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/*
* Copyright (c) 2007 Sun Microsystems, Inc. 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.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may 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. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS 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 SUN OR
* ITS 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
* 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.msg.elements;
import java.util.*;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
import net.java.joglutils.msg.math.*;
import net.java.joglutils.msg.misc.*;
import net.java.joglutils.msg.nodes.*;
/** Represents the current shader, which is applied to any drawn
geometry, and performs side-effects in OpenGL. */
public class GLShaderElement extends ShaderElement {
// Boilerplate for concrete element subclasses
public Element newInstance() {
return new GLShaderElement();
}
public static GLShaderElement getInstance(State state) {
return (GLShaderElement) ShaderElement.getInstance(state);
}
public static void enable(State defaultState) {
Element tmp = new GLShaderElement();
defaultState.setElement(tmp.getStateIndex(), tmp);
}
public void pop(State state, Element previousTopElement) {
// Put things back the way they were
switchShaders(((GLShaderElement) previousTopElement).shader, shader);
}
public void setElt(ShaderNode shader) {
ShaderNode prev = this.shader;
super.setElt(shader);
switchShaders(prev, shader);
}
private void switchShaders(ShaderNode prev, ShaderNode shader) {
GL gl = GLU.getCurrentGL();
Shader prevShader = null;
Shader curShader = null;
if (prev != null) {
prevShader = prev.getShader();
}
if (shader != null) {
curShader = shader.getShader();
}
// FIXME: should be smarter about this; if the target is the same
// for the previous and current shaders, just bind the new one
if (prevShader != null) {
prevShader.disable();
}
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();
}
}
}
}
}
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