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-rw-r--r--src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java103
1 files changed, 59 insertions, 44 deletions
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 9d71ee276..a221cd51e 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
@@ -366,14 +366,13 @@ public class ShaderState {
if(null==shaderProgram) throw new GLException("No program is attached");
if(shaderProgram.linked()) throw new GLException("Program is already linked");
final String name = data.getName();
- final Integer loc = new Integer(location);
- activeAttribLocationMap.put(name, loc);
+ activeAttribLocationMap.put(name, new Integer(location));
data.setLocation(gl, shaderProgram.program(), location);
activeAttribDataMap.put(data.getName(), data);
}
/**
- * Gets the location of a shader attribute.<br>
+ * Gets the location of a shader attribute with given <code>name</code>.<br>
* Uses either the cached value {@link #getCachedAttribLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br>
* The location will be cached.
@@ -395,8 +394,7 @@ public class ShaderState {
if(!shaderProgram.linked()) throw new GLException("Program is not linked");
location = gl.glGetAttribLocation(shaderProgram.program(), name);
if(0<=location) {
- Integer idx = new Integer(location);
- activeAttribLocationMap.put(name, idx);
+ activeAttribLocationMap.put(name, new Integer(location));
if(DEBUG) {
System.err.println("ShaderState: glGetAttribLocation: "+name+", loc: "+location);
}
@@ -409,7 +407,7 @@ public class ShaderState {
}
return location;
}
-
+
/**
* Validates and returns the location of a shader attribute.<br>
* Uses either the cached value {@link #getCachedAttribLocation(String)} if valid,
@@ -622,11 +620,12 @@ public class ShaderState {
}
/**
- * 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 #getAttribLocation(GL2ES2, GLArrayData)}, set
- * and cached in this state.
+ * Set the {@link GLArrayData} vertex attribute data, if it's location is valid, i.e. &ge; 0.
+ * <p>
+ * This method uses the {@link GLArrayData}'s location if valid, i.e. &ge; 0.<br/>
+ * If data's location is invalid, it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)},
+ * set and cached in this state.
+ * </p>
*
* @return false, if the location could not be determined, otherwise true
*
@@ -713,12 +712,14 @@ public class ShaderState {
}
private final void relocateAttribute(GL2ES2 gl, GLArrayData attribute) {
- // get new location ..
+ // get new location .. note: 'activeAttribLocationMap' is cleared before
final String name = attribute.getName();
- final int loc = getAttribLocation(gl, name);
- attribute.setLocation(loc);
-
+ final int loc = attribute.setLocation(gl, shaderProgram.program());
if(0<=loc) {
+ activeAttribLocationMap.put(name, new Integer(loc));
+ if(DEBUG) {
+ System.err.println("ShaderState: relocateAttribute: "+name+", loc: "+loc);
+ }
if(isVertexAttribArrayEnabled(name)) {
// enable attrib, VBO and pass location/data
gl.glEnableVertexAttribArray(loc);
@@ -737,13 +738,20 @@ public class ShaderState {
/**
* Reset all previously enabled mapped vertex attribute data.
*
- * <p>Attribute data is bound to the GL state</p>
- * <p>Attribute location is bound to the program</p>
+ * <p>
+ * Attribute data is bound to the GL state, i.e. VBO data itself will not be updated.
+ * </p>
+ *
+ * <p>
+ * Attribute location and it's data assignment is bound to the program,
+ * hence both are updated.
+ * </p>
+ *
+ * <p>
+ * Note: Such update could only be prevented,
+ * if tracking am attribute/program dirty flag.
+ * </p>
*
- * <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.</p>
- *
* @throws GLException is the program is not linked
*
* @see #attachShaderProgram(GL2ES2, ShaderProgram)
@@ -835,7 +843,7 @@ public class ShaderState {
}
/**
- * Gets the location of a shader uniform.<br>
+ * Gets the location of a shader uniform with given <code>name</code>.<br>
* Uses either the cached value {@link #getCachedUniformLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br>
* The location will be cached.
@@ -902,8 +910,7 @@ public class ShaderState {
if(!shaderProgram.linked()) throw new GLException("Program is not linked");
location = data.setLocation(gl, shaderProgram.program());
if(0<=location) {
- Integer idx = new Integer(location);
- activeUniformLocationMap.put(name, idx);
+ activeUniformLocationMap.put(name, new Integer(location));
} else if(verbose) {
System.err.println("ShaderState: glUniform failed, no location for: "+name+", index: "+location);
if(DEBUG) {
@@ -916,19 +923,14 @@ public class ShaderState {
}
/**
- * Set the uniform data.
- *
- * Even if the uniform is not found in the current shader,
- * it is stored in this state.
- *
- * @param data the GLUniforms's name must match the uniform one,
- * it's index will be set with the uniforms's location,
- * if found.
- *
- *
- * @return false, if the name is not found, otherwise true
+ * Set the uniform data, if it's location is valid, i.e. &ge; 0.
+ * <p>
+ * This method uses the {@link GLUniformData}'s location if valid, i.e. &ge; 0.<br/>
+ * If data's location is invalid, it will be retrieved via {@link #getUniformLocation(GL2ES2, GLUniformData)},
+ * set and cached in this state.
+ * </p>
*
- * @throws GLException if the program is not in use
+ * @return false, if the location could not be determined, otherwise true
*
* @see #glGetUniformLocation
* @see javax.media.opengl.GL2ES2#glGetUniformLocation
@@ -948,10 +950,11 @@ public class ShaderState {
System.err.println("ShaderState: glUniform: "+data);
}
gl.glUniform(data);
+ return true;
}
- return true;
+ return false;
}
-
+
/**
* Get the uniform data, previously set.
*
@@ -973,10 +976,15 @@ public class ShaderState {
/**
* Reset all previously mapped uniform data
- *
+ * <p>
* Uniform data and location is bound to the program,
- * hence both are updated here
- *
+ * hence both are updated.
+ * </p>
+ * <p>
+ * Note: Such update could only be prevented,
+ * if tracking a uniform/program dirty flag.
+ * </p>
+ *
* @throws GLException is the program is not in use
*
* @see #attachShaderProgram(GL2ES2, ShaderProgram)
@@ -988,9 +996,16 @@ public class ShaderState {
iter.next().setLocation(-1);
}
for(Iterator<GLUniformData> iter = activeUniformDataMap.values().iterator(); iter.hasNext(); ) {
- final GLUniformData uniform = iter.next();
- uniform.setLocation(-1);
- uniform(gl, uniform);
+ final GLUniformData data = iter.next();
+ final int loc = data.setLocation(gl, shaderProgram.program());
+ if( 0 <= loc ) {
+ // only pass the data, if the uniform exists in the current shader
+ activeUniformLocationMap.put(data.getName(), new Integer(loc));
+ if(DEBUG) {
+ System.err.println("ShaderState: resetAllUniforms: "+data);
+ }
+ gl.glUniform(data);
+ }
}
}