/** * 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 java.util.HashMap; 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 * @see #key() */ public int id() { return id.intValue(); } /** * returns the uniq shader id as an Integer * * @see #id() */ public Integer key() { 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. * 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 releaseShaderToo is true, destroys the shader codes as well. */ public synchronized void release(GL2ES2 gl, boolean releaseShaderToo) { glUseProgram(gl, false); for(Iterator iter=shaderMap.values().iterator(); iter.hasNext(); ) { ShaderCode shaderCode = (ShaderCode) iter.next(); ShaderUtil.detachShader(gl, shaderProgram, shaderCode.shader()); if(releaseShaderToo) { shaderCode.destroy(gl); } } shaderMap.clear(); gl.glDeleteProgram(shaderProgram); shaderProgram=-1; } // // ShaderCode handling // /** * Adds a new shader to a this non running program. * * @return false if the program is in use, or the shader already exist, * otherwise true. */ public synchronized boolean add(ShaderCode shaderCode) { if(shaderMap.containsKey(shaderCode.key())) return false; shaderMap.put(shaderCode.key(), shaderCode); return true; } public synchronized ShaderCode getShader(int id) { return (ShaderCode) shaderMap.get(new Integer(id)); } // // Program handling // /** * Replace a shader in a 'running' program. * Refetches all previously bin/get attribute names * and resets all attribute data as well * * @param gl * @param oldShaderID the to be replace Shader * @param newShader the new ShaderCode * @param verboseOut the optional verbose outputstream * @throws GLException is the program is not linked * * @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 glReplaceShader(GL2ES2 gl, int oldShaderID, ShaderCode newShader, PrintStream verboseOut) { if(!programLinked) throw new GLException("Program is not linked"); boolean shaderWasInUse = programInUse; glUseProgram(gl, false); if(!newShader.compile(gl, verboseOut)) { return false; } if(oldShaderID>=0) { ShaderCode oldShader = (ShaderCode) shaderMap.remove(new Integer(oldShaderID)); if(null!=oldShader) { ShaderUtil.detachShader(gl, shaderProgram, oldShader.shader()); } } add(newShader); ShaderUtil.attachShader(gl, shaderProgram, newShader.shader()); gl.glLinkProgram(shaderProgram); if ( ! ShaderUtil.isProgramValid(gl, shaderProgram, System.err) ) { return false; } if(shaderWasInUse) { glUseProgram(gl, true); } return true; } public synchronized boolean link(GL2ES2 gl, PrintStream verboseOut) { if(programLinked) throw new GLException("Program is already linked"); if(0>shaderProgram) { shaderProgram = gl.glCreateProgram(); } for(Iterator iter=shaderMap.values().iterator(); iter.hasNext(); ) { ShaderCode shaderCode = (ShaderCode) iter.next(); if(!shaderCode.compile(gl, verboseOut)) { return false; } 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.intValue(); } public String toString() { StringBuffer buf = new StringBuffer(); buf.append("ShaderProgram[id="+id); buf.append(", linked="+programLinked+", inUse="+programInUse+", program: "+shaderProgram+", ["); for(Iterator iter=shaderMap.values().iterator(); iter.hasNext(); ) { buf.append((ShaderCode) iter.next()); buf.append(" "); } buf.append("]"); return buf.toString(); } protected synchronized void glUseProgram(GL2ES2 gl, boolean on) { if(!programLinked) throw new GLException("Program is not linked"); if(programInUse==on) return; gl.glUseProgram(on?shaderProgram:0); programInUse = on; //Throwable tX = new Throwable("Info: ShaderProgram.glUseProgram: "+on); //tX.printStackTrace(); } protected boolean programLinked = false; protected boolean programInUse = false; protected int shaderProgram=-1; protected HashMap shaderMap = new HashMap(); protected Integer id = null; private static synchronized Integer getNextID() { return new Integer(nextID++); } protected static int nextID = 1; }