/** * 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 javax.media.opengl.*; import com.jogamp.common.os.Platform; import java.util.HashSet; import java.util.Iterator; import java.io.PrintStream; public class ShaderProgram { public ShaderProgram() { id = getNextID(); } public boolean linked() { return programLinked; } public boolean inUse() { return programInUse; } public int program() { return shaderProgram; } /** * returns the uniq shader id as an integer */ public int id() { return id; } /** * Detaches all shader codes and deletes the program. * Destroys the shader codes as well. * Calls release(gl, true) * * @see #release(GL2ES2, boolean) */ public synchronized void destroy(GL2ES2 gl) { release(gl, true); } /** * Detaches all shader codes and deletes the program, * but leaves the shader code intact. * Calls release(gl, false) * * @see #release(GL2ES2, boolean) */ public synchronized void release(GL2ES2 gl) { release(gl, false); } /** * Detaches all shader codes and deletes the program. * If destroyShaderCode is true it destroys the shader codes as well. */ public synchronized void release(GL2ES2 gl, boolean destroyShaderCode) { useProgram(gl, false); for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { ShaderCode shaderCode = iter.next(); if(attachedShaderCode.remove(shaderCode)) { ShaderUtil.detachShader(gl, shaderProgram, shaderCode.shader()); } if(destroyShaderCode) { shaderCode.destroy(gl); } } allShaderCode.clear(); attachedShaderCode.clear(); if(0<=shaderProgram) { gl.glDeleteProgram(shaderProgram); shaderProgram=-1; } } // // ShaderCode handling // /** * Adds a new shader to this program. * *

This command does not compile and attach the shader, * use {@link #add(GL2ES2, ShaderCode)} for this purpose.

*/ public synchronized void add(ShaderCode shaderCode) throws GLException { allShaderCode.add(shaderCode); } public synchronized boolean contains(ShaderCode shaderCode) { return allShaderCode.contains(shaderCode); } /** * Warning slow O(n) operation .. * @param id * @return */ public synchronized ShaderCode getShader(int id) { for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { ShaderCode shaderCode = iter.next(); if(shaderCode.id() == id) { return shaderCode; } } return null; } // // ShaderCode / Program handling // /** * Creates the empty GL program object using {@link GL2ES2#glCreateProgram()} * * @param gl */ public synchronized final void init(GL2ES2 gl) { if(0>shaderProgram) { shaderProgram = gl.glCreateProgram(); } } /** * Adds a new shader to a this non running program. * *

Compiles and attaches the shader, if not done yet.

* * @return true if the shader was successfully added, false if compilation failed. */ public synchronized boolean add(GL2ES2 gl, ShaderCode shaderCode, PrintStream verboseOut) { init(gl); if( allShaderCode.add(shaderCode) ) { if(!shaderCode.compile(gl, verboseOut)) { return false; } if(attachedShaderCode.add(shaderCode)) { ShaderUtil.attachShader(gl, shaderProgram, shaderCode.shader()); } } return true; } /** * Replace a shader in a program and re-links the program. * * @param gl * @param oldShader the to be replace Shader * @param newShader the new ShaderCode * @param verboseOut the optional verbose output stream * * @return true if all steps are valid, shader compilation, attachment and linking; otherwise false. * * @see ShaderState#glEnableVertexAttribArray * @see ShaderState#glDisableVertexAttribArray * @see ShaderState#glVertexAttribPointer * @see ShaderState#getVertexAttribPointer * @see ShaderState#glReleaseAllVertexAttributes * @see ShaderState#glResetAllVertexAttributes * @see ShaderState#glResetAllVertexAttributes * @see ShaderState#glResetAllVertexAttributes */ public synchronized boolean replaceShader(GL2ES2 gl, ShaderCode oldShader, ShaderCode newShader, PrintStream verboseOut) { init(gl); if(!newShader.compile(gl, verboseOut)) { return false; } boolean shaderWasInUse = inUse(); if(shaderWasInUse) { useProgram(gl, false); } if(null != oldShader && allShaderCode.remove(oldShader)) { if(attachedShaderCode.remove(oldShader)) { ShaderUtil.detachShader(gl, shaderProgram, oldShader.shader()); } } add(newShader); if(attachedShaderCode.add(newShader)) { ShaderUtil.attachShader(gl, shaderProgram, newShader.shader()); } gl.glLinkProgram(shaderProgram); programLinked = ShaderUtil.isProgramValid(gl, shaderProgram, System.err); if ( programLinked && shaderWasInUse ) { useProgram(gl, true); } return programLinked; } /** * Links the shader code to the program. * *

Compiles and attaches the shader code to the program if not done by yet

* *

Within this process, all GL resources (shader and program objects) are created if necessary.

* * @param gl * @param verboseOut * @return true if program was successfully linked and is valid, otherwise false * * @see #init(GL2ES2) */ public synchronized boolean link(GL2ES2 gl, PrintStream verboseOut) { init(gl); for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { final ShaderCode shaderCode = iter.next(); if(!shaderCode.compile(gl, verboseOut)) { return false; } if(attachedShaderCode.add(shaderCode)) { ShaderUtil.attachShader(gl, shaderProgram, shaderCode.shader()); } } // Link the program gl.glLinkProgram(shaderProgram); programLinked = ShaderUtil.isProgramValid(gl, shaderProgram, System.err); return programLinked; } public boolean equals(Object obj) { if(this == obj) { return true; } if(obj instanceof ShaderProgram) { return id()==((ShaderProgram)obj).id(); } return false; } public int hashCode() { return id; } public StringBuilder toString(StringBuilder sb) { if(null == sb) { sb = new StringBuilder(); } sb.append("ShaderProgram[id=").append(id); sb.append(", linked="+programLinked+", inUse="+programInUse+", program: "+shaderProgram+","); for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { sb.append(Platform.getNewline()).append(" ").append(iter.next()); } sb.append("]"); return sb; } public String toString() { return toString(null).toString(); } public synchronized void useProgram(GL2ES2 gl, boolean on) { if(!programLinked) throw new GLException("Program is not linked"); if(programInUse==on) return; gl.glUseProgram(on?shaderProgram:0); programInUse = on; } protected boolean programLinked = false; protected boolean programInUse = false; protected int shaderProgram=-1; protected HashSet allShaderCode = new HashSet(); protected HashSet attachedShaderCode = new HashSet(); protected int id = -1; private static synchronized int getNextID() { return nextID++; } protected static int nextID = 1; }