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|
/*
* Copyright (c) 2006 Erik Tollerud (erik.tollerud@gmail.com) All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* The names of Erik Tollerud, Sun Microsystems, Inc. or the names of
* contributors may not be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. ERIK TOLLERUD,
* SUN MICROSYSTEMS, INC. ("SUN"), AND SUN'S LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL ERIK
* TOLLERUD, SUN, OR SUN'S LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT
* OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR
* PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF ERIK
* TOLLERUD OR SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*/
package net.java.joglutils.lighting;
import java.awt.Color;
import java.nio.FloatBuffer;
import java.util.HashMap;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GL2ES1;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLContext;
import com.jogamp.opengl.fixedfunc.GLLightingFunc;
import com.jogamp.opengl.glu.GLU;
/**
*
* This class encapsulates the settings for an OpenGL light. It has two modes:
* <br> 1. if an object implementing {@link GL} is attached, the OpenGL state is
* updated as changes to this Light are made, or on enable() or apply() calls.
* <br> 2.if no object is atttached, enable(GL) and apply(GL) applies settings, but the OpenGL state
* is not altered when this Light's settings are changed.
* <br> Note: GL_LIGHTING must be enabled in the OpenGL context by the user - this object will not do so.
* @author Erik J. Tollerud
*/
public class Light {
static HashMap<GL,boolean[]> assignedLights = new HashMap<GL,boolean[]>();
static HashMap<GL,Boolean> shaderBuiltin = new HashMap<GL,Boolean>();
static HashMap<GL,Integer> shaderProgNums = new HashMap<GL,Integer>();
private GL2 attachedGL;
private int lightNumber;
//Light defaults are determined by constructor
private float[] ambient;
private float[] diffuse;
private float[] specular;
private float[] lightPosition;
private float lightW;
private float[] spotDirection;
private float spotCutoff;
private float spotExponent;
private float constantAttenuation;
private float linearAttenuation;
private float quadraticAttenuation;
private boolean phongShaded;
private boolean phongDiffColorMat;
private boolean phongAmbColorMat;
/**
* Creates a new instance of Light with the default settings.
*/
public Light() {
attachedGL = null;
lightNumber = -1;
final float[] localAmb = {0.0f,0.0f,0.0f,1.0f};
ambient = localAmb;
final float[] localDiff = {1.0f,1.0f,1.0f,1.0f};
diffuse = localDiff;
final float[] localSpec = {1.0f,1.0f,1.0f,1.0f};
specular = localSpec;
final float[] localPos = {0,0,1};
lightPosition = localPos;
lightW = 0;
final float[] localSpotDir = {0,0,-1};
spotDirection = localSpotDir;
spotCutoff= 180;
spotExponent = 0;
constantAttenuation = 1;
linearAttenuation = 0;
quadraticAttenuation = 0;
phongShaded = false;
phongDiffColorMat = false;
phongAmbColorMat = false;
}
/**
* Creates a new instance of Light with default settings attached to the specified {@link GL} Context
* @param gl the OpenGL context to attach the light to
* @throws net.java.joglutils.lighting.LightingException if the light number is invalid or is already in use by another Light. Light is detached from any OpenGL Context.
*/
public Light(final GL2 gl) throws LightingException {
this();
this.attachedGL = gl;
this.lightNumber = Light.findAndAssignFreeLightNumber(gl);
if (this.lightNumber == -1) {
this.attachedGL = null;
throw new LightingException("No more Lights available in specified OpenGL context");
}
retrieve();
}
/**
* Creates a new instance of Light with default settings attached to the specified {@link GL} Context with an explicit light number
* @param gl the OpenGL context to attach the light to
* @param lightNumber the light number to be used (must be on [0,7])
* @throws net.java.joglutils.lighting.LightingException if the light number is invalid or is already in use by another Light. Light is detached from any OpenGL Context.
*/
public Light(final GL2 gl, final int lightNumber) throws LightingException {
this();
if (lightNumber < 0 || lightNumber > maxNumberOfLightsInGL(gl))
throw new LightingException("Requested light not availible in specified OpenGL context");
this.attachedGL = gl;
this.lightNumber = Light.findAndAssignFreeLightNumber(gl);
if (this.lightNumber == -1) {
this.attachedGL = null;
throw new LightingException("No more Lights available in specified OpenGL context");
}
retrieve();
}
protected void finalize() {
//Must free light number if this Light is destroyed
if (this.attachedGL != null)
Light.unassignLightNumber(this.attachedGL,this.lightNumber);
}
/**
* Determines the OpenGL light identifier associated with this Light. If no GL context is attached to this
* object, the result is undefined (although generally reflects the last light used)
* @return the OpenGL identifier for this light
*/
public int getGLLightIdentifier() {
return Light.numToID(this.lightNumber);
}
/**
* Determines the number of the light associated with this Light. If no GL context is attached to this
* object, the result is undefined (although generally reflects the last light used)
* @return a number on [0,7] representing which light is used
*/
public int getLightNumber() {
return this.lightNumber;
}
/**
* Sets the number of the OpenGL light to use in subsequent method calls
* @param lightNumber the light number to apply to this Light (must be on [0,7])
* @throws net.java.joglutils.lighting.LightingException in use by another Light object on the attached OpenGL Context. Light is detached from any OpenGL Context.
*/
public void setLightNumber(final int lightNumber) throws LightingException {
if(lightNumber < 0 || lightNumber > 7)
throw new LightingException("Attempted to assign a light number that was not on [0,7]");
if (this.attachedGL != null) {
if(!isLightNumberFree(this.attachedGL,lightNumber))
throw new LightingException("Attempted to assign a light number that was not free on the attached OpenGL Context");
Light.unassignLightNumber(this.attachedGL,this.lightNumber);
Light.assignLightNumber(this.attachedGL,lightNumber);
}
this.lightNumber = lightNumber;
}
/**
* Sets the OpenGL light to use in subsequent method calls from a GL identifier
* @param lightID the OpenGL light ID (must be of the GL_LIGHTn family)
* @throws net.java.joglutils.lighting.LightingException if the input is not a valid light or the light is in use by another Light on the attached OpenGL Context. Light is detached from any OpenGL Context.
*/
public void setLightID(final int lightID) throws LightingException {
setLightNumber(Light.idToNum(lightID));
}
/**
* Attached the specified OpenGL context to this object
* @param gl the OpenGL context to attach this to
* @throws net.java.joglutils.lighting.LightingException if the specified context has no free lights. Light is detached from any OpenGL Context.
*/
public void setAttachedGL(final GL2 gl) throws LightingException {
Light.unassignLightNumber(this.attachedGL,this.lightNumber);
if(!Light.hasFreeLights(gl)) {
this.attachedGL = null;
this.lightNumber = -1;
throw new LightingException("attempted to attach Light object to OpenGL Context with no free lights");
}
this.lightNumber = findAndAssignFreeLightNumber(gl);
this.attachedGL = gl;
if (this.phongShaded) {
if(!Light.shaderBuiltin.containsKey(gl))
Light.initializePhongShader(gl);
}
}
/**
* Returns the OpenGL context attached to this Lighting object
* @return the attached OpenGL context, or null if there is no attached context
*/
public GL getAttachedGL() {
return this.attachedGL;
}
/**
* Detaches the currently attached OpenGL context from this object
*/
public void detachGL() {
Light.unassignLightNumber(this.attachedGL,this.lightNumber);
this.attachedGL = null;
}
/**
* Determines if an OpenGL context is attached.
* @return true if an OpenGL context is attached to this object.
*/
public boolean isAttached() {
if (this.attachedGL == null)
return false;
return true;
}
/**
* Applies the settings on this Light to the attached {@link GL} Context.
* Note that this will not apply Phong Shader settings.
*/
public void apply() {
apply(this.attachedGL,this.lightNumber);
}
/**
* Reconfigure the settings for this Light from the state of the attached
* {@link GL} Context. Note that this will not retrieve Phong Shader settings.
*/
public void retrieve() {
retrieve(this.attachedGL,this.lightNumber);
}
/**
* Enables this Light on the attached {@link GL} Context. Note that GL_LIGHTING must be enabled in this context.
*/
public void enable() {
enable(this.attachedGL,this.lightNumber);
}
/**
* Disables this Light on the attached {@link GL} Context. Note that GL_LIGHTING must be enabled in this context.
*/
public void disable() {
disable(this.attachedGL,this.lightNumber);
}
/**
* Applies the settings on this Light to the specified OpenGL context,
* using the light number stored in the Light. Note that this will not apply Phong Shader settings.
* @param gl the OpenGL context to use.
* @throws net.java.joglutils.lighting.LightingException if the light number stored in this Light is invalid on the specified context.
*/
public void apply(final GL2 gl) throws LightingException {
apply(gl,this.lightNumber);
}
/**
* Reconfigures the settings on this Light from the state of the specified
* OpenGL context, using the light number stored in the Light. Note that this will not retrieve Phong Shader settings.
* @param gl the OpenGL context to use.
* @throws net.java.joglutils.lighting.LightingException if the light number stored in this Light is invalid on the specified context.
*/
public void retrieve(final GL2 gl) throws LightingException {
retrieve(gl,this.lightNumber);
}
/**
* Enables the light number stored in this Light on the specified OpenGL Context.
* @param gl the OpenGL context to use.
* @throws net.java.joglutils.lighting.LightingException if the light number stored in this Light is invalid on the specified context.
*/
public void enable(final GL2 gl) throws LightingException {
enable(gl,this.lightNumber);
}
/**
* Disables the light number stored in this Light on the specified OpenGL Context.
* @param gl the OpenGL context to use.
* @throws net.java.joglutils.lighting.LightingException if the light number stored in this Light is invalid on the specified context.
*/
public void disable(final GL2 gl) throws LightingException {
disable(gl,this.lightNumber);
}
/**
* Applies the settings on this Light to the specified OpenGL context,
* using the requested light number. Note that this will not apply Phong Shader settings.
* @param gl the OpenGL context to use.
* @param lightNumber the number of the light to use (should be on [0,7]).
* @throws net.java.joglutils.lighting.LightingException if the requested light is not valid on the specified context.
*/
public void apply(final GL2 gl, final int lightNumber) throws LightingException {
if(!Light.isLightNumberValid(gl, lightNumber))
throw new LightingException("attempted to apply Light settings to invalid lightNumber for the requested OpenGL context");
final int lightID = numToID(lightNumber);
//set color components
gl.glLightfv(lightID,GLLightingFunc.GL_AMBIENT,ambient,0);
gl.glLightfv(lightID,GLLightingFunc.GL_DIFFUSE,diffuse,0);
gl.glLightfv(lightID,GLLightingFunc.GL_SPECULAR,specular,0);
//OpenGL position information is contanied in Light lightPosition and light distance
final float[] position = new float[4];
position[0] = lightPosition[0];
position[1] = lightPosition[1];
position[2] = lightPosition[2];
position[3] = lightW;
gl.glLightfv(lightID,GLLightingFunc.GL_POSITION,position,0);
//set other parameters
gl.glLightfv(lightID,GLLightingFunc.GL_SPOT_DIRECTION,spotDirection,0);
gl.glLightf(lightID,GLLightingFunc.GL_SPOT_CUTOFF,spotCutoff);
gl.glLightf(lightID,GLLightingFunc.GL_SPOT_EXPONENT,spotExponent);
gl.glLightf(lightID,GLLightingFunc.GL_CONSTANT_ATTENUATION,constantAttenuation);
gl.glLightf(lightID,GLLightingFunc.GL_LINEAR_ATTENUATION,linearAttenuation);
gl.glLightf(lightID,GLLightingFunc.GL_QUADRATIC_ATTENUATION,quadraticAttenuation);
this.lightNumber = lightNumber;
}
/**
* Reconfigures the settings on this Light from the state of the specified
* OpenGL context, using the requested light number. Note that this will not retrieve Phong Shader settings.
* @param gl the OpenGL context to use.
* @param lightNumber the number of the light to use (should be on [0,7]).
* @throws net.java.joglutils.lighting.LightingException if the requested light is not valid on the specified context.
*/
public void retrieve(final GL2 gl, final int lightNumber) throws LightingException{
if(!Light.isLightNumberValid(gl, lightNumber))
throw new LightingException("attempted to retrieve Light settings to invalid lightNumber for the requested OpenGL context");
final int lightID = numToID(lightNumber);
final FloatBuffer buff = FloatBuffer.allocate(24);
//get color components - 4 each
gl.glGetLightfv(lightID,GLLightingFunc.GL_AMBIENT,buff);
buff.get(this.ambient);
gl.glGetLightfv(lightID,GLLightingFunc.GL_DIFFUSE,buff);
buff.get(this.diffuse);
gl.glGetLightfv(lightID,GLLightingFunc.GL_SPECULAR,buff);
buff.get(this.specular);
//get light position - 4 (including distance)
gl.glGetLightfv(lightID,GLLightingFunc.GL_POSITION,buff);
buff.get(this.lightPosition);
this.lightW = buff.get();
//get spot direction- 3
gl.glGetLightfv(lightID,GLLightingFunc.GL_SPOT_DIRECTION,buff);
buff.get(this.spotDirection);
//get individual floats - 1 each
gl.glGetLightfv(lightID,GLLightingFunc.GL_SPOT_CUTOFF,buff);
this.spotCutoff = buff.get();
gl.glGetLightfv(lightID,GLLightingFunc.GL_SPOT_EXPONENT,buff);
this.spotExponent = buff.get();
gl.glGetLightfv(lightID,GLLightingFunc.GL_CONSTANT_ATTENUATION,buff);
this.constantAttenuation = buff.get();
gl.glGetLightfv(lightID,GLLightingFunc.GL_LINEAR_ATTENUATION,buff);
this.linearAttenuation = buff.get();
gl.glGetLightfv(lightID,GLLightingFunc.GL_QUADRATIC_ATTENUATION,buff);
this.quadraticAttenuation = buff.get();
this.lightNumber = lightNumber;
}
/**
* Enables the requested light on the specified OpenGL Context.
* @param gl the OpenGL context to use.
* @param lightNumber the number of the light to use (should be on [0,7]).
* @throws net.java.joglutils.lighting.LightingException if the requested light is not valid on the specified context.
*/
public void enable(final GL2 gl, final int lightNumber) throws LightingException {
if(!Light.isLightNumberValid(gl, lightNumber))
throw new LightingException("attempted to enable Light on with an invalid lightNumber for the requested OpenGL context");
gl.glEnable(numToID(lightNumber));
this.lightNumber = lightNumber;
if(this.phongShaded) {
//TODO:link in shader as just another one?
if(!shaderBuiltin.containsKey(gl))
initializePhongShader(gl);
if(shaderBuiltin.get(gl)) {
final int progID = shaderProgNums.get(gl);
gl.glUseProgram(progID+lightNumber);
final int diffMatCol = gl.glGetUniformLocation(progID,"diffMatCol");
final int ambMatCol = gl.glGetUniformLocation(progID,"ambMatCol");
gl.glUniform1i(diffMatCol,phongDiffColorMat ? 1 : 0);
gl.glUniform1i(ambMatCol,phongAmbColorMat ? 1 : 0);
/*for light one program
int progID = shaderProgNums.get(gl);
int lightNumUniform = gl.glGetUniformLocation(progID,"lightNumber");
gl.glUniform1i(lightNumUniform,lightNumber);
gl.glUseProgram(progID);
*/
} else {
final int progID = shaderProgNums.get(gl);
final int diffMatCol = gl.glGetUniformLocationARB(progID,"diffMatCol");
final int ambMatCol = gl.glGetUniformLocationARB(progID,"ambMatCol");
gl.glUniform1iARB(diffMatCol,phongDiffColorMat ? 1 : 0);
gl.glUniform1iARB(ambMatCol,phongAmbColorMat ? 1 : 0);
gl.glUseProgramObjectARB(progID+lightNumber);
/*for light one program
int progID = shaderProgNums.get(gl);
int lightNumUniform = gl.glGetUniformLocationARB(progID,"lightNumber");
gl.glUniform1iARB(lightNumUniform,lightNumber);
gl.glUseProgramObjectARB(progID);
*/
}
} else {
final Integer result = shaderProgNums.get(gl);
if (result != null) {
final int lightID = result+lightNumber;
final java.nio.IntBuffer buffer = java.nio.IntBuffer.allocate(1);
gl.glGetIntegerv(GL2ES2.GL_CURRENT_PROGRAM,buffer);
final int currProgram = buffer.get();
if (currProgram == lightID)
gl.glUseProgramObjectARB(0);
}
}
}
/**
* Disables the requested light on the specified OpenGL Context.
* @param gl the OpenGL context to use.
* @param lightNumber the number of the light to use (should be on [0,7]).
* @throws net.java.joglutils.lighting.LightingException if the requested light is not valid on the specified context.
*/
public void disable(final GL2 gl, final int lightNumber) throws LightingException {
if(!Light.isLightNumberValid(gl, lightNumber))
throw new LightingException("attempted to disable Light on with an invalid lightNumber for the requested OpenGL context");
gl.glDisable(numToID(lightNumber));
this.lightNumber = lightNumber;
if (this.phongShaded) {
if(gl.isFunctionAvailable("glUseProgram"))
gl.glUseProgram(0);
else if(gl.isFunctionAvailable("glUseProgramObjectARB"))
gl.glUseProgramObjectARB(0);
}
}
//-----------------Setters and Getters-----------------
//TODO: implement range checking on all of these
/**
* Sets the ambient (light "filling the room") color for this Light. Default is {0,0,0,1}.
* @param ambient the Color to be copied into this Light. Later changes to the Color object will not be reflected in the Light.
*/
public void setAmbient(final Color ambient) {
this.ambient = ambient.getRGBComponents(null);
if (this.attachedGL != null)
this.attachedGL.glLightfv(numToID(lightNumber),GLLightingFunc.GL_AMBIENT,this.ambient,0);
}
/**
* Retrieves the ambient color for this Light.
* @return a copy of the color used in this Light.
*/
public Color getAmbient() {
return new Color(ambient[0],ambient[1],ambient[2],ambient[3]);
}
/**
* Sets the diffuse ("dull reflection") color for this Light. Default is {1,1,1,1}.
* @param diffuse the Color to be copied into this Light. Later changes to the Color object will not be reflected in the Light.
*/
public void setDiffuse(final Color diffuse) {
this.diffuse = diffuse.getRGBComponents(null);
if (this.attachedGL != null)
this.attachedGL.glLightfv(numToID(lightNumber),GLLightingFunc.GL_DIFFUSE,this.diffuse,0);
}
/**
* Retrieves the diffuse color for this Light.
* @return a copy of the color used in this Light.
*/
public Color getDiffuse() {
return new Color(diffuse[0],diffuse[1],diffuse[2],diffuse[3]);
}
/**
* Sets the specular ("shiny reflection") color for this Light. Default is {1,1,1,1}.
* @param specular the Color to be copied into this Light. Later changes to the Color object will not be reflected in the Light.
*/
public void setSpecular(final Color specular) {
this.specular = specular.getRGBComponents(null);
if (this.attachedGL != null)
this.attachedGL.glLightfv(numToID(lightNumber),GLLightingFunc.GL_SPECULAR,this.specular,0);
}
/**
* Retrieves the specular color for this Light.
* @return a copy of the color used in this Light.
*/
public Color getSpecular() {
return new Color(specular[0],specular[1],specular[2],specular[3]);
}
/**
* Specifies the direction vector for this Light.
* (i.e. this the first 3 components specified when setting GL_POSITION with glLight)
* Default is {0,0,1}.
* @param lightPosition an array of three components in {x,y,z} format to be copied into the Light.
*/
public void setLightPosition(final float[] lightPosition) {
if (this.attachedGL != null) {
final float[] position = new float[4];
position[0] = lightPosition[0];
position[1] = lightPosition[1];
position[2] = lightPosition[2];
position[3] = this.lightW;
this.attachedGL.glLightfv(numToID(lightNumber),GLLightingFunc.GL_POSITION,position,0);
}
this.lightPosition = lightPosition.clone();
}
/**
* Specifies the direction vector for this Light.
* (i.e. this the first 3 components specified when setting GL_POSITION with glLight)
* Default is {0,0,1}.
* @param lightx the x component of the light position
* @param lighty the y component of the light position
* @param lightz the z component of the light position
*/
public void setLightPosition(final float lightx, final float lighty, final float lightz) {
final float[] pos = {lightx,lighty,lightz};
setLightPosition(pos);
}
/**
* Retrieves the direction vector for this light.
* @return a copy of the position of this Light
*/
public float[] getLightPosition() {
return this.lightPosition.clone();
}
/**
* Sets the spotlight direction for this Light. Default is {0,0,-1}.
* @param spotDirection A 3-element array in {x,y,z} format specifying the spotlight direction vector.
*/
public void setSpotDirection(final float[] spotDirection) {
if (this.attachedGL != null)
this.attachedGL.glLightfv(numToID(lightNumber),GLLightingFunc.GL_SPOT_DIRECTION,spotDirection,0);
this.spotDirection = spotDirection.clone();
}
/**
* Sets the spotlight direction for this Light. Default is {0,0,-1}.
* @param spotx the x coordinate of the spotlight direction vector.
* @param spoty the y coordinate of the spotlight direction vector.
* @param spotz the z coordinate of the spotlight direction vector.
*/
public void setSpotDirection(final float spotx, final float spoty, final float spotz) {
final float[] spotVec = {spotx, spoty, spotz};
setSpotDirection(spotVec);
}
/**
* Retrieves a vector indicating the spotlight direction used in this Light.
* @return a copy of the spotlight direction of this Light
*/
public float[] getSpotDirection() {
return this.spotDirection.clone();
}
/**
* Specifies the w-component to be used for this Light. Default is 0.
* (i.e. this the last component specified when setting GL_POSITION with glLight)
* If 0, this light is treated as a direction source.
* @param lightW the distance to be applied.
*/
public void setLightW(final float lightW) {
if (this.attachedGL != null) {
final float[] position = new float[4];
position[0] = this.lightPosition[0];
position[1] = this.lightPosition[1];
position[2] = this.lightPosition[2];
position[3] = lightW;
this.attachedGL.glLightfv(numToID(lightNumber),GLLightingFunc.GL_POSITION,position,0);
}
this.lightW = lightW;
}
/**
* Retrieves the w-component of this Light.
* @return the component. If 0, this Light is a directional source.
*/
public float getLightW() {
return lightW;
}
/**
* Sets this Light so that the light seems to be infinitely far away in terms of some of the calculations.
*/
public void makeDirectional() {
this.setLightW(0.0f);
}
/**
* Sets the spotlight cutoff angle for this Light. Default is 180.
* @param spotCutoff the angle to use.
*/
public void setSpotCutoff(final float spotCutoff) {
if (this.attachedGL != null)
this.attachedGL.glLightf(numToID(lightNumber),GLLightingFunc.GL_SPOT_CUTOFF,spotCutoff);
this.spotCutoff = spotCutoff;
}
/**
* Retrieves the spotlight cutoff angle for this Light.
* @return the angle used in this Light.
*/
public float getSpotCutoff() {
return spotCutoff;
}
/**
* Sets the spotlight exponent in this Light. Default is 0.
* @param spotExponent the exponent to set on this Light.
*/
public void setSpotExponent(final float spotExponent) {
if (this.attachedGL != null)
this.attachedGL.glLightf(numToID(lightNumber),GLLightingFunc.GL_SPOT_EXPONENT,spotExponent);
this.spotExponent = spotExponent;
}
/**
* Retrieves the spotlight exponent in this Light.
* @return the exponent used in this Light.
*/
public float getSpotExponent() {
return spotExponent;
}
/**
* Sets the coefficient of the constant term in the attenuation equation for this Light.
* Default is 1.
* @param constantAttenuation the value to use for the constant coefficient.
*/
public void setConstantAttenuation(final float constantAttenuation) {
if (this.attachedGL != null)
this.attachedGL.glLightf(numToID(lightNumber),GLLightingFunc.GL_CONSTANT_ATTENUATION,constantAttenuation);
this.constantAttenuation = constantAttenuation;
}
/**
* Retrieves the coefficient of the constant term in the attenuation equation for this Light.
* @return the constant coefficient.
*/
public float getConstantAttenuation() {
return constantAttenuation;
}
/**
* Sets the coefficient of the linear term in the attenuation equation for this Light.
* Default is 0.
* @param linearAttenuation the value to use for the linear coefficient.
*/
public void setLinearAttenuation(final float linearAttenuation) {
if (this.attachedGL != null)
this.attachedGL.glLightf(numToID(lightNumber),GLLightingFunc.GL_LINEAR_ATTENUATION,linearAttenuation);
this.linearAttenuation = linearAttenuation;
}
/**
* Retrieves the coefficient of the linear term in the attenuation equation for this Light.
* @return the linear coefficient.
*/
public float getLinearAttenuation() {
return linearAttenuation;
}
/**
* Sets the coefficient of the quadratic term in the attenuation equation for this Light.
* Default is 0.
* @param quadraticAttenuation the value to use for the quadratic coefficient.
*/
public void setQuadraticAttenuation(final float quadraticAttenuation) {
if (this.attachedGL != null)
this.attachedGL.glLightf(numToID(lightNumber),GLLightingFunc.GL_QUADRATIC_ATTENUATION,quadraticAttenuation);
this.quadraticAttenuation = quadraticAttenuation;
}
/**
* Retrieves the coefficient of the quadratic term in the attenuation equation for this Light.
* @return the quadratic coefficient.
*/
public float getQuadraticAttenuation() {
return quadraticAttenuation;
}
//------------------public statics---------------
/**
* Determines the maximum number of lights in the specified {@link GL} context
* @param gl the OpenGL context to test
* @return the maximum number of lights (highest possible in OpenGL is 8)
*/
public static int maxNumberOfLightsInGL(final GL2 gl) {
final java.nio.IntBuffer buff = java.nio.IntBuffer.allocate(1);
gl.glGetIntegerv(GL2ES1.GL_MAX_LIGHTS,buff);
return buff.get();
}
/**
* Converts the specified OpenGL light ID number to a number
* @return the appropriate light number (on [0,7])
* @param lightID the OpenGL ID (should be one of GL_LIGHTn where n is on [0,7])
* @throws net.java.joglutils.lighting.LightingException if the supplied lightID is not an OpenGL light ID
*/
public static int idToNum(final int lightID) throws LightingException {
int retNum = -1;
switch (lightID) {
case GLLightingFunc.GL_LIGHT0:
retNum = 0;
break;
case GLLightingFunc.GL_LIGHT1:
retNum = 1;
break;
case GLLightingFunc.GL_LIGHT2:
retNum = 2;
break;
case GLLightingFunc.GL_LIGHT3:
retNum = 3;
break;
case GLLightingFunc.GL_LIGHT4:
retNum = 4;
break;
case GLLightingFunc.GL_LIGHT5:
retNum = 5;
break;
case GLLightingFunc.GL_LIGHT6:
retNum = 6;
break;
case GLLightingFunc.GL_LIGHT7:
retNum = 7;
break;
default:
throw new LightingException("tried to determine light number of a non-ID int");
}
return retNum;
}
/**
* Determines the OpenGL ID for the specified light number
* @return the OpenGL ID for that light number (from the GL_LIGHTn family)
* @param lightNum a number on [0,7] specifying the a light
* @throws net.java.joglutils.lighting.LightingException if the supplied lightID is not an OpenGL light ID
*/
public static int numToID(final int lightNum) throws LightingException {
int retID = -1;
switch (lightNum) {
case 0:
retID = GLLightingFunc.GL_LIGHT0;
break;
case 1:
retID = GLLightingFunc.GL_LIGHT1;
break;
case 2:
retID = GLLightingFunc.GL_LIGHT2;
break;
case 3:
retID = GLLightingFunc.GL_LIGHT3;
break;
case 4:
retID = GLLightingFunc.GL_LIGHT4;
break;
case 5:
retID = GLLightingFunc.GL_LIGHT5;
break;
case 6:
retID = GLLightingFunc.GL_LIGHT6;
break;
case 7:
retID = GLLightingFunc.GL_LIGHT7;
break;
default:
throw new LightingException("tried to determine ID of a number not on [0,7]");
}
return retID;
}
/**
* Determines if there is space in a specified OpenGL context for another Light to be attached
* @param gl the openGL context to test
* @return true if another Light object can be attached to this GL context
*/
public static boolean hasFreeLights(final GL2 gl) {
final boolean[] lights = assignedLights.get(gl);
if (lights == null)
return true;
for (final boolean b : lights) {
if (!b)
return true;
}
return false;
}
/**
* Sets if phong per-fragment shading (as opposed to fixed-functionality per-vertex shading) is to be used with this Light. Must come before the light is enabled.
* This uses a vertex and fragment shader, so the fixed-functionality pipeline will not function normally.
* @param usePhongShading if Phong should be used. If true and this Light is attached to a GL Context, initializes on this Light's context
* @throws net.java.joglutils.lighting.LightingException if the current OpenGL context does not support GLSL shaders or the shader did not sucessfully compile and link
*/
public void setPhongShaded(final boolean usePhongShading) throws LightingException {
if (this.attachedGL != null)
initializePhongShader(this.attachedGL);
this.phongShaded = usePhongShading;
}
/**
* Tells if this Light is using Phong shading
* @return true if this Light is in Phong shading mode
*/
public boolean isPhongShaded() {
return this.phongShaded;
}
/**
* Sets whether or not the opengl color should be used for the phong color shader
* @param ambient the ambient color material mode
* @param diffuse the diffuse color material mode
*/
public void setPhongColorMaterial(final boolean ambient, final boolean diffuse) {
this.phongAmbColorMat = ambient;
this.phongDiffColorMat = diffuse;
}
/**
* Determines if color material is used for ambient in the Phong shader
* @return true if color material is used for the phong ambient shader
*/
public boolean isAmbientPhongColorMaterial() {
return this.phongAmbColorMat;
}
/**
* Determines if color material is used for diffuse in the Phong shader
* @return true if color material is used for the phong diffuse shader
*/
public boolean isDiffusePhongColorMaterial() {
return this.phongDiffColorMat;
}
/**
* Initializes Phong shading mode for this Light (instead of the fixed functionality Gouraud shading) on the current OpenGL context. Must be called before Phong shading can be activated.
* @throws net.java.joglutils.lighting.LightingException if the OpenGL context does not support GLSL shaders or the shader did not sucessfully compile and link
*/
public static void initializePhongShader() throws LightingException {
initializePhongShader(GLU.getCurrentGL().getGL2());
}
/**
* Initializes Phong shading mode for this Light (instead of the fixed functionality Gouraud shading). Must be called on the context before Phong shading can be activated.
* @param gl the openGL context on which to initialize the shader
* @throws net.java.joglutils.lighting.LightingException if the OpenGL context does not support GLSL shaders or the shader did not sucessfully compile and link
*/
public static void initializePhongShader(final GL2 gl) throws LightingException {
/* Old way that only works for light zero
//program source
final String[] fragSource = {
"varying vec3 normalEye;\n",
"varying vec3 positionEye;\n",
"uniform int lightNum;\n",
"\n",
"void main()\n",
"{\n",
"\n",
"vec3 N = normalize (normalEye);\n",
"vec3 L = normalize (gl_LightSource[0].position.xyz);\n",
"vec3 E = normalize (-positionEye);\n",
"vec3 H = normalize (L + E);\n",
"\n",
"vec4 ambientColor = gl_FrontMaterial.ambient * gl_LightSource[0].ambient;\n",
"vec4 diffuseColor = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse * max (dot (N, L), 0.0);\n",
"vec4 specularColor = gl_FrontMaterial.specular * gl_LightSource[0]. specular * pow (max (dot (N, H), 0.0), gl_FrontMaterial.shininess);\n",
"gl_FragColor = ambientColor + diffuseColor + specularColor;\n",
"}\n"
};
final String[] vertSource={
"varying vec3 normalEye;\n",
"varying vec3 positionEye;\n",
"\n",
"void main()\n",
"{\n",
"normalEye = gl_NormalMatrix * gl_Normal;\n",
"positionEye = (gl_ModelViewMatrix * gl_Vertex).xyz;\n",
"gl_Position = ftransform ();\n",
"}\n"
};
int[] vertLengths = new int[vertSource.length];
for (int i=0; i < vertLengths.length;++i)
vertLengths[i] = vertSource[i].length();
int[] fragLengths = new int[fragSource.length];
for (int i=0; i < fragLengths.length;++i)
fragLengths[i] = fragSource[i].length();
boolean builtin;
int progID;
if(gl.isFunctionAvailable("glCreateProgram"))
builtin = true;
else if (gl.isFunctionAvailable("glCreateProgramObjectARB"))
builtin = false;
else
throw new LightingException("Could not generate Shader for Light - GLSL Shaders not supported by this GL Context");
if(builtin) {
progID = gl.glCreateProgram();
int vertID = gl.glCreateShader(GL2.GL_VERTEX_SHADER);
int fragID = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER);
gl.glShaderSource(vertID,vertSource.length,vertSource,vertLengths,0);
gl.glShaderSource(fragID,fragSource.length,fragSource,fragLengths,0);
gl.glCompileShader(vertID);
gl.glCompileShader(fragID);
gl.glAttachShader(progID,vertID);
gl.glAttachShader(progID,fragID);
gl.glLinkProgram(progID);
int[] getProgArray = new int[1];
gl.glGetProgramiv(progID,GL2.GL_LINK_STATUS,getProgArray,0);
if (getProgArray[0] == GL2.GL_FALSE) {
gl.glGetProgramiv(progID,GL2.GL_INFO_LOG_LENGTH,getProgArray,0);
int logLength = getProgArray[0];
byte[] logArray = new byte[logLength];
gl.glGetProgramInfoLog(progID,logLength,getProgArray,0,logArray,0);
String log = new String(logArray);
throw new LightingException("Shader Program could not link. Log:\n"+log);
}
} else {
progID = gl.glCreateProgramObjectARB();
int vertID = gl.glCreateShaderObjectARB(GL2.GL_VERTEX_SHADER_ARB);
int fragID = gl.glCreateShaderObjectARB(GL2.GL_FRAGMENT_SHADER_ARB);
gl.glShaderSourceARB(vertID,vertSource.length,vertSource,vertLengths,0);
gl.glShaderSourceARB(fragID,fragSource.length,fragSource,fragLengths,0);
gl.glCompileShaderARB(vertID);
gl.glCompileShaderARB(fragID);
gl.glAttachObjectARB(progID,vertID);
gl.glAttachObjectARB(progID,fragID);
gl.glLinkProgramARB(progID);
int[] getProgArray = new int[1];
gl.glGetObjectParameterivARB(progID,GL2.GL_OBJECT_LINK_STATUS_ARB,getProgArray,0);
if (getProgArray[0] == GL2.GL_FALSE) {
gl.glGetObjectParameterivARB(progID,GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB,getProgArray,0);
int logLength = getProgArray[0];
byte[] logArray = new byte[logLength];
gl.glGetInfoLogARB(progID,logLength,getProgArray,0,logArray,0);
String log = new String(logArray);
throw new LightingException("Shader Program could not link. Log:\n"+log);
}
}
*/
boolean builtin;
int progID;
if(gl.isFunctionAvailable("glCreateProgram"))
builtin = true;
else if (gl.isFunctionAvailable("glCreateProgramObjectARB"))
builtin = false;
else
throw new LightingException("Could not generate Shader for Light - GLSL Shaders not supported by this GL Context");
if(builtin) {
progID = gl.glCreateProgram();
//generate the other 7 shaders so that the numbers are in order
for (int currID = 1+progID; currID < (progID+8); ++currID) {
final int result = gl.glCreateProgram();
if (result != currID)
throw new LightingException("Couldn't generate shader programs in numerical order - can't use Phong Shading");
}
final int vertID = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
final String[] vertSource = generatePhongVertexShaderSource();
gl.glShaderSource(vertID,vertSource.length,vertSource,generateShaderLengths(vertSource),0);
//generate program for each light and compile and link
for (int currID = progID;currID < (8+progID);++currID) {
final int fragID = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
final String[] fragSource = generatePhongFragmentShaderSource(currID-progID);
gl.glShaderSource(fragID,fragSource.length,fragSource,generateShaderLengths(fragSource),0);
gl.glCompileShader(vertID);
gl.glCompileShader(fragID);
gl.glAttachShader(currID,vertID);
gl.glAttachShader(currID,fragID);
gl.glLinkProgram(currID);
final int[] getProgArray = new int[1];
gl.glGetProgramiv(currID,GL2ES2.GL_LINK_STATUS,getProgArray,0);
if (getProgArray[0] == GL.GL_FALSE) {
gl.glGetProgramiv(currID,GL2ES2.GL_INFO_LOG_LENGTH,getProgArray,0);
final int logLength = getProgArray[0];
final byte[] logArray = new byte[logLength];
gl.glGetProgramInfoLog(currID,logLength,getProgArray,0,logArray,0);
final String log = new String(logArray);
throw new LightingException("Shader Program could not link. Log:\n"+log);
}
}
} else {
// FIXME: praying that int-cast works ;-)
progID = (int) gl.glCreateProgramObjectARB();
//generate the other 7 shaders so that the numbers are in order
for (int currID = 1+progID; currID < (progID+8); ++currID) {
final int result = (int) gl.glCreateProgramObjectARB();
if (result != currID)
throw new LightingException("Couldn't generate shader programs in numerical order - can't use Phong Shading");
}
final int vertID = (int) gl.glCreateShaderObjectARB(GL2ES2.GL_VERTEX_SHADER);
final String[] vertSource = generatePhongVertexShaderSource();
gl.glShaderSourceARB(vertID,vertSource.length,vertSource,generateShaderLengths(vertSource),0);
//TODO: do this in a way that doesn't depend on the numbers being in order
//generate program for each light and compile and link
for (int currID = progID;currID < (8+progID);++currID) {
final int fragID = (int) gl.glCreateShaderObjectARB(GL2ES2.GL_FRAGMENT_SHADER);
final String[] fragSource = generatePhongFragmentShaderSource(currID-progID);
gl.glShaderSourceARB(fragID,fragSource.length,fragSource,generateShaderLengths(fragSource),0);
gl.glCompileShaderARB(vertID);
gl.glCompileShaderARB(fragID);
gl.glAttachObjectARB(currID,vertID);
gl.glAttachObjectARB(currID,fragID);
gl.glLinkProgramARB(currID);
final int[] getProgArray = new int[1];
gl.glGetObjectParameterivARB(currID,GL2.GL_OBJECT_LINK_STATUS_ARB,getProgArray,0);
if (getProgArray[0] == GL.GL_FALSE) {
gl.glGetObjectParameterivARB(currID,GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB,getProgArray,0);
final int logLength = getProgArray[0];
final byte[] logArray = new byte[logLength];
gl.glGetInfoLogARB(currID,logLength,getProgArray,0,logArray,0);
final String log = new String(logArray);
throw new LightingException("Shader Program could not link. Log:\n"+log);
}
}
}
shaderProgNums.put(gl,progID);
shaderBuiltin.put(gl, builtin);
}
/**
* Removes the Phong Shader program from the current GL Context
*
* @throws net.java.joglutils.lighting.LightingException if there is no Phong Shader
**/
public static void removePhongShader() throws LightingException {
removePhongShader(GLContext.getCurrentGL().getGL2());
}
/**
* Removes the Phong Shader program from the specified GL Context
*
* @param gl the OpenGL context to remove the Phong shader program from
* @throws net.java.joglutils.lighting.LightingException if there is no Phong Shader initialized on this context
*/
public static void removePhongShader(final GL2 gl) throws LightingException {
if (shaderBuiltin.containsKey(gl)) {
final int progID = shaderProgNums.remove(gl);
if(shaderBuiltin.remove(gl)) {
final java.nio.IntBuffer intBuff = java.nio.IntBuffer.allocate(3);
for (int currID = progID; currID < (8+progID); ++currID) {
gl.glGetAttachedShaders(currID,2,intBuff,intBuff);
if (intBuff.get() != 2)
throw new LightingException("More than 2 shaders attached to the Light phong shader program. Program ID Number:"+progID);
gl.glDeleteShader(intBuff.get());
gl.glDeleteShader(intBuff.get());
gl.glDeleteProgram(currID);
intBuff.clear();
}
} else {
final java.nio.IntBuffer intBuff = java.nio.IntBuffer.allocate(3);
final java.nio.LongBuffer longBuff = java.nio.LongBuffer.allocate(3);
for (int currID = progID; currID < (8+progID); ++currID) {
gl.glGetAttachedObjectsARB(currID,2,intBuff,longBuff);
if (intBuff.get() != 2)
throw new LightingException("More than 2 shaders attached to the Light phong shader program. Program ID Number:"+progID);
gl.glDeleteObjectARB(longBuff.get());
gl.glDeleteObjectARB(longBuff.get());
gl.glDeleteObjectARB(currID);
intBuff.clear();
longBuff.clear();
}
}
} else
throw new LightingException("Tried to remove Light phong shader on a GL Context with no phong shader");
}
//----------- Private internal functions/methods below this point------------
private static boolean isLightNumberValid(final GL2 gl ,final int lightNumber) {
return (lightNumber > -1 && lightNumber < maxNumberOfLightsInGL(gl));
}
private static boolean isLightNumberFree(final GL2 gl, final int lightNumber) {
final boolean[] lights = assignedLights.get(gl);
if (lights == null)
return true;
if (lightNumber >= lights.length || lightNumber < 0)
return false;
return (!lights[lightNumber]);
}
private static int findAndAssignFreeLightNumber(final GL2 gl) {
boolean[] lights = assignedLights.get(gl);
if (lights == null) {
lights = new boolean[maxNumberOfLightsInGL(gl)];
lights[0] = true;
assignedLights.put(gl,lights);
return 0;
}
int i = 0;
while(i < lights.length) {
if(!lights[i])
break;
++i;
}
if (i < lights.length) {
lights[i] = true;
assignedLights.put(gl,lights);
return i;
}
return -1;
}
private static void assignLightNumber(final GL2 gl, final int lightNumber) {
//No range checking
boolean[] lights = assignedLights.get(gl);
if (lights == null) {
lights = new boolean[maxNumberOfLightsInGL(gl)];
lights[lightNumber] = true;
} else
lights[lightNumber] = true;
assignedLights.put(gl,lights);
}
private static void unassignLightNumber(final GL2 gl, final int lightNumber) {
//No range checking
final boolean[] lights = assignedLights.get(gl);
lights[lightNumber] = false;
assignedLights.put(gl,lights);
}
private static String[] generatePhongFragmentShaderSource(final long l) {
final String[] fragSource = {
"varying vec3 normalEye;\n",
"varying vec3 positionEye;\n",
"uniform bool ambMatCol;\n",
"uniform bool diffMatCol;\n",
"\n",
"void main()\n",
"{\n",
"\n",
"vec3 N = normalize (normalEye);\n",
"vec3 L = normalize (gl_LightSource["+l+"].position.xyz);\n",
"vec3 E = normalize (-positionEye);\n",
"vec3 H = normalize (L + E);\n",
"\n",
"vec4 ambientColor = (ambMatCol ? gl_Color : gl_FrontMaterial.ambient ) * (gl_LightSource["+l+"].ambient+gl_LightModel.ambient);\n",
"vec4 diffuseColor = (diffMatCol ? gl_Color : gl_FrontMaterial.diffuse ) * gl_LightSource["+l+"].diffuse * max (dot (N, L), 0.0);\n",
//"vec4 ambientColor = gl_FrontMaterial.ambient * (gl_LightSource["+lightNumber+"].ambient+gl_LightModel.ambient);\n",
//"vec4 diffuseColor = gl_FrontMaterial.diffuse * gl_LightSource["+lightNumber+"].diffuse * max (dot (N, L), 0.0);\n",
//"vec4 ambientColor = gl_Color * (gl_LightSource["+lightNumber+"].ambient+gl_LightModel.ambient);\n",
//"vec4 diffuseColor = gl_Color * gl_LightSource["+lightNumber+"].diffuse * max (dot (N, L), 0.0);\n",
"vec4 specularColor = gl_FrontMaterial.specular * gl_LightSource["+l+"]. specular * pow (max (dot (N, H), 0.0), gl_FrontMaterial.shininess);\n",
"gl_FragColor = ambientColor + diffuseColor + specularColor;\n",
"}\n"
};
return fragSource;
}
private static String[] generatePhongVertexShaderSource() {
final String[] vertSource={
"varying vec3 normalEye;\n",
"varying vec3 positionEye;\n",
"\n",
"void main()\n",
"{\n",
"normalEye = gl_NormalMatrix * gl_Normal;\n",
"positionEye = (gl_ModelViewMatrix * gl_Vertex).xyz;\n",
"gl_Position = ftransform ();\n",
"gl_FrontColor = gl_Color;\n",
"}\n"
};
return vertSource;
}
private static int[] generateShaderLengths(final String[] shaderSource) {
final int[] vertLengths = new int[shaderSource.length];
for (int i=0; i < vertLengths.length;++i)
vertLengths[i] = shaderSource[i].length();
return vertLengths;
}
}
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