create the native shader.
     */
    @Override
    ShaderError createShader(Context ctx, ShaderRetained shader, ShaderId[] shaderIdArr) {
	  return Pipeline.getPipeline().createGLSLShader(ctx, shader.shaderType, shaderIdArr);
    }

    /**
     * Method to destroy the native shader.
     */
    @Override
    ShaderError destroyShader(Context ctx, ShaderId shaderId) {
	return Pipeline.getPipeline().destroyGLSLShader(ctx, shaderId);
    }

    /**
     * Method to compile the native shader.
     */
    @Override
    ShaderError compileShader(Context ctx, ShaderId shaderId, String source) {
        return Pipeline.getPipeline().compileGLSLShader(ctx, shaderId, source );
    }

    /**
     * Method to create the native shader program.
     */
    @Override
    ShaderError createShaderProgram(Context ctx, ShaderProgramId[] shaderProgramIdArr) {
	    return Pipeline.getPipeline().createGLSLShaderProgram(ctx, shaderProgramIdArr);
    }

    /**
     * Method to destroy the native shader program.
     */
    @Override
    ShaderError destroyShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {
        return Pipeline.getPipeline().destroyGLSLShaderProgram(ctx, shaderProgramId);
    }

    /**
     * Method to link the native shader program.
     */
    @Override
    ShaderError linkShaderProgram(Context ctx, ShaderProgramId shaderProgramId, ShaderId[] shaderIds) {
        return Pipeline.getPipeline().linkGLSLShaderProgram(ctx, shaderProgramId, shaderIds);
    }

    @Override
    ShaderError bindVertexAttrName(Context ctx, ShaderProgramId shaderProgramId, String attrName, int attrIndex) {
        return Pipeline.getPipeline().bindGLSLVertexAttrName(ctx, shaderProgramId, attrName, attrIndex);
    }

    @Override
    void lookupVertexAttrNames(Context ctx, ShaderProgramId shaderProgramId, String[] attrNames, boolean[] errArr) {
        // This method is a no-op for GLSL
    }

    @Override
    void lookupShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId,
            String[] attrNames, AttrNameInfo[] attrNameInfoArr) {

        int numAttrNames = attrNames.length;

        ShaderAttrLoc[] locArr = new ShaderAttrLoc[numAttrNames];
        int[] typeArr = new int[numAttrNames];
        int[] sizeArr = new int[numAttrNames]; // currently unused
        boolean[] isArrayArr = new boolean[numAttrNames];

        Pipeline.getPipeline().lookupGLSLShaderAttrNames(ctx, shaderProgramId,
                numAttrNames, attrNames, locArr, typeArr, sizeArr, isArrayArr);

        for (int i = 0; i < numAttrNames; i++) {
            attrNameInfoArr[i] = new AttrNameInfo();
            attrNameInfoArr[i].setLocation(locArr[i]);
            attrNameInfoArr[i].setArray(isArrayArr[i]);
            attrNameInfoArr[i].setType(typeArr[i]);
//            System.err.println(attrNames[i] +
//                    " : loc = " + locArr[i] +
//                    ", type = " + typeArr[i] +
//                    ", isArray = " + isArrayArr[i] +
//                    ", size = " + sizeArr[i]);
        }
    }

    /**
     * Method to enable the native shader program.
     */
    @Override
    ShaderError enableShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {
	return Pipeline.getPipeline().useGLSLShaderProgram(ctx, shaderProgramId);
    }

    /**
     * Method to disable the native shader program.
     */
    @Override
    ShaderError disableShaderProgram(Context ctx) {
	return Pipeline.getPipeline().useGLSLShaderProgram(ctx, null);
    }


}