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/**
* 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.graph.curve.opengl;
import java.io.IOException;
import java.util.Iterator;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLES2;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import jogamp.graph.curve.opengl.shader.AttributeNames;
import jogamp.graph.curve.opengl.shader.UniformNames;
import com.jogamp.opengl.GLExtensions;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.texture.TextureSequence;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.common.os.Platform;
import com.jogamp.common.util.IntObjectHashMap;
import com.jogamp.graph.curve.Region;
/**
* OpenGL {@link Region} renderer
* <p>
* All OpenGL related operations regarding {@link Region}s
* are passed through an instance of this class.
* </p>
*/
public class RegionRenderer {
protected static final boolean DEBUG = Region.DEBUG;
protected static final boolean DEBUG_INSTANCE = Region.DEBUG_INSTANCE;
/**
* May be passed to
* {@link RegionRenderer#create(RenderState, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback) RegionRenderer ctor},
* e.g.
* <ul>
* <li>{@link RegionRenderer#defaultBlendEnable}</li>
* <li>{@link RegionRenderer#defaultBlendDisable}</li>
* </ul>
*/
public interface GLCallback {
/**
* @param gl a current GL object
* @param renderer {@link RegionRenderer} calling this method.
*/
void run(GL gl, RegionRenderer renderer);
}
/**
* Default {@link GL#GL_BLEND} <i>enable</i> {@link GLCallback},
* turning-off depth writing via {@link GL#glDepthMask(boolean)} if {@link RenderState#BITHINT_GLOBAL_DEPTH_TEST_ENABLED} is set
* and turning-on the {@link GL#GL_BLEND} state.
* <p>
* Implementation also sets {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint},
* which will cause {@link GLRegion#draw(GL2ES2, RegionRenderer, int[]) GLRegion's draw-method}
* to set the proper {@link GL#glBlendFuncSeparate(int, int, int, int) blend-function}
* and the clear-color to <i>transparent-black</i> in case of {@link Region#isTwoPass(int) multipass} FBO rendering.
* </p>
* @see #create(RenderState, GLCallback, GLCallback)
* @see #enable(GL2ES2, boolean)
*/
public static final GLCallback defaultBlendEnable = new GLCallback() {
@Override
public void run(final GL gl, final RegionRenderer renderer) {
if( renderer.rs.isHintMaskSet(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED) ) {
gl.glDepthMask(false);
// gl.glDisable(GL.GL_DEPTH_TEST);
// gl.glDepthFunc(GL.GL_ALWAYS);
}
gl.glEnable(GL.GL_BLEND);
gl.glBlendEquation(GL.GL_FUNC_ADD); // default
renderer.rs.setHintMask(RenderState.BITHINT_BLENDING_ENABLED);
}
};
/**
* Default {@link GL#GL_BLEND} <i>disable</i> {@link GLCallback},
* simply turning-off the {@link GL#GL_BLEND} state
* and turning-on depth writing via {@link GL#glDepthMask(boolean)} if {@link RenderState#BITHINT_GLOBAL_DEPTH_TEST_ENABLED} is set.
* <p>
* Implementation also clears {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}.
* </p>
* @see #create(RenderState, GLCallback, GLCallback)
* @see #enable(GL2ES2, boolean)
*/
public static final GLCallback defaultBlendDisable = new GLCallback() {
@Override
public void run(final GL gl, final RegionRenderer renderer) {
renderer.rs.clearHintMask(RenderState.BITHINT_BLENDING_ENABLED);
gl.glDisable(GL.GL_BLEND);
if( renderer.rs.isHintMaskSet(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED) ) {
// gl.glEnable(GL.GL_DEPTH_TEST);
// gl.glDepthFunc(GL.GL_LESS);
gl.glDepthMask(true);
}
}
};
/**
* Create a Hardware accelerated Region Renderer.
* <p>
* The optional {@link GLCallback}s <code>enableCallback</code> and <code>disableCallback</code>
* maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.<br/>
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable}
* can be utilized to enable and disable {@link GL#GL_BLEND}.
* </p>
* @param rs the used {@link RenderState}
* @param enableCallback optional {@link GLCallback}, if not <code>null</code> will be issued at
* {@link #init(GL2ES2, int) init(gl)} and {@link #enable(GL2ES2, boolean) enable(gl, true)}.
* @param disableCallback optional {@link GLCallback}, if not <code>null</code> will be issued at
* {@link #enable(GL2ES2, boolean) enable(gl, false)}.
* @return an instance of Region Renderer
* @see #enable(GL2ES2, boolean)
*/
public static RegionRenderer create(final RenderState rs, final GLCallback enableCallback,
final GLCallback disableCallback) {
return new RegionRenderer(rs, enableCallback, disableCallback);
}
private final RenderState rs;
private final GLCallback enableCallback;
private final GLCallback disableCallback;
private int vp_width;
private int vp_height;
private boolean initialized;
private boolean vboSupported = false;
public final boolean isInitialized() { return initialized; }
/** Return width of current viewport */
public final int getWidth() { return vp_width; }
/** Return height of current viewport */
public final int getHeight() { return vp_height; }
public final PMVMatrix getMatrix() { return rs.getMatrix(); }
//////////////////////////////////////
/**
* @param rs the used {@link RenderState}
*/
protected RegionRenderer(final RenderState rs, final GLCallback enableCallback, final GLCallback disableCallback) {
this.rs = rs;
this.enableCallback = enableCallback;
this.disableCallback = disableCallback;
}
public final boolean isVBOSupported() { return vboSupported; }
/**
* Initialize shader and bindings for GPU based rendering bound to the given GL object's GLContext
* if not initialized yet.
* <p>Leaves the renderer enabled, ie ShaderState.</p>
* <p>Shall be called by a {@code draw()} method, e.g. {@link RegionRenderer#draw(GL2ES2, Region, int)}</p>
*
* @param gl referencing the current GLContext to which the ShaderState is bound to
* @param renderModes
* @throws GLException if initialization failed
*/
public final void init(final GL2ES2 gl, final int renderModes) throws GLException {
if(initialized){
return;
}
vboSupported = gl.isFunctionAvailable("glGenBuffers") &&
gl.isFunctionAvailable("glBindBuffer") &&
gl.isFunctionAvailable("glBufferData") &&
gl.isFunctionAvailable("glDrawElements") &&
gl.isFunctionAvailable("glVertexAttribPointer") &&
gl.isFunctionAvailable("glDeleteBuffers");
if(DEBUG) {
System.err.println("TextRendererImpl01: VBO Supported = " + isVBOSupported());
}
if(!vboSupported){
throw new GLException("VBO not supported");
}
rs.attachTo(gl);
if( null != enableCallback ) {
enableCallback.run(gl, this);
}
initialized = true;
}
public final void destroy(final GL2ES2 gl) {
if(!initialized){
if(DEBUG_INSTANCE) {
System.err.println("TextRenderer: Not initialized!");
}
return;
}
for(final Iterator<IntObjectHashMap.Entry> i = shaderPrograms.iterator(); i.hasNext(); ) {
final ShaderProgram sp = (ShaderProgram) i.next().getValue();
sp.destroy(gl);
}
shaderPrograms.clear();
rs.destroy(gl);
initialized = false;
}
public final RenderState getRenderState() { return rs; }
/**
* Enabling or disabling the {@link #getRenderState() RenderState}'s
* {@link RenderState#getShaderProgram() shader program}.
* <p>
* In case enable and disable {@link GLCallback}s are setup via {@link #create(RenderState, GLCallback, GLCallback)},
* they will be called before toggling the shader program.
* </p>
* @see #create(RenderState, GLCallback, GLCallback)
*/
public final void enable(final GL2ES2 gl, final boolean enable) {
if( enable ) {
if( null != enableCallback ) {
enableCallback.run(gl, this);
}
} else {
if( null != disableCallback ) {
disableCallback.run(gl, this);
}
}
if( !enable ) {
final ShaderProgram sp = rs.getShaderProgram();
if( null != sp ) {
sp.useProgram(gl, false);
}
}
}
/** No PMVMatrix operation is performed here. PMVMatrix is marked dirty. */
public final void reshapeNotify(final int width, final int height) {
this.vp_width = width;
this.vp_height = height;
}
public final void reshapePerspective(final float angle, final int width, final int height, final float near, final float far) {
this.vp_width = width;
this.vp_height = height;
final float ratio = (float)width/(float)height;
final PMVMatrix p = rs.getMatrix();
p.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
p.glLoadIdentity();
p.gluPerspective(angle, ratio, near, far);
}
public final void reshapeOrtho(final int width, final int height, final float near, final float far) {
this.vp_width = width;
this.vp_height = height;
final PMVMatrix p = rs.getMatrix();
p.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
p.glLoadIdentity();
p.glOrthof(0, width, 0, height, near, far);
}
//
// Shader Management
//
private static final String SHADER_SRC_SUB = "";
private static final String SHADER_BIN_SUB = "bin";
private static String GLSL_USE_COLOR_CHANNEL = "#define USE_COLOR_CHANNEL 1\n";
private static String GLSL_USE_COLOR_TEXTURE = "#define USE_COLOR_TEXTURE 1\n";
private static String GLSL_DEF_SAMPLE_COUNT = "#define SAMPLE_COUNT ";
private static String GLSL_CONST_SAMPLE_COUNT = "const float sample_count = ";
private static String GLSL_MAIN_BEGIN = "void main (void)\n{\n";
private static final String gcuTexture2D = "gcuTexture2D";
private String getVersionedShaderName() {
return "curverenderer01";
}
// FIXME: Really required to have sampler2D def. precision ? If not, we can drop getFragmentShaderPrecision(..) and use default ShaderCode ..
private static final String es2_precision_fp = "\nprecision mediump float;\nprecision mediump int;\nprecision mediump sampler2D;\n";
private final String getFragmentShaderPrecision(final GL2ES2 gl) {
if( gl.isGLES() ) {
return es2_precision_fp;
}
if( ShaderCode.requiresGL3DefaultPrecision(gl) ) {
return ShaderCode.gl3_default_precision_fp;
}
return null;
}
private static enum ShaderModeSelector1 {
/** Pass-1: Curve Simple */
PASS1_SIMPLE("curve", "_simple", 0),
/** Pass-1: Curve Varying Weight */
PASS1_WEIGHT("curve", "_weight", 0),
/** Pass-2: MSAA */
PASS2_MSAA("msaa", "", 0),
/** Pass-2: VBAA Flipquad3, 1 sample */
PASS2_VBAA_QUAL0_SAMPLES1("vbaa", "_flipquad3", 1),
/** Pass-2: VBAA Flipquad3, 2 samples */
PASS2_VBAA_QUAL0_SAMPLES2("vbaa", "_flipquad3", 2),
/** Pass-2: VBAA Flipquad3, 4 samples */
PASS2_VBAA_QUAL0_SAMPLES4("vbaa", "_flipquad3", 4),
/** Pass-2: VBAA Flipquad3, 8 samples */
PASS2_VBAA_QUAL0_SAMPLES8("vbaa", "_flipquad3", 8),
/** Pass-2: VBAA Brute-Force, Odd, 1 samples */
PASS2_VBAA_QUAL1_SAMPLES1("vbaa", "_bforce_odd", 1),
/** Pass-2: VBAA Brute-Force, Even, 2 samples */
PASS2_VBAA_QUAL1_SAMPLES2("vbaa", "_bforce_even", 2),
/** Pass-2: VBAA Brute-Force, Odd, 3 samples */
PASS2_VBAA_QUAL1_SAMPLES3("vbaa", "_bforce_odd", 3),
/** Pass-2: VBAA Brute-Force, Even, 4 samples */
PASS2_VBAA_QUAL1_SAMPLES4("vbaa", "_bforce_even", 4),
/** Pass-2: VBAA Brute-Force, Odd, 5 samples */
PASS2_VBAA_QUAL1_SAMPLES5("vbaa", "_bforce_odd", 5),
/** Pass-2: VBAA Brute-Force, Even, 6 samples */
PASS2_VBAA_QUAL1_SAMPLES6("vbaa", "_bforce_even", 6),
/** Pass-2: VBAA Brute-Force, Odd, 7 samples */
PASS2_VBAA_QUAL1_SAMPLES7("vbaa", "_bforce_odd", 7),
/** Pass-2: VBAA Brute-Force, Even, 8 samples */
PASS2_VBAA_QUAL1_SAMPLES8("vbaa", "_bforce_even", 8);
public final String tech;
public final String sub;
public final int sampleCount;
ShaderModeSelector1(final String tech, final String sub, final int sampleCount) {
this.tech = tech;
this.sub= sub;
this.sampleCount = sampleCount;
}
public static ShaderModeSelector1 selectPass1(final int renderModes) {
return Region.hasVariableWeight(renderModes) ? PASS1_WEIGHT : PASS1_SIMPLE;
}
public static ShaderModeSelector1 selectPass2(final int renderModes, final int quality, final int sampleCount) {
if( Region.isMSAA(renderModes) ) {
return PASS2_MSAA;
} else if( Region.isVBAA(renderModes) ) {
if( 0 == quality ) {
if( sampleCount < 2 ) {
return PASS2_VBAA_QUAL0_SAMPLES1;
} else if( sampleCount < 4 ) {
return PASS2_VBAA_QUAL0_SAMPLES2;
} else if( sampleCount < 8 ) {
return PASS2_VBAA_QUAL0_SAMPLES4;
} else {
return PASS2_VBAA_QUAL0_SAMPLES8;
}
} else {
switch( sampleCount ) {
case 0: // Fall through intended
case 1: return PASS2_VBAA_QUAL1_SAMPLES1;
case 2: return PASS2_VBAA_QUAL1_SAMPLES2;
case 3: return PASS2_VBAA_QUAL1_SAMPLES3;
case 4: return PASS2_VBAA_QUAL1_SAMPLES4;
case 5: return PASS2_VBAA_QUAL1_SAMPLES5;
case 6: return PASS2_VBAA_QUAL1_SAMPLES6;
case 7: return PASS2_VBAA_QUAL1_SAMPLES7;
default: return PASS2_VBAA_QUAL1_SAMPLES8;
}
}
} else {
return null;
}
}
}
private final IntObjectHashMap shaderPrograms = new IntObjectHashMap();
private static final int HIGH_MASK = Region.COLORCHANNEL_RENDERING_BIT | Region.COLORTEXTURE_RENDERING_BIT;
private static final int TWO_PASS_BIT = 1 << 31;
/**
* @param gl
* @param renderModes
* @param pass1
* @param quality
* @param sampleCount
* @param colorTexSeq
* @return true if a new shader program is being used and hence external uniform-data and -location,
* as well as the attribute-location must be updated, otherwise false.
*/
public final boolean useShaderProgram(final GL2ES2 gl, final int renderModes,
final boolean pass1, final int quality, final int sampleCount, final TextureSequence colorTexSeq) {
final int colorTexSeqHash;
if( null != colorTexSeq ) {
colorTexSeqHash = colorTexSeq.getTextureFragmentShaderHashCode();
} else {
colorTexSeqHash = 0;
}
final ShaderModeSelector1 sel1 = pass1 ? ShaderModeSelector1.selectPass1(renderModes) :
ShaderModeSelector1.selectPass2(renderModes, quality, sampleCount);
final boolean isTwoPass = Region.isTwoPass( renderModes );
final boolean isPass1ColorTexSeq = pass1 && null != colorTexSeq;
final int shaderKey = ( (colorTexSeqHash << 5) - colorTexSeqHash ) +
( sel1.ordinal() | ( HIGH_MASK & renderModes ) | ( isTwoPass ? TWO_PASS_BIT : 0 ) );
/**
if(DEBUG) {
System.err.printf("RegionRendererImpl01.useShaderProgram.0: renderModes %s, sel1 %s, key 0x%X (pass1 %b, q %d, samples %d) - Thread %s%n",
Region.getRenderModeString(renderModes), sel1, shaderKey, pass1, quality, sampleCount, Thread.currentThread());
} */
ShaderProgram sp = (ShaderProgram) shaderPrograms.get( shaderKey );
if( null != sp ) {
final boolean spChanged = getRenderState().setShaderProgram(gl, sp);
if(DEBUG) {
if( spChanged ) {
System.err.printf("RegionRendererImpl01.useShaderProgram.X1: GOT renderModes %s, sel1 %s, key 0x%X -> sp %d / %d (changed)%n", Region.getRenderModeString(renderModes), sel1, shaderKey, sp.program(), sp.id());
} else {
System.err.printf("RegionRendererImpl01.useShaderProgram.X1: GOT renderModes %s, sel1 %s, key 0x%X -> sp %d / %d (keep)%n", Region.getRenderModeString(renderModes), sel1, shaderKey, sp.program(), sp.id());
}
}
return spChanged;
}
final String versionedBaseName = getVersionedShaderName();
final String vertexShaderName;
if( isTwoPass ) {
vertexShaderName = versionedBaseName+"-pass"+(pass1?1:2);
} else {
vertexShaderName = versionedBaseName+"-single";
}
final ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, AttributeNames.class, SHADER_SRC_SUB, SHADER_BIN_SUB, vertexShaderName, true);
final ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, AttributeNames.class, SHADER_SRC_SUB, SHADER_BIN_SUB, versionedBaseName+"-segment-head", true);
if( isPass1ColorTexSeq && GLES2.GL_TEXTURE_EXTERNAL_OES == colorTexSeq.getTextureTarget() ) {
if( !gl.isExtensionAvailable(GLExtensions.OES_EGL_image_external) ) {
throw new GLException(GLExtensions.OES_EGL_image_external+" requested but not available");
}
}
boolean supressGLSLVersionES30 = false;
if( isPass1ColorTexSeq && GLES2.GL_TEXTURE_EXTERNAL_OES == colorTexSeq.getTextureTarget() ) {
if( Platform.OSType.ANDROID == Platform.getOSType() && gl.isGLES3() ) {
// Bug on Nexus 10, ES3 - Android 4.3, where
// GL_OES_EGL_image_external extension directive leads to a failure _with_ '#version 300 es' !
// P0003: Extension 'GL_OES_EGL_image_external' not supported
supressGLSLVersionES30 = true;
}
}
//
// GLSL customization at top
//
int posVp = rsVp.defaultShaderCustomization(gl, !supressGLSLVersionES30, true);
// rsFp.defaultShaderCustomization(gl, true, true);
int posFp = supressGLSLVersionES30 ? 0 : rsFp.addGLSLVersion(gl);
if( isPass1ColorTexSeq ) {
posFp = rsFp.insertShaderSource(0, posFp, colorTexSeq.getRequiredExtensionsShaderStub());
}
if( pass1 && supressGLSLVersionES30 || ( gl.isGLES2() && !gl.isGLES3() ) ) {
posFp = rsFp.insertShaderSource(0, posFp, ShaderCode.createExtensionDirective(GLExtensions.OES_standard_derivatives, ShaderCode.ENABLE));
}
if( false ) {
final String rsFpDefPrecision = getFragmentShaderPrecision(gl);
if( null != rsFpDefPrecision ) {
posFp = rsFp.insertShaderSource(0, posFp, rsFpDefPrecision);
}
} else {
posFp = rsFp.addDefaultShaderPrecision(gl, posFp);
}
//
// GLSL append from here on
posFp = -1;
if( Region.hasColorChannel( renderModes ) ) {
posVp = rsVp.insertShaderSource(0, posVp, GLSL_USE_COLOR_CHANNEL);
posFp = rsFp.insertShaderSource(0, posFp, GLSL_USE_COLOR_CHANNEL);
}
if( Region.hasColorTexture( renderModes ) ) {
rsVp.insertShaderSource(0, posVp, GLSL_USE_COLOR_TEXTURE);
posFp = rsFp.insertShaderSource(0, posFp, GLSL_USE_COLOR_TEXTURE);
}
if( !pass1 ) {
posFp = rsFp.insertShaderSource(0, posFp, GLSL_DEF_SAMPLE_COUNT+sel1.sampleCount+"\n");
posFp = rsFp.insertShaderSource(0, posFp, GLSL_CONST_SAMPLE_COUNT+sel1.sampleCount+".0;\n");
}
try {
posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "uniforms.glsl");
posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "varyings.glsl");
} catch (final IOException ioe) {
throw new RuntimeException("Failed to read: includes", ioe);
}
if( 0 > posFp ) {
throw new RuntimeException("Failed to read: includes");
}
final String texLookupFuncName;
if( isPass1ColorTexSeq ) {
posFp = rsFp.insertShaderSource(0, posFp, "uniform "+colorTexSeq.getTextureSampler2DType()+" "+UniformNames.gcu_ColorTexUnit+";\n");
texLookupFuncName = colorTexSeq.getTextureLookupFunctionName(gcuTexture2D);
posFp = rsFp.insertShaderSource(0, posFp, colorTexSeq.getTextureLookupFragmentShaderImpl());
} else {
texLookupFuncName = null;
}
posFp = rsFp.insertShaderSource(0, posFp, GLSL_MAIN_BEGIN);
final String passS = pass1 ? "-pass1-" : "-pass2-";
final String shaderSegment = versionedBaseName+passS+sel1.tech+sel1.sub+".glsl";
if(DEBUG) {
System.err.printf("RegionRendererImpl01.useShaderProgram.1: segment %s%n", shaderSegment);
}
try {
posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, shaderSegment);
} catch (final IOException ioe) {
throw new RuntimeException("Failed to read: "+shaderSegment, ioe);
}
if( 0 > posFp ) {
throw new RuntimeException("Failed to read: "+shaderSegment);
}
posFp = rsFp.insertShaderSource(0, posFp, "}\n");
if( isPass1ColorTexSeq ) {
rsFp.replaceInShaderSource(gcuTexture2D, texLookupFuncName);
}
sp = new ShaderProgram();
sp.add(rsVp);
sp.add(rsFp);
if( !sp.init(gl) ) {
throw new GLException("RegionRenderer: Couldn't init program: "+sp);
}
if( !sp.link(gl, System.err) ) {
throw new GLException("could not link program: "+sp);
}
getRenderState().setShaderProgram(gl, sp);
shaderPrograms.put(shaderKey, sp);
if(DEBUG) {
System.err.printf("RegionRendererImpl01.useShaderProgram.X1: PUT renderModes %s, sel1 %s, key 0x%X -> sp %d / %d (changed)%n",
Region.getRenderModeString(renderModes), sel1, shaderKey, sp.program(), sp.id());
}
return true;
}
}
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