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/**
* Copyright 2009-2023 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;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.util.SyncAction;
import com.jogamp.opengl.util.SyncBuffer;
/**
* GLSL uniform data wrapper encapsulating data to be uploaded to the GPU as a uniform.
*/
public final class GLUniformData {
/**
* int atom
*
* Number of objects is 1
*
* @param name the uniform name as used in the shader
*/
public GLUniformData(final String name, final int val) {
initScalar(name, 1, Integer.valueOf(val));
}
/**
* float atom
*
* Number of objects is 1
*
* @param name the uniform name as used in the shader
*/
public GLUniformData(final String name, final float val) {
initScalar(name, 1, Float.valueOf(val));
}
/**
* Multiple IntBuffer Vector
*
* Number of objects is calculated by data.limit()/components
*
* @param name the uniform name as used in the shader
* @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
* @param data the data
*/
public GLUniformData(final String name, final int components, final IntBuffer data) {
initBuffer(name, components, data, null);
}
/**
* Multiple FloatBuffer Vector
*
* Number of objects is calculated by data.limit()/components
*
* @param name the uniform name as used in the shader
* @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
* @param data the underlying data
*/
public GLUniformData(final String name, final int components, final FloatBuffer data) {
initBuffer(name, components, data, null);
}
/**
* Multiple IntBuffer or FloatBuffer Vector
*
* Number of objects is calculated by data.limit()/components
*
* @param name the uniform name as used in the shader
* @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
* @param syncBuffer {@link SyncBuffer} providing {@link SyncAction} and {@link Buffer}, allowing to sync the buffer with the underlying data, see {@link #getBuffer()}
*/
public GLUniformData(final String name, final int components, final SyncBuffer syncBuffer) {
initBuffer(name, components, syncBuffer.getBuffer(), syncBuffer.getAction());
}
private GLUniformData(final int components, final String name) {
initBuffer(name, components, null, null);
}
public static GLUniformData creatEmptyVector(final String name, final int components) {
return new GLUniformData(components, name);
}
public static GLUniformData creatEmptyMatrix(final String name, final int rows, final int columns) {
return new GLUniformData(name, rows, columns, (FloatBuffer)null);
}
/**
* Multiple FloatBuffer Matrix
*
* Number of objects is calculated by data.limit()/(rows*columns)
*
* @param name the uniform name as used in the shader
* @param rows the matrix rows
* @param column the matrix column
* @param data the underlying data
*/
public GLUniformData(final String name, final int rows, final int columns, final FloatBuffer data) {
initBuffer(name, rows, columns, data, null);
}
/**
* Multiple FloatBuffer Matrix
*
* Number of objects is calculated by data.limit()/(rows*columns)
*
* @param name the uniform name as used in the shader
* @param rows the matrix rows
* @param column the matrix column
* @param syncBuffer {@link SyncBuffer} providing {@link SyncAction} and {@link Buffer}, allowing to sync the buffer with the underlying data, see {@link #getBuffer()}
*/
public GLUniformData(final String name, final int rows, final int columns, final SyncBuffer syncBuffer) {
initBuffer(name, rows, columns, syncBuffer.getBuffer(), syncBuffer.getAction());
}
public GLUniformData setData(final int data) { initScalar(Integer.valueOf(data)); return this; }
public GLUniformData setData(final float data) { initScalar(Float.valueOf(data)); return this; }
public GLUniformData setData(final IntBuffer data) { initBuffer(data, null); return this; }
public GLUniformData setData(final FloatBuffer data) { initBuffer(data, null); return this; }
public GLUniformData setData(final SyncBuffer syncedBuffer) { initBuffer(syncedBuffer.getBuffer(), syncedBuffer.getAction()); return this; }
public int intValue() { return ((Integer)data).intValue(); };
public float floatValue() { return ((Float)data).floatValue(); };
public IntBuffer intBufferValue() { return (IntBuffer)data; };
public FloatBuffer floatBufferValue() { return (FloatBuffer)data; };
@SuppressWarnings("deprecation")
public StringBuilder toString(StringBuilder sb) {
if(null == sb) {
sb = new StringBuilder();
}
sb.append("GLUniformData[name ").append(name).
append(", location ").append(location).
append(", size ").append(rows).append("x").append(columns).
append(", count ").append(count).
append(", data ");
if(isMatrix() && data instanceof FloatBuffer) {
sb.append("\n");
final FloatBuffer fb = (FloatBuffer)getBuffer();
for(int i=0; i<count; i++) {
FloatUtil.matrixToString(sb, i+": ", "%10.5f", fb, i*rows*columns, rows, columns, false);
sb.append(",\n");
}
} else if(isBuffer()) {
Buffers.toString(sb, null, getBuffer());
} else {
sb.append(data);
}
sb.append("]");
return sb;
}
@Override
public String toString() {
return toString(null).toString();
}
private void initBuffer(final String name, final int rows, final int columns, final Buffer buffer, final SyncAction syncAction) {
if( 2>rows || rows>4 || 2>columns || columns>4 ) {
throw new GLException("rowsXcolumns must be within [2..4]X[2..4], is: "+rows+"X"+columns);
}
this.name=name;
this.rows=rows;
this.columns=columns;
this.bits=BIT_MATRIX;
this.location=-1;
initBuffer(buffer, syncAction);
}
private void initScalar(final String name, final int components, final Object data) {
if( 1>components || components>4 ) {
throw new GLException("components must be within [1..4], is: "+components);
}
this.name=name;
this.columns=components;
this.rows=1;
this.bits=0;
this.location=-1;
initScalar(data);
}
private void initBuffer(final String name, final int components, final Buffer buffer, final SyncAction syncAction) {
if( 1>components || components>4 ) {
throw new GLException("components must be within [1..4], is: "+components);
}
this.name=name;
this.columns=components;
this.rows=1;
this.bits=0;
this.location=-1;
initBuffer(buffer, syncAction);
}
private void initScalar(final Object data) {
if(data instanceof Buffer) {
initBuffer((Buffer)data, null);
} else if( null != data ) {
if( isMatrix() ) {
throw new GLException("Atom type not allowed for matrix : "+this);
}
this.count=1;
this.data=data;
} else {
this.count=0;
this.data=data;
}
}
private void initBuffer(final Buffer buffer, final SyncAction syncAction) {
if( null != buffer ) {
this.bits |= BIT_BUFFER;
final int sz = rows*columns;
if(buffer.remaining()<sz || 0!=buffer.remaining()%sz) {
throw new GLException("remaining data buffer size invalid: buffer: "+buffer.toString()+"\n\t"+this);
}
this.count=buffer.remaining()/sz;
this.data=buffer;
} else {
this.count=0;
this.data=null;
}
this.syncAction = syncAction;
}
/** Return the uniform name as used in the shader */
public String getName() { return name; }
public int getLocation() { return location; }
/**
* Sets the given location of the shader uniform.
* @return the given location
*/
public int setLocation(final int location) { this.location=location; return location; }
/**
* Retrieves the location of the shader uniform with {@link #getName()} from the linked shader program.
* <p>
* No validation is performed within the implementation.
* </p>
* @param gl
* @param program
* @return ≥0 denotes a valid uniform location as found and used in the given shader program.
* <0 denotes an invalid location, i.e. not found or used in the given shader program.
*/
public int setLocation(final GL2ES2 gl, final int program) {
location = gl.glGetUniformLocation(program, name);
return location;
}
/**
* Returns the data object.
* <p>
* In case a {@link SyncAction} has been set,
* it is invoked to {@link SyncAction#sync() synchronize} the object with the underlying data before returning the object.
* </p>
* @return the data object.
* @see SyncAction#sync()
*/
public Object getObject() {
if( null != syncAction ) {
syncAction.sync();
}
return data;
}
/**
* Returns the data buffer.
* <p>
* In case a {@link SyncAction} has been set,
* it is invoked to {@link SyncAction#sync() synchronize} the buffer with the underlying data before returning the buffer.
* </p>
* @return the data buffer.
* @see SyncAction#sync()
*/
public Buffer getBuffer() {
if( null != syncAction ) {
syncAction.sync();
}
return (data instanceof Buffer)?(Buffer)data:null;
}
public boolean isMatrix() { return 0 != ( BIT_MATRIX & bits ); }
public boolean isBuffer() { return 0 != ( BIT_BUFFER & bits ); }
public int count() { return count; }
public int components() { return rows*columns; }
public int rows() { return rows; }
public int columns() { return columns; }
private static final short BIT_MATRIX = 0b0000000000000001;
private static final short BIT_BUFFER = 0b0000000000000010;
private String name;
private int location;
private int rows, columns;
private int count;
private Object data;
private short bits;
private SyncAction syncAction;
}
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