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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<Integer> _vertexShaders = new Vector<Integer>();
protected Vector<Integer> _fragmentShaders = new Vector<Integer>();
protected Integer _progId;
};
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