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-rw-r--r--src/classes/javax/media/opengl/glsl/ShaderState.java582
1 files changed, 582 insertions, 0 deletions
diff --git a/src/classes/javax/media/opengl/glsl/ShaderState.java b/src/classes/javax/media/opengl/glsl/ShaderState.java
new file mode 100644
index 000000000..f17e844e8
--- /dev/null
+++ b/src/classes/javax/media/opengl/glsl/ShaderState.java
@@ -0,0 +1,582 @@
+
+package javax.media.opengl.glsl;
+
+import javax.media.opengl.*;
+
+import java.util.HashMap;
+import java.util.HashSet;
+import java.util.Iterator;
+import java.nio.*;
+import java.io.PrintStream;
+
+public class ShaderState {
+
+ public ShaderState() {
+ }
+
+ public boolean verbose() { return verbose; }
+
+ public void setVerbose(boolean v) { verbose=v; }
+
+ /**
+ * Fetches the current shader state
+ *
+ * @see javax.media.opengl.glsl.ShaderState#glUseProgram(GL2ES2, boolean)
+ * @see javax.media.opengl.glsl.ShaderState#getCurrent()
+ */
+ public static synchronized ShaderState getCurrent() { return currentShaderState; }
+
+ /**
+ * Turns the shader program on
+ * and set this ShaderState to current if on equals true
+ *
+ * @see javax.media.opengl.glsl.ShaderState#glUseProgram(GL2ES2, boolean)
+ * @see javax.media.opengl.glsl.ShaderState#getCurrent()
+ */
+ public synchronized void glUseProgram(GL2ES2 gl, boolean on) {
+ if(on) {
+ if(null!=shaderProgram) {
+ shaderProgram.glUseProgram(gl, true);
+ } else {
+ throw new GLException("No program is attached");
+ }
+ if(currentShaderState!=this) {
+ currentShaderState = this;
+ }
+ } else if(null!=shaderProgram) {
+ shaderProgram.glUseProgram(gl, false);
+ }
+ }
+
+ public boolean linked() {
+ return (null!=shaderProgram)?shaderProgram.linked():false;
+ }
+
+ public boolean inUse() {
+ return (null!=shaderProgram)?shaderProgram.inUse():false;
+ }
+
+ /**
+ * Attach or switch a shader program
+ *
+ * Attaching a shader program the first time,
+ * as well as switching to another program on the fly,
+ * while managing all attribute and uniform data.
+ */
+ public synchronized void attachShaderProgram(GL2ES2 gl, ShaderProgram prog) {
+ boolean prgInUse = false; // earmarked state
+
+ if(null!=shaderProgram) {
+ if(shaderProgram.equals(prog)) {
+ // nothing to do ..
+ if(DEBUG) {
+ System.err.println("Info: attachShaderProgram: NOP: equal id: "+shaderProgram.id());
+ }
+ return;
+ }
+ prgInUse = shaderProgram.inUse();
+ }
+ if(DEBUG) {
+ Throwable tX = new Throwable("Info: attachShaderProgram: BEGIN "+shaderProgram+" -> "+prog);
+ tX.printStackTrace();
+ }
+
+ // register new one
+ shaderProgram = prog;
+
+ if(null!=shaderProgram) {
+ // reinstall all data ..
+ shaderProgram.glUseProgram(gl, true);
+ glResetAllVertexAttributes(gl);
+ glResetAllUniforms(gl);
+ if(!prgInUse) {
+ shaderProgram.glUseProgram(gl, false);
+ }
+ }
+ if(DEBUG) {
+ System.err.println("Info: attachShaderProgram: END");
+ }
+ }
+
+ public ShaderProgram shaderProgram() { return shaderProgram; }
+
+ /**
+ * @see #glReleaseAllVertexAttributes
+ * @see #glReleaseAllUniforms
+ */
+ public synchronized void release(GL2ES2 gl) {
+ release(gl, false, false);
+ }
+
+ public synchronized void release(GL2ES2 gl, boolean releaseProgramToo, boolean releaseShaderToo) {
+ boolean prgInUse = false;
+ if(null!=shaderProgram) {
+ prgInUse = shaderProgram.inUse();
+ if(!prgInUse) {
+ shaderProgram.glUseProgram(gl, true);
+ }
+ }
+ glReleaseAllVertexAttributes(gl);
+ glReleaseAllUniforms(gl);
+ if(null!=shaderProgram) {
+ if(releaseProgramToo) {
+ shaderProgram.release(gl, releaseShaderToo);
+ } else if(!prgInUse) {
+ shaderProgram.glUseProgram(gl, false);
+ }
+ }
+ }
+
+ //
+ // Shader attribute handling
+ //
+
+ /**
+ * Binds an attribute to the shader.
+ * This must be done before the program is linked !
+ * n name - 1 idx, where name is a uniq key
+ *
+ * @throws GLException is the program is already linked
+ *
+ * @see #glBindAttribLocation
+ * @see javax.media.opengl.GL2ES2#glBindAttribLocation
+ * @see #glGetAttribLocation
+ * @see javax.media.opengl.GL2ES2#glGetAttribLocation
+ * @see #getAttribLocation
+ * @see #glReplaceShader
+ */
+ public void glBindAttribLocation(GL2ES2 gl, int index, String name) {
+ if(null==shaderProgram) throw new GLException("No program is attached");
+ if(shaderProgram.linked()) throw new GLException("Program is already linked");
+ Integer idx = new Integer(index);
+ if(!attribMap2Idx.containsKey(name)) {
+ attribMap2Idx.put(name, idx);
+ gl.glBindAttribLocation(shaderProgram.program(), index, name);
+ }
+ }
+
+ /**
+ * Gets the index of a shader attribute.
+ * This must be done after the program is linked !
+ *
+ * @return -1 if there is no such attribute available,
+ * otherwise >= 0
+ * @throws GLException is the program is not linked
+ *
+ * @see #glBindAttribLocation
+ * @see javax.media.opengl.GL2ES2#glBindAttribLocation
+ * @see #glGetAttribLocation
+ * @see javax.media.opengl.GL2ES2#glGetAttribLocation
+ * @see #getAttribLocation
+ * @see #glReplaceShader
+ */
+ public int glGetAttribLocation(GL2ES2 gl, String name) {
+ if(!shaderProgram.linked()) throw new GLException("Program is not linked");
+ int index = getAttribLocation(name);
+ if(0>index) {
+ index = gl.glGetAttribLocation(shaderProgram.program(), name);
+ if(0<=index) {
+ Integer idx = new Integer(index);
+ attribMap2Idx.put(name, idx);
+ } else if(verbose) {
+ Throwable tX = new Throwable("Info: glGetAttribLocation failed, no location for: "+name+", index: "+index);
+ tX.printStackTrace();
+ }
+ }
+ return index;
+ }
+
+ protected int getAttribLocation(String name) {
+ Integer idx = (Integer) attribMap2Idx.get(name);
+ return (null!=idx)?idx.intValue():-1;
+ }
+
+
+ //
+ // Enabled Vertex Arrays and its data
+ //
+
+ /**
+ * Enable a vertex attribute array
+ *
+ * Even if the attribute is not found in the current shader,
+ * it is stored in this state.
+ *
+ * @returns false, if the name is not found, otherwise true
+ *
+ * @throws GLException if the program is not in use
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public boolean glEnableVertexAttribArray(GL2ES2 gl, String name) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ enabledVertexAttribArraySet.add(name);
+ int index = glGetAttribLocation(gl, name);
+ if(0>index) {
+ if(verbose) {
+ Throwable tX = new Throwable("Info: glEnableVertexAttribArray failed, no index for: "+name);
+ tX.printStackTrace();
+ }
+ return false;
+ }
+ if(DEBUG) {
+ System.err.println("Info: glEnableVertexAttribArray: "+name);
+ }
+ gl.glEnableVertexAttribArray(index);
+ return true;
+ }
+
+ public boolean isVertexAttribArrayEnabled(String name) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ return enabledVertexAttribArraySet.contains(name);
+ }
+
+ /**
+ * Disables a vertex attribute array
+ *
+ * Even if the attribute is not found in the current shader,
+ * it is removed from this state.
+ *
+ * @returns false, if the name is not found, otherwise true
+ *
+ * @throws GLException if the program is not in use
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public boolean glDisableVertexAttribArray(GL2ES2 gl, String name) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ enabledVertexAttribArraySet.remove(name);
+ int index = glGetAttribLocation(gl, name);
+ if(0>index) {
+ if(verbose) {
+ Throwable tX = new Throwable("Info: glDisableVertexAttribArray failed, no index for: "+name);
+ tX.printStackTrace();
+ }
+ return false;
+ }
+ if(DEBUG) {
+ System.err.println("Info: glDisableVertexAttribArray: "+name);
+ }
+ gl.glDisableVertexAttribArray(index);
+ return true;
+ }
+
+ /**
+ * Set the vertex attribute data.
+ * Enable the attribute, if it is not enabled yet.
+ *
+ * Even if the attribute is not found in the current shader,
+ * it is stored in this state.
+ *
+ * @arg data the GLArrayData's name must match the attributes one,
+ * it's index will be set with the attribute's location,
+ * if found.
+ *
+ * @returns false, if the name is not found, otherwise true
+ *
+ * @throws GLException if the program is not in use
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public boolean glVertexAttribPointer(GL2ES2 gl, GLArrayData data) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ if(!enabledVertexAttribArraySet.contains(data.getName())) {
+ if(!glEnableVertexAttribArray(gl, data.getName())) {
+ if(verbose) {
+ Throwable tX = new Throwable("Info: glVertexAttribPointer: couldn't enable: "+data);
+ tX.printStackTrace();
+ }
+ }
+ }
+ int index = getAttribLocation(data.getName());
+ if(0>index) {
+ if(verbose) {
+ Throwable tX = new Throwable("Info: glVertexAttribPointer failed, no index for: "+data);
+ tX.printStackTrace();
+ }
+ }
+ data.setLocation(index);
+ vertexAttribMap2Data.put(data.getName(), data);
+ if(0<=index) {
+ // only pass the data, if the attribute exists in the current shader
+ if(DEBUG) {
+ System.err.println("Info: glVertexAttribPointer: "+data);
+ }
+ gl.glVertexAttribPointer(data);
+ return true;
+ }
+ return false;
+ }
+
+ /**
+ * Get the vertex attribute data, previously set.
+ *
+ * @returns the GLArrayData object, null if not previously set.
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public GLArrayData getVertexAttribPointer(String name) {
+ return (GLArrayData) vertexAttribMap2Data.get(name);
+ }
+
+ /**
+ * Releases all mapped vertex attribute data,
+ * disables all enabled attributes and loses all indices
+ *
+ * @throws GLException is the program is not in use but the shaderProgram is set
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public void glReleaseAllVertexAttributes(GL2ES2 gl) {
+ if(null!=shaderProgram) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ for(Iterator iter = vertexAttribMap2Data.keySet().iterator(); iter.hasNext(); ) {
+ if(!glDisableVertexAttribArray(gl, (String) iter.next())) {
+ throw new GLException("Internal Error: mapped vertex attribute couldn't be disabled");
+ }
+ }
+ for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
+ if(!glDisableVertexAttribArray(gl, (String) iter.next())) {
+ throw new GLException("Internal Error: prev enabled vertex attribute couldn't be disabled");
+ }
+ }
+ }
+ vertexAttribMap2Data.clear();
+ enabledVertexAttribArraySet.clear();
+ attribMap2Idx.clear();
+ }
+
+ /**
+ * Disables all vertex attribute arrays.
+ *
+ * Their enabled stated will be removed from this state only
+ * if 'removeFromState' is true.
+ *
+ * This method purpose is more for debugging.
+ *
+ * @throws GLException is the program is not in use but the shaderProgram is set
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public void glDisableAllVertexAttributeArrays(GL2ES2 gl, boolean removeFromState) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+
+ for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
+ String name = (String) iter.next();
+ if(removeFromState) {
+ enabledVertexAttribArraySet.remove(name);
+ }
+ int index = glGetAttribLocation(gl, name);
+ if(0<=index) {
+ gl.glDisableVertexAttribArray(index);
+ }
+ }
+ }
+
+ /**
+ * Reset all previously mapped vertex attribute data,
+ * incl enabling them
+ *
+ * @throws GLException is the program is not in use
+ *
+ * @see #glEnableVertexAttribArray
+ * @see #glDisableVertexAttribArray
+ * @see #glVertexAttribPointer
+ * @see #getVertexAttributePointer
+ * @see #glReleaseAllVertexAttributes
+ * @see #glResetAllVertexAttributes
+ * @see #glReplaceShader
+ */
+ public void glResetAllVertexAttributes(GL2ES2 gl) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ attribMap2Idx.clear();
+
+ for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
+ glEnableVertexAttribArray(gl, (String) iter.next());
+ }
+
+ for(Iterator iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) {
+ glVertexAttribPointer(gl, (GLArrayData) iter.next());
+ }
+ }
+
+ //
+ // Shader Uniform handling
+ //
+
+ /**
+ * Gets the index of a shader uniform.
+ * This must be done when the program is in use !
+ *
+ * @return -1 if there is no such attribute available,
+ * otherwise >= 0
+
+ * @throws GLException is the program is not linked
+ *
+ * @see #glGetUniformLocation
+ * @see javax.media.opengl.GL2ES2#glGetUniformLocation
+ * @see #getUniformLocation
+ * @see #glReplaceShader
+ */
+ protected int glGetUniformLocation(GL2ES2 gl, String name) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ int index = getUniformLocation(name);
+ if(0>index) {
+ index = gl.glGetUniformLocation(shaderProgram.program(), name);
+ if(0<=index) {
+ Integer idx = new Integer(index);
+ uniformMap2Idx.put(name, idx);
+ } else if(verbose) {
+ Throwable tX = new Throwable("Info: glUniform failed, no location for: "+name+", index: "+index);
+ tX.printStackTrace();
+ }
+ }
+ return index;
+ }
+
+ protected int getUniformLocation(String name) {
+ Integer idx = (Integer) uniformMap2Idx.get(name);
+ return (null!=idx)?idx.intValue():-1;
+ }
+
+ /**
+ * Set the uniform data.
+ *
+ * Even if the uniform is not found in the current shader,
+ * it is stored in this state.
+ *
+ * @arg data the GLUniforms's name must match the uniform one,
+ * it's index will be set with the uniforms's location,
+ * if found.
+ *
+ *
+ * @returns false, if the name is not found, otherwise true
+ *
+ * @throws GLException if the program is not in use
+ *
+ * @see #glGetUniformLocation
+ * @see javax.media.opengl.GL2ES2#glGetUniformLocation
+ * @see #getUniformLocation
+ * @see #glReplaceShader
+ */
+ public boolean glUniform(GL2ES2 gl, GLUniformData data) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ int location = glGetUniformLocation(gl, data.getName());
+ data.setLocation(location);
+ uniformMap2Data.put(data.getName(), data);
+ if(0<=location) {
+ // only pass the data, if the uniform exists in the current shader
+ if(DEBUG) {
+ System.err.println("Info: glUniform: "+data);
+ }
+ gl.glUniform(data);
+ }
+ return true;
+ }
+
+ /**
+ * Get the uniform data, previously set.
+ *
+ * @returns the GLUniformData object, null if not previously set.
+ */
+ public GLUniformData getUniform(String name) {
+ return (GLUniformData) uniformMap2Data.get(name);
+ }
+
+ /**
+ * Releases all mapped uniform data
+ * and loses all indices
+ *
+ * @throws GLException is the program is not in use
+ */
+ public void glReleaseAllUniforms(GL2ES2 gl) {
+ uniformMap2Data.clear();
+ uniformMap2Idx.clear();
+ }
+
+ /**
+ * Reset all previously mapped uniform data
+ *
+ * @throws GLException is the program is not in use
+ */
+ public void glResetAllUniforms(GL2ES2 gl) {
+ if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
+ uniformMap2Idx.clear();
+ for(Iterator iter = uniformMap2Data.values().iterator(); iter.hasNext(); ) {
+ glUniform(gl, (GLUniformData) iter.next());
+ }
+ }
+
+ public String toString() {
+ StringBuffer buf = new StringBuffer();
+ buf.append("ShaderState[");
+ buf.append(shaderProgram.toString());
+ buf.append(",EnabledStates: [");
+ for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
+ buf.append("\n ");
+ buf.append((String)iter.next());
+ }
+ buf.append("], [");
+ for(Iterator iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) {
+ buf.append("\n ");
+ buf.append((GLArrayData) iter.next());
+ }
+ buf.append("], [");
+ for(Iterator iter=uniformMap2Data.values().iterator(); iter.hasNext(); ) {
+ buf.append("\n ");
+ buf.append((GLUniformData) iter.next());
+ }
+ buf.append("]");
+ return buf.toString();
+ }
+
+ protected static final boolean DEBUG = false;
+ protected boolean verbose = false;
+ protected ShaderProgram shaderProgram=null;
+ protected HashMap attribMap2Idx = new HashMap();
+ protected HashSet enabledVertexAttribArraySet = new HashSet();
+ protected HashMap vertexAttribMap2Data = new HashMap();
+ protected HashMap uniformMap2Idx = new HashMap();
+ protected HashMap uniformMap2Data = new HashMap();
+ protected static ShaderState currentShaderState = null;
+
+}
+