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authorSven Gothel <[email protected]>2011-04-26 07:53:27 +0200
committerSven Gothel <[email protected]>2011-04-26 07:53:27 +0200
commit360b86f4b5d0e440863c1749fe990e39fbabc51c (patch)
tree6be44962f9cf59740597e1dd745bd2204b150ac1 /src/jogl/classes/jogamp/opengl/util/glsl
parentf47230cb4649df13260ac56c5dae6c01dad7c1e7 (diff)
ShaderState: Add 'ownUniform()/ownAttribute()'; rename glFunction -> function; switch program enh. ; Graph lifecycle
Add 'ownUniform()/ownAttribute()' allowing to reset all bound uniforms/attributes, not just active ones plus handling the lifecycle of the owned attributes (destroy). This simplifies the lifecycle of all shader attributes. Rename glFunction -> function .. well, the GL attribute marks them GL related already Switch program enhancement. If switching to new program (unlinked), issue glBindAttributeLocation .. Graph lifecycle cleanup using the above ..
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/util/glsl')
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java122
1 files changed, 61 insertions, 61 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
index b77cf4617..fadce2b4d 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
@@ -83,9 +83,9 @@ public class FixedFuncPipeline {
}
public void glEnableClientState(GL2ES2 gl, int glArrayIndex) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
- shaderState.glEnableVertexAttribArray(gl, getArrayIndexName(glArrayIndex));
+ shaderState.enableVertexAttribArray(gl, getArrayIndexName(glArrayIndex));
// textureCoordsEnabled |= (1 << activeTextureUnit);
if ( textureCoordsEnabled.get(activeTextureUnit) != 1 ) {
textureCoordsEnabled.put(activeTextureUnit, 1);
@@ -94,9 +94,9 @@ public class FixedFuncPipeline {
}
public void glDisableClientState(GL2ES2 gl, int glArrayIndex) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
- shaderState.glDisableVertexAttribArray(gl, getArrayIndexName(glArrayIndex));
+ shaderState.disableVertexAttribArray(gl, getArrayIndexName(glArrayIndex));
// textureCoordsEnabled &= ~(1 << activeTextureUnit);
if ( textureCoordsEnabled.get(activeTextureUnit) != 0 ) {
textureCoordsEnabled.put(activeTextureUnit, 0);
@@ -105,37 +105,37 @@ public class FixedFuncPipeline {
}
public void glVertexPointer(GL2ES2 gl, GLArrayData data) {
- shaderState.glUseProgram(gl, true);
- shaderState.glVertexAttribPointer(gl, data);
+ shaderState.useProgram(gl, true);
+ shaderState.vertexAttribPointer(gl, data);
}
public void glColorPointer(GL2ES2 gl, GLArrayData data) {
- shaderState.glUseProgram(gl, true);
- shaderState.glVertexAttribPointer(gl, data);
+ shaderState.useProgram(gl, true);
+ shaderState.vertexAttribPointer(gl, data);
}
public void glColor4fv(GL2ES2 gl, FloatBuffer data ) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
GLUniformData ud = shaderState.getUniform(mgl_ColorStatic);
if(null!=ud) {
ud.setData(data);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
}
public void glNormalPointer(GL2ES2 gl, GLArrayData data) {
- shaderState.glUseProgram(gl, true);
- shaderState.glVertexAttribPointer(gl, data);
+ shaderState.useProgram(gl, true);
+ shaderState.vertexAttribPointer(gl, data);
}
public void glTexCoordPointer(GL2ES2 gl, GLArrayData data) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
data.setName( getArrayIndexName(data.getIndex()) );
- shaderState.glVertexAttribPointer(gl, data);
+ shaderState.vertexAttribPointer(gl, data);
}
public void glLightfv(GL2ES2 gl, int light, int pname, java.nio.FloatBuffer params) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
light -=GLLightingFunc.GL_LIGHT0;
if(0 <= light && light < MAX_LIGHTS) {
GLUniformData ud = null;
@@ -178,7 +178,7 @@ public class FixedFuncPipeline {
}
if(null!=ud) {
ud.setData(params);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
} else if(verbose) {
System.err.println("glLightfv light not within [0.."+MAX_LIGHTS+"]: "+light);
@@ -186,7 +186,7 @@ public class FixedFuncPipeline {
}
public void glMaterialfv(GL2ES2 gl, int face, int pname, java.nio.FloatBuffer params) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
switch (face) {
case GL.GL_FRONT:
@@ -228,33 +228,33 @@ public class FixedFuncPipeline {
}
if(null!=ud) {
ud.setData(params);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
}
public void glShadeModel(GL2ES2 gl, int mode) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
GLUniformData ud = shaderState.getUniform(mgl_ShadeModel);
if(null!=ud) {
ud.setData(mode);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
}
public void glActiveTexture(GL2ES2 gl, int textureUnit) {
textureUnit -= GL.GL_TEXTURE0;
if(0 <= textureUnit && textureUnit<MAX_TEXTURE_UNITS) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
GLUniformData ud;
ud = shaderState.getUniform(mgl_ActiveTexture);
if(null!=ud) {
ud.setData(textureUnit);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
ud = shaderState.getUniform(mgl_ActiveTextureIdx);
if(null!=ud) {
ud.setData(textureUnit);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
activeTextureUnit = textureUnit;
} else {
@@ -310,20 +310,20 @@ public class FixedFuncPipeline {
}
public void validate(GL2ES2 gl) {
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
GLUniformData ud;
if(pmvMatrix.update()) {
ud = shaderState.getUniform(mgl_PMVMatrix);
if(null!=ud) {
// same data object ..
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
} else {
- throw new GLException("Failed to update: mgl_PMVMatrix");
+ throw new GLException("Failed to update: gcu_PMVMatrix");
}
ud = shaderState.getUniform(mgl_NormalMatrix);
if(null!=ud) {
// same data object ..
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
}
ud = shaderState.getUniform(mgl_ColorEnabled);
@@ -331,14 +331,14 @@ public class FixedFuncPipeline {
int ca = (shaderState.isVertexAttribArrayEnabled(mgl_Color)==true)?1:0;
if(ca!=ud.intValue()) {
ud.setData(ca);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
}
ud = shaderState.getUniform(mgl_CullFace);
if(null!=ud) {
if(cullFace!=ud.intValue()) {
ud.setData(cullFace);
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
}
@@ -346,7 +346,7 @@ public class FixedFuncPipeline {
ud = shaderState.getUniform(mgl_LightsEnabled);
if(null!=ud) {
// same data object
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
lightsEnabledDirty=false;
}
@@ -355,7 +355,7 @@ public class FixedFuncPipeline {
ud = shaderState.getUniform(mgl_TexCoordEnabled);
if(null!=ud) {
// same data object
- shaderState.glUniform(gl, ud);
+ shaderState.uniform(gl, ud);
}
textureCoordsEnabledDirty=false;
}
@@ -447,43 +447,43 @@ public class FixedFuncPipeline {
}
shaderState.attachShaderProgram(gl, shaderProgramColor);
- shaderState.glUseProgram(gl, true);
+ shaderState.useProgram(gl, true);
// mandatory ..
- if(!shaderState.glUniform(gl, new GLUniformData(mgl_PMVMatrix, 4, 4, pmvMatrix.glGetPMvMviMatrixf()))) {
+ if(!shaderState.uniform(gl, new GLUniformData(mgl_PMVMatrix, 4, 4, pmvMatrix.glGetPMvMviMatrixf()))) {
throw new GLException("Error setting PMVMatrix in shader: "+this);
}
// optional parameter ..
- shaderState.glUniform(gl, new GLUniformData(mgl_NormalMatrix, 3, 3, pmvMatrix.glGetNormalMatrixf()));
-
- shaderState.glUniform(gl, new GLUniformData(mgl_ColorEnabled, 0));
- shaderState.glUniform(gl, new GLUniformData(mgl_ColorStatic, 4, zero4f));
- shaderState.glUniform(gl, new GLUniformData(mgl_TexCoordEnabled, 1, textureCoordsEnabled));
- shaderState.glUniform(gl, new GLUniformData(mgl_ActiveTexture, activeTextureUnit));
- shaderState.glUniform(gl, new GLUniformData(mgl_ActiveTextureIdx, activeTextureUnit));
- shaderState.glUniform(gl, new GLUniformData(mgl_ShadeModel, 0));
- shaderState.glUniform(gl, new GLUniformData(mgl_CullFace, cullFace));
+ shaderState.uniform(gl, new GLUniformData(mgl_NormalMatrix, 3, 3, pmvMatrix.glGetNormalMatrixf()));
+
+ shaderState.uniform(gl, new GLUniformData(mgl_ColorEnabled, 0));
+ shaderState.uniform(gl, new GLUniformData(mgl_ColorStatic, 4, zero4f));
+ shaderState.uniform(gl, new GLUniformData(mgl_TexCoordEnabled, 1, textureCoordsEnabled));
+ shaderState.uniform(gl, new GLUniformData(mgl_ActiveTexture, activeTextureUnit));
+ shaderState.uniform(gl, new GLUniformData(mgl_ActiveTextureIdx, activeTextureUnit));
+ shaderState.uniform(gl, new GLUniformData(mgl_ShadeModel, 0));
+ shaderState.uniform(gl, new GLUniformData(mgl_CullFace, cullFace));
for(int i=0; i<MAX_LIGHTS; i++) {
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].ambient", 4, defAmbient));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].diffuse", 4, defDiffuse));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].specular", 4, defSpecular));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].position", 4, defPosition));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotDirection", 3, defSpotDir));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotExponent", defSpotExponent));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotCutoff", defSpotCutoff));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].constantAttenuation", defConstantAtten));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].linearAttenuation", defLinearAtten));
- shaderState.glUniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].quadraticAttenuation", defQuadraticAtten));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].ambient", 4, defAmbient));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].diffuse", 4, defDiffuse));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].specular", 4, defSpecular));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].position", 4, defPosition));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotDirection", 3, defSpotDir));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotExponent", defSpotExponent));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].spotCutoff", defSpotCutoff));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].constantAttenuation", defConstantAtten));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].linearAttenuation", defLinearAtten));
+ shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].quadraticAttenuation", defQuadraticAtten));
}
- shaderState.glUniform(gl, new GLUniformData(mgl_LightsEnabled, 1, lightsEnabled));
- shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".ambient", 4, defMatAmbient));
- shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".diffuse", 4, defMatDiffuse));
- shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".specular", 4, defMatSpecular));
- shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".emission", 4, defMatEmission));
- shaderState.glUniform(gl, new GLUniformData(mgl_FrontMaterial+".shininess", defMatShininess));
-
- shaderState.glUseProgram(gl, false);
+ shaderState.uniform(gl, new GLUniformData(mgl_LightsEnabled, 1, lightsEnabled));
+ shaderState.uniform(gl, new GLUniformData(mgl_FrontMaterial+".ambient", 4, defMatAmbient));
+ shaderState.uniform(gl, new GLUniformData(mgl_FrontMaterial+".diffuse", 4, defMatDiffuse));
+ shaderState.uniform(gl, new GLUniformData(mgl_FrontMaterial+".specular", 4, defMatSpecular));
+ shaderState.uniform(gl, new GLUniformData(mgl_FrontMaterial+".emission", 4, defMatEmission));
+ shaderState.uniform(gl, new GLUniformData(mgl_FrontMaterial+".shininess", defMatShininess));
+
+ shaderState.useProgram(gl, false);
}
protected static final boolean DEBUG=false;
@@ -508,7 +508,7 @@ public class FixedFuncPipeline {
protected ShaderProgram shaderProgramColorTextureLight;
// uniforms ..
- protected static final String mgl_PMVMatrix = "mgl_PMVMatrix"; // m4fv[3]
+ protected static final String mgl_PMVMatrix = "gcu_PMVMatrix"; // m4fv[3]
protected static final String mgl_NormalMatrix = "mgl_NormalMatrix"; // m4fv
protected static final String mgl_ColorEnabled = "mgl_ColorEnabled"; // 1i
protected static final String mgl_ColorStatic = "mgl_ColorStatic"; // 4fv