/** * Copyright 2010 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.util.glsl; import java.io.BufferedInputStream; import java.io.BufferedReader; import java.io.FileNotFoundException; import java.io.IOException; import java.io.InputStreamReader; import java.io.PrintStream; import java.io.StringReader; import java.net.URISyntaxException; import java.net.URLConnection; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.IntBuffer; import java.util.Arrays; import java.util.Iterator; import java.util.Set; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GL3; import com.jogamp.opengl.GL3ES3; import com.jogamp.opengl.GL4; import com.jogamp.opengl.GLES2; import com.jogamp.opengl.GLContext; import com.jogamp.opengl.GLException; import jogamp.opengl.Debug; import com.jogamp.common.net.Uri; import com.jogamp.common.nio.Buffers; import com.jogamp.common.util.IOUtil; import com.jogamp.common.util.VersionNumber; /** * Convenient shader code class to use and instantiate vertex or fragment programs. *
* A documented example of how to use this code is available * {@link #create(GL2ES2, int, Class, String, String, String, boolean) here} and * {@link #create(GL2ES2, int, int, Class, String, String[], String, String) here}. *
** Support for {@link GL4#GL_TESS_CONTROL_SHADER} and {@link GL4#GL_TESS_EVALUATION_SHADER} * was added since 2.2.1. *
*/ public class ShaderCode { public static final boolean DEBUG_CODE = Debug.isPropertyDefined("jogl.debug.GLSLCode", true); /** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in source code:{@value}
*/
public static final String SUFFIX_VERTEX_SOURCE = "vp" ;
/** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in binary: {@value}
*/
public static final String SUFFIX_VERTEX_BINARY = "bvp" ;
/** Unique resource suffix for {@link GL3#GL_GEOMETRY_SHADER} in source code: {@value}
*/
public static final String SUFFIX_GEOMETRY_SOURCE = "gp" ;
/** Unique resource suffix for {@link GL3#GL_GEOMETRY_SHADER} in binary: {@value}
*/
public static final String SUFFIX_GEOMETRY_BINARY = "bgp" ;
/**
* Unique resource suffix for {@link GL3ES3#GL_COMPUTE_SHADER} in source code: {@value}
* @since 2.3.2
*/
public static final String SUFFIX_COMPUTE_SOURCE = "cp" ;
/**
* Unique resource suffix for {@link GL3ES3#GL_COMPUTE_SHADER} in binary: {@value}
* @since 2.3.2
*/
public static final String SUFFIX_COMPUTE_BINARY = "bcp" ;
/**
* Unique resource suffix for {@link GL4#GL_TESS_CONTROL_SHADER} in source code: {@value}
* @since 2.2.1
*/
public static final String SUFFIX_TESS_CONTROL_SOURCE = "tcp" ;
/**
* Unique resource suffix for {@link GL4#GL_TESS_CONTROL_SHADER} in binary: {@value}
* @since 2.2.1
*/
public static final String SUFFIX_TESS_CONTROL_BINARY = "btcp" ;
/**
* Unique resource suffix for {@link GL4#GL_TESS_EVALUATION_SHADER} in source code: {@value}
* @since 2.2.1
*/
public static final String SUFFIX_TESS_EVALUATION_SOURCE = "tep" ;
/**
* Unique resource suffix for {@link GL4#GL_TESS_EVALUATION_SHADER} in binary: {@value}
* @since 2.2.1
*/
public static final String SUFFIX_TESS_EVALUATION_BINARY = "btep" ;
/** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in source code: {@value}
*/
public static final String SUFFIX_FRAGMENT_SOURCE = "fp" ;
/** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in binary: {@value}
*/
public static final String SUFFIX_FRAGMENT_BINARY = "bfp" ;
/** Unique relative path for binary shader resources for {@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: {@value}
*/
public static final String SUB_PATH_NVIDIA = "nvidia" ;
/**
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param source CharSequence array containing the shader sources, organized as source[count][strings-per-shader]
.
* May be either an immutable String
- or mutable StringBuilder
array.
*
* @throws IllegalArgumentException if count
and source.length
do not match
*/
public ShaderCode(final int type, final int count, final CharSequence[][] source) {
if(source.length != count) {
throw new IllegalArgumentException("shader number ("+count+") and sourceFiles array ("+source.length+") of different lenght.");
}
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
case GL2ES2.GL_FRAGMENT_SHADER:
case GL3ES3.GL_GEOMETRY_SHADER:
case GL3ES3.GL_TESS_CONTROL_SHADER:
case GL3ES3.GL_TESS_EVALUATION_SHADER:
case GL3ES3.GL_COMPUTE_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
}
shaderSource = source;
shaderBinaryFormat = -1;
shaderBinary = null;
shaderType = type;
shader = Buffers.newDirectIntBuffer(count);
id = getNextID();
if(DEBUG_CODE) {
System.out.println("Created: "+toString());
// dumpShaderSource(System.out); // already done in readShaderSource
}
}
/**
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param binary binary buffer containing the shader binaries,
*/
public ShaderCode(final int type, final int count, final int binFormat, final Buffer binary) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
case GL2ES2.GL_FRAGMENT_SHADER:
case GL3ES3.GL_GEOMETRY_SHADER:
case GL3ES3.GL_TESS_CONTROL_SHADER:
case GL3ES3.GL_TESS_EVALUATION_SHADER:
case GL3ES3.GL_COMPUTE_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
}
shaderSource = null;
shaderBinaryFormat = binFormat;
shaderBinary = binary;
shaderType = type;
shader = Buffers.newDirectIntBuffer(count);
id = getNextID();
}
/**
* Creates a complete {@link ShaderCode} object while reading all shader source of sourceFiles
,
* which location is resolved using the context
class, see {@link #readShaderSource(Class, String)}.
*
* @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed.
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source location
* @param sourceFiles array of source locations, organized as sourceFiles[count]
-> shaderSources[count][1]
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
*
* @throws IllegalArgumentException if count
and sourceFiles.length
do not match
* @see #readShaderSource(Class, String)
*/
public static ShaderCode create(final GL2ES2 gl, final int type, final int count, final Class> context,
final String[] sourceFiles, final boolean mutableStringBuilder) {
if(null != gl && !ShaderUtil.isShaderCompilerAvailable(gl)) {
return null;
}
CharSequence[][] shaderSources = null;
if(null!=sourceFiles) {
// sourceFiles.length and count is validated in ctor
shaderSources = new CharSequence[sourceFiles.length][1];
for(int i=0; isourceFiles[count]
-> shaderSources[count][1]
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
*
* @throws IllegalArgumentException if count
and sourceFiles.length
do not match
* @see #readShaderSource(Uri, boolean)
* @since 2.3.2
*/
public static ShaderCode create(final GL2ES2 gl, final int type, final int count,
final Uri[] sourceLocations, final boolean mutableStringBuilder) {
if(null != gl && !ShaderUtil.isShaderCompilerAvailable(gl)) {
return null;
}
CharSequence[][] shaderSources = null;
if(null!=sourceLocations) {
// sourceFiles.length and count is validated in ctor
shaderSources = new CharSequence[sourceLocations.length][1];
for(int i=0; icontext
class, see {@link #readShaderBinary(Class, String)}.
*
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source location
* @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}.
* @param sourceFiles array of source locations, organized as sourceFiles[count]
*
* @see #readShaderBinary(Class, String)
* @see ShaderUtil#getShaderBinaryFormats(GL)
*/
public static ShaderCode create(final int type, final int count, final Class> context, int binFormat, final String binaryFile) {
ByteBuffer shaderBinary = null;
if(null!=binaryFile && 0<=binFormat) {
try {
shaderBinary = readShaderBinary(context, binaryFile);
} catch (final IOException ioe) {
throw new RuntimeException("readShaderBinary("+binaryFile+") error: ", ioe);
}
if(null == shaderBinary) {
binFormat = -1;
}
}
if(null==shaderBinary) {
return null;
}
return new ShaderCode(type, count, binFormat, shaderBinary);
}
/**
* Creates a complete {@link ShaderCode} object while reading the shader binary from {@link Uri} binLocations
* via {@link #readShaderBinary(Uri)}.
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}.
* @param binLocations {@link Uri} binary location
*
* @see #readShaderBinary(Uri)
* @see ShaderUtil#getShaderBinaryFormats(GL)
* @since 2.3.2
*/
public static ShaderCode create(final int type, final int count, int binFormat, final Uri binLocation) {
ByteBuffer shaderBinary = null;
if(null!=binLocation && 0<=binFormat) {
try {
shaderBinary = readShaderBinary(binLocation);
} catch (final IOException ioe) {
throw new RuntimeException("readShaderBinary("+binLocation+") error: ", ioe);
}
if(null == shaderBinary) {
binFormat = -1;
}
}
if(null==shaderBinary) {
return null;
}
return new ShaderCode(type, count, binFormat, shaderBinary);
}
/**
* Returns a unique suffix for shader resources as follows:
* type
is not supported
*
* @see #create(GL2ES2, int, Class, String, String, String, boolean)
*/
public static String getFileSuffix(final boolean binary, final int type) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
return binary?SUFFIX_VERTEX_BINARY:SUFFIX_VERTEX_SOURCE;
case GL2ES2.GL_FRAGMENT_SHADER:
return binary?SUFFIX_FRAGMENT_BINARY:SUFFIX_FRAGMENT_SOURCE;
case GL3ES3.GL_GEOMETRY_SHADER:
return binary?SUFFIX_GEOMETRY_BINARY:SUFFIX_GEOMETRY_SOURCE;
case GL3ES3.GL_TESS_CONTROL_SHADER:
return binary?SUFFIX_TESS_CONTROL_BINARY:SUFFIX_TESS_CONTROL_SOURCE;
case GL3ES3.GL_TESS_EVALUATION_SHADER:
return binary?SUFFIX_TESS_EVALUATION_BINARY:SUFFIX_TESS_EVALUATION_SOURCE;
case GL3ES3.GL_COMPUTE_SHADER:
return binary?SUFFIX_COMPUTE_BINARY:SUFFIX_COMPUTE_SOURCE;
default:
throw new GLException("illegal shader type: "+type);
}
}
/**
* Returns a unique relative path for binary shader resources as follows:
* binFormat
is not supported
*
* @see #create(GL2ES2, int, Class, String, String, String, boolean)
*/
public static String getBinarySubPath(final int binFormat) {
switch (binFormat) {
case GLES2.GL_NVIDIA_PLATFORM_BINARY_NV:
return SUB_PATH_NVIDIA;
default:
throw new GLException("unsupported binary format: "+binFormat);
}
}
/**
* Convenient creation method for instantiating a complete {@link ShaderCode} object
* either from source code using {@link #create(GL2ES2, int, int, Class, String[])},
* or from a binary code using {@link #create(int, int, Class, int, String)},
* whatever is available first.
* * The source and binary location names are expected w/o suffixes which are * resolved and appended using the given {@code srcSuffixOpt} and {@code binSuffixOpt} * if not {@code null}, otherwise {@link #getFileSuffix(boolean, int)} determines the suffixes. *
*
* Additionally, the binary resource is expected within a subfolder of binRoot
* which reflects the vendor specific binary format, see {@link #getBinarySubPath(int)}.
* All {@link ShaderUtil#getShaderBinaryFormats(GL)} are being iterated
* using the binary subfolder, the first existing resource is being used.
*
* Your std JVM layout (plain or within a JAR): * * org/test/glsl/MyShaderTest.class * org/test/glsl/shader/vertex.vp * org/test/glsl/shader/fragment.fp * org/test/glsl/shader/bin/nvidia/vertex.bvp * org/test/glsl/shader/bin/nvidia/fragment.bfp * * Your Android APK layout: * * classes.dex * assets/org/test/glsl/shader/vertex.vp * assets/org/test/glsl/shader/fragment.fp * assets/org/test/glsl/shader/bin/nvidia/vertex.bvp * assets/org/test/glsl/shader/bin/nvidia/fragment.bfp * ... * * Your invocation in org/test/glsl/MyShaderTest.java: * * ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(), * "shader", new String[] { "vertex" }, null, * "shader/bin", "vertex", null, true); * ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(), * "shader", new String[] { "vertex" }, null, * "shader/bin", "fragment", null, true); * ShaderProgram sp0 = new ShaderProgram(); * sp0.add(gl, vp0, System.err); * sp0.add(gl, fp0, System.err); * st.attachShaderProgram(gl, sp0, true); ** A simplified entry point is {@link #create(GL2ES2, int, Class, String, String, String, boolean)}. * *
* The location is finally being resolved using the context
class, see {@link #readShaderBinary(Class, String)}.
*
source
is used),
* or to determine the shader binary format (if binary
is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source and binary location
* @param srcRoot relative root path for srcBasenames
optional
* @param srcBasenames basenames w/o path or suffix relative to srcRoot
for the shader's source code
* @param srcSuffixOpt optional custom suffix for shader's source file,
* if {@code null} {@link #getFileSuffix(boolean, int)} is being used.
* @param binRoot relative root path for binBasenames
* @param binBasename basename w/o path or suffix relative to binRoot
for the shader's binary code
* @param binSuffixOpt optional custom suffix for shader's binary file,
* if {@code null} {@link #getFileSuffix(boolean, int)} is being used.
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
*
* @throws IllegalArgumentException if count
and srcBasenames.length
do not match
*
* @see #create(GL2ES2, int, int, Class, String[])
* @see #create(int, int, Class, int, String)
* @see #readShaderSource(Class, String)
* @see #getFileSuffix(boolean, int)
* @see ShaderUtil#getShaderBinaryFormats(GL)
* @see #getBinarySubPath(int)
*
* @since 2.3.2
*/
public static ShaderCode create(final GL2ES2 gl, final int type, final int count, final Class> context,
final String srcRoot, final String[] srcBasenames, final String srcSuffixOpt,
final String binRoot, final String binBasename, final String binSuffixOpt,
final boolean mutableStringBuilder) {
ShaderCode res = null;
final String srcPath[];
String srcPathString = null;
String binFileName = null;
if( null!=srcBasenames && ShaderUtil.isShaderCompilerAvailable(gl) ) {
srcPath = new String[srcBasenames.length];
final String srcSuffix = null != srcSuffixOpt ? srcSuffixOpt : getFileSuffix(false, type);
if( null != srcRoot && srcRoot.length() > 0 ) {
for(int i=0; i* Convenient creation method for instantiating a complete {@link ShaderCode} object * either from source code using {@link #create(GL2ES2, int, int, Class, String[])}, * or from a binary code using {@link #create(int, int, Class, int, String)}, * whatever is available first. *
** The source and binary location names are expected w/o suffixes which are * resolved and appended using {@link #getFileSuffix(boolean, int)}. *
*
* Additionally, the binary resource is expected within a subfolder of binRoot
* which reflects the vendor specific binary format, see {@link #getBinarySubPath(int)}.
* All {@link ShaderUtil#getShaderBinaryFormats(GL)} are being iterated
* using the binary subfolder, the first existing resource is being used.
*
* Your std JVM layout (plain or within a JAR): * * org/test/glsl/MyShaderTest.class * org/test/glsl/shader/vertex.vp * org/test/glsl/shader/fragment.fp * org/test/glsl/shader/bin/nvidia/vertex.bvp * org/test/glsl/shader/bin/nvidia/fragment.bfp * * Your Android APK layout: * * classes.dex * assets/org/test/glsl/shader/vertex.vp * assets/org/test/glsl/shader/fragment.fp * assets/org/test/glsl/shader/bin/nvidia/vertex.bvp * assets/org/test/glsl/shader/bin/nvidia/fragment.bfp * ... * * Your invocation in org/test/glsl/MyShaderTest.java: * * ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(), * "shader", new String[] { "vertex" }, "shader/bin", "vertex", true); * ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(), * "shader", new String[] { "vertex" }, "shader/bin", "fragment", true); * ShaderProgram sp0 = new ShaderProgram(); * sp0.add(gl, vp0, System.err); * sp0.add(gl, fp0, System.err); * st.attachShaderProgram(gl, sp0, true); ** A simplified entry point is {@link #create(GL2ES2, int, Class, String, String, String, boolean)}. * *
* The location is finally being resolved using the context
class, see {@link #readShaderBinary(Class, String)}.
*
source
is used),
* or to determine the shader binary format (if binary
is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param count number of shaders
* @param context class used to help resolving the source and binary location
* @param srcRoot relative root path for srcBasenames
optional
* @param srcBasenames basenames w/o path or suffix relative to srcRoot
for the shader's source code
* @param binRoot relative root path for binBasenames
* @param binBasename basename w/o path or suffix relative to binRoot
for the shader's binary code
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
*
* @throws IllegalArgumentException if count
and srcBasenames.length
do not match
*
* @see #create(GL2ES2, int, int, Class, String, String[], String, String, String, String, boolean)
* @see #readShaderSource(Class, String)
* @see #getFileSuffix(boolean, int)
* @see ShaderUtil#getShaderBinaryFormats(GL)
* @see #getBinarySubPath(int)
*/
public static ShaderCode create(final GL2ES2 gl, final int type, final int count, final Class> context,
final String srcRoot, final String[] srcBasenames,
final String binRoot, final String binBasename,
final boolean mutableStringBuilder) {
return create(gl, type, count, context, srcRoot, srcBasenames, null,
binRoot, binBasename, null, mutableStringBuilder);
}
/**
* Simplified variation of {@link #create(GL2ES2, int, int, Class, String, String[], String, String, String, String, boolean)}.
* * Example: *
* Your std JVM layout (plain or within a JAR): * * org/test/glsl/MyShaderTest.class * org/test/glsl/shader/vertex.vp * org/test/glsl/shader/fragment.fp * org/test/glsl/shader/bin/nvidia/vertex.bvp * org/test/glsl/shader/bin/nvidia/fragment.bfp * * Your Android APK layout: * * classes.dex * assets/org/test/glsl/shader/vertex.vp * assets/org/test/glsl/shader/fragment.fp * assets/org/test/glsl/shader/bin/nvidia/vertex.bvp * assets/org/test/glsl/shader/bin/nvidia/fragment.bfp * ... * * Your invocation in org/test/glsl/MyShaderTest.java: * * ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(), * "shader", "shader/bin", "vertex", null, null, true); * ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(), * "shader", "shader/bin", "fragment", null, null, true); * ShaderProgram sp0 = new ShaderProgram(); * sp0.add(gl, vp0, System.err); * sp0.add(gl, fp0, System.err); * st.attachShaderProgram(gl, sp0, true); ** * * @param gl current GL object to determine whether a shader compiler is available (if
source
is used),
* or to determine the shader binary format (if binary
is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param context class used to help resolving the source and binary location
* @param srcRoot relative root path for basename
optional
* @param binRoot relative root path for basename
* @param basename basename w/o path or suffix relative to srcRoot
and binRoot
* for the shader's source and binary code.
* @param srcSuffixOpt optional custom suffix for shader's source file,
* if {@code null} {@link #getFileSuffix(boolean, int)} is being used.
* @param binSuffixOpt optional custom suffix for shader's binary file,
* if {@code null} {@link #getFileSuffix(boolean, int)} is being used.
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @throws IllegalArgumentException if count
is not 1
*
* @see #create(GL2ES2, int, int, Class, String, String[], String, String, String, String, boolean)
* @since 2.3.2
*/
public static ShaderCode create(final GL2ES2 gl, final int type, final Class> context,
final String srcRoot, final String binRoot,
final String basename, final String srcSuffixOpt, final String binSuffixOpt,
final boolean mutableStringBuilder) {
return create(gl, type, 1, context, srcRoot, new String[] { basename }, srcSuffixOpt,
binRoot, basename, binSuffixOpt, mutableStringBuilder );
}
/**
* Simplified variation of {@link #create(GL2ES2, int, Class, String, String, String, String, String, boolean)}.
* * Example: *
* Your std JVM layout (plain or within a JAR): * * org/test/glsl/MyShaderTest.class * org/test/glsl/shader/vertex.vp * org/test/glsl/shader/fragment.fp * org/test/glsl/shader/bin/nvidia/vertex.bvp * org/test/glsl/shader/bin/nvidia/fragment.bfp * * Your Android APK layout: * * classes.dex * assets/org/test/glsl/shader/vertex.vp * assets/org/test/glsl/shader/fragment.fp * assets/org/test/glsl/shader/bin/nvidia/vertex.bvp * assets/org/test/glsl/shader/bin/nvidia/fragment.bfp * ... * * Your invocation in org/test/glsl/MyShaderTest.java: * * ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(), * "shader", "shader/bin", "vertex", true); * ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(), * "shader", "shader/bin", "fragment", true); * ShaderProgram sp0 = new ShaderProgram(); * sp0.add(gl, vp0, System.err); * sp0.add(gl, fp0, System.err); * st.attachShaderProgram(gl, sp0, true); ** * * @param gl current GL object to determine whether a shader compiler is available (if
source
is used),
* or to determine the shader binary format (if binary
is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER},
* {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}.
* @param context class used to help resolving the source and binary location
* @param srcRoot relative root path for basename
optional
* @param binRoot relative root path for basename
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @param basenames basename w/o path or suffix relative to srcRoot
and binRoot
* for the shader's source and binary code.
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @throws IllegalArgumentException if count
is not 1
*/
public static ShaderCode create(final GL2ES2 gl, final int type, final Class> context,
final String srcRoot, final String binRoot, final String basename,
final boolean mutableStringBuilder) {
return ShaderCode.create(gl, type, context, srcRoot, binRoot, basename, null, null, mutableStringBuilder);
}
/**
* returns the uniq shader id as an integer
*/
public int id() { return id; }
public int shaderType() { return shaderType; }
public String shaderTypeStr() { return shaderTypeStr(shaderType); }
public static String shaderTypeStr(final int type) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
return "VERTEX_SHADER";
case GL2ES2.GL_FRAGMENT_SHADER:
return "FRAGMENT_SHADER";
case GL3ES3.GL_GEOMETRY_SHADER:
return "GEOMETRY_SHADER";
case GL3ES3.GL_TESS_CONTROL_SHADER:
return "TESS_CONTROL_SHADER";
case GL3ES3.GL_TESS_EVALUATION_SHADER:
return "TESS_EVALUATION_SHADER";
case GL3ES3.GL_COMPUTE_SHADER:
return "COMPUTE_SHADER";
}
return "UNKNOWN_SHADER";
}
public int shaderBinaryFormat() { return shaderBinaryFormat; }
public Buffer shaderBinary() { return shaderBinary; }
public CharSequence[][] shaderSource() { return shaderSource; }
public boolean isValid() { return valid; }
public IntBuffer shader() { return shader; }
public boolean compile(final GL2ES2 gl) {
return compile(gl, null);
}
public boolean compile(final GL2ES2 gl, final PrintStream verboseOut) {
if(isValid()) return true;
// Create & Compile the vertex/fragment shader objects
if(null!=shaderSource) {
if(DEBUG_CODE) {
System.err.println("ShaderCode.compile:");
dumpShaderSource(System.err);
}
valid=ShaderUtil.createAndCompileShader(gl, shader, shaderType,
shaderSource, verboseOut);
} else if(null!=shaderBinary) {
valid=ShaderUtil.createAndLoadShader(gl, shader, shaderType,
shaderBinaryFormat, shaderBinary, verboseOut);
} else {
throw new GLException("no code (source or binary)");
}
return valid;
}
public void destroy(final GL2ES2 gl) {
if(isValid()) {
if(null!=gl) {
ShaderUtil.deleteShader(gl, shader());
}
valid=false;
}
if(null!=shaderBinary) {
shaderBinary.clear();
shaderBinary=null;
}
shaderSource=null;
shaderBinaryFormat=-1;
shaderType=-1;
id=-1;
}
@Override
public boolean equals(final Object obj) {
if(this==obj) { return true; }
if(obj instanceof ShaderCode) {
return id()==((ShaderCode)obj).id();
}
return false;
}
@Override
public int hashCode() {
return id;
}
@Override
public String toString() {
final StringBuilder buf = new StringBuilder("ShaderCode[id="+id+", type="+shaderTypeStr()+", valid="+valid+", shader: ");
for(int i=0; itag
.
* * Note: The shader source to be edit must be created using a mutable StringBuilder. *
* * @param shaderIdx the shader index to be used. * @param tag search string * @param fromIndex start searchtag
begininig with this index
* @param data the text to be inserted. Shall end with an EOL '\n' character.
* @return index after the inserted data
*
* @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder
*/
public int insertShaderSource(final int shaderIdx, final String tag, final int fromIndex, final CharSequence data) {
if(null==shaderSource) {
throw new IllegalStateException("no shader source");
}
final int shaderCount = (null!=shader)?shader.capacity():0;
if(0>shaderIdx || shaderIdx>=shaderCount) {
throw new IndexOutOfBoundsException("shaderIdx not within shader bounds [0.."+(shaderCount-1)+"]: "+shaderIdx);
}
final int sourceCount = shaderSource.length;
if(shaderIdx>=sourceCount) {
throw new IndexOutOfBoundsException("shaderIdx not within source bounds [0.."+(sourceCount-1)+"]: "+shaderIdx);
}
final CharSequence[] src = shaderSource[shaderIdx];
int curEndIndex = 0;
for(int j=0; jnewName
in all shader sources.
*
* In case oldName
and newName
are equal, no action is performed.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder. *
* * @param oldName the to be replace string * @param newName the replacement string * @return the number of replacements * * @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of typeStringBuilder
*/
public int replaceInShaderSource(final String oldName, final String newName) {
if(null==shaderSource) {
throw new IllegalStateException("no shader source");
}
if(oldName == newName || oldName.equals(newName)) {
return 0;
}
final int oldNameLen = oldName.length();
final int newNameLen = newName.length();
int num = 0;
final int sourceCount = shaderSource.length;
for(int shaderIdx = 0; shaderIdxposition
in shader source for shader shaderIdx
.
* * Note: The shader source to be edit must be created using a mutable StringBuilder. *
* * @param shaderIdx the shader index to be used. * @param position in shader source segments of shadershaderIdx
, -1 will append data
* @param data the text to be inserted. Shall end with an EOL '\n' character
* @return index after the inserted data
*
* @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder
*/
public int insertShaderSource(final int shaderIdx, int position, final CharSequence data) {
if(null==shaderSource) {
throw new IllegalStateException("no shader source");
}
final int shaderCount = (null!=shader)?shader.capacity():0;
if(0>shaderIdx || shaderIdx>=shaderCount) {
throw new IndexOutOfBoundsException("shaderIdx not within shader bounds [0.."+(shaderCount-1)+"]: "+shaderIdx);
}
final int sourceCount = shaderSource.length;
if(shaderIdx>=sourceCount) {
throw new IndexOutOfBoundsException("shaderIdx not within source bounds [0.."+(sourceCount-1)+"]: "+shaderIdx);
}
final CharSequence[] src = shaderSource[shaderIdx];
int curEndIndex = 0;
for(int j=0; jpath
,
* either relative to the context
class or absolute as-is
* at position
in shader source for shader shaderIdx
.
* * Final location lookup is performed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)}, * see {@link IOUtil#getResource(Class, String)}. *
** Note: The shader source to be edit must be created using a mutable StringBuilder. *
* * @param shaderIdx the shader index to be used. * @param position in shader source segments of shadershaderIdx
, -1 will append data
* @param context class used to help resolve the source location
* @param path location of shader source
* @return index after the inserted code.
* @throws IOException
* @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder
* @see IOUtil#getResource(Class, String)
*/
public int insertShaderSource(final int shaderIdx, final int position, final Class> context, final String path) throws IOException {
final CharSequence data = readShaderSource(context, path, true);
if( null != data ) {
return insertShaderSource(shaderIdx, position, data);
} else {
return position;
}
}
private static int readShaderSource(final Class> context, final URLConnection conn, final StringBuilder result, int lineno) throws IOException {
if(DEBUG_CODE) {
if(0 == lineno) {
result.append("// "+conn.getURL().toExternalForm()+"\n");
} else {
result.append("// included @ line "+lineno+": "+conn.getURL().toExternalForm()+"\n");
}
}
final BufferedReader reader = new BufferedReader(new InputStreamReader(conn.getInputStream()));
try {
String line = null;
while ((line = reader.readLine()) != null) {
lineno++;
if (line.startsWith("#include ")) {
final String includeFile;
{
String s = line.substring(9).trim();
// Bug 1283: Remove shader include filename quotes if exists at start and end only
if( s.startsWith("\"") && s.endsWith("\"")) {
s = s.substring(1, s.length()-1);
}
includeFile = s;
}
URLConnection nextConn = null;
// Try relative of current shader location
final Uri relUri = Uri.valueOf( conn.getURL() ).getRelativeOf(new Uri.Encoded( includeFile, Uri.PATH_LEGAL ));
nextConn = IOUtil.openURL(relUri.toURL(), "ShaderCode.relativeOf ");
if (nextConn == null) {
// Try relative of class and absolute
nextConn = IOUtil.getResource(includeFile, context.getClassLoader(), context);
}
if (nextConn == null) {
// Fail
throw new FileNotFoundException("Can't find include file " + includeFile);
}
lineno = readShaderSource(context, nextConn, result, lineno);
} else {
result.append(line + "\n");
}
}
} catch (final URISyntaxException e) {
throw new IOException(e);
} finally {
IOUtil.close(reader, false);
}
return lineno;
}
/**
* Reads shader source located in conn
.
*
* @param context class used to help resolve the source location, may be {@code null}
* @param conn the {@link URLConnection} of the shader source
* @param result {@link StringBuilder} sink for the resulting shader source code
* @throws IOException
*/
public static void readShaderSource(final Class> context, final URLConnection conn, final StringBuilder result) throws IOException {
readShaderSource(context, conn, result, 0);
}
/**
* Reads shader source located in path
,
* either relative to the context
class or absolute as-is.
* * Final location lookup is performed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)}, * see {@link IOUtil#getResource(Class, String)}. *
* * @param context class used to help resolve the source location * @param path location of shader source * @param mutableStringBuilder iftrue
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @throws IOException
*
* @see IOUtil#getResource(Class, String)
*/
public static CharSequence readShaderSource(final Class> context, final String path, final boolean mutableStringBuilder) throws IOException {
final URLConnection conn = IOUtil.getResource(path, context.getClassLoader(), context);
if (conn == null) {
return null;
}
final StringBuilder result = new StringBuilder();
readShaderSource(context, conn, result);
return mutableStringBuilder ? result : result.toString();
}
/**
* Reads shader source located from {@link Uri#absolute} {@link Uri} sourceLocation
.
* @param sourceLocation {@link Uri} location of shader source
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @throws IOException
* @since 2.3.2
*/
public static CharSequence readShaderSource(final Uri sourceLocation, final boolean mutableStringBuilder) throws IOException {
final URLConnection conn = IOUtil.openURL(sourceLocation.toURL(), "ShaderCode ");
if (conn == null) {
return null;
}
final StringBuilder result = new StringBuilder();
readShaderSource(null, conn, result);
return mutableStringBuilder ? result : result.toString();
}
/**
* Reads shader binary located in path
,
* either relative to the context
class or absolute as-is.
* * Final location lookup is perfomed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)}, * see {@link IOUtil#getResource(Class, String)}. *
* * @param context class used to help resolve the source location * @param path location of shader binary * @throws IOException * * @see IOUtil#getResource(Class, String) */ public static ByteBuffer readShaderBinary(final Class> context, final String path) throws IOException { final URLConnection conn = IOUtil.getResource(path, context.getClassLoader(), context); if (conn == null) { return null; } final BufferedInputStream bis = new BufferedInputStream( conn.getInputStream() ); try { return IOUtil.copyStream2ByteBuffer( bis ); } finally { IOUtil.close(bis, false); } } /** * Reads shader binary located from {@link Uri#absolute} {@link Uri}binLocation
.
* @param binLocation {@link Uri} location of shader binary
* @throws IOException
* @since 2.3.2
*/
public static ByteBuffer readShaderBinary(final Uri binLocation) throws IOException {
final URLConnection conn = IOUtil.openURL(binLocation.toURL(), "ShaderCode ");
if (conn == null) {
return null;
}
final BufferedInputStream bis = new BufferedInputStream( conn.getInputStream() );
try {
return IOUtil.copyStream2ByteBuffer( bis );
} finally {
IOUtil.close(bis, false);
}
}
// Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ?
/** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es2_default_precision_vp} */
public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n/*precision lowp sampler2D;*/\n/*precision lowp samplerCube;*/\n";
/** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es2_default_precision_fp} */
public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n/*precision lowp samplerCube;*/\n";
/** Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es3_default_precision_vp} */
public static final String es3_default_precision_vp = es2_default_precision_vp;
/**
* Default precision of {@link GL#isGLES3() ES3} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es3_default_precision_fp},
* same as for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}, i.e {@link #es3_default_precision_vp},
* due to ES 3.x requirements of using same precision for uniforms!
*/
public static final String es3_default_precision_fp = es3_default_precision_vp;
/** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n";
/** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #gl3_default_precision_fp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
public static final String gl3_default_precision_fp = "\nprecision highp float;\nprecision mediump int;\n/*precision mediump sampler2D;*/\n";
/** Behavior for GLSL extension directive, see {@link #createExtensionDirective(String, String)}, value {@value}. */
public static final String REQUIRE = "require";
/** Behavior for GLSL extension directive, see {@link #createExtensionDirective(String, String)}, value {@value}. */
public static final String ENABLE = "enable";
/** Behavior for GLSL extension directive, see {@link #createExtensionDirective(String, String)}, value {@value}. */
public static final String DISABLE = "disable";
/** Behavior for GLSL extension directive, see {@link #createExtensionDirective(String, String)}, value {@value}. */
public static final String WARN = "warn";
/**
* Creates a GLSL extension directive.
* * Prefer {@link #ENABLE} over {@link #REQUIRE}, since the latter will force a failure if not supported. *
* * @param extensionName * @param behavior shall be either {@link #REQUIRE}, {@link #ENABLE}, {@link #DISABLE} or {@link #WARN} * @return the complete extension directive */ public static String createExtensionDirective(final String extensionName, final String behavior) { return "#extension " + extensionName + " : " + behavior + "\n"; } /** * Add GLSL version at the head of this shader source code. ** Note: The shader source to be edit must be created using a mutable StringBuilder. *
* @param gl a GL context, which must have been made current once * @return the index after the inserted data, maybe 0 if nothing has be inserted. */ public final int addGLSLVersion(final GL2ES2 gl) { return insertShaderSource(0, 0, gl.getContext().getGLSLVersionString()); } /** * Adds default precision to source code at given position if required, i.e. * {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp}, * {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none, * depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used. ** Note: The shader source to be edit must be created using a mutable StringBuilder. *
* @param gl a GL context, which must have been made current once * @param pos position within this mutable shader source. * @return the index after the inserted data, maybe 0 if nothing has be inserted. */ public final int addDefaultShaderPrecision(final GL2ES2 gl, int pos) { final String defaultPrecision; if( gl.isGLES3() ) { switch ( shaderType ) { case GL2ES2.GL_VERTEX_SHADER: defaultPrecision = es3_default_precision_vp; break; case GL2ES2.GL_FRAGMENT_SHADER: defaultPrecision = es3_default_precision_fp; break; case GL3ES3.GL_COMPUTE_SHADER: defaultPrecision = es3_default_precision_fp; break; default: defaultPrecision = null; break; } } else if( gl.isGLES2() ) { switch ( shaderType ) { case GL2ES2.GL_VERTEX_SHADER: defaultPrecision = es2_default_precision_vp; break; case GL2ES2.GL_FRAGMENT_SHADER: defaultPrecision = es2_default_precision_fp; break; default: defaultPrecision = null; break; } } else if( requiresGL3DefaultPrecision(gl) ) { // GLSL [ 1.30 .. 1.50 [ needs at least fragement float default precision! switch ( shaderType ) { case GL2ES2.GL_VERTEX_SHADER: case GL3ES3.GL_GEOMETRY_SHADER: case GL3ES3.GL_TESS_CONTROL_SHADER: case GL3ES3.GL_TESS_EVALUATION_SHADER: defaultPrecision = gl3_default_precision_vp_gp; break; case GL2ES2.GL_FRAGMENT_SHADER: defaultPrecision = gl3_default_precision_fp; break; case GL3ES3.GL_COMPUTE_SHADER: defaultPrecision = gl3_default_precision_fp; break; default: defaultPrecision = null; break; } } else { defaultPrecision = null; } if( null != defaultPrecision ) { pos = insertShaderSource(0, pos, defaultPrecision); } return pos; } /** Returns true, if GLSL version requires default precision, i.e. ES2 or GLSL [1.30 .. 1.50[. */ public static final boolean requiresDefaultPrecision(final GL2ES2 gl) { if( gl.isGLES() ) { return true; } return requiresGL3DefaultPrecision(gl); } /** Returns true, if GL3 GLSL version requires default precision, i.e. GLSL [1.30 .. 1.50[. */ public static final boolean requiresGL3DefaultPrecision(final GL2ES2 gl) { if( gl.isGL3() ) { final VersionNumber glslVersion = gl.getContext().getGLSLVersionNumber(); return glslVersion.compareTo(GLContext.Version1_30) >= 0 && glslVersion.compareTo(GLContext.Version1_50) < 0 ; } else { return false; } } /** * Default customization of this shader source code. ** Note: The shader source to be edit must be created using a mutable StringBuilder. *
* @param gl a GL context, which must have been made current once * @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not. * @param addDefaultPrecision iftrue
default precision source code line(s) are added, i.e.
* {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp},
* {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none,
* depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used.
* @return the index after the inserted data, maybe 0 if nothing has be inserted.
* @see #addGLSLVersion(GL2ES2)
* @see #addDefaultShaderPrecision(GL2ES2, int)
*/
public final int defaultShaderCustomization(final GL2ES2 gl, final boolean preludeVersion, final boolean addDefaultPrecision) {
int pos;
if( preludeVersion ) {
pos = addGLSLVersion(gl);
} else {
pos = 0;
}
if( addDefaultPrecision ) {
pos = addDefaultShaderPrecision(gl, pos);
}
return pos;
}
/**
* Default customization of this shader source code.
* * Note: The shader source to be edit must be created using a mutable StringBuilder. *
* @param gl a GL context, which must have been made current once * @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not. * @param esDefaultPrecision optional default precision source code line(s) preluded if not null and if {@link GL#isGLES()}. * You may use {@link #es2_default_precision_fp} for fragment shader and {@link #es2_default_precision_vp} for vertex shader. * @return the index after the inserted data, maybe 0 if nothing has be inserted. * @see #addGLSLVersion(GL2ES2) * @see #addDefaultShaderPrecision(GL2ES2, int) */ public final int defaultShaderCustomization(final GL2ES2 gl, final boolean preludeVersion, final String esDefaultPrecision) { int pos; if( preludeVersion ) { pos = addGLSLVersion(gl); } else { pos = 0; } if( gl.isGLES() && null != esDefaultPrecision ) { pos = insertShaderSource(0, pos, esDefaultPrecision); } else { pos = addDefaultShaderPrecision(gl, pos); } return pos; } //---------------------------------------------------------------------- // Internals only below this point // protected CharSequence[][] shaderSource = null; protected Buffer shaderBinary = null; protected int shaderBinaryFormat = -1; protected IntBuffer shader = null; protected int shaderType = -1; protected int id = -1; protected boolean valid=false; private static synchronized int getNextID() { return nextID++; } protected static int nextID = 1; }