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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.misc;
import static com.jogamp.opengl.GL2.*;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.glu.GLU;
/**
* Represents an OpenGL shader program object, which can be constructed from
* the source code for a vertex shader, a fragment shader, or both.
* Contains convenience methods for enabling/disabling shader state.
* <p>
* Usage example:
* <pre>
* String source =
* "uniform sampler2D myTex;" +
* "void main(void)" +
* "{" +
* " vec4 src = texture2D(myTex, gl_TexCoord[0].st);" +
* " gl_FragColor = src.bgra;" + // swizzle!
* "}";
* Shader shader = new Shader(source);
* shader.setUniform("myTex", 0); // myTex will be on texture unit 0
* ...
* shader.enable();
* texture.enable();
* texture.bind();
* ...
* texture.disable();
* shader.disable();
* };
* </pre>
*
* @author Chris Campbell
*/
public class Shader {
/**
* The handle to the OpenGL fragment program object.
*/
private int id;
/**
* Creates a new shader program object and compiles/links the provided
* fragment shader code into that object.
*
* @param fragmentCode a {@code String} representing the fragment shader
* source code to be compiled and linked
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public Shader(final String fragmentCode)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
id = createProgram(gl, null, fragmentCode);
}
/**
* Creates a new shader program object and compiles/links the provided
* vertex shader and fragment shader code into that object.
*
* @param vertexCode a {@code String} representing the vertex shader
* source code to be compiled and linked; this may be null if only a
* fragment shader is going to be needed
* @param fragmentCode a {@code String} representing the fragment shader
* source code to be compiled and linked; this may be null if only a
* vertex shader is going to be needed
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public Shader(final String vertexCode, final String fragmentCode)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
id = createProgram(gl, vertexCode, fragmentCode);
}
/**
* Compiles and links a new shader program using the given sources. If
* successful, this function returns a handle to the newly created shader
* program; otherwise returns 0.
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
private static int createProgram(final GL2 gl,
final String vertexShaderSource,
final String fragmentShaderSource)
throws GLException
{
if (vertexShaderSource == null && fragmentShaderSource == null) {
throw new GLException(
"Either vertexShaderSource or fragmentShaderSource " +
"must be specified");
}
int shaderProgram;
int vertexShader = 0;
int fragmentShader = 0;
final int[] success = new int[1];
final int[] infoLogLength = new int[1];
if (vertexShaderSource != null) {
vertexShader = compileShader(gl, vertexShaderSource, true);
if (vertexShader == 0) {
return 0;
}
}
if (fragmentShaderSource != null) {
fragmentShader = compileShader(gl, fragmentShaderSource, false);
if (fragmentShader == 0) {
if (vertexShader != 0) {
gl.glDeleteObjectARB(vertexShader);
}
return 0;
}
}
// create the program object and attach it to the shader
shaderProgram = (int) gl.glCreateProgramObjectARB(); // FIXME int-cast old ARM
if (vertexShader != 0) {
gl.glAttachObjectARB(shaderProgram, vertexShader);
// it is now safe to delete the shader object
gl.glDeleteObjectARB(vertexShader);
}
if (fragmentShader != 0) {
gl.glAttachObjectARB(shaderProgram, fragmentShader);
// it is now safe to delete the shader object
gl.glDeleteObjectARB(fragmentShader);
}
// link the program
gl.glLinkProgramARB(shaderProgram);
gl.glGetObjectParameterivARB(shaderProgram,
GL_OBJECT_LINK_STATUS_ARB,
success, 0);
// print the linker messages, if necessary
gl.glGetObjectParameterivARB(shaderProgram,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
infoLogLength, 0);
if (infoLogLength[0] > 1) {
final byte[] infoLog = new byte[1024];
gl.glGetInfoLogARB(shaderProgram, 1024, null, 0, infoLog, 0);
System.err.println("Linker message: " +
new String(infoLog));
}
if (success[0] == 0) {
gl.glDeleteObjectARB(shaderProgram);
return 0;
}
return shaderProgram;
}
/**
* Compiles the given shader program. If successful, this function returns
* a handle to the newly created shader object; otherwise returns 0.
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
private static int compileShader(final GL2 gl, final String shaderSource, final boolean vertex)
throws GLException
{
final int kind = vertex ? GL_VERTEX_SHADER : GL_FRAGMENT_SHADER;
int shader;
final int[] success = new int[1];
final int[] infoLogLength = new int[1];
// create the shader object and compile the shader source code
shader = (int) gl.glCreateShaderObjectARB(kind); // FIXME int-cast old ARM
gl.glShaderSourceARB(shader, 1, new String[] { shaderSource }, null, 0);
gl.glCompileShaderARB(shader);
gl.glGetObjectParameterivARB(shader,
GL_OBJECT_COMPILE_STATUS_ARB,
success, 0);
// print the compiler messages, if necessary
gl.glGetObjectParameterivARB(shader,
GL_OBJECT_INFO_LOG_LENGTH_ARB,
infoLogLength, 0);
if (infoLogLength[0] > 1) {
final byte[] infoLog = new byte[1024];
gl.glGetInfoLogARB(shader, 1024, null, 0, infoLog, 0);
System.err.println((vertex ? "Vertex" : "Fragment") +
" compile message: " +
new String(infoLog));
}
if (success[0] == 0) {
gl.glDeleteObjectARB(shader);
return 0;
}
return shader;
}
/**
* Returns the underlying OpenGL program object handle for this fragment
* shader. Most applications will not need to access this, since it is
* handled automatically by the enable() and dispose() methods.
*
* @return the OpenGL program object handle for this fragment shader
*/
public int getProgramObject() {
return id;
}
/**
* Enables this shader program in the current GL context's state.
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void enable() throws GLException {
final GL2 gl = GLU.getCurrentGL().getGL2();
gl.glUseProgramObjectARB(id);
}
/**
* Disables this shader program in the current GL context's state.
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void disable() throws GLException {
final GL2 gl = GLU.getCurrentGL().getGL2();
gl.glUseProgramObjectARB(0);
}
/**
* Disposes the native resources used by this program object.
*
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void dispose() throws GLException {
final GL2 gl = GLU.getCurrentGL().getGL2();
gl.glDeleteObjectARB(id);
id = 0;
}
/**
* 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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final int i0)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform1iARB(loc, i0);
}
/**
* Sets the uniform variable of the given name with the provided
* integer values.
*
* @param name the name of the uniform variable to be set
* @param i0 the first uniform parameter
* @param i1 the second uniform parameter
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final int i0, final int i1)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform2iARB(loc, i0, i1);
}
/**
* Sets the uniform variable of the given name with the provided
* integer values.
*
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final int i0, final int i1, final int i2)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform3iARB(loc, i0, i1, i2);
}
/**
* Sets the uniform variable of the given name with the provided
* integer values.
*
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final int i0, final int i1, final int i2, final int i3)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform4iARB(loc, i0, i1, i2, i3);
}
/**
* Sets the uniform variable of the given name with the provided
* float value.
*
* @param name the name of the uniform variable to be set
* @param f0 the first uniform parameter
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final float f0)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform1fARB(loc, f0);
}
/**
* Sets the uniform variable of the given name with the provided
* float values.
*
* @param name the name of the uniform variable to be set
* @param f0 the first uniform parameter
* @param f1 the second uniform parameter
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final float f0, final float f1)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform2fARB(loc, f0, f1);
}
/**
* Sets the uniform variable of the given name with the provided
* float values.
*
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final float f0, final float f1, final float f2)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform3fARB(loc, f0, f1, f2);
}
/**
* Sets the uniform variable of the given name with the provided
* float values.
*
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniform(final String name, final float f0, final float f1, final float f2, final float f3)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform4fARB(loc, f0, f1, f2, f3);
}
/**
* 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(final String name, final int count, final int[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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(final String name, final int count, final int[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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(final String name, final int count, final int[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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(final String name, final int count, final int[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniformArray1f(final String name,
final int count, final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform1fvARB(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
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniformArray2f(final String name,
final int count, final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform2fvARB(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
* @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
* @throws GLException if no OpenGL context was current or if any
* OpenGL-related errors occurred
*/
public void setUniformArray3f(final String name,
final int count, final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniform3fvARB(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
* @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(final String name,
final int count, final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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(final String name,
final int count, final boolean transpose,
final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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(final String name,
final int count, final boolean transpose,
final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final 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(final String name,
final int count, final boolean transpose,
final float[] vals, final int off)
throws GLException
{
final GL2 gl = GLU.getCurrentGL().getGL2();
final int loc = gl.glGetUniformLocationARB(id, name);
gl.glUniformMatrix4fvARB(loc, count, transpose, vals, off);
}
}
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