package demos.dualDepthPeeling; // Translated from C++ Version see below: // // GLSLProgramObject.h - Wrapper for GLSL program objects // // Author: Louis Bavoil // Email: sdkfeedback@nvidia.com // // Copyright (c) NVIDIA Corporation. All rights reserved. //////////////////////////////////////////////////////////////////////////////// import java.io.BufferedReader; import java.io.File; import java.io.FileNotFoundException; import java.io.IOException; import java.io.InputStreamReader; import java.util.Vector; import javax.media.opengl.GL2; import java.net.URL; public class GLSLProgramObject { public GLSLProgramObject() { _progId = 0; } public void destroy(GL2 gl) { for (int i = 0; i < _vertexShaders.size(); i++) { gl.glDeleteShader(_vertexShaders.elementAt(i)); } for (int i = 0; i < _fragmentShaders.size(); i++) { gl.glDeleteShader(_fragmentShaders.elementAt(i)); } if (_progId != 0) { gl.glDeleteProgram(_progId); } } public void bind(GL2 gl) { gl.glUseProgram(_progId); } public void unbind(GL2 gl) { gl.glUseProgram(0); } public void setUniform(GL2 gl, String name, float[] val, int count) { int id = gl.glGetUniformLocation(_progId, name ); if (id == -1) { System.err.println( "Warning: Invalid uniform parameter " + name ) ; return; } switch (count) { case 1: gl.glUniform1fv(id, 1, val, 0); break; case 2: gl.glUniform2fv(id, 1, val, 0); break; case 3: gl.glUniform3fv(id, 1, val, 0); break; case 4: gl.glUniform4fv(id, 1, val, 0); break; } } public void setTextureUnit(GL2 gl, String texname, int texunit) { int[] params = new int[]{0}; gl.glGetProgramiv( _progId, GL2.GL_LINK_STATUS, params, 0); if ( params[0] != 1 ) { System.err.println( "Error: setTextureUnit needs program to be linked."); } int id = gl.glGetUniformLocation(_progId, texname ); if (id == -1) { System.err.println( "Warning: Invalid texture " + texname ); return; } gl.glUniform1i(id, texunit); } public void bindTexture(GL2 gl, int target,String texname, int texid, int texunit) { gl.glActiveTexture(GL2.GL_TEXTURE0 + texunit); gl.glBindTexture(target, texid); setTextureUnit(gl, texname, texunit); gl.glActiveTexture(GL2.GL_TEXTURE0); } public void bindTexture2D(GL2 gl, String texname, int texid, int texunit) { bindTexture(gl, GL2.GL_TEXTURE_2D, texname, texid, texunit); } public void bindTexture3D(GL2 gl, String texname, int texid, int texunit) { bindTexture(gl, GL2.GL_TEXTURE_3D, texname, texid, texunit); } public void bindTextureRECT(GL2 gl, String texname, int texid, int texunit) { bindTexture(gl, GL2.GL_TEXTURE_RECTANGLE_ARB, texname, texid, texunit); } public void attachVertexShader(GL2 gl, String filename) { URL fileURL = getClass().getClassLoader().getResource( File.separator + "demos" + File.separator + "dualDepthPeeling" + File.separator + "shaders" + File.separator + filename); if ( fileURL != null ) { String content = ""; BufferedReader input = null; try { input = new BufferedReader(new InputStreamReader(fileURL.openStream())); String line = null; while ( (line = input.readLine()) != null) { content += line + "\n"; } } catch (FileNotFoundException kFNF) { System.err.println("Unable to find the shader file " + filename); } catch (IOException kIO) { System.err.println("Problem reading the shader file " + filename); } finally { try { if (input != null) { input.close(); } } catch (IOException closee) {} } int iID = gl.glCreateShader( GL2.GL_VERTEX_SHADER ); String[] akProgramText = new String[1]; // find and replace program name with "main" akProgramText[0] = content; int[] params = new int[]{0}; int[] aiLength = new int[1]; aiLength[0] = akProgramText[0].length(); int iCount = 1; gl.glShaderSource( iID, iCount, akProgramText, aiLength, 0); gl.glCompileShader(iID); gl.glGetShaderiv( iID, GL2.GL_COMPILE_STATUS, params, 0); if ( params[0] != 1 ) { System.err.println(filename); System.err.println("compile status: " + params[0]); gl.glGetShaderiv( iID, GL2.GL_INFO_LOG_LENGTH, params, 0); System.err.println("log length: " + params[0]); byte[] abInfoLog = new byte[params[0]]; gl.glGetShaderInfoLog(iID, params[0], params, 0, abInfoLog, 0); System.err.println( new String(abInfoLog) ); System.exit(-1); } _vertexShaders.add(iID); } else { System.err.println("Unable to find the shader file " + filename); } } public void attachFragmentShader(GL2 gl, String filename) { URL fileURL = getClass().getClassLoader().getResource( File.separator + "demos" + File.separator + "dualDepthPeeling" + File.separator + "shaders" + File.separator + filename); if ( fileURL != null ) { String content = ""; BufferedReader input = null; try { input = new BufferedReader(new InputStreamReader(fileURL.openStream())); String line = null; while ( (line = input.readLine()) != null) { content += line + "\n"; } } catch (FileNotFoundException kFNF) { System.err.println("Unable to find the shader file " + filename); } catch (IOException kIO) { System.err.println("Problem reading the shader file " + filename); } finally { try { if (input != null) { input.close(); } } catch (IOException closee) {} } int iID = gl.glCreateShader( GL2.GL_FRAGMENT_SHADER ); String[] akProgramText = new String[1]; // find and replace program name with "main" akProgramText[0] = content; int[] params = new int[]{0}; int[] aiLength = new int[1]; aiLength[0] = akProgramText[0].length(); int iCount = 1; gl.glShaderSource( iID, iCount, akProgramText, aiLength, 0); gl.glCompileShader(iID); gl.glGetShaderiv( iID, GL2.GL_COMPILE_STATUS, params, 0); if ( params[0] != 1 ) { System.err.println(filename); System.err.println("compile status: " + params[0]); gl.glGetShaderiv( iID, GL2.GL_INFO_LOG_LENGTH, params, 0); System.err.println("log length: " + params[0]); byte[] abInfoLog = new byte[params[0]]; gl.glGetShaderInfoLog(iID, params[0], params, 0, abInfoLog, 0); System.err.println( new String(abInfoLog) ); System.exit(-1); } _fragmentShaders.add(iID); } else { System.err.println("Unable to find the shader file " + filename); } } public void link(GL2 gl) { _progId = gl.glCreateProgram(); for (int i = 0; i < _vertexShaders.size(); i++) { gl.glAttachShader(_progId, _vertexShaders.elementAt(i)); } for (int i = 0; i < _fragmentShaders.size(); i++) { gl.glAttachShader(_progId, _fragmentShaders.elementAt(i)); } gl.glLinkProgram(_progId); int[] params = new int[]{0}; gl.glGetProgramiv( _progId, GL2.GL_LINK_STATUS, params, 0); if (params[0] != 1) { System.err.println("link status: " + params[0]); gl.glGetProgramiv( _progId, GL2.GL_INFO_LOG_LENGTH, params, 0); System.err.println("log length: " + params[0]); byte[] abInfoLog = new byte[params[0]]; gl.glGetProgramInfoLog(_progId, params[0], params, 0, abInfoLog, 0); System.err.println( new String(abInfoLog) ); } } public Integer getProgId() { return _progId; } protected Vector _vertexShaders = new Vector(); protected Vector _fragmentShaders = new Vector(); protected Integer _progId; };