/**
* 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.util.ArrayList;
import java.util.HashMap;
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;
import jogamp.opengl.Debug;
import com.jogamp.common.os.Platform;
import com.jogamp.common.util.IntObjectHashMap;
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() {
}
public boolean verbose() { return verbose; }
public void setVerbose(boolean v) { verbose=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.
*/
public final Object getAttachedObject(String name) {
return attachedObjectsByString.get(name);
}
/**
* Attach user object for the given name to this ShaderState.
* Returns the previously set object or null.
*
* @return the previous mapped object or null if none
*/
public final Object attachObject(String name, Object obj) {
return attachedObjectsByString.put(name, obj);
}
/**
* @param name name of the mapped object to detach
*
* @return the previous mapped object or null if none
*/
public final Object detachObject(String name) {
return attachedObjectsByString.remove(name);
}
/**
* Returns the attached user object for the given name to this ShaderState.
*/
public final Object getAttachedObject(int name) {
return attachedObjectsByInt.get(name);
}
/**
* Attach user object for the given name to this ShaderState.
* Returns the previously set object or null.
*/
public final Object attachObject(int name, Object obj) {
return attachedObjectsByInt.put(name, obj);
}
public final Object detachObject(int name) {
return attachedObjectsByInt.remove(name);
}
/**
* Turns the shader program on or off.
* Puts this ShaderState to to the thread local storage (TLS),
* if 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) {
resetAllAttributes(gl);
resetAllUniforms(gl);
}
} else {
if(resetAllShaderData) {
setAllAttributes(gl);
}
if(!shaderProgram.link(gl, System.err)) {
throw new GLException("could not link program: "+shaderProgram);
}
shaderProgram.useProgram(gl, true);
if(resetAllShaderData) {
resetAllUniforms(gl);
}
}
resetAllShaderData = false;
} else {
shaderProgram.useProgram(gl, false);
}
}
public boolean linked() {
return (null!=shaderProgram)?shaderProgram.linked():false;
}
public boolean inUse() {
return (null!=shaderProgram)?shaderProgram.inUse():false;
}
/**
* Attach or switch a shader program
*
*
Attaching a shader program the first time,
* as well as switching to another program on the fly,
* while managing all attribute and uniform data.
*
* [Re]sets all data and use program in case of a program switch.
*
* Use program, {@link #useProgram(GL2ES2, boolean)},
* if enable
is true
.
*
* @throws GLException if program was not linked and linking fails
*/
public synchronized void attachShaderProgram(GL2ES2 gl, ShaderProgram prog, boolean enable) throws GLException {
if(DEBUG) {
int curId = (null!=shaderProgram)?shaderProgram.id():-1;
int newId = (null!=prog)?prog.id():-1;
System.err.println("Info: attachShaderProgram: "+curId+" -> "+newId+" (enable: "+enable+")\n\t"+shaderProgram+"\n\t"+prog);
if(verbose) {
Throwable tX = new Throwable("Info: attachShaderProgram: Trace");
tX.printStackTrace();
}
}
if(null!=shaderProgram) {
if(shaderProgram.equals(prog)) {
// nothing to do ..
if(DEBUG) {
System.err.println("Info: attachShaderProgram: NOP: equal id: "+shaderProgram.id());
}
return;
}
if(shaderProgram.inUse()) {
if(null != prog && enable) {
// new program will issue glUseProgram(..)
shaderProgram.programInUse = false;
} else {
// no new 'enabled' program - disable
useProgram(gl, false);
}
}
resetAllShaderData = true;
}
// register new one
shaderProgram = prog;
if(null!=shaderProgram) {
// [re]set all data and use program if switching program,
// or use program if program is linked
if(resetAllShaderData || enable) {
useProgram(gl, true); // may reset all data
if(!enable) {
useProgram(gl, false);
}
}
}
if(DEBUG) {
System.err.println("Info: attachShaderProgram: END");
}
}
public ShaderProgram shaderProgram() { return shaderProgram; }
/**
* Calls {@link #release(GL2ES2, boolean, boolean, boolean) release(gl, true, true, true)}
*
* @see #glReleaseAllVertexAttributes
* @see #glReleaseAllUniforms
* @see #release(GL2ES2, boolean, boolean, boolean)
*/
public synchronized void destroy(GL2ES2 gl) {
release(gl, true, true, true);
attachedObjectsByString.clear();
attachedObjectsByInt.clear();
}
/**
* Calls {@link #release(GL2ES2, boolean, boolean, boolean) release(gl, false, false, false)}
*
* @see #glReleaseAllVertexAttributes
* @see #glReleaseAllUniforms
* @see #release(GL2ES2, boolean, boolean, boolean)
*/
public synchronized void releaseAllData(GL2ES2 gl) {
release(gl, false, false, false);
}
/**
* @see #glReleaseAllVertexAttributes
* @see #glReleaseAllUniforms
* @see ShaderProgram#release(GL2ES2, boolean)
*/
public synchronized void release(GL2ES2 gl, boolean destroyBoundAttributes, boolean destroyShaderProgram, boolean destroyShaderCode) {
if(null!=shaderProgram) {
shaderProgram.useProgram(gl, false);
}
if(destroyBoundAttributes) {
for(Iterator iter = managedAttributes.iterator(); iter.hasNext(); ) {
iter.next().destroy(gl);
}
}
releaseAllAttributes(gl);
releaseAllUniforms(gl);
if(null!=shaderProgram && destroyShaderProgram) {
shaderProgram.release(gl, destroyShaderCode);
}
}
//
// Shader attribute handling
//
/**
* Gets the cached location of a shader attribute.
*
* @return -1 if there is no such attribute available,
* otherwise >= 0
*
* @see #bindAttribLocation(GL2ES2, int, String)
* @see #bindAttribLocation(GL2ES2, int, GLArrayData)
* @see #getAttribLocation(GL2ES2, String)
* @see GL2ES2#glGetAttribLocation(int, String)
*/
public int getCachedAttribLocation(String name) {
Integer idx = activeAttribLocationMap.get(name);
return (null!=idx)?idx.intValue():-1;
}
/**
* Get the previous cached vertex attribute data.
*
* @return the GLArrayData object, null if not previously set.
*
* @see #ownAttribute(GLArrayData, boolean)
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
* @see #glReleaseAllVertexAttributes
* @see #glResetAllVertexAttributes
* @see ShaderProgram#glReplaceShader
*/
public GLArrayData getAttribute(String name) {
return activeAttribDataMap.get(name);
}
/**
* Binds or unbinds the {@link GLArrayData} lifecycle to this ShaderState.
*
* If an attribute location is cached (ie {@link #bindAttribLocation(GL2ES2, int, String)})
* it is promoted to the {@link GLArrayData} instance.
*
* The attribute will be destroyed with {@link #destroy(GL2ES2)}
* and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.
*
* The data will not be transfered to the GPU, use {@link #vertexAttribPointer(GL2ES2, GLArrayData)} additionally.
*
* @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)
*/
public void ownAttribute(GLArrayData attribute, boolean own) {
if(own) {
final int location = getCachedAttribLocation(attribute.getName());
if(0<=location) {
attribute.setLocation(location);
}
managedAttributes.add(managedAttributes.size(), attribute);
} else {
managedAttributes.remove(attribute);
}
}
public boolean ownsAttribute(GLArrayData attribute) {
return managedAttributes.contains(attribute);
}
/**
* Binds a shader attribute to a location.
* Multiple names can be bound to one location.
* The value will be cached and can be retrieved via {@link #getCachedAttribLocation(String)}
* before or after linking.
*
* @throws GLException if no program is attached
* @throws GLException if the program is already linked
*
* @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String)
* @see #getAttribLocation(GL2ES2, String)
* @see #getCachedAttribLocation(String)
*/
public void bindAttribLocation(GL2ES2 gl, int location, String name) {
if(null==shaderProgram) throw new GLException("No program is attached");
if(shaderProgram.linked()) throw new GLException("Program is already linked");
final Integer loc = new Integer(location);
activeAttribLocationMap.put(name, loc);
gl.glBindAttribLocation(shaderProgram.program(), location, name);
}
/**
* Binds a shader {@link GLArrayData} attribute to a location.
* Multiple names can be bound to one location.
* The value will be cached and can be retrieved via {@link #getCachedAttribLocation(String)}
* and {@link #getAttribute(String)}before or after linking.
* The {@link GLArrayData}'s location will be set as well.
*
* @throws GLException if no program is attached
* @throws GLException if the program is already linked
*
* @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String)
* @see #getAttribLocation(GL2ES2, String)
* @see #getCachedAttribLocation(String)
* @see #getAttribute(String)
*/
public void bindAttribLocation(GL2ES2 gl, int location, GLArrayData data) {
bindAttribLocation(gl, location, data.getName());
data.setLocation(location);
activeAttribDataMap.put(data.getName(), data);
}
/**
* Gets the location of a shader attribute.
* Uses either the cached value {@link #getCachedAttribLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.
* The location will be cached.
*
* @return -1 if there is no such attribute available,
* otherwise >= 0
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
*
* @see #getCachedAttribLocation(String)
* @see #bindAttribLocation(GL2ES2, int, GLArrayData)
* @see #bindAttribLocation(GL2ES2, int, String)
* @see GL2ES2#glGetAttribLocation(int, String)
*/
public int getAttribLocation(GL2ES2 gl, String name) {
if(null==shaderProgram) throw new GLException("No program is attached");
int location = getCachedAttribLocation(name);
if(0>location) {
if(!shaderProgram.linked()) throw new GLException("Program is not linked");
location = gl.glGetAttribLocation(shaderProgram.program(), name);
if(0<=location) {
Integer idx = new Integer(location);
activeAttribLocationMap.put(name, idx);
if(DEBUG) {
System.err.println("Info: glGetAttribLocation: "+name+", loc: "+location);
}
} else if(verbose) {
Throwable tX = new Throwable("Info: glGetAttribLocation failed, no location for: "+name+", loc: "+location);
tX.printStackTrace();
}
}
return location;
}
/**
* Validates and returns the location of a shader attribute.
* Uses either the cached value {@link #getCachedAttribLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.
* The location will be cached and set in the
* {@link GLArrayData} object.
*
* @return -1 if there is no such attribute available,
* otherwise >= 0
*
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
*
* @see #getCachedAttribLocation(String)
* @see #bindAttribLocation(GL2ES2, int, GLArrayData)
* @see #bindAttribLocation(GL2ES2, int, String)
* @see GL2ES2#glGetAttribLocation(int, String)
* @see #getAttribute(String)
*/
public int getAttribLocation(GL2ES2 gl, GLArrayData data) {
int location = getAttribLocation(gl, data.getName());
data.setLocation(location);
activeAttribDataMap.put(data.getName(), data);
return location;
}
//
// Enabled Vertex Arrays and its data
//
/**
* @return true if the named attribute is enable
*/
public final boolean isVertexAttribArrayEnabled(String name) {
final Boolean v = activedAttribEnabledMap.get(name);
return null != v && v.booleanValue();
}
/**
* @return true if the {@link GLArrayData} attribute is enable
*/
public final boolean isVertexAttribArrayEnabled(GLArrayData data) {
return isVertexAttribArrayEnabled(data.getName());
}
private boolean enableVertexAttribArray(GL2ES2 gl, String name, int location) {
activedAttribEnabledMap.put(name, Boolean.TRUE);
if(0>location) {
location = getAttribLocation(gl, name);
if(0>location) {
if(verbose) {
Throwable tX = new Throwable("Info: glEnableVertexAttribArray failed, no index for: "+name);
tX.printStackTrace();
}
return false;
}
}
if(DEBUG) {
System.err.println("Info: glEnableVertexAttribArray: "+name+", loc: "+location);
}
gl.glEnableVertexAttribArray(location);
return true;
}
/**
* Enables a vertex attribute array.
*
* This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)}
* hence {@link #enableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred.
*
* Even if the attribute is not found in the current shader,
* it is marked enabled in this state.
*
* @return false, if the name is not found, otherwise true
*
* @throws GLException if the program is not linked and no location was cached.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
*/
public boolean enableVertexAttribArray(GL2ES2 gl, String name) {
return enableVertexAttribArray(gl, name, -1);
}
/**
* Enables a vertex attribute array, usually invoked by {@link GLArrayDataEditable#enableBuffer(GL, boolean)}.
*
* This method uses the {@link GLArrayData}'s location if set
* and is the preferred alternative to {@link #enableVertexAttribArray(GL2ES2, String)}.
* If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set
* and cached in this state.
*
* Even if the attribute is not found in the current shader,
* it is marked enabled in this state.
*
* @return false, if the name is not found, otherwise true
*
* @throws GLException if the program is not linked and no location was cached.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
* @see GLArrayDataEditable#enableBuffer(GL, boolean)
*/
public boolean enableVertexAttribArray(GL2ES2 gl, GLArrayData data) {
if(0 > data.getLocation()) {
getAttribLocation(gl, data);
} else {
// ensure data is the current bound one
activeAttribDataMap.put(data.getName(), data);
}
return enableVertexAttribArray(gl, data.getName(), data.getLocation());
}
private boolean disableVertexAttribArray(GL2ES2 gl, String name, int location) {
activedAttribEnabledMap.put(name, Boolean.FALSE);
if(0>location) {
location = getAttribLocation(gl, name);
if(0>location) {
if(verbose) {
Throwable tX = new Throwable("Info: glDisableVertexAttribArray failed, no index for: "+name);
tX.printStackTrace();
}
return false;
}
}
if(DEBUG) {
System.err.println("Info: glDisableVertexAttribArray: "+name);
}
gl.glDisableVertexAttribArray(location);
return true;
}
/**
* Disables a vertex attribute array
*
* This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)}
* hence {@link #disableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred.
*
* Even if the attribute is not found in the current shader,
* it is removed from this state enabled list.
*
* @return false, if the name is not found, otherwise true
*
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
*/
public boolean disableVertexAttribArray(GL2ES2 gl, String name) {
return disableVertexAttribArray(gl, name, -1);
}
/**
* Disables a vertex attribute array
*
* This method uses the {@link GLArrayData}'s location if set
* and is the preferred alternative to {@link #disableVertexAttribArray(GL2ES2, String)}.
* If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set
* and cached in this state.
*
* Even if the attribute is not found in the current shader,
* it is removed from this state enabled list.
*
* @return false, if the name is not found, otherwise true
*
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
*/
public boolean disableVertexAttribArray(GL2ES2 gl, GLArrayData data) {
if(0 > data.getLocation()) {
getAttribLocation(gl, data);
}
return disableVertexAttribArray(gl, data.getName(), data.getLocation());
}
/**
* Set the {@link GLArrayData} vertex attribute data.
*
* This method uses the {@link GLArrayData}'s location if set.
* If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)}, set
* and cached in this state.
*
* @return false, if the location could not be determined, otherwise true
*
* @throws GLException if no program is attached
* @throws GLException if the program is not linked and no location was cached.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
*/
public boolean vertexAttribPointer(GL2ES2 gl, GLArrayData data) {
int location = data.getLocation();
if(0 > location) {
location = getAttribLocation(gl, data);
}
if(0 <= location) {
// only pass the data, if the attribute exists in the current shader
if(DEBUG) {
System.err.println("Info: glVertexAttribPointer: "+data);
}
gl.glVertexAttribPointer(data);
return true;
}
return false;
}
/**
* Releases all mapped vertex attribute data,
* disables all enabled attributes and loses all indices
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
* @see #glReleaseAllVertexAttributes
* @see #glResetAllVertexAttributes
* @see #glResetAllVertexAttributes
* @see ShaderProgram#glReplaceShader
*/
public void releaseAllAttributes(GL2ES2 gl) {
if(null!=shaderProgram) {
for(Iterator iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) {
if(!disableVertexAttribArray(gl, iter.next())) {
throw new GLException("Internal Error: mapped vertex attribute couldn't be disabled");
}
}
for(Iterator iter = activedAttribEnabledMap.keySet().iterator(); iter.hasNext(); ) {
if(!disableVertexAttribArray(gl, iter.next())) {
throw new GLException("Internal Error: prev enabled vertex attribute couldn't be disabled");
}
}
}
activeAttribDataMap.clear();
activedAttribEnabledMap.clear();
activeAttribLocationMap.clear();
managedAttributes.clear();
}
/**
* Disables all vertex attribute arrays.
*
* Their enabled stated will be removed from this state only
* if 'removeFromState' is true.
*
* This method purpose is more for debugging.
*
* @see #glEnableVertexAttribArray
* @see #glDisableVertexAttribArray
* @see #glVertexAttribPointer
* @see #getVertexAttribPointer
* @see #glReleaseAllVertexAttributes
* @see #glResetAllVertexAttributes
* @see #glResetAllVertexAttributes
* @see ShaderProgram#glReplaceShader
*/
public void disableAllVertexAttributeArrays(GL2ES2 gl, boolean removeFromState) {
for(Iterator iter = activedAttribEnabledMap.keySet().iterator(); iter.hasNext(); ) {
final String name = iter.next();
if(removeFromState) {
activedAttribEnabledMap.remove(name);
}
final int index = getAttribLocation(gl, name);
if(0<=index) {
gl.glDisableVertexAttribArray(index);
}
}
}
private final void relocateAttribute(GL2ES2 gl, GLArrayData attribute) {
// get new location ..
final String name = attribute.getName();
final int loc = getAttribLocation(gl, name);
attribute.setLocation(loc);
if(0<=loc) {
if(isVertexAttribArrayEnabled(name)) {
// enable attrib, VBO and pass location/data
gl.glEnableVertexAttribArray(loc);
}
if( attribute.isVBO() ) {
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName());
}
gl.glVertexAttribPointer(attribute);
}
}
/**
* Reset all previously enabled mapped vertex attribute data.
*
* Attribute data is bound to the GL state
* Attribute location is bound to the program
*
* However, since binding an attribute to a location via {@link #bindAttribLocation(GL2ES2, int, GLArrayData)}
* must happen before linking and we try to promote the attributes to the new program,
* we have to gather the probably new location etc.
*
* @throws GLException is the program is not linked
*
* @see #attachShaderProgram(GL2ES2, ShaderProgram)
*/
private final void resetAllAttributes(GL2ES2 gl) {
if(!shaderProgram.linked()) throw new GLException("Program is not linked");
activeAttribLocationMap.clear();
for(Iterator iter = managedAttributes.iterator(); iter.hasNext(); ) {
iter.next().setLocation(-1);
}
for(Iterator iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) {
relocateAttribute(gl, iter.next());
}
}
private final void setAttribute(GL2ES2 gl, GLArrayData attribute) {
// get new location ..
final String name = attribute.getName();
final int loc = attribute.getLocation();
if(0<=loc) {
this.bindAttribLocation(gl, loc, name);
if(isVertexAttribArrayEnabled(name)) {
// enable attrib, VBO and pass location/data
gl.glEnableVertexAttribArray(loc);
}
if( attribute.isVBO() ) {
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName());
}
gl.glVertexAttribPointer(attribute);
}
}
/**
* preserves the attribute location .. (program not linked)
*/
private final void setAllAttributes(GL2ES2 gl) {
for(Iterator iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) {
setAttribute(gl, iter.next());
}
}
//
// Shader Uniform handling
//
/**
* Gets the cached location of the shader uniform.
*
* @return -1 if there is no such uniform available,
* otherwise >= 0
*/
public final int getCachedUniformLocation(String name) {
Integer idx = (Integer) activeUniformLocationMap.get(name);
return (null!=idx)?idx.intValue():-1;
}
/**
* Bind the {@link GLUniform} lifecycle to this ShaderState.
*
* If a uniform location is cached it is promoted to the {@link GLUniformData} instance.
*
* The attribute will be destroyed with {@link #destroy(GL2ES2)}
* and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.
*
* The data will not be transfered to the GPU, use {@link #uniform(GL2ES2, GLUniformData)} additionally.
*
* @param uniform the {@link GLUniformData} which lifecycle shall be managed
*
* @see #getUniform(String)
*/
public void ownUniform(GLUniformData uniform) {
final int location = getCachedUniformLocation(uniform.getName());
if(0<=location) {
uniform.setLocation(location);
}
activeUniformDataMap.put(uniform.getName(), uniform);
managedUniforms.add(uniform);
}
public boolean ownsUniform(GLUniformData uniform) {
return managedUniforms.contains(uniform);
}
/**
* Gets the location of a shader uniform.
* Uses either the cached value {@link #getCachedUniformLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.
* The location will be cached.
*
* The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)})
* must be in use ({@link #useProgram(GL2ES2, boolean) }) !
*
* @return -1 if there is no such attribute available,
* otherwise >= 0
* @throws GLException is the program is not linked
*
* @see #glGetUniformLocation
* @see javax.media.opengl.GL2ES2#glGetUniformLocation
* @see #getUniformLocation
* @see ShaderProgram#glReplaceShader
*/
public final int getUniformLocation(GL2ES2 gl, String name) {
if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
int location = getCachedUniformLocation(name);
if(0>location) {
location = gl.glGetUniformLocation(shaderProgram.program(), name);
if(0<=location) {
Integer idx = new Integer(location);
activeUniformLocationMap.put(name, idx);
} else if(verbose) {
Throwable tX = new Throwable("Info: glUniform failed, no location for: "+name+", index: "+location);
tX.printStackTrace();
}
}
return location;
}
/**
* Validates and returns the location of a shader uniform.
* Uses either the cached value {@link #getCachedUniformLocation(String)} if valid,
* or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.
* The location will be cached and set in the
* {@link GLUniformData} object.
*
* The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)})
* must be in use ({@link #useProgram(GL2ES2, boolean) }) !
*
* @return -1 if there is no such attribute available,
* otherwise >= 0
* @throws GLException is the program is not linked
*
* @see #glGetUniformLocation
* @see javax.media.opengl.GL2ES2#glGetUniformLocation
* @see #getUniformLocation
* @see ShaderProgram#glReplaceShader
*/
public int getUniformLocation(GL2ES2 gl, GLUniformData data) {
int location = getUniformLocation(gl, data.getName());
data.setLocation(location);
activeUniformDataMap.put(data.getName(), data);
return location;
}
/**
* Set the uniform data.
*
* Even if the uniform is not found in the current shader,
* it is stored in this state.
*
* @param data the GLUniforms's name must match the uniform one,
* it's index will be set with the uniforms's location,
* if found.
*
*
* @return false, if the name is not found, otherwise true
*
* @throws GLException if the program is not in use
*
* @see #glGetUniformLocation
* @see javax.media.opengl.GL2ES2#glGetUniformLocation
* @see javax.media.opengl.GL2ES2#glUniform
* @see #getUniformLocation
* @see ShaderProgram#glReplaceShader
*/
public boolean uniform(GL2ES2 gl, GLUniformData data) {
if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
int location = data.getLocation();
if(0>location) {
location = getUniformLocation(gl, data);
}
if(0<=location) {
// only pass the data, if the uniform exists in the current shader
if(DEBUG) {
System.err.println("Info: glUniform: "+data);
}
gl.glUniform(data);
}
return true;
}
/**
* Get the uniform data, previously set.
*
* @return the GLUniformData object, null if not previously set.
*/
public GLUniformData getUniform(String name) {
return activeUniformDataMap.get(name);
}
/**
* Releases all mapped uniform data
* and loses all indices
*/
public void releaseAllUniforms(GL2ES2 gl) {
activeUniformDataMap.clear();
activeUniformLocationMap.clear();
managedUniforms.clear();
}
/**
* Reset all previously mapped uniform data
*
* Uniform data and location is bound to the program,
* hence both are updated here
*
* @throws GLException is the program is not in use
*
* @see #attachShaderProgram(GL2ES2, ShaderProgram)
*/
private final void resetAllUniforms(GL2ES2 gl) {
if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
activeUniformLocationMap.clear();
for(Iterator iter = managedUniforms.iterator(); iter.hasNext(); ) {
iter.next().setLocation(-1);
}
for(Iterator iter = activeUniformDataMap.values().iterator(); iter.hasNext(); ) {
final GLUniformData uniform = iter.next();
uniform.setLocation(-1);
uniform(gl, uniform);
}
}
public StringBuilder toString(StringBuilder sb) {
if(null==sb) {
sb = new StringBuilder();
}
sb.append("ShaderState[ ");
sb.append(Platform.getNewline()).append(" ");
if(null != shaderProgram) {
shaderProgram.toString(sb);
} else {
sb.append("ShaderProgram: null");
}
sb.append(Platform.getNewline()).append(" enabledAttributes [");
{
Iterator names = activedAttribEnabledMap.keySet().iterator();
Iterator values = activedAttribEnabledMap.values().iterator();
while( names.hasNext() ) {
sb.append(Platform.getNewline()).append(" ").append(names.next()).append(": ").append(values.next());
}
}
sb.append(Platform.getNewline()).append(" ],").append(" activeAttributes [");
for(Iterator iter = activeAttribDataMap.values().iterator(); iter.hasNext(); ) {
sb.append(Platform.getNewline()).append(" ").append(iter.next());
}
sb.append(Platform.getNewline()).append(" ],").append(" managedAttributes [");
for(Iterator iter = managedAttributes.iterator(); iter.hasNext(); ) {
sb.append(Platform.getNewline()).append(" ").append(iter.next());
}
sb.append(Platform.getNewline()).append(" ],").append(" activeUniforms [");
for(Iterator iter=activeUniformDataMap.values().iterator(); iter.hasNext(); ) {
sb.append(Platform.getNewline()).append(" ").append(iter.next());
}
sb.append(Platform.getNewline()).append(" ],").append(" managedUniforms [");
for(Iterator iter = managedUniforms.iterator(); iter.hasNext(); ) {
sb.append(Platform.getNewline()).append(" ").append(iter.next());
}
sb.append(Platform.getNewline()).append(" ]").append(Platform.getNewline()).append("]");
return sb;
}
@Override
public String toString() {
return toString(null).toString();
}
private boolean verbose = DEBUG ? true : false;
private ShaderProgram shaderProgram=null;
private HashMap activedAttribEnabledMap = new HashMap();
private HashMap activeAttribLocationMap = new HashMap();
private HashMap activeAttribDataMap = new HashMap();
private ArrayList managedAttributes = new ArrayList();
private HashMap activeUniformLocationMap = new HashMap();
private HashMap activeUniformDataMap = new HashMap();
private ArrayList managedUniforms = new ArrayList();
private HashMap attachedObjectsByString = new HashMap();
private IntObjectHashMap attachedObjectsByInt = new IntObjectHashMap();
private boolean resetAllShaderData = false;
}