package com.jogamp.opengl; import java.nio.*; import com.jogamp.common.nio.Buffers; import com.jogamp.opengl.math.FloatUtil; public class GLUniformData { /** * int atom * * Number of objects is 1 * */ public GLUniformData(final String name, final int val) { initScalar(name, 1, Integer.valueOf(val)); } /** * float atom * * Number of objects is 1 * */ public GLUniformData(final String name, final float val) { initScalar(name, 1, Float.valueOf(val)); } /** * Multiple IntBuffer Vector * * Number of objects is calculated by data.limit()/components * * @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4, */ public GLUniformData(final String name, final int components, final IntBuffer data) { initBuffer(name, components, data); } /** * Multiple FloatBuffer Vector * * Number of objects is calculated by data.limit()/components * * @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4, */ public GLUniformData(final String name, final int components, final FloatBuffer data) { initBuffer(name, components, data); } private GLUniformData(final int components, final String name) { initBuffer(name, components, null); } public static GLUniformData creatEmptyVector(final String name, final int components) { return new GLUniformData(components, name); } public static GLUniformData creatEmptyMatrix(final String name, final int rows, final int columns) { return new GLUniformData(name, rows, columns, null); } /** * Multiple FloatBuffer Matrix * * Number of objects is calculated by data.limit()/(rows*columns) * * @param rows the matrix rows * @param column the matrix column */ public GLUniformData(final String name, final int rows, final int columns, final FloatBuffer data) { initBuffer(name, rows, columns, data); } public GLUniformData setData(final int data) { initScalar(Integer.valueOf(data)); return this; } public GLUniformData setData(final float data) { initScalar(Float.valueOf(data)); return this; } public GLUniformData setData(final IntBuffer data) { initBuffer(data); return this; } public GLUniformData setData(final FloatBuffer data) { initBuffer(data); return this; } public int intValue() { return ((Integer)data).intValue(); }; public float floatValue() { return ((Float)data).floatValue(); }; public IntBuffer intBufferValue() { return (IntBuffer)data; }; public FloatBuffer floatBufferValue() { return (FloatBuffer)data; }; @SuppressWarnings("deprecation") public StringBuilder toString(StringBuilder sb) { if(null == sb) { sb = new StringBuilder(); } sb.append("GLUniformData[name ").append(name). append(", location ").append(location). append(", size ").append(rows).append("x").append(columns). append(", count ").append(count). append(", data "); if(isMatrix() && data instanceof FloatBuffer) { sb.append("\n"); final FloatBuffer fb = (FloatBuffer)getBuffer(); for(int i=0; irows || rows>4 || 2>columns || columns>4 ) { throw new GLException("rowsXcolumns must be within [2..4]X[2..4], is: "+rows+"X"+columns); } this.name=name; this.rows=rows; this.columns=columns; this.isMatrix=true; this.location=-1; initBuffer(buffer); } private void initScalar(final String name, final int components, final Object data) { if( 1>components || components>4 ) { throw new GLException("components must be within [1..4], is: "+components); } this.name=name; this.columns=components; this.rows=1; this.isMatrix=false; this.location=-1; initScalar(data); } private void initBuffer(final String name, final int components, final Buffer buffer) { if( 1>components || components>4 ) { throw new GLException("components must be within [1..4], is: "+components); } this.name=name; this.columns=components; this.rows=1; this.isMatrix=false; this.location=-1; initBuffer(buffer); } private void initScalar(final Object data) { if(data instanceof Buffer) { initBuffer((Buffer)data); } else if( null != data ) { if(isMatrix) { throw new GLException("Atom type not allowed for matrix : "+this); } this.count=1; this.data=data; } else { this.count=0; this.data=data; } } private void initBuffer(final Buffer buffer) { if( null != buffer ) { final int sz = rows*columns; if(buffer.remaining() * 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(final GL2ES2 gl, final int program) { location = gl.glGetUniformLocation(program, name); return location; } public Object getObject() { return data; } public Buffer getBuffer() { return (data instanceof Buffer)?(Buffer)data:null; } public boolean isBuffer() { return (data instanceof Buffer); } public boolean isMatrix() { return isMatrix; } public int count() { return count; } public int components() { return rows*columns; } public int rows() { return rows; } public int columns() { return columns; } private String name; private int location; private int rows, columns; private int count; private Object data; private boolean isMatrix; }