diff options
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl')
3 files changed, 308 insertions, 222 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/ImmModeSink.java b/src/jogl/classes/com/jogamp/opengl/util/ImmModeSink.java index cb9e4cce5..9e92a9a1d 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/ImmModeSink.java +++ b/src/jogl/classes/com/jogamp/opengl/util/ImmModeSink.java @@ -37,7 +37,7 @@ public class ImmModeSink { * a ShaderState must be current, using ShaderState.glUseProgram(). * * @see #draw(GL, boolean) - * @see com.jogamp.opengl.util.glsl.ShaderState#glUseProgram(GL2ES2, boolean) + * @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean) * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState() */ public static ImmModeSink createGLSL(GL gl, int glBufferUsage, int initialSize, @@ -762,35 +762,35 @@ public class ImmModeSink { } if(vComps>0) { - st.glEnableVertexAttribArray(glsl, vArrayData); - st.glVertexAttribPointer(glsl, vArrayData); + st.enableVertexAttribArray(glsl, vArrayData); + st.vertexAttribPointer(glsl, vArrayData); } if(cComps>0) { - st.glEnableVertexAttribArray(glsl, cArrayData); - st.glVertexAttribPointer(glsl, cArrayData); + st.enableVertexAttribArray(glsl, cArrayData); + st.vertexAttribPointer(glsl, cArrayData); } if(nComps>0) { - st.glEnableVertexAttribArray(glsl, nArrayData); - st.glVertexAttribPointer(glsl, nArrayData); + st.enableVertexAttribArray(glsl, nArrayData); + st.vertexAttribPointer(glsl, nArrayData); } if(tComps>0) { - st.glEnableVertexAttribArray(glsl, tArrayData); - st.glVertexAttribPointer(glsl, tArrayData); + st.enableVertexAttribArray(glsl, tArrayData); + st.vertexAttribPointer(glsl, tArrayData); } glsl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); } else { if(vComps>0) { - st.glDisableVertexAttribArray(glsl, vArrayData); + st.disableVertexAttribArray(glsl, vArrayData); } if(cComps>0) { - st.glDisableVertexAttribArray(glsl, cArrayData); + st.disableVertexAttribArray(glsl, cArrayData); } if(nComps>0) { - st.glDisableVertexAttribArray(glsl, nArrayData); + st.disableVertexAttribArray(glsl, nArrayData); } if(tComps>0) { - st.glDisableVertexAttribArray(glsl, tArrayData); + st.disableVertexAttribArray(glsl, tArrayData); } } } diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/GLSLArrayHandler.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/GLSLArrayHandler.java index f771ea019..73a1c2721 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/GLSLArrayHandler.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/GLSLArrayHandler.java @@ -53,7 +53,7 @@ public class GLSLArrayHandler implements GLArrayHandler { GL2ES2 glsl = gl.getGL2ES2(); if(enable) { - st.glEnableVertexAttribArray(glsl, ad); + st.enableVertexAttribArray(glsl, ad); Buffer buffer = ad.getBuffer(); @@ -68,7 +68,7 @@ public class GLSLArrayHandler implements GLArrayHandler { glsl.glBufferData(ad.getVBOTarget(), ad.getByteSize(), buffer, ad.getVBOUsage()); } ad.setVBOWritten(true); - st.glVertexAttribPointer(glsl, ad); + st.vertexAttribPointer(glsl, ad); } else { // didn't experience a performance hit on this query .. int[] qi = new int[1]; @@ -78,18 +78,18 @@ public class GLSLArrayHandler implements GLArrayHandler { System.err.println("XXX VA "+ad.getName()+" VBO rebind: "+qi[0]+" -> "+ad.getVBOName()); } glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName()); - st.glVertexAttribPointer(glsl, ad); + st.vertexAttribPointer(glsl, ad); } } } else if(null!=buffer) { - st.glVertexAttribPointer(glsl, ad); + st.vertexAttribPointer(glsl, ad); ad.setVBOWritten(true); } } else { if(ad.isVBO()) { glsl.glBindBuffer(ad.getVBOTarget(), 0); } - st.glDisableVertexAttribArray(glsl, ad); + st.disableVertexAttribArray(glsl, ad); } } diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java index de77a1941..f8fe987d7 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java @@ -29,6 +29,7 @@ package com.jogamp.opengl.util.glsl; import java.security.AccessController; +import java.util.ArrayList; import java.util.HashMap; import java.util.HashSet; import java.util.Iterator; @@ -58,7 +59,7 @@ public class ShaderState { /** * Fetches the current shader state from this thread (TLS) current GLContext * - * @see com.jogamp.opengl.util.glsl.ShaderState#glUseProgram(GL2ES2, boolean) + * @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean) * @see com.jogamp.opengl.util.glsl.ShaderState#getShaderState(GL) * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState() */ @@ -71,7 +72,7 @@ public class ShaderState { * * @param gl the GL object referencing the GLContext * - * @see com.jogamp.opengl.util.glsl.ShaderState#glUseProgram(GL2ES2, boolean) + * @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean) * @see com.jogamp.opengl.util.glsl.ShaderState#getShaderState(GL) * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState() */ @@ -130,32 +131,36 @@ public class ShaderState { * if <code>on</code> is <code>true</code>. * * @throws GLException if no program is attached - * @throws GLException if no program is not linked * - * @see com.jogamp.opengl.util.glsl.ShaderState#glUseProgram(GL2ES2, boolean) + * @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean) * @see com.jogamp.opengl.util.glsl.ShaderState#getShaderState(GL) * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState() */ - public synchronized void glUseProgram(GL2ES2 gl, boolean on) { - if(null==shaderProgram) { throw new GLException("No program is attached"); } + public synchronized void useProgram(GL2ES2 gl, boolean on) throws GLException { + if(null==shaderProgram) { throw new GLException("No program is attached"); } if(on) { - shaderProgram.useProgram(gl, true); // update the current ShaderState to the TLS .. gl.getContext().attachObject(ShaderState.class.getName(), this); - if(resetAllShaderData) { - resetAllShaderData = false; - glResetAllVertexAttributes(gl); - glResetAllUniforms(gl); + if(shaderProgram.linked()) { + shaderProgram.useProgram(gl, true); + if(resetAllShaderData) { + resetAllAttributes(gl); + resetAllUniforms(gl); + } + } else if(resetAllShaderData) { + setAllAttributes(gl); + if(!shaderProgram.link(gl, System.err)) { + throw new GLException("could not link program: "+shaderProgram); + } + shaderProgram.useProgram(gl, true); + resetAllUniforms(gl); } + resetAllShaderData = false; } else { shaderProgram.useProgram(gl, false); } } - public synchronized void glUseProgram(GL2ES2 gl, ShaderProgram prog, boolean on) { - - } - public boolean linked() { return (null!=shaderProgram)?shaderProgram.linked():false; } @@ -167,11 +172,16 @@ public class ShaderState { /** * Attach or switch a shader program * - * Attaching a shader program the first time, + * <p>Attaching a shader program the first time, * as well as switching to another program on the fly, - * while managing all attribute and uniform data. + * while managing all attribute and uniform data.</p> + * + * <p>[Re]sets all data and use program in case of a program switch.<br> + * Use program if linked in case of a 1st time attachment.</p> + * + * @throws GLException if program was not linked and linking fails */ - public synchronized void attachShaderProgram(GL2ES2 gl, ShaderProgram prog) { + public synchronized void attachShaderProgram(GL2ES2 gl, ShaderProgram prog) throws GLException { boolean prgInUse = false; // earmarked state if(DEBUG) { @@ -192,7 +202,7 @@ public class ShaderState { return; } prgInUse = shaderProgram.inUse(); - glUseProgram(gl, false); + useProgram(gl, false); resetAllShaderData = true; } @@ -200,9 +210,10 @@ public class ShaderState { shaderProgram = prog; if(null!=shaderProgram) { - // reinstall all data .. - if(shaderProgram.linked()) { - glUseProgram(gl, true); + // [re]set all data and use program if switching program, + // or use program if program is linked + if(shaderProgram.linked() || resetAllShaderData) { + useProgram(gl, true); if(!prgInUse) { shaderProgram.useProgram(gl, false); } @@ -216,27 +227,27 @@ public class ShaderState { public ShaderProgram shaderProgram() { return shaderProgram; } /** - * Calls release(gl, true, true) + * Calls {@link #release(GL2ES2, boolean, boolean, boolean) release(gl, true, true, true)} * * @see #glReleaseAllVertexAttributes * @see #glReleaseAllUniforms - * @see #release(GL2ES2, boolean, boolean) + * @see #release(GL2ES2, boolean, boolean, boolean) */ public synchronized void destroy(GL2ES2 gl) { - release(gl, true, true); + release(gl, true, true, true); attachedObjectsByString.clear(); attachedObjectsByInt.clear(); } /** - * Calls release(gl, false, false) + * Calls {@link #release(GL2ES2, boolean, boolean, boolean) release(gl, false, false, false)} * * @see #glReleaseAllVertexAttributes * @see #glReleaseAllUniforms - * @see #release(GL2ES2, boolean, boolean) + * @see #release(GL2ES2, boolean, boolean, boolean) */ public synchronized void releaseAllData(GL2ES2 gl) { - release(gl, false, false); + release(gl, false, false, false); } /** @@ -244,22 +255,21 @@ public class ShaderState { * @see #glReleaseAllUniforms * @see ShaderProgram#release(GL2ES2, boolean) */ - public synchronized void release(GL2ES2 gl, boolean releaseProgramToo, boolean releaseShaderToo) { - boolean prgInUse = false; - if(null!=shaderProgram) { - prgInUse = shaderProgram.inUse(); - if(!prgInUse) { - shaderProgram.useProgram(gl, true); - } + public synchronized void release(GL2ES2 gl, boolean destroyBoundAttributes, boolean releaseProgramToo, boolean releaseShaderToo) { + if(null!=shaderProgram) { + shaderProgram.useProgram(gl, false); + } + if(destroyBoundAttributes) { + for(Iterator<GLArrayData> iter = managedAttributes.iterator(); iter.hasNext(); ) { + iter.next().destroy(gl); + } } - glReleaseAllVertexAttributes(gl); - glReleaseAllUniforms(gl); + releaseAllAttributes(gl); + releaseAllUniforms(gl); if(null!=shaderProgram) { if(releaseProgramToo) { shaderProgram.release(gl, releaseShaderToo); - } else if(!prgInUse) { - shaderProgram.useProgram(gl, false); - } + } } } @@ -273,13 +283,13 @@ public class ShaderState { * @return -1 if there is no such attribute available, * otherwise >= 0 * - * @see #glBindAttribLocation(GL2ES2, int, String) - * @see #glBindAttribLocation(GL2ES2, int, GLArrayData) - * @see #glGetAttribLocation(GL2ES2, String) + * @see #bindAttribLocation(GL2ES2, int, String) + * @see #bindAttribLocation(GL2ES2, int, GLArrayData) + * @see #getAttribLocation(GL2ES2, String) * @see GL2ES2#glGetAttribLocation(int, String) */ public int getAttribLocation(String name) { - Integer idx = (Integer) attribMap2Location.get(name); + Integer idx = (Integer) activeAttribLocationMap.get(name); return (null!=idx)?idx.intValue():-1; } @@ -288,7 +298,7 @@ public class ShaderState { * * @return the GLArrayData object, null if not previously set. * - * @see #bindAttribute(GLArrayData) + * @see #ownAttribute(GLArrayData, boolean) * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray @@ -299,26 +309,40 @@ public class ShaderState { * @see ShaderProgram#glReplaceShader */ public GLArrayData getAttribute(String name) { - return (GLArrayData) vertexAttribMap2Data.get(name); + return (GLArrayData) activeAttribDataMap.get(name); } /** - * Bind the {@link GLArrayData} to this ShaderState. - * If an attribute location is cached (ie {@link #glBindAttribLocation(GL2ES2, int, String)}) - * it is promoted to the {@link GLArrayData} instance. - * To bind a {@link GLArrayData} with a given location - * {@link #glBindAttribLocation(GL2ES2, int, GLArrayData)} shall be used. + * Binds or unbinds the {@link GLArrayData} lifecycle to this ShaderState. + * + * <p>If an attribute location is cached (ie {@link #bindAttribLocation(GL2ES2, int, String)}) + * it is promoted to the {@link GLArrayData} instance.</p> * - * @param data the {@link GLArrayData} to be processed - * @see #glBindAttribLocation(GL2ES2, int, String) + * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)} + * and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.</p> + * + * <p>The data will not be transfered to the GPU, use {@link #vertexAttribPointer(GL2ES2, GLArrayData)} additionally.</p> + * + * @param attribute the {@link GLArrayData} which lifecycle shall be managed + * @param own true if <i>owning</i> shall be performs, false if <i>disowning</i>. + * + * @see #bindAttribLocation(GL2ES2, int, String) * @see #getAttribute(String) */ - public void bindAttribute(GLArrayData data) { - final int location = getAttribLocation(data.getName()); - if(0<=location) { - data.setLocation(location); + public void ownAttribute(GLArrayData attribute, boolean own) { + if(own) { + final int location = getAttribLocation(attribute.getName()); + if(0<=location) { + attribute.setLocation(location); + } + managedAttributes.add(managedAttributes.size(), attribute); + } else { + managedAttributes.remove(attribute); } - vertexAttribMap2Data.put(data.getName(), data); + } + + public boolean ownsAttribute(GLArrayData attribute) { + return managedAttributes.contains(attribute); } /** @@ -331,14 +355,14 @@ public class ShaderState { * @throws GLException if the program is already linked * * @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String) - * @see #glGetAttribLocation(GL2ES2, String) + * @see #getAttribLocation(GL2ES2, String) * @see #getAttribLocation(String) */ - public void glBindAttribLocation(GL2ES2 gl, int location, String name) { + public void bindAttribLocation(GL2ES2 gl, int location, String name) { if(null==shaderProgram) throw new GLException("No program is attached"); if(shaderProgram.linked()) throw new GLException("Program is already linked"); final Integer loc = new Integer(location); - attribMap2Location.put(name, loc); + activeAttribLocationMap.put(name, loc); gl.glBindAttribLocation(shaderProgram.program(), location, name); } @@ -353,14 +377,14 @@ public class ShaderState { * @throws GLException if the program is already linked * * @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String) - * @see #glGetAttribLocation(GL2ES2, String) + * @see #getAttribLocation(GL2ES2, String) * @see #getAttribLocation(String) * @see #getAttribute(String) */ - public void glBindAttribLocation(GL2ES2 gl, int location, GLArrayData data) { - glBindAttribLocation(gl, location, data.getName()); + public void bindAttribLocation(GL2ES2 gl, int location, GLArrayData data) { + bindAttribLocation(gl, location, data.getName()); data.setLocation(location); - vertexAttribMap2Data.put(data.getName(), data); + activeAttribDataMap.put(data.getName(), data); } /** @@ -375,11 +399,11 @@ public class ShaderState { * @throws GLException if the program is not linked and no location was cached. * * @see #getAttribLocation(String) - * @see #glBindAttribLocation(GL2ES2, int, GLArrayData) - * @see #glBindAttribLocation(GL2ES2, int, String) + * @see #bindAttribLocation(GL2ES2, int, GLArrayData) + * @see #bindAttribLocation(GL2ES2, int, String) * @see GL2ES2#glGetAttribLocation(int, String) */ - public int glGetAttribLocation(GL2ES2 gl, String name) { + public int getAttribLocation(GL2ES2 gl, String name) { if(null==shaderProgram) throw new GLException("No program is attached"); int location = getAttribLocation(name); if(0>location) { @@ -387,7 +411,7 @@ public class ShaderState { location = gl.glGetAttribLocation(shaderProgram.program(), name); if(0<=location) { Integer idx = new Integer(location); - attribMap2Location.put(name, idx); + activeAttribLocationMap.put(name, idx); if(DEBUG) { System.err.println("Info: glGetAttribLocation: "+name+", loc: "+location); } @@ -413,15 +437,15 @@ public class ShaderState { * @throws GLException if the program is not linked and no location was cached. * * @see #getAttribLocation(String) - * @see #glBindAttribLocation(GL2ES2, int, GLArrayData) - * @see #glBindAttribLocation(GL2ES2, int, String) + * @see #bindAttribLocation(GL2ES2, int, GLArrayData) + * @see #bindAttribLocation(GL2ES2, int, String) * @see GL2ES2#glGetAttribLocation(int, String) * @see #getAttribute(String) */ - public int glGetAttribLocation(GL2ES2 gl, GLArrayData data) { - int location = glGetAttribLocation(gl, data.getName()); + public int getAttribLocation(GL2ES2 gl, GLArrayData data) { + int location = getAttribLocation(gl, data.getName()); data.setLocation(location); - vertexAttribMap2Data.put(data.getName(), data); + activeAttribDataMap.put(data.getName(), data); return location; } @@ -433,7 +457,7 @@ public class ShaderState { * @return true if the named attribute is enable */ public final boolean isVertexAttribArrayEnabled(String name) { - return enabledVertexAttribArraySet.contains(name); + return enabledAttributes.contains(name); } /** @@ -443,10 +467,10 @@ public class ShaderState { return isVertexAttribArrayEnabled(data.getName()); } - private boolean glEnableVertexAttribArray(GL2ES2 gl, String name, int location) { - enabledVertexAttribArraySet.add(name); + private boolean enableVertexAttribArray(GL2ES2 gl, String name, int location) { + enabledAttributes.add(name); if(0>location) { - location = glGetAttribLocation(gl, name); + location = getAttribLocation(gl, name); if(0>location) { if(verbose) { Throwable tX = new Throwable("Info: glEnableVertexAttribArray failed, no index for: "+name); @@ -465,15 +489,14 @@ public class ShaderState { /** * Enables a vertex attribute array. * - * This method retrieves the the location via {@link #glGetAttribLocation(GL2ES2, GLArrayData)} - * hence {@link #glEnableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. + * This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)} + * hence {@link #enableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. * * Even if the attribute is not found in the current shader, * it is marked enabled in this state. * * @return false, if the name is not found, otherwise true * - * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. * * @see #glEnableVertexAttribArray @@ -481,8 +504,8 @@ public class ShaderState { * @see #glVertexAttribPointer * @see #getVertexAttribPointer */ - public boolean glEnableVertexAttribArray(GL2ES2 gl, String name) { - return glEnableVertexAttribArray(gl, name, -1); + public boolean enableVertexAttribArray(GL2ES2 gl, String name) { + return enableVertexAttribArray(gl, name, -1); } @@ -490,8 +513,8 @@ public class ShaderState { * Enables a vertex attribute array, usually invoked by {@link GLArrayDataEditable#enableBuffer(GL, boolean)}. * * This method uses the {@link GLArrayData}'s location if set - * and is the preferred alternative to {@link #glEnableVertexAttribArray(GL2ES2, String)}. - * If data location is unset it will be retrieved via {@link #glGetAttribLocation(GL2ES2, GLArrayData)} set + * and is the preferred alternative to {@link #enableVertexAttribArray(GL2ES2, String)}. + * If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set * and cached in this state. * * Even if the attribute is not found in the current shader, @@ -499,7 +522,6 @@ public class ShaderState { * * @return false, if the name is not found, otherwise true * - * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. * * @see #glEnableVertexAttribArray @@ -508,21 +530,20 @@ public class ShaderState { * @see #getVertexAttribPointer * @see GLArrayDataEditable#enableBuffer(GL, boolean) */ - public boolean glEnableVertexAttribArray(GL2ES2 gl, GLArrayData data) { - if(null==shaderProgram) throw new GLException("No program is attached"); + public boolean enableVertexAttribArray(GL2ES2 gl, GLArrayData data) { if(0 > data.getLocation()) { - glGetAttribLocation(gl, data); + getAttribLocation(gl, data); } else { // ensure data is the current bound one - vertexAttribMap2Data.put(data.getName(), data); + activeAttribDataMap.put(data.getName(), data); } - return glEnableVertexAttribArray(gl, data.getName(), data.getLocation()); + return enableVertexAttribArray(gl, data.getName(), data.getLocation()); } - private boolean glDisableVertexAttribArray(GL2ES2 gl, String name, int location) { - enabledVertexAttribArraySet.remove(name); + private boolean disableVertexAttribArray(GL2ES2 gl, String name, int location) { + enabledAttributes.remove(name); if(0>location) { - location = glGetAttribLocation(gl, name); + location = getAttribLocation(gl, name); if(0>location) { if(verbose) { Throwable tX = new Throwable("Info: glDisableVertexAttribArray failed, no index for: "+name); @@ -541,8 +562,8 @@ public class ShaderState { /** * Disables a vertex attribute array * - * This method retrieves the the location via {@link #glGetAttribLocation(GL2ES2, GLArrayData)} - * hence {@link #glDisableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. + * This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)} + * hence {@link #disableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. * * Even if the attribute is not found in the current shader, * it is removed from this state enabled list. @@ -557,16 +578,16 @@ public class ShaderState { * @see #glVertexAttribPointer * @see #getVertexAttribPointer */ - public boolean glDisableVertexAttribArray(GL2ES2 gl, String name) { - return glDisableVertexAttribArray(gl, name, -1); + public boolean disableVertexAttribArray(GL2ES2 gl, String name) { + return disableVertexAttribArray(gl, name, -1); } /** * Disables a vertex attribute array * * This method uses the {@link GLArrayData}'s location if set - * and is the preferred alternative to {@link #glDisableVertexAttribArray(GL2ES2, String)}. - * If data location is unset it will be retrieved via {@link #glGetAttribLocation(GL2ES2, GLArrayData)} set + * and is the preferred alternative to {@link #disableVertexAttribArray(GL2ES2, String)}. + * If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set * and cached in this state. * * Even if the attribute is not found in the current shader, @@ -582,41 +603,40 @@ public class ShaderState { * @see #glVertexAttribPointer * @see #getVertexAttribPointer */ - public boolean glDisableVertexAttribArray(GL2ES2 gl, GLArrayData data) { - if(null==shaderProgram) throw new GLException("No program is attached"); + public boolean disableVertexAttribArray(GL2ES2 gl, GLArrayData data) { if(0 > data.getLocation()) { - glGetAttribLocation(gl, data); + getAttribLocation(gl, data); } - return glDisableVertexAttribArray(gl, data.getName(), data.getLocation()); + return disableVertexAttribArray(gl, data.getName(), data.getLocation()); } /** * Set the {@link GLArrayData} vertex attribute data. * * This method uses the {@link GLArrayData}'s location if set. - * If data location is unset it will be retrieved via {@link #glGetAttribLocation(GL2ES2, GLArrayData)}, set + * If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)}, set * and cached in this state. * * @return false, if the location could not be determined, otherwise true * - * @throws GLException if the program is not in use - * + * @throws GLException if no program is attached + * @throws GLException if the program is not linked and no location was cached. + * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray * @see #glVertexAttribPointer * @see #getVertexAttribPointer */ - public boolean glVertexAttribPointer(GL2ES2 gl, GLArrayData data) { - if(null==shaderProgram) throw new GLException("No program is attached"); - // if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); - if(0 > data.getLocation()) { - glGetAttribLocation(gl, data); - } /* else { - // Already achieved by glEnableVertexAttribArray(..) + public boolean vertexAttribPointer(GL2ES2 gl, GLArrayData data) { + int location = data.getLocation(); + if(0 > location) { + location = getAttribLocation(gl, data); + } /* else { + done via enable .. // ensure data is the current bound one - vertexAttribMap2Data.put(data.getName(), data); + activeAttribDataMap.put(data.getName(), data); } */ - if(0 <= data.getLocation()) { + if(0 <= location) { // only pass the data, if the attribute exists in the current shader if(DEBUG) { System.err.println("Info: glVertexAttribPointer: "+data); @@ -631,8 +651,6 @@ public class ShaderState { * 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 @@ -642,23 +660,23 @@ public class ShaderState { * @see #glResetAllVertexAttributes * @see ShaderProgram#glReplaceShader */ - public void glReleaseAllVertexAttributes(GL2ES2 gl) { + public void releaseAllAttributes(GL2ES2 gl) { if(null!=shaderProgram) { - if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); - for(Iterator<GLArrayData> iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) { - if(!glDisableVertexAttribArray(gl, iter.next())) { + for(Iterator<GLArrayData> iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) { + if(!disableVertexAttribArray(gl, 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())) { + for(Iterator<String> iter = enabledAttributes.iterator(); iter.hasNext(); ) { + if(!disableVertexAttribArray(gl, iter.next())) { throw new GLException("Internal Error: prev enabled vertex attribute couldn't be disabled"); } } } - vertexAttribMap2Data.clear(); - enabledVertexAttribArraySet.clear(); - attribMap2Location.clear(); + activeAttribDataMap.clear(); + enabledAttributes.clear(); + activeAttribLocationMap.clear(); + managedAttributes.clear(); } /** @@ -669,8 +687,6 @@ public class ShaderState { * * 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 @@ -680,62 +696,92 @@ public class ShaderState { * @see #glResetAllVertexAttributes * @see ShaderProgram#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(); + public void disableAllVertexAttributeArrays(GL2ES2 gl, boolean removeFromState) { + for(Iterator<String> iter = enabledAttributes.iterator(); iter.hasNext(); ) { + String name = iter.next(); if(removeFromState) { - enabledVertexAttribArraySet.remove(name); + enabledAttributes.remove(name); } - int index = glGetAttribLocation(gl, name); + int index = getAttribLocation(gl, name); if(0<=index) { gl.glDisableVertexAttribArray(index); } } } + private final void relocateAttribute(GL2ES2 gl, GLArrayData attribute) { + // get new location .. + String name = attribute.getName(); + int loc = getAttribLocation(gl, name); + attribute.setLocation(loc); + + if(0<=loc) { + if(enabledAttributes.contains(name)) { + // enable attrib, VBO and pass location/data + gl.glEnableVertexAttribArray(loc); + } + + if( attribute.isVBO() ) { + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName()); + } + + gl.glVertexAttribPointer(attribute); + } + } + /** * Reset all previously enabled mapped vertex attribute data. * - * Attribute data is bound to the GL state<br> - * Attribute location is bound to the program<br> + * <p>Attribute data is bound to the GL state</p> + * <p>Attribute location is bound to the program</p> * - * However, since binding an attribute to a location via {@link #glBindAttribLocation(GL2ES2, int, GLArrayData)} + * <p>However, since binding an attribute to a location via {@link #bindAttribLocation(GL2ES2, int, GLArrayData)} * <i>must</i> happen before linking <b>and</b> we try to promote the attributes to the new program, - * we have to gather the probably new location etc. + * we have to gather the probably new location etc.</p> * - * @throws GLException is the program is not in use + * @throws GLException is the program is not linked * * @see #attachShaderProgram(GL2ES2, ShaderProgram) */ - public void glResetAllVertexAttributes(GL2ES2 gl) { - if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); - attribMap2Location.clear(); + private final void resetAllAttributes(GL2ES2 gl) { + if(!shaderProgram.linked()) throw new GLException("Program is not linked"); + activeAttribLocationMap.clear(); - for(Iterator<GLArrayData> iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) { - GLArrayData data = iter.next(); - - // get new location .. - String name = data.getName(); - int loc = glGetAttribLocation(gl, name); - data.setLocation(loc); - - if(0>loc) { - // not used in shader - continue; - } + for(Iterator<GLArrayData> iter = managedAttributes.iterator(); iter.hasNext(); ) { + iter.next().setLocation(-1); + } + for(Iterator<GLArrayData> iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) { + relocateAttribute(gl, iter.next()); + } + } + + private final void setAttribute(GL2ES2 gl, GLArrayData attribute) { + // get new location .. + final String name = attribute.getName(); + final int loc = attribute.getLocation(); + + if(0<=loc) { + this.bindAttribLocation(gl, loc, name); - if(enabledVertexAttribArraySet.contains(name)) { + if(enabledAttributes.contains(name)) { // enable attrib, VBO and pass location/data gl.glEnableVertexAttribArray(loc); } - - if( data.isVBO() ) { - gl.glBindBuffer(GL.GL_ARRAY_BUFFER, data.getVBOName()); + + if( attribute.isVBO() ) { + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName()); } - - gl.glVertexAttribPointer(data); + + gl.glVertexAttribPointer(attribute); + } + } + + /** + * preserves the attribute location .. (program not linked) + */ + private final void setAllAttributes(GL2ES2 gl) { + for(Iterator<GLArrayData> iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) { + setAttribute(gl, iter.next()); } } @@ -744,6 +790,33 @@ public class ShaderState { // /** + * Bind the {@link GLUniform} lifecycle to this ShaderState. + * + * <p>If a uniform location is cached it is promoted to the {@link GLUniformData} instance.</p> + * + * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)} + * and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.</p> + * + * <p>The data will not be transfered to the GPU, use {@link #uniform(GL2ES2, GLUniformData)} additionally.</p> + * + * @param uniform the {@link GLUniformData} which lifecycle shall be managed + * + * @see #getUniform(String) + */ + public void ownUniform(GLUniformData uniform) { + final int location = getUniformLocation(uniform.getName()); + if(0<=location) { + uniform.setLocation(location); + } + activeUniformDataMap.put(uniform.getName(), uniform); + managedUniforms.add(uniform); + } + + public boolean ownsUniform(GLUniformData uniform) { + return managedUniforms.contains(uniform); + } + + /** * Gets the index of a shader uniform. * This must be done when the program is in use ! * @@ -757,14 +830,14 @@ public class ShaderState { * @see #getUniformLocation * @see ShaderProgram#glReplaceShader */ - protected int glGetUniformLocation(GL2ES2 gl, String name) { + protected final int getUniformLocation(GL2ES2 gl, String name) { if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); int location = getUniformLocation(name); if(0>location) { location = gl.glGetUniformLocation(shaderProgram.program(), name); if(0<=location) { Integer idx = new Integer(location); - uniformMap2Location.put(name, idx); + activeUniformLocationMap.put(name, idx); } else if(verbose) { Throwable tX = new Throwable("Info: glUniform failed, no location for: "+name+", index: "+location); tX.printStackTrace(); @@ -773,8 +846,8 @@ public class ShaderState { return location; } - protected int getUniformLocation(String name) { - Integer idx = (Integer) uniformMap2Location.get(name); + protected final int getUniformLocation(String name) { + Integer idx = (Integer) activeUniformLocationMap.get(name); return (null!=idx)?idx.intValue():-1; } @@ -798,11 +871,14 @@ public class ShaderState { * @see #getUniformLocation * @see ShaderProgram#glReplaceShader */ - public boolean glUniform(GL2ES2 gl, GLUniformData data) { + public boolean uniform(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); + int location = data.getLocation(); + if(0>location) { + location = getUniformLocation(gl, data.getName()); + data.setLocation(location); + } + activeUniformDataMap.put(data.getName(), data); if(0<=location) { // only pass the data, if the uniform exists in the current shader if(DEBUG) { @@ -819,18 +895,17 @@ public class ShaderState { * @return the GLUniformData object, null if not previously set. */ public GLUniformData getUniform(String name) { - return uniformMap2Data.get(name); + return activeUniformDataMap.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(); - uniformMap2Location.clear(); + public void releaseAllUniforms(GL2ES2 gl) { + activeUniformDataMap.clear(); + activeUniformLocationMap.clear(); + managedUniforms.clear(); } /** @@ -843,11 +918,16 @@ public class ShaderState { * * @see #attachShaderProgram(GL2ES2, ShaderProgram) */ - public void glResetAllUniforms(GL2ES2 gl) { - if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); - uniformMap2Location.clear(); - for(Iterator<GLUniformData> iter = uniformMap2Data.values().iterator(); iter.hasNext(); ) { - glUniform(gl, iter.next()); + private final void resetAllUniforms(GL2ES2 gl) { + if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); + activeUniformLocationMap.clear(); + for(Iterator<GLUniformData> iter = managedUniforms.iterator(); iter.hasNext(); ) { + iter.next().setLocation(-1); + } + for(Iterator<GLUniformData> iter = activeUniformDataMap.values().iterator(); iter.hasNext(); ) { + final GLUniformData uniform = iter.next(); + uniform.setLocation(-1); + uniform(gl, uniform); } } @@ -858,26 +938,30 @@ public class ShaderState { sb.append("ShaderState["); sb.append(shaderProgram.toString()); - sb.append(",EnabledStates: ["); - for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) { + sb.append(", enabledAttributes: ["); + for(Iterator<String> iter = enabledAttributes.iterator(); iter.hasNext(); ) { sb.append("\n "); sb.append((String)iter.next()); } - sb.append("], ["); - for(Iterator<GLArrayData> iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) { - GLArrayData data = iter.next(); - if(data.getLocation()>=0) { - sb.append("\n "); - sb.append(data); - } + sb.append("], activeAttributes ["); + for(Iterator<GLArrayData> iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) { + sb.append("\n "); + sb.append(iter.next()); } - sb.append("], ["); - for(Iterator<GLUniformData> iter=uniformMap2Data.values().iterator(); iter.hasNext(); ) { - GLUniformData data = iter.next(); - if(data.getLocation()>=0) { - sb.append("\n "); - sb.append(data); - } + sb.append("], managedAttributes ["); + for(Iterator<GLArrayData> iter = managedAttributes.iterator(); iter.hasNext(); ) { + sb.append("\n "); + sb.append(iter.next()); + } + sb.append("], activeUniforms ["); + for(Iterator<GLUniformData> iter=activeUniformDataMap.values().iterator(); iter.hasNext(); ) { + sb.append("\n "); + sb.append(iter.next()); + } + sb.append("], managedUniforms ["); + for(Iterator<GLUniformData> iter = managedUniforms.iterator(); iter.hasNext(); ) { + sb.append("\n "); + sb.append(iter.next()); } sb.append("]"); return sb; @@ -888,15 +972,17 @@ public class ShaderState { return toString(null).toString(); } - protected boolean verbose = false; - protected ShaderProgram shaderProgram=null; + private boolean verbose = false; + private ShaderProgram shaderProgram=null; - protected HashSet<String> enabledVertexAttribArraySet = new HashSet<String>(); - protected HashMap<String, Integer> attribMap2Location = new HashMap<String, Integer>(); - protected HashMap<String, GLArrayData> vertexAttribMap2Data = new HashMap<String, GLArrayData>(); + private HashSet<String> enabledAttributes = new HashSet<String>(); + private HashMap<String, Integer> activeAttribLocationMap = new HashMap<String, Integer>(); + private HashMap<String, GLArrayData> activeAttribDataMap = new HashMap<String, GLArrayData>(); + private ArrayList<GLArrayData> managedAttributes = new ArrayList<GLArrayData>(); - protected HashMap<String, Integer> uniformMap2Location = new HashMap<String, Integer>(); - protected HashMap<String, GLUniformData> uniformMap2Data = new HashMap<String, GLUniformData>(); + private HashMap<String, Integer> activeUniformLocationMap = new HashMap<String, Integer>(); + private HashMap<String, GLUniformData> activeUniformDataMap = new HashMap<String, GLUniformData>(); + private ArrayList<GLUniformData> managedUniforms = new ArrayList<GLUniformData>(); private HashMap<String, Object> attachedObjectsByString = new HashMap<String, Object>(); private IntObjectHashMap attachedObjectsByInt = new IntObjectHashMap(); |