diff options
author | Sven Gothel <[email protected]> | 2012-12-16 02:55:07 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2012-12-16 02:55:07 +0100 |
commit | b8a8fc24a3afb0cb06a31504bdea1a98b8f00ef4 (patch) | |
tree | 37bd8b49f7e4fd547ff58656dff09b5a88e65c47 /src/jogl/classes/jogamp/opengl/util | |
parent | e7064ece049705e013d80985eae698ce0ee3c4e3 (diff) |
GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow operating w/o it; ShaderState: Remove notion of GL context attachment, use pass-through or object association; GLArrayData/GLUniformData: Add basic GLSL location methods
- GLArrayData/GLUniformData: Add basic GLSL location methods
- GLArrayData
- add: setLocation(..) for attribute location/index retrieval (post link) and binding (pre link)
- GLUniformData
- add: setLocation(..) for attribute location/index retrieval (post link)
- GLArrayData/ImmModeSink: Remove implicit dependency on ShaderState - allow operating w/o it
- GLArrayData
- add: 'public void associate(Object obj, boolean enable)', allows setting ShaderState usage
- ShaderState: Remove notion of GL context attachment, use pass-through or object association
- ownsAttribute(..) associates the attribute w/ ShaderState
- removed GL context ShaderState attachment
Tested:
- ImmModeSink w/ GLSL/ES2 w/ and w/o ShaderState
- GLArrayData* w/ and w/o ShaderState
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/util')
3 files changed, 87 insertions, 16 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/GLArrayHandler.java b/src/jogl/classes/jogamp/opengl/util/GLArrayHandler.java index a6314a216..1a4ca345b 100644 --- a/src/jogl/classes/jogamp/opengl/util/GLArrayHandler.java +++ b/src/jogl/classes/jogamp/opengl/util/GLArrayHandler.java @@ -31,9 +31,9 @@ package jogamp.opengl.util; import javax.media.opengl.*; /** - * Handles consistency of buffer data and array state. - * Implementations shall consider buffer types (VBO, ..), interleaved, etc. - * They also need to consider array state types, i.e. fixed function or GLSL. + * Handles consistency of buffer data and array state.<br/> + * Implementations shall consider buffer types (VBO, ..), interleaved, etc.<br/> + * They also need to consider array state types, i.e. fixed function or GLSL.<br/> */ public interface GLArrayHandler { diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java index 79bed90c9..3c468f358 100644 --- a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java +++ b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandler.java @@ -44,8 +44,8 @@ import com.jogamp.opengl.util.glsl.ShaderState; * Used for 1:1 GLSL arrays, i.e. where the buffer data * represents this array only. */ -public class GLSLArrayHandler extends GLVBOArrayHandler implements GLArrayHandler { - +public class GLSLArrayHandler extends GLVBOArrayHandler implements GLArrayHandler { + public GLSLArrayHandler(GLArrayDataEditable ad) { super(ad); } @@ -60,8 +60,14 @@ public class GLSLArrayHandler extends GLVBOArrayHandler implements GLArrayHandle public final void enableState(GL gl, boolean enable, Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); - final ShaderState st = (ShaderState) ext; - + if( null != ext ) { + enableShaderState(glsl, enable, (ShaderState)ext); + } else { + enableSimple(glsl, enable); + } + } + + private final void enableShaderState(GL2ES2 glsl, boolean enable, ShaderState st) { if(enable) { /* * This would be the non optimized code path: @@ -108,5 +114,57 @@ public class GLSLArrayHandler extends GLVBOArrayHandler implements GLArrayHandle st.disableVertexAttribArray(glsl, ad); } } + + private final void enableSimple(GL2ES2 glsl, boolean enable) { + final int location = ad.getLocation(); + if( 0 > location ) { + return; + } + if(enable) { + /* + * This would be the non optimized code path: + * + if(ad.isVBO()) { + glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); + if(!ad.isVBOWritten()) { + if(null!=buffer) { + glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); + } + ad.setVBOWritten(true); + } + } + st.vertexAttribPointer(glsl, ad); + */ + final Buffer buffer = ad.getBuffer(); + if(ad.isVBO()) { + // bind and refresh the VBO / vertex-attr only if necessary + if(!ad.isVBOWritten()) { + glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); + if(null!=buffer) { + glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage()); + } + ad.setVBOWritten(true); + glsl.glVertexAttribPointer(ad); + glsl.glBindBuffer(ad.getVBOTarget(), 0); + } else { + // didn't experience a performance hit on this query .. + // (using ShaderState's location query above to validate the location) + final int[] qi = new int[1]; + glsl.glGetVertexAttribiv(location, GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, qi, 0); + if(ad.getVBOName() != qi[0]) { + glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); + glsl.glVertexAttribPointer(ad); + glsl.glBindBuffer(ad.getVBOTarget(), 0); + } + } + } else if(null!=buffer) { + glsl.glVertexAttribPointer(ad); + } + + glsl.glEnableVertexAttribArray(location); + } else { + glsl.glDisableVertexAttribArray(location); + } + } } diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandlerFlat.java b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandlerFlat.java index c5beb7dd0..855406db3 100644 --- a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandlerFlat.java +++ b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLArrayHandlerFlat.java @@ -53,9 +53,13 @@ public class GLSLArrayHandlerFlat implements GLArrayHandlerFlat { public final void syncData(GL gl, Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); - final ShaderState st = (ShaderState) ext; - - st.vertexAttribPointer(glsl, ad); + if( null != ext ) { + ((ShaderState)ext).vertexAttribPointer(glsl, ad); + } else { + if( 0 <= ad.getLocation() ) { + glsl.glVertexAttribPointer(ad); + } + } /** * Due to probable application VBO switching, this might not make any sense .. * @@ -75,13 +79,22 @@ public class GLSLArrayHandlerFlat implements GLArrayHandlerFlat { public final void enableState(GL gl, boolean enable, Object ext) { final GL2ES2 glsl = gl.getGL2ES2(); - final ShaderState st = (ShaderState) ext; - - if(enable) { - st.enableVertexAttribArray(glsl, ad); + if( null != ext ) { + final ShaderState st = (ShaderState)ext; + if(enable) { + st.enableVertexAttribArray(glsl, ad); + } else { + st.disableVertexAttribArray(glsl, ad); + } } else { - st.disableVertexAttribArray(glsl, ad); + final int location = ad.getLocation(); + if( 0 <= location ) { + if(enable) { + glsl.glEnableVertexAttribArray(location); + } else { + glsl.glDisableVertexAttribArray(location); + } + } } } } - |