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-rw-r--r--src/net/java/joglutils/msg/elements/GLShaderElement.java11
-rw-r--r--src/net/java/joglutils/msg/misc/Shader.java157
-rw-r--r--src/net/java/joglutils/msg/nodes/ShaderNode.java477
3 files changed, 625 insertions, 20 deletions
diff --git a/src/net/java/joglutils/msg/elements/GLShaderElement.java b/src/net/java/joglutils/msg/elements/GLShaderElement.java
index cf28c97..178a8f2 100644
--- a/src/net/java/joglutils/msg/elements/GLShaderElement.java
+++ b/src/net/java/joglutils/msg/elements/GLShaderElement.java
@@ -90,17 +90,6 @@ public class GLShaderElement extends ShaderElement {
}
if (curShader != null) {
curShader.enable();
-
- // FIXME: the following is a big hack...
- Map<String, Vec4f> fMap = shader.getUniformfMap();
- if (!fMap.isEmpty()) {
- for (String name : fMap.keySet()) {
- Vec4f val = fMap.get(name);
- //curShader.setUniform(name, val.x(), val.y(), val.z(), val.w());
- curShader.setUniform(name, val.x());
- fMap.clear();
- }
- }
}
}
}
diff --git a/src/net/java/joglutils/msg/misc/Shader.java b/src/net/java/joglutils/msg/misc/Shader.java
index c816629..ab25f78 100644
--- a/src/net/java/joglutils/msg/misc/Shader.java
+++ b/src/net/java/joglutils/msg/misc/Shader.java
@@ -432,6 +432,82 @@ public class Shader {
/**
* Sets the uniform array variable of the given name with the provided
+ * int array values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of int elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformArray1i(String name, int count, int[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniform1ivARB(loc, count, vals, off);
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of ivec2 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformArray2i(String name, int count, int[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniform2ivARB(loc, count, vals, off);
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of ivec3 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformArray3i(String name, int count, int[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniform3ivARB(loc, count, vals, off);
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of ivec4 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformArray4i(String name, int count, int[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniform4ivARB(loc, count, vals, off);
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
* float array values.
*
* @param name the name of the uniform variable to be set
@@ -441,7 +517,8 @@ public class Shader {
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
- public void setUniformArray1f(String name, int count, float[] vals, int off)
+ public void setUniformArray1f(String name,
+ int count, float[] vals, int off)
throws GLException
{
GL gl = GLU.getCurrentGL();
@@ -460,7 +537,8 @@ public class Shader {
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
- public void setUniformArray2f(String name, int count, float[] vals, int off)
+ public void setUniformArray2f(String name,
+ int count, float[] vals, int off)
throws GLException
{
GL gl = GLU.getCurrentGL();
@@ -479,7 +557,8 @@ public class Shader {
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
- public void setUniformArray3f(String name, int count, float[] vals, int off)
+ public void setUniformArray3f(String name,
+ int count, float[] vals, int off)
throws GLException
{
GL gl = GLU.getCurrentGL();
@@ -498,11 +577,81 @@ public class Shader {
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
- public void setUniformArray4f(String name, int count, float[] vals, int off)
+ public void setUniformArray4f(String name,
+ int count, float[] vals, int off)
throws GLException
{
GL gl = GLU.getCurrentGL();
int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform4fvARB(loc, count, vals, off);
}
+
+ /**
+ * Sets the uniform matrix (or matrix array) variable of the given name
+ * with the provided matrix values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of 2x2 matrices (mat2 elements) in the array
+ * @param transpose if false, each matrix is assumed to be suppplied in
+ * column major order; otherwise assumed to be supplied in row major order
+ * @param vals the matrix values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformMatrices2f(String name,
+ int count, boolean transpose,
+ float[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniformMatrix2fvARB(loc, count, transpose, vals, off);
+ }
+
+ /**
+ * Sets the uniform matrix (or matrix array) variable of the given name
+ * with the provided matrix values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of 3x3 matrices (mat3 elements) in the array
+ * @param transpose if false, each matrix is assumed to be suppplied in
+ * column major order; otherwise assumed to be supplied in row major order
+ * @param vals the matrix values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformMatrices3f(String name,
+ int count, boolean transpose,
+ float[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniformMatrix3fvARB(loc, count, transpose, vals, off);
+ }
+
+ /**
+ * Sets the uniform matrix (or matrix array) variable of the given name
+ * with the provided matrix values.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of 4x4 matrices (mat4 elements) in the array
+ * @param transpose if false, each matrix is assumed to be suppplied in
+ * column major order; otherwise assumed to be supplied in row major order
+ * @param vals the matrix values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformMatrices4f(String name,
+ int count, boolean transpose,
+ float[] vals, int off)
+ throws GLException
+ {
+ GL gl = GLU.getCurrentGL();
+ int loc = gl.glGetUniformLocationARB(id, name);
+ gl.glUniformMatrix4fvARB(loc, count, transpose, vals, off);
+ }
}
diff --git a/src/net/java/joglutils/msg/nodes/ShaderNode.java b/src/net/java/joglutils/msg/nodes/ShaderNode.java
index ab9ea60..676838e 100644
--- a/src/net/java/joglutils/msg/nodes/ShaderNode.java
+++ b/src/net/java/joglutils/msg/nodes/ShaderNode.java
@@ -55,6 +55,7 @@ public class ShaderNode extends Node {
private String fragmentShaderCode;
private Shader shader;
private List<Shader> disposedShaders = new ArrayList<Shader>();
+ private Map<String, Params> paramMap = new HashMap<String, Params>();
static {
// Enable the elements this node affects for known actions
@@ -79,12 +80,346 @@ public class ShaderNode extends Node {
this.fragmentShaderCode = fragmentShaderCode;
}
- private Map<String, Vec4f> fMap = new HashMap<String, Vec4f>();
- public void setUniform(String name, float val) {
- fMap.put(name, new Vec4f(val, val, val, val));
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * integer value.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param i0 the first uniform parameter
+ */
+ public void setUniform(String name, int i0) {
+ int[] iArr = new int[] { i0 };
+ paramMap.put(name, new Params(iArr, 1));
}
- public Map<String, Vec4f> getUniformfMap() {
- return fMap;
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * integer values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param i0 the first uniform parameter
+ * @param i1 the second uniform parameter
+ */
+ public void setUniform(String name, int i0, int i1) {
+ int[] iArr = new int[] { i0, i1 };
+ paramMap.put(name, new Params(iArr, 2));
+ }
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * integer values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param i0 the first uniform parameter
+ * @param i1 the second uniform parameter
+ * @param i2 the third uniform parameter
+ */
+ public void setUniform(String name, int i0, int i1, int i2) {
+ int[] iArr = new int[] { i0, i1, i2 };
+ paramMap.put(name, new Params(iArr, 3));
+ }
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * integer values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param i0 the first uniform parameter
+ * @param i1 the second uniform parameter
+ * @param i2 the third uniform parameter
+ * @param i3 the fourth uniform parameter
+ */
+ public void setUniform(String name,
+ int i0, int i1, int i2, int i3)
+ {
+ int[] iArr = new int[] { i0, i1, i2, i3 };
+ paramMap.put(name, new Params(iArr, 4));
+ }
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * float value.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param f0 the first uniform parameter
+ */
+ public void setUniform(String name, float f0) {
+ float[] fArr = new float[] { f0 };
+ paramMap.put(name, new Params(fArr, 1));
+ }
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * float values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param f0 the first uniform parameter
+ * @param f1 the second uniform parameter
+ */
+ public void setUniform(String name, float f0, float f1) {
+ float[] fArr = new float[] { f0, f1 };
+ paramMap.put(name, new Params(fArr, 2));
+ }
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * float values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param f0 the first uniform parameter
+ * @param f1 the second uniform parameter
+ * @param f2 the third uniform parameter
+ */
+ public void setUniform(String name, float f0, float f1, float f2) {
+ float[] fArr = new float[] { f0, f1, f2 };
+ paramMap.put(name, new Params(fArr, 3));
+ }
+
+ /**
+ * Sets the uniform variable of the given name with the provided
+ * float values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param f0 the first uniform parameter
+ * @param f1 the second uniform parameter
+ * @param f2 the third uniform parameter
+ * @param f3 the fourth uniform parameter
+ */
+ public void setUniform(String name,
+ float f0, float f1, float f2, float f3)
+ {
+ float[] fArr = new float[] { f0, f1, f2, f3 };
+ paramMap.put(name, new Params(fArr, 4));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of int elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray1i(String name,
+ int count, int[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 1, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of ivec2 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray2i(String name,
+ int count, int[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 2, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of ivec3 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray3i(String name,
+ int count, int[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 3, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * int array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of ivec4 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray4i(String name,
+ int count, int[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 4, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * float array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of float elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray1f(String name,
+ int count, float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 1, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * float array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of vec2 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray2f(String name,
+ int count, float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 2, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * float array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of vec3 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformArray3f(String name,
+ int count, float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 3, count, off));
+ }
+
+ /**
+ * Sets the uniform array variable of the given name with the provided
+ * float array values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of vec4 elements in the array
+ * @param vals the array values to be set
+ * @param off the offset into the vals array
+ * @throws GLException if no OpenGL context was current or if any
+ * OpenGL-related errors occurred
+ */
+ public void setUniformArray4f(String name,
+ int count, float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 4, count, off));
+ }
+
+ /**
+ * Sets the uniform matrix (or matrix array) variable of the given name
+ * with the provided matrix values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of 2x2 matrices (mat2 elements) in the array
+ * @param transpose if false, each matrix is assumed to be suppplied in
+ * column major order; otherwise assumed to be supplied in row major order
+ * @param vals the matrix values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformMatrices2f(String name,
+ int count, boolean transpose,
+ float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 2, count, off, true, transpose));
+ }
+
+ /**
+ * Sets the uniform matrix (or matrix array) variable of the given name
+ * with the provided matrix values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of 3x3 matrices (mat3 elements) in the array
+ * @param transpose if false, each matrix is assumed to be suppplied in
+ * column major order; otherwise assumed to be supplied in row major order
+ * @param vals the matrix values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformMatrices3f(String name,
+ int count, boolean transpose,
+ float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 3, count, off, true, transpose));
+ }
+
+ /**
+ * Sets the uniform matrix (or matrix array) variable of the given name
+ * with the provided matrix values.
+ * <p>
+ * No OpenGL work is done during this call; it is done lazily when
+ * the Shader is fetched.
+ *
+ * @param name the name of the uniform variable to be set
+ * @param count the number of 4x4 matrices (mat4 elements) in the array
+ * @param transpose if false, each matrix is assumed to be suppplied in
+ * column major order; otherwise assumed to be supplied in row major order
+ * @param vals the matrix values to be set
+ * @param off the offset into the vals array
+ */
+ public void setUniformMatrices4f(String name,
+ int count, boolean transpose,
+ float[] vals, int off)
+ {
+ paramMap.put(name, new Params(vals, 4, count, off, true, transpose));
}
/** Fetches the Shader object associated with this ShaderNode.
@@ -96,6 +431,7 @@ public class ShaderNode extends Node {
if (shader == null) {
this.shader = new Shader(vertexShaderCode, fragmentShaderCode);
}
+ sendParams();
return shader;
}
@@ -121,4 +457,135 @@ public class ShaderNode extends Node {
s.dispose();
}
}
+
+ /**
+ * Sends the stored uniform parameters down to GL.
+ * An OpenGL context must be current at the time this method is
+ * called or a GLException will be thrown.
+ */
+ private void sendParams() {
+ if (!paramMap.isEmpty()) {
+ // FIXME: the shader needs to be enabled prior to setting uniforms,
+ // but doing so here may lead to too many enable/disable calls
+ shader.enable();
+ for (String name : paramMap.keySet()) {
+ Params params = paramMap.get(name);
+ if (params.isMatrix) {
+ switch (params.vecSize) {
+ case 2:
+ shader.setUniformMatrices2f(name, params.numElems,
+ params.transpose,
+ params.fArr,
+ params.offset);
+ break;
+ case 3:
+ shader.setUniformMatrices3f(name, params.numElems,
+ params.transpose,
+ params.fArr,
+ params.offset);
+ break;
+ case 4:
+ shader.setUniformMatrices4f(name, params.numElems,
+ params.transpose,
+ params.fArr,
+ params.offset);
+ break;
+ default:
+ continue;
+ }
+ } else if (params.fArr != null) {
+ switch (params.vecSize) {
+ case 1:
+ shader.setUniformArray1f(name, params.numElems,
+ params.fArr, params.offset);
+ break;
+ case 2:
+ shader.setUniformArray2f(name, params.numElems,
+ params.fArr, params.offset);
+ break;
+ case 3:
+ shader.setUniformArray3f(name, params.numElems,
+ params.fArr, params.offset);
+ break;
+ case 4:
+ shader.setUniformArray4f(name, params.numElems,
+ params.fArr, params.offset);
+ break;
+ default:
+ continue;
+ }
+ } else if (params.iArr != null) {
+ switch (params.vecSize) {
+ case 1:
+ shader.setUniformArray1i(name, params.numElems,
+ params.iArr, params.offset);
+ break;
+ case 2:
+ shader.setUniformArray2i(name, params.numElems,
+ params.iArr, params.offset);
+ break;
+ case 3:
+ shader.setUniformArray3i(name, params.numElems,
+ params.iArr, params.offset);
+ break;
+ case 4:
+ shader.setUniformArray4i(name, params.numElems,
+ params.iArr, params.offset);
+ break;
+ default:
+ continue;
+ }
+ }
+ }
+ // FIXME: see above...
+ shader.disable();
+ paramMap.clear();
+ }
+ }
+
+ /**
+ * A small class to encapsulate int or float data passed in through
+ * the various setUniform*() methods.
+ */
+ private static class Params {
+ private float[] fArr;
+ private int[] iArr;
+ private int vecSize; // 1, 2, 3, or 4
+ private int numElems;
+ private int offset;
+ private boolean isMatrix;
+ private boolean transpose;
+
+ Params(float[] fArr, int vecSize) {
+ this(fArr, vecSize, 1, 0);
+ }
+
+ Params(float[] fArr, int vecSize, int numElems, int offset) {
+ this(fArr, vecSize, numElems, offset, false, false);
+ }
+
+ Params(float[] fArr, int vecSize, int numElems, int offset,
+ boolean isMatrix, boolean transpose)
+ {
+ this.fArr = fArr;
+ this.vecSize = vecSize;
+ this.numElems = numElems;
+ this.offset = offset;
+ this.isMatrix = isMatrix;
+ this.transpose = transpose;
+ }
+
+ Params(int[] iArr, int vecSize) {
+ this(iArr, vecSize, 1, 0);
+ }
+
+ Params(int[] iArr, int vecSize, int numElems, int offset) {
+ this.iArr = iArr;
+ this.vecSize = vecSize;
+ this.numElems = numElems;
+ this.offset = offset;
+ this.isMatrix = false;
+ this.transpose = false;
+ }
+ }
}