diff options
author | Sven Gothel <[email protected]> | 2013-05-17 07:55:59 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2013-05-17 07:55:59 +0200 |
commit | b2802021acf8aa9b363ebef383c8dc8c8079ffa4 (patch) | |
tree | 7a9ba6c7b951e6eaf5fe7f91c5ef00ad9b357279 /src/jogl/classes/com | |
parent | 33abeb8097a8f80acd1a4ce94b4866e5dc41f0c0 (diff) |
Fix Bug 711: Align Graphs's Curve Shader programmatically to used GL/GLSL version, following all other internal GLSL usage utilizing ShaderCode.
Diffstat (limited to 'src/jogl/classes/com')
-rw-r--r-- | src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java | 35 | ||||
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java | 28 |
2 files changed, 47 insertions, 16 deletions
diff --git a/src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java b/src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java index fcccf592e..998129551 100644 --- a/src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java +++ b/src/jogl/classes/com/jogamp/graph/curve/opengl/Renderer.java @@ -33,6 +33,7 @@ import javax.media.opengl.GL2ES2; import javax.media.opengl.GLException; import javax.media.opengl.fixedfunc.GLMatrixFunc; +import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderState; import com.jogamp.opengl.util.PMVMatrix; @@ -263,21 +264,31 @@ public abstract class Renderer { return true; } - protected String getVertexShaderName(GL2ES2 gl) { - return "curverenderer01" + getShaderGLVersionSuffix(gl); + protected String getVertexShaderName() { + return "curverenderer" + getImplVersion(); } - protected String getFragmentShaderName(GL2ES2 gl) { - final String type = "01" ; // Region.isNonUniformWeight(renderModes) ? "02" : "01" ; - final String pass = Region.isVBAA(renderModes) ? "b" : "a" ; - return "curverenderer" + type + pass + getShaderGLVersionSuffix(gl); + protected String getFragmentShaderName() { + final String version = getImplVersion(); + final String pass = Region.isVBAA(renderModes) ? "-2pass" : "-1pass" ; + final String weight = Region.isNonUniformWeight(renderModes) ? "-weight" : "" ; + return "curverenderer" + version + pass + weight; } - - protected String getShaderGLVersionSuffix(GL2ES2 gl) { - if(gl.isGLES2()) { - return "-es2"; + + // FIXME: Really required to have sampler2D def. precision ? If not, we can drop getFragmentShaderPrecision(..) and use default ShaderCode .. + public static final String es2_precision_fp = "\nprecision mediump float;\nprecision mediump int;\nprecision mediump sampler2D;\n"; + + protected String getFragmentShaderPrecision(GL2ES2 gl) { + if( gl.isGLES2() ) { + return es2_precision_fp; } - return "-gl2"; - } + if( ShaderCode.requiresGL3DefaultPrecision(gl) ) { + return ShaderCode.gl3_default_precision_fp; + } + return null; + } + protected String getImplVersion() { + return "01"; + } }
\ No newline at end of file diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java index 80a7efaec..edc3d2677 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java @@ -684,7 +684,7 @@ public class ShaderCode { * * @param shaderIdx the shader index to be used. * @param position in shader source segments of shader <code>shaderIdx</code> - * @param data the text to be inserted. Shall end with an EOL '\n' character. + * @param data the text to be inserted. Shall end with an EOL '\n' character * @return index after the inserted <code>data</code> * * @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type <code>StringBuilder</code> @@ -833,8 +833,11 @@ public class ShaderCode { /** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */ public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n"; /** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #gl3_default_precision_fp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */ - public static final String gl3_default_precision_fp = "\nprecision highp float;\nprecision mediump int;\n"; + public static final String gl3_default_precision_fp = "\nprecision highp float;\nprecision mediump int;\n/*precision mediump sampler2D;*/\n"; + /** Prefer <code>enable</code> over <code>require</code>, since it won't force a failure. */ + public static final String extOESDerivativesEnable = "#extension GL_OES_standard_derivatives : enable\n"; + /** * Add GLSL version at the head of this shader source code. * <p> @@ -860,7 +863,6 @@ public class ShaderCode { * @return the index after the inserted data, maybe 0 if nothing has be inserted. */ public final int addDefaultShaderPrecision(GL2ES2 gl, int pos) { - final VersionNumber glslVersion = gl.getContext().getGLSLVersionNumber(); final String defaultPrecision; if( gl.isGLES2() ) { switch ( shaderType ) { @@ -872,7 +874,7 @@ public class ShaderCode { defaultPrecision = null; break; } - } else if( glslVersion.compareTo(GLContext.Version130) >= 0 && glslVersion.compareTo(GLContext.Version150) < 0 ) { + } else if( requiresGL3DefaultPrecision(gl) ) { // GLSL [ 1.30 .. 1.50 [ needs at least fragement float default precision! switch ( shaderType ) { case GL2ES2.GL_VERTEX_SHADER: @@ -893,6 +895,24 @@ public class ShaderCode { return pos; } + /** Returns true, if GLSL version requires default precision, i.e. ES2 or GLSL [1.30 .. 1.50[. */ + public static final boolean requiresDefaultPrecision(GL2ES2 gl) { + if( gl.isGLES2() ) { + return true; + } + return requiresGL3DefaultPrecision(gl); + } + + /** Returns true, if GL3 GLSL version requires default precision, i.e. GLSL [1.30 .. 1.50[. */ + public static final boolean requiresGL3DefaultPrecision(GL2ES2 gl) { + if( gl.isGL3() ) { + final VersionNumber glslVersion = gl.getContext().getGLSLVersionNumber(); + return glslVersion.compareTo(GLContext.Version130) >= 0 && glslVersion.compareTo(GLContext.Version150) < 0 ; + } else { + return false; + } + } + /** * Default customization of this shader source code. * <p> |