From b8a8fc24a3afb0cb06a31504bdea1a98b8f00ef4 Mon Sep 17 00:00:00 2001
From: Sven Gothel
* If unsure whether colors, normals and textures will be used, * simply add them with an expected component count. @@ -82,13 +82,11 @@ public class ImmModeSink { int glBufferUsage) { return new ImmModeSink(initialElementCount, vComps, vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType, - false, glBufferUsage); + false, glBufferUsage, null, 0); } /** - * Uses a GL2ES2 GLSL shader immediate mode sink. - * To issue the draw() command, - * a ShaderState must be current, using ShaderState.glUseProgram(). + * Uses a GL2ES2 GLSL shader immediate mode sink, utilizing the given ShaderState. *
* See buffer storage details. *
@@ -104,7 +102,7 @@ public class ImmModeSink { * @param tDataType optional texture-coordinate data type, e.g. {@link GL#GL_FLOAT} * @param glBufferUsage VBOusage
parameter for {@link GL#glBufferData(int, long, Buffer, int)}, e.g. {@link GL#GL_STATIC_DRAW},
* set to 0
for no VBO usage
- *
+ * @param st ShaderState to locate the vertex attributes
* @see #draw(GL, boolean)
* @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean)
* @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState()
@@ -114,12 +112,45 @@ public class ImmModeSink {
int cComps, int cDataType,
int nComps, int nDataType,
int tComps, int tDataType,
- int glBufferUsage) {
+ int glBufferUsage, ShaderState st) {
return new ImmModeSink(initialElementCount,
vComps, vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType,
- true, glBufferUsage);
+ true, glBufferUsage, st, 0);
}
+ /**
+ * Uses a GL2ES2 GLSL shader immediate mode sink, utilizing the given shader-program.
+ * + * See buffer storage details. + *
+ * + * @param initialElementCount initial buffer size, if subsequent mutable operations are about to exceed the buffer size, the buffer will grow about the initial size. + * @param vComps mandatory vertex component count, should be 2, 3 or 4. + * @param vDataType mandatory vertex data type, e.g. {@link GL#GL_FLOAT} + * @param cComps optional color component count, may be 0, 3 or 4 + * @param cDataType optional color data type, e.g. {@link GL#GL_FLOAT} + * @param nComps optional normal component count, may be 0, 3 or 4 + * @param nDataType optional normal data type, e.g. {@link GL#GL_FLOAT} + * @param tComps optional texture-coordinate component count, may be 0, 2 or 3 + * @param tDataType optional texture-coordinate data type, e.g. {@link GL#GL_FLOAT} + * @param glBufferUsage VBOusage
parameter for {@link GL#glBufferData(int, long, Buffer, int)}, e.g. {@link GL#GL_STATIC_DRAW},
+ * set to 0
for no VBO usage
+ * @param shaderProgram shader-program name to locate the vertex attributes
+ * @see #draw(GL, boolean)
+ * @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean)
+ * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState()
+ */
+ public static ImmModeSink createGLSL(int initialElementCount,
+ int vComps, int vDataType,
+ int cComps, int cDataType,
+ int nComps, int nDataType,
+ int tComps, int tDataType,
+ int glBufferUsage, int shaderProgram) {
+ return new ImmModeSink(initialElementCount,
+ vComps, vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType,
+ true, glBufferUsage, null, shaderProgram);
+ }
+
public void destroy(GL gl) {
destroyList(gl);
@@ -330,10 +361,10 @@ public class ImmModeSink {
int cComps, int cDataType,
int nComps, int nDataType,
int tComps, int tDataType,
- boolean useGLSL, int glBufferUsage) {
- vboSet = new VBOSet(initialElementCount,
- vComps, vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType,
- useGLSL, glBufferUsage);
+ boolean useGLSL, int glBufferUsage, ShaderState st, int shaderProgram) {
+ vboSet = new VBOSet(initialElementCount,
+ vComps, vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType,
+ useGLSL, glBufferUsage, st, shaderProgram);
this.vboSetList = new ArrayListinitialElementCount
of factory method.
* @see #createFixed(int, int, int, int, int, int, int, int, int, int)
- * @see #createGLSL(int, int, int, int, int, int, int, int, int, int)
+ * @see #createGLSL(int, int, int, int, int, int, int, int, int, int, ShaderState)
*/
public void setResizeElementCount(int v) { vboSet.setResizeElementCount(v); }
@@ -369,9 +400,19 @@ public class ImmModeSink {
int cComps, int cDataType,
int nComps, int nDataType,
int tComps, int tDataType,
- boolean useGLSL, int glBufferUsage) {
+ boolean useGLSL, int glBufferUsage, ShaderState st, int shaderProgram) {
+ // final ..
this.glBufferUsage=glBufferUsage;
this.initialElementCount=initialElementCount;
+ this.useVBO = 0 != glBufferUsage;
+ this.useGLSL=useGLSL;
+ this.shaderState = st;
+ this.shaderProgram = shaderProgram;
+
+ if(useGLSL && null == shaderState && 0 == shaderProgram) {
+ throw new IllegalArgumentException("Using GLSL but neither a valid shader-program nor ShaderState has been passed!");
+ }
+ // variable ..
this.resizeElementCount=initialElementCount;
this.vDataType=vDataType;
this.vDataTypeSigned=GLBuffers.isSignedGLType(vDataType);
@@ -389,8 +430,6 @@ public class ImmModeSink {
this.tDataTypeSigned=GLBuffers.isSignedGLType(tDataType);
this.tComps=tComps;
this.tCompsBytes=tComps * GLBuffers.sizeOfGLType(tDataType);
- this.useGLSL=useGLSL;
- this.useVBO = 0 != glBufferUsage;
this.vboName = 0;
this.vCount=0;
@@ -414,6 +453,7 @@ public class ImmModeSink {
this.bufferEnabled=false;
this.bufferWritten=false;
this.bufferWrittenOnce=false;
+ this.glslLocationSet = false;
}
protected int getResizeElementCount() { return resizeElementCount; }
@@ -423,7 +463,8 @@ public class ImmModeSink {
protected final VBOSet regenerate(GL gl) {
return new VBOSet(initialElementCount, vComps,
- vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType, useGLSL, glBufferUsage);
+ vDataType, cComps, cDataType, nComps, nDataType, tComps, tDataType,
+ useGLSL, glBufferUsage, shaderState, shaderProgram);
}
protected void checkSeal(boolean test) throws GLException {
@@ -439,10 +480,27 @@ public class ImmModeSink {
}
}
+ private boolean usingShaderProgram = false;
+
+ protected void useShaderProgram(GL2ES2 gl, boolean force) {
+ if( force || !usingShaderProgram ) {
+ if(null != shaderState) {
+ shaderState.useProgram(gl, true);
+ } else /* if( 0 != shaderProgram) */ {
+ gl.glUseProgram(shaderProgram);
+ }
+ usingShaderProgram = true;
+ }
+ }
+
protected void draw(GL gl, Buffer indices, boolean disableBufferAfterDraw, int i)
{
enableBuffer(gl, true);
-
+
+ if(null != shaderState || 0 != shaderProgram) {
+ useShaderProgram(gl.getGL2ES2(), false);
+ }
+
if(DEBUG_DRAW) {
System.err.println("ImmModeSink.draw["+i+"].0 (disableBufferAfterDraw: "+disableBufferAfterDraw+"):\n\t"+this);
}
@@ -788,6 +846,51 @@ public class ImmModeSink {
}
}
+ public void setShaderProgram(int program) {
+ if(null == shaderState && 0 == program) {
+ throw new IllegalArgumentException("Not allowed to zero shader program if no ShaderState is set");
+ }
+ shaderProgram = program;
+ glslLocationSet = false; // enforce location reset!
+ }
+
+ /**
+ * @param gl
+ * @return true if all locations for all used arrays are found (min 1 array), otherwise false.
+ * Also sets 'glslLocationSet' to the return value!
+ */
+ private boolean resetGLSLArrayLocation(GL2ES2 gl) {
+ int iA = 0;
+ int iL = 0;
+
+ if(null != vArrayData) {
+ iA++;
+ if( vArrayData.setLocation(gl, shaderProgram) >= 0 ) {
+ iL++;
+ }
+ }
+ if(null != cArrayData) {
+ iA++;
+ if( cArrayData.setLocation(gl, shaderProgram) >= 0 ) {
+ iL++;
+ }
+ }
+ if(null != nArrayData) {
+ iA++;
+ if( nArrayData.setLocation(gl, shaderProgram) >= 0 ) {
+ iL++;
+ }
+ }
+ if(null != tArrayData) {
+ iA++;
+ if( tArrayData.setLocation(gl, shaderProgram) >= 0 ) {
+ iL++;
+ }
+ }
+ glslLocationSet = iA == iL;
+ return glslLocationSet;
+ }
+
public void destroy(GL gl) {
reset(gl);
@@ -868,8 +971,13 @@ public class ImmModeSink {
checkSeal(true);
}
bufferEnabled = enable;
- if(useGLSL) {
- enableBufferGLSL(gl, enable);
+ if(useGLSL) {
+ useShaderProgram(gl.getGL2ES2(), true);
+ if(null != shaderState) {
+ enableBufferGLSLShaderState(gl, enable);
+ } else {
+ enableBufferGLSLSimple(gl, enable);
+ }
} else {
enableBufferFixed(gl, enable);
}
@@ -901,7 +1009,7 @@ public class ImmModeSink {
}
}
- public void enableBufferFixed(GL gl, boolean enable) {
+ private void enableBufferFixed(GL gl, boolean enable) {
GL2ES1 glf = gl.getGL2ES1();
final boolean useV = vComps>0 && vElems>0 ;
@@ -969,11 +1077,75 @@ public class ImmModeSink {
}
}
- public void enableBufferGLSL(GL gl, boolean enable) {
- ShaderState st = ShaderState.getShaderState(gl);
- if(null==st) {
- throw new GLException("No ShaderState in "+gl);
- }
+ private void enableBufferGLSLShaderState(GL gl, boolean enable) {
+ GL2ES2 glsl = gl.getGL2ES2();
+
+ final boolean useV = vComps>0 && vElems>0 ;
+ final boolean useC = cComps>0 && cElems>0 ;
+ final boolean useN = nComps>0 && nElems>0 ;
+ final boolean useT = tComps>0 && tElems>0 ;
+
+ if(DEBUG_DRAW) {
+ System.err.println("ImmModeSink.enableGLSL.A.0 "+enable+": use [ v "+useV+", c "+useC+", n "+useN+", t "+useT+"], "+getElemUseCountStr()+", "+buffer);
+ }
+
+ if(enable) {
+ if(useVBO) {
+ if(0 == vboName) {
+ throw new InternalError("Using VBO but no vboName");
+ }
+ glsl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName);
+ if(!bufferWritten) {
+ writeBuffer(gl);
+ }
+ }
+ bufferWritten=true;
+ }
+
+ if(useV) {
+ if(enable) {
+ shaderState.enableVertexAttribArray(glsl, vArrayData);
+ shaderState.vertexAttribPointer(glsl, vArrayData);
+ } else {
+ shaderState.disableVertexAttribArray(glsl, vArrayData);
+ }
+ }
+ if(useC) {
+ if(enable) {
+ shaderState.enableVertexAttribArray(glsl, cArrayData);
+ shaderState.vertexAttribPointer(glsl, cArrayData);
+ } else {
+ shaderState.disableVertexAttribArray(glsl, cArrayData);
+ }
+ }
+ if(useN) {
+ if(enable) {
+ shaderState.enableVertexAttribArray(glsl, nArrayData);
+ shaderState.vertexAttribPointer(glsl, nArrayData);
+ } else {
+ shaderState.disableVertexAttribArray(glsl, nArrayData);
+ }
+ }
+ if(useT) {
+ if(enable) {
+ shaderState.enableVertexAttribArray(glsl, tArrayData);
+ shaderState.vertexAttribPointer(glsl, tArrayData);
+ } else {
+ shaderState.disableVertexAttribArray(glsl, tArrayData);
+ }
+ }
+ glslLocationSet = true; // ShaderState does set the location implicit
+
+ if(enable && useVBO) {
+ glsl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
+ }
+
+ if(DEBUG_DRAW) {
+ System.err.println("ImmModeSink.enableGLSL.A.X ");
+ }
+ }
+
+ private void enableBufferGLSLSimple(GL gl, boolean enable) {
GL2ES2 glsl = gl.getGL2ES2();
final boolean useV = vComps>0 && vElems>0 ;
@@ -982,7 +1154,20 @@ public class ImmModeSink {
final boolean useT = tComps>0 && tElems>0 ;
if(DEBUG_DRAW) {
- System.err.println("ImmModeSink.enableGLSL.0 "+enable+": use [ v "+useV+", c "+useC+", n "+useN+", t "+useT+"], "+getElemUseCountStr()+", "+buffer);
+ System.err.println("ImmModeSink.enableGLSL.B.0 "+enable+": use [ v "+useV+", c "+useC+", n "+useN+", t "+useT+"], "+getElemUseCountStr()+", "+buffer);
+ }
+
+ if(!glslLocationSet) {
+ if( !resetGLSLArrayLocation(glsl) ) {
+ if(DEBUG_DRAW) {
+ final int vLoc = null != vArrayData ? vArrayData.getLocation() : -1;
+ final int cLoc = null != cArrayData ? cArrayData.getLocation() : -1;
+ final int nLoc = null != nArrayData ? nArrayData.getLocation() : -1;
+ final int tLoc = null != tArrayData ? tArrayData.getLocation() : -1;
+ System.err.println("ImmModeSink.enableGLSL.B.X attribute locations in shader program "+shaderProgram+", incomplete ["+vLoc+", "+cLoc+", "+nLoc+", "+tLoc+"] - glslLocationSet "+glslLocationSet);
+ }
+ return;
+ }
}
if(enable) {
@@ -1000,34 +1185,34 @@ public class ImmModeSink {
if(useV) {
if(enable) {
- st.enableVertexAttribArray(glsl, vArrayData);
- st.vertexAttribPointer(glsl, vArrayData);
+ glsl.glEnableVertexAttribArray(vArrayData.getLocation());
+ glsl.glVertexAttribPointer(vArrayData);
} else {
- st.disableVertexAttribArray(glsl, vArrayData);
+ glsl.glDisableVertexAttribArray(vArrayData.getLocation());
}
}
if(useC) {
if(enable) {
- st.enableVertexAttribArray(glsl, cArrayData);
- st.vertexAttribPointer(glsl, cArrayData);
+ glsl.glEnableVertexAttribArray(cArrayData.getLocation());
+ glsl.glVertexAttribPointer(cArrayData);
} else {
- st.disableVertexAttribArray(glsl, cArrayData);
+ glsl.glDisableVertexAttribArray(cArrayData.getLocation());
}
}
if(useN) {
if(enable) {
- st.enableVertexAttribArray(glsl, nArrayData);
- st.vertexAttribPointer(glsl, nArrayData);
+ glsl.glEnableVertexAttribArray(nArrayData.getLocation());
+ glsl.glVertexAttribPointer(nArrayData);
} else {
- st.disableVertexAttribArray(glsl, nArrayData);
+ glsl.glDisableVertexAttribArray(nArrayData.getLocation());
}
}
if(useT) {
if(enable) {
- st.enableVertexAttribArray(glsl, tArrayData);
- st.vertexAttribPointer(glsl, tArrayData);
+ glsl.glEnableVertexAttribArray(tArrayData.getLocation());
+ glsl.glVertexAttribPointer(tArrayData);
} else {
- st.disableVertexAttribArray(glsl, tArrayData);
+ glsl.glDisableVertexAttribArray(tArrayData.getLocation());
}
}
@@ -1036,11 +1221,16 @@ public class ImmModeSink {
}
if(DEBUG_DRAW) {
- System.err.println("ImmModeSink.enableGLSL.X ");
+ System.err.println("ImmModeSink.enableGLSL.B.X ");
}
}
-
+
public String toString() {
+ final String glslS = useGLSL ?
+ ", useShaderState "+(null!=shaderState)+
+ ", shaderProgram "+shaderProgram+
+ ", glslLocationSet "+glslLocationSet : "";
+
return "VBOSet[mode "+mode+
", modeOrig "+modeOrig+
", use/count "+getElemUseCountStr()+
@@ -1049,6 +1239,8 @@ public class ImmModeSink {
", bufferEnabled "+bufferEnabled+
", bufferWritten "+bufferWritten+" (once "+bufferWrittenOnce+")"+
", useVBO "+useVBO+", vboName "+vboName+
+ ", useGLSL "+useGLSL+
+ glslS+
",\n\t"+vArrayData+
",\n\t"+cArrayData+
",\n\t"+nArrayData+
@@ -1264,7 +1456,9 @@ public class ImmModeSink {
}
final private int glBufferUsage, initialElementCount;
- final private boolean useVBO;
+ final private boolean useVBO, useGLSL;
+ final private ShaderState shaderState;
+ private int shaderProgram;
private int mode, modeOrig, resizeElementCount;
private ByteBuffer buffer;
@@ -1286,8 +1480,9 @@ public class ImmModeSink {
private Buffer vertexArray, colorArray, normalArray, textCoordArray;
private GLArrayDataWrapper vArrayData, cArrayData, nArrayData, tArrayData;
- private boolean sealed, sealedGL, useGLSL;
+ private boolean sealed, sealedGL;
private boolean bufferEnabled, bufferWritten, bufferWrittenOnce;
+ private boolean glslLocationSet;
}
}
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 ff8982ddf..9d71ee276 100644
--- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
+++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
@@ -35,7 +35,6 @@ import java.util.Iterator;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLArrayData;
-import javax.media.opengl.GLContext;
import javax.media.opengl.GLException;
import javax.media.opengl.GLUniformData;
@@ -58,7 +57,6 @@ import com.jogamp.opengl.util.GLArrayDataEditable;
*/
public class ShaderState {
public static final boolean DEBUG = Debug.isPropertyDefined("jogl.debug.GLSLState", true);
- private static final String currentStateKey = "jogamp.opengl.glsl.ShaderState" ;
public ShaderState() {
}
@@ -67,46 +65,6 @@ public class ShaderState {
public void setVerbose(boolean v) { verbose = DEBUG || v; }
- /**
- * Fetches the current shader state from this thread (TLS) current GLContext
- *
- * @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#setShaderState(GL)
- * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState()
- */
- public static ShaderState getCurrentShaderState() {
- return getShaderState(GLContext.getCurrentGL());
- }
-
- /**
- * Gets the shader state attached to the GL object's GLContext
- *
- * @param gl the GL object referencing the GLContext
- *
- * @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#setShaderState(GL)
- * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState()
- */
- public static ShaderState getShaderState(GL gl) {
- return (ShaderState) gl.getContext().getAttachedObject(currentStateKey);
- }
-
- /**
- * Attaches the shader state to the GL object's GLContext
- *
- * @param gl the GL object referencing the GLContext
- *
- * @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#setShaderState(GL)
- * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrentShaderState()
- */
- public final ShaderState setShaderState(GL gl) {
- return (ShaderState) gl.getContext().attachObject(currentStateKey, this);
- }
-
/**
* Returns the attached user object for the given name to this ShaderState.
*/
@@ -135,19 +93,14 @@ public class ShaderState {
/**
* Turns the shader program on or off.on
is true
.
*
* @throws GLException if no program is attached
*
* @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 useProgram(GL2ES2 gl, boolean on) throws GLException {
if(null==shaderProgram) { throw new GLException("No program is attached"); }
if(on) {
- setShaderState(gl);
if(shaderProgram.linked()) {
shaderProgram.useProgram(gl, true);
if(resetAllShaderData) {
@@ -332,6 +285,10 @@ public class ShaderState {
return activeAttribDataMap.get(name);
}
+ public boolean isActiveAttribute(GLArrayData attribute) {
+ return attribute == activeAttribDataMap.get(attribute.getName());
+ }
+
/**
* Binds or unbinds the {@link GLArrayData} lifecycle to this ShaderState.
*
@@ -343,11 +300,14 @@ public class ShaderState {
*
* The data will not be transfered to the GPU, use {@link #vertexAttribPointer(GL2ES2, GLArrayData)} additionally.
* + *The data will also be {@link GLArrayData#associate(Object, boolean) associated} with this ShaderState.
+ * * @param attribute the {@link GLArrayData} which lifecycle shall be managed * @param own true if owning shall be performs, false if disowning. * * @see #bindAttribLocation(GL2ES2, int, String) * @see #getAttribute(String) + * @see GLArrayData#associate(Object, boolean) */ public void ownAttribute(GLArrayData attribute, boolean own) { if(own) { @@ -359,6 +319,7 @@ public class ShaderState { } else { managedAttributes.remove(attribute); } + attribute.associate(this, own); } public boolean ownsAttribute(GLArrayData attribute) { @@ -402,8 +363,12 @@ public class ShaderState { * @see #getAttribute(String) */ public void bindAttribLocation(GL2ES2 gl, int location, GLArrayData data) { - bindAttribLocation(gl, location, data.getName()); - data.setLocation(location); + 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); + data.setLocation(gl, shaderProgram.program(), location); activeAttribDataMap.put(data.getName(), data); } @@ -465,8 +430,27 @@ public class ShaderState { * @see #getAttribute(String) */ public int getAttribLocation(GL2ES2 gl, GLArrayData data) { - int location = getAttribLocation(gl, data.getName()); - data.setLocation(location); + if(null==shaderProgram) throw new GLException("No program is attached"); + final String name = data.getName(); + int location = getCachedAttribLocation(name); + if(0<=location) { + data.setLocation(location); + } else { + if(!shaderProgram.linked()) throw new GLException("Program is not linked"); + location = data.setLocation(gl, shaderProgram.program()); + if(0<=location) { + Integer idx = new Integer(location); + activeAttribLocationMap.put(name, idx); + if(DEBUG) { + System.err.println("ShaderState: glGetAttribLocation: "+name+", loc: "+location); + } + } else if(verbose) { + System.err.println("ShaderState: glGetAttribLocation failed, no location for: "+name+", loc: "+location); + if(DEBUG) { + Thread.dumpStack(); + } + } + } activeAttribDataMap.put(data.getName(), data); return location; } @@ -873,6 +857,7 @@ public class ShaderState { if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); int location = getCachedUniformLocation(name); if(0>location) { + if(!shaderProgram.linked()) throw new GLException("Program is not linked"); location = gl.glGetUniformLocation(shaderProgram.program(), name); if(0<=location) { Integer idx = new Integer(location); @@ -886,7 +871,7 @@ public class ShaderState { } return location; } - + /** * Validates and returns the location of a shader uniform.
+ * One currently known use case is to associate a {@link com.jogamp.opengl.util.glsl.ShaderState ShaderState}
+ * to an GLSL aware vertex attribute object, allowing to use the ShaderState to handle it's
+ * data persistence, location and state change.
+ * This is implicitly done via {@link com.jogamp.opengl.util.glsl.ShaderState#ownAttribute(GLArrayData, boolean) shaderState.ownAttribute(GLArrayData, boolean)}.
+ *
+ * This clears the location, i.e. sets it to -1. + *
+ * @see #setLocation(int) + * @see #setLocation(GL2ES2, int) */ public void setName(String newName); @@ -72,13 +92,36 @@ public interface GLArrayData { public int getLocation(); /** - * Sets the determined location of the shader attribute - * This is usually done within ShaderState. + * Sets the given location of the shader attribute * + * @return the given location * @see com.jogamp.opengl.util.glsl.ShaderState#vertexAttribPointer(GL2ES2, GLArrayData) */ - public void setLocation(int v); + public int setLocation(int v); + /** + * Retrieves the location of the shader attribute from the linked shader program. + *+ * No validation is performed within the implementation. + *
+ * @param gl + * @param program + * @return ≥0 denotes a valid attribute location as found and used in the given shader program. + * <0 denotes an invalid location, i.e. not found or used in the given shader program. + */ + public int setLocation(GL2ES2 gl, int program); + + /** + * Binds the location of the shader attribute to the given location for the unlinked shader program. + *+ * No validation is performed within the implementation. + *
+ * @param gl + * @param program + * @return the given location + */ + public int setLocation(GL2ES2 gl, int program, int location); + /** * Determines whether the data is server side (VBO) and enabled, * or a client side array (false). diff --git a/src/jogl/classes/javax/media/opengl/GLUniformData.java b/src/jogl/classes/javax/media/opengl/GLUniformData.java index 18a422670..60d0c58bf 100644 --- a/src/jogl/classes/javax/media/opengl/GLUniformData.java +++ b/src/jogl/classes/javax/media/opengl/GLUniformData.java @@ -147,10 +147,26 @@ public class GLUniformData { public int getLocation() { return location; } /** - * Sets the determined location of the shader uniform. + * Sets the given location of the shader uniform. + * @return the given location */ - public GLUniformData setLocation(int location) { this.location=location; return this; } + public int setLocation(int location) { this.location=location; return location; } + /** + * Retrieves the location of the shader uniform from the linked shader program. + *+ * No validation is performed within the implementation. + *
+ * @param gl + * @param program + * @return ≥0 denotes a valid uniform location as found and used in the given shader program. + * <0 denotes an invalid location, i.e. not found or used in the given shader program. + */ + public int setLocation(GL2ES2 gl, int program) { + location = gl.glGetUniformLocation(program, name); + return location; + } + public Object getObject() { return data; } diff --git a/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java b/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java index 62ff3aa09..7cd7da53e 100644 --- a/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java +++ b/src/jogl/classes/jogamp/opengl/glu/GLUquadricImpl.java @@ -120,6 +120,7 @@ import javax.media.opengl.glu.GLU; import javax.media.opengl.glu.GLUquadric; import com.jogamp.opengl.util.ImmModeSink; +import com.jogamp.opengl.util.glsl.ShaderState; /** * GLUquadricImpl.java @@ -140,22 +141,26 @@ public class GLUquadricImpl implements GLUquadric { private boolean immModeSinkImmediate; public int normalType; public GL gl; + public ShaderState shaderState; + public int shaderProgram; public static final boolean USE_NORM = true; public static final boolean USE_TEXT = false; private ImmModeSink immModeSink=null; - public GLUquadricImpl(GL gl, boolean useGLSL) { + public GLUquadricImpl(GL gl, boolean useGLSL, ShaderState st, int shaderProgram) { this.gl=gl; this.useGLSL = useGLSL; - drawStyle = GLU.GLU_FILL; - orientation = GLU.GLU_OUTSIDE; - textureFlag = false; - normals = GLU.GLU_SMOOTH; - normalType = gl.isGLES1()?GL.GL_BYTE:GL.GL_FLOAT; - immModeSinkImmediate=true; - immModeSinkEnabled=!gl.isGL2(); + this.drawStyle = GLU.GLU_FILL; + this.orientation = GLU.GLU_OUTSIDE; + this.textureFlag = false; + this.normals = GLU.GLU_SMOOTH; + this.normalType = gl.isGLES1()?GL.GL_BYTE:GL.GL_FLOAT; + this.immModeSinkImmediate=true; + this.immModeSinkEnabled=!gl.isGL2(); + this.shaderState = st; + this.shaderProgram = shaderProgram; replaceImmModeSink(); } @@ -191,12 +196,21 @@ public class GLUquadricImpl implements GLUquadric { ImmModeSink res = immModeSink; if(useGLSL) { - immModeSink = ImmModeSink.createGLSL (32, - 3, GL.GL_FLOAT, // vertex - 0, GL.GL_FLOAT, // color - USE_NORM?3:0, normalType, // normal - USE_TEXT?2:0, GL.GL_FLOAT, // texCoords - GL.GL_STATIC_DRAW); + if(null != shaderState) { + immModeSink = ImmModeSink.createGLSL (32, + 3, GL.GL_FLOAT, // vertex + 0, GL.GL_FLOAT, // color + USE_NORM?3:0, normalType, // normal + USE_TEXT?2:0, GL.GL_FLOAT, // texCoords + GL.GL_STATIC_DRAW, shaderState); + } else { + immModeSink = ImmModeSink.createGLSL (32, + 3, GL.GL_FLOAT, // vertex + 0, GL.GL_FLOAT, // color + USE_NORM?3:0, normalType, // normal + USE_TEXT?2:0, GL.GL_FLOAT, // texCoords + GL.GL_STATIC_DRAW, shaderProgram); + } } else { immModeSink = ImmModeSink.createFixed(32, 3, GL.GL_FLOAT, // vertex 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.