aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java
blob: 86f9251b7891940f0218658051d70594674f1375 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649

package com.jogamp.opengl.util.glsl;

import javax.media.opengl.*;
import com.jogamp.opengl.impl.Debug;

import java.util.HashMap;
import java.util.HashSet;
import java.util.Iterator;
import java.security.*;

public class ShaderState {
    public static final boolean DEBUG = Debug.isPropertyDefined("jogl.debug.GLSLState", true, AccessController.getContext());

    public ShaderState() {
    }

    public boolean verbose() { return verbose; }

    public void setVerbose(boolean v) { verbose=v; }

    /**
     * Fetches the current shader state from the thread local storage (TLS)
     *
     * @see com.jogamp.opengl.util.glsl.ShaderState#glUseProgram(GL2ES2, boolean)
     * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrent()
     */
    public static synchronized ShaderState getCurrent() { 
        GLContext current = GLContext.getCurrent();
        if(null==current) {
            throw new GLException("No context is current on this thread");
        }
        return (ShaderState) current.getAttachedObject(ShaderState.class.getName());
    }

    /**
     * Turns the shader program on or off.<br>
     * Puts this ShaderState to to the thread local storage (TLS),
     * if <code>on</code> is <code>true</code>.
     *
     * @see com.jogamp.opengl.util.glsl.ShaderState#glUseProgram(GL2ES2, boolean)
     * @see com.jogamp.opengl.util.glsl.ShaderState#getCurrent()
     */
    public synchronized void glUseProgram(GL2ES2 gl, boolean on) {
        if(on) {
            if(null!=shaderProgram) {
                shaderProgram.glUseProgram(gl, true);
            } else {
                throw new GLException("No program is attached");
            }
            // update the current ShaderState to the TLS ..
            gl.getContext().putAttachedObject(ShaderState.class.getName(), this);
        } else if(null!=shaderProgram) {
            shaderProgram.glUseProgram(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.
     */
    public synchronized void attachShaderProgram(GL2ES2 gl, ShaderProgram prog) {
        boolean prgInUse = false; // earmarked state

        if(DEBUG) {
            int curId = (null!=shaderProgram)?shaderProgram.id():-1;
            int newId = (null!=prog)?prog.id():-1;
            System.err.println("Info: attachShaderProgram: "+curId+" -> "+newId+"\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;
            }
            prgInUse = shaderProgram.inUse();
            shaderProgram.glUseProgram(gl, false);
        }

        // register new one
        shaderProgram = prog;

        if(null!=shaderProgram) {
            // reinstall all data ..
            shaderProgram.glUseProgram(gl, true);
            glResetAllVertexAttributes(gl);
            glResetAllUniforms(gl);
            if(!prgInUse) {
                shaderProgram.glUseProgram(gl, false);
            }
        }
        if(DEBUG) {
            System.err.println("Info: attachShaderProgram: END");
        }
    }

    public ShaderProgram shaderProgram() { return shaderProgram; }

    /**
     * Calls release(gl, true, true)
     *
     * @see #glReleaseAllVertexAttributes
     * @see #glReleaseAllUniforms
     * @see #release(GL2ES2, boolean, boolean)
     */
    public synchronized void destroy(GL2ES2 gl) {
        release(gl, true, true);
    }

    /**
     * Calls release(gl, false, false)
     *
     * @see #glReleaseAllVertexAttributes
     * @see #glReleaseAllUniforms
     * @see #release(GL2ES2, boolean, boolean)
     */
    public synchronized void releaseAllData(GL2ES2 gl) {
        release(gl, false, false);
    }

    /**
     * @see #glReleaseAllVertexAttributes
     * @see #glReleaseAllUniforms
     * @see ShaderProgram#release(GL2ES2, boolean)
     */
    public synchronized void release(GL2ES2 gl, boolean releaseProgramToo, boolean releaseShaderToo) {
        boolean prgInUse = false;
        if(null!=shaderProgram) {
            prgInUse = shaderProgram.inUse();
            if(!prgInUse) {
                shaderProgram.glUseProgram(gl, true);
            }
        }
        glReleaseAllVertexAttributes(gl);
        glReleaseAllUniforms(gl);
        if(null!=shaderProgram) {
            if(releaseProgramToo) {
                shaderProgram.release(gl, releaseShaderToo);
            } else if(!prgInUse) {
                shaderProgram.glUseProgram(gl, false);
            }
        }
    }

    //
    // Shader attribute handling
    //

    /**
     * Binds an attribute to the shader.
     * This must be done before the program is linked !
     * n name - 1 idx, where name is a uniq key
     *
     * @throws GLException is the program is already linked
     *
     * @see #glBindAttribLocation
     * @see javax.media.opengl.GL2ES2#glBindAttribLocation
     * @see #glGetAttribLocation
     * @see javax.media.opengl.GL2ES2#glGetAttribLocation
     * @see #getAttribLocation
     * @see ShaderProgram#glReplaceShader
     */
    public void glBindAttribLocation(GL2ES2 gl, int index, String name) {
        if(null==shaderProgram) throw new GLException("No program is attached");
        if(shaderProgram.linked()) throw new GLException("Program is already linked");
        Integer idx = new Integer(index);
        if(!attribMap2Idx.containsKey(name)) {
            attribMap2Idx.put(name, idx);
            gl.glBindAttribLocation(shaderProgram.program(), index, name);
        }
    }

    /**
     * Gets the index of a shader attribute.
     * This must be done after the program is linked !
     *
     * @return -1 if there is no such attribute available, 
     *         otherwise >= 0
     * @throws GLException is the program is not linked
     *
     * @see #glBindAttribLocation
     * @see javax.media.opengl.GL2ES2#glBindAttribLocation
     * @see #glGetAttribLocation
     * @see javax.media.opengl.GL2ES2#glGetAttribLocation
     * @see #getAttribLocation
     * @see ShaderProgram#glReplaceShader
     */
    public int glGetAttribLocation(GL2ES2 gl, String name) {
        if(!shaderProgram.linked()) throw new GLException("Program is not linked");
        int index = getAttribLocation(name);
        if(0>index) {
            index = gl.glGetAttribLocation(shaderProgram.program(), name);
            if(0<=index) {
                Integer idx = new Integer(index);
                attribMap2Idx.put(name, idx);
                if(DEBUG) {
                    System.err.println("Info: glGetAttribLocation: "+name+", loc: "+index);
                }
            } else if(verbose) {
                Throwable tX = new Throwable("Info: glGetAttribLocation failed, no location for: "+name+", index: "+index);
                tX.printStackTrace();
            }
        }
        return index;
    }

    protected int getAttribLocation(String name) {
        Integer idx = (Integer) attribMap2Idx.get(name);
        return (null!=idx)?idx.intValue():-1;
    }


    //
    // Enabled Vertex Arrays and its data
    //

    /**
     * Enable a vertex attribute array
     *
     * Even if the attribute is not found in the current shader,
     * it is stored in this state.
     *
     * @return false, if the name is not found, otherwise true
     *
     * @throws GLException if the program is not in use
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public boolean glEnableVertexAttribArray(GL2ES2 gl, String name) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        enabledVertexAttribArraySet.add(name);
        int index = glGetAttribLocation(gl, name);
        if(0>index) {
            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: "+index);
        }
        gl.glEnableVertexAttribArray(index);
        return true;
    }

    public boolean isVertexAttribArrayEnabled(String name) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        return enabledVertexAttribArraySet.contains(name);
    }

    /**
     * Disables a vertex attribute array
     *
     * Even if the attribute is not found in the current shader,
     * it is removed from this state.
     *
     * @return false, if the name is not found, otherwise true
     *
     * @throws GLException if the program is not in use
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public boolean glDisableVertexAttribArray(GL2ES2 gl, String name) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        enabledVertexAttribArraySet.remove(name);
        int index = glGetAttribLocation(gl, name);
        if(0>index) {
            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(index);
        return true;
    }

    /**
     * Set the vertex attribute data.
     * Enable the attribute, if it is not enabled yet.
     *
     * Even if the attribute is not found in the current shader,
     * it is stored in this state.
     *
     * @param data the GLArrayData's name must match the attributes one,
     *      it's index will be set with the attribute's location,
     *      if found.
     *
     * @return false, if the name is not found, otherwise true
     *
     * @throws GLException if the program is not in use
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public boolean glVertexAttribPointer(GL2ES2 gl, GLArrayData data) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        if(!enabledVertexAttribArraySet.contains(data.getName())) {
            if(!glEnableVertexAttribArray(gl, data.getName())) {
                if(verbose) {
                    Throwable tX = new Throwable("Info: glVertexAttribPointer: couldn't enable: "+data);
                    tX.printStackTrace();
                }
            }
        }
        int index = getAttribLocation(data.getName());
        if(0>index) {
            if(verbose) {
                Throwable tX = new Throwable("Info: glVertexAttribPointer failed, no index for: "+data);
                tX.printStackTrace();
            }
        }
        data.setLocation(index);
        vertexAttribMap2Data.put(data.getName(), data);
        if(0<=index) {
            // 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;
    }

    /**
     * Get the vertex attribute data, previously set.
     *
     * @return the GLArrayData object, null if not previously set.
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public GLArrayData getVertexAttribPointer(String name) {
        return (GLArrayData) vertexAttribMap2Data.get(name);
    }

    /**
     * Releases all mapped vertex attribute data,
     * disables all enabled attributes and loses all indices
     *
     * @throws GLException is the program is not in use but the shaderProgram is set
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public void glReleaseAllVertexAttributes(GL2ES2 gl) {
        if(null!=shaderProgram) {
            if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
            for(Iterator iter = vertexAttribMap2Data.keySet().iterator(); iter.hasNext(); ) {
                if(!glDisableVertexAttribArray(gl, (String) iter.next())) {
                    throw new GLException("Internal Error: mapped vertex attribute couldn't be disabled");
                }
            }
            for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
                if(!glDisableVertexAttribArray(gl, (String) iter.next())) {
                    throw new GLException("Internal Error: prev enabled vertex attribute couldn't be disabled");
                }
            }
        }
        vertexAttribMap2Data.clear();
        enabledVertexAttribArraySet.clear();
        attribMap2Idx.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. 
     *
     * @throws GLException is the program is not in use but the shaderProgram is set
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public void glDisableAllVertexAttributeArrays(GL2ES2 gl, boolean removeFromState) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");

        for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
            String name = (String) iter.next();
            if(removeFromState) {
                enabledVertexAttribArraySet.remove(name);
            }
            int index = glGetAttribLocation(gl, name);
            if(0<=index) {
                gl.glDisableVertexAttribArray(index);
            }
        }
    }

    /**
     * Reset all previously enabled mapped vertex attribute data,
     * incl enabling them
     *
     * @throws GLException is the program is not in use
     *
     * @see #glEnableVertexAttribArray
     * @see #glDisableVertexAttribArray
     * @see #glVertexAttribPointer
     * @see #getVertexAttribPointer
     * @see #glReleaseAllVertexAttributes
     * @see #glResetAllVertexAttributes
     * @see ShaderProgram#glReplaceShader
     */
    public void glResetAllVertexAttributes(GL2ES2 gl) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        attribMap2Idx.clear();

        /**
         *
        for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
            glEnableVertexAttribArray(gl, (String) iter.next());
        }
        for(Iterator iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) {
            GLArrayData data = (GLArrayData) iter.next();

            ...
        } */

        for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
            // get new location ..
            String name = (String) iter.next();
            int loc = glGetAttribLocation(gl, name);

            // get & update data ..
            GLArrayData data = getVertexAttribPointer(name);
            data.setLocation(loc);
            vertexAttribMap2Data.put(name, data);

            if(0>loc) {
                // not used in shader
                continue;
            }

            // enable attrib, VBO and pass location/data
            gl.glEnableVertexAttribArray(loc);

            if( data.isVBO() ) {
                gl.glBindBuffer(GL.GL_ARRAY_BUFFER, data.getVBOName());
            } 

            gl.glVertexAttribPointer(data);
        }
    }

    //
    // Shader Uniform handling
    //

    /**
     * Gets the index of a shader uniform.
     * This must be done when the program is in use !
     *
     * @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
     */
    protected int glGetUniformLocation(GL2ES2 gl, String name) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        int index = getUniformLocation(name);
        if(0>index) {
            index = gl.glGetUniformLocation(shaderProgram.program(), name);
            if(0<=index) {
                Integer idx = new Integer(index);
                uniformMap2Idx.put(name, idx);
            } else if(verbose) {
                Throwable tX = new Throwable("Info: glUniform failed, no location for: "+name+", index: "+index);
                tX.printStackTrace();
            }
        }
        return index;
    }

    protected int getUniformLocation(String name) {
        Integer idx = (Integer) uniformMap2Idx.get(name);
        return (null!=idx)?idx.intValue():-1;
    }

    /**
     * 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 #getUniformLocation
     * @see ShaderProgram#glReplaceShader
     */
    public boolean glUniform(GL2ES2 gl, GLUniformData data) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        int location = glGetUniformLocation(gl, data.getName());
        data.setLocation(location);
        uniformMap2Data.put(data.getName(), 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 (GLUniformData) uniformMap2Data.get(name);
    }

    /**
     * Releases all mapped uniform data
     * and loses all indices
     *
     * @throws GLException is the program is not in use
     */
    public void glReleaseAllUniforms(GL2ES2 gl) {
        uniformMap2Data.clear();
        uniformMap2Idx.clear();
    }
        
    /**
     * Reset all previously mapped uniform data
     *
     * @throws GLException is the program is not in use
     */
    public void glResetAllUniforms(GL2ES2 gl) {
        if(!shaderProgram.inUse()) throw new GLException("Program is not in use");
        uniformMap2Idx.clear();
        for(Iterator iter = uniformMap2Data.values().iterator(); iter.hasNext(); ) {
            glUniform(gl, (GLUniformData) iter.next());
        }
    }

    public String toString() {
        StringBuffer buf = new StringBuffer();
        buf.append("ShaderState[");
        buf.append(shaderProgram.toString());
        buf.append(",EnabledStates: [");
        for(Iterator iter = enabledVertexAttribArraySet.iterator(); iter.hasNext(); ) {
            buf.append("\n  ");
            buf.append((String)iter.next());
        }
        buf.append("], [");
        for(Iterator iter = vertexAttribMap2Data.values().iterator(); iter.hasNext(); ) {
            GLArrayData data = (GLArrayData) iter.next();
            if(data.getLocation()>=0) {
                buf.append("\n  ");
                buf.append(data);
            }
        }
        buf.append("], [");
        for(Iterator iter=uniformMap2Data.values().iterator(); iter.hasNext(); ) {
            GLUniformData data = (GLUniformData) iter.next();
            if(data.getLocation()>=0) {
                buf.append("\n  ");
                buf.append(data);
            }
        }
        buf.append("]");
        return buf.toString();
    }

    protected boolean verbose = false;
    protected ShaderProgram shaderProgram=null;
    protected HashMap attribMap2Idx = new HashMap();
    protected HashSet enabledVertexAttribArraySet = new HashSet();
    protected HashMap vertexAttribMap2Data = new HashMap();
    protected HashMap uniformMap2Idx = new HashMap();
    protected HashMap uniformMap2Data = new HashMap();

}