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package javax.media.opengl;
import java.nio.*;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.math.FloatUtil;
public class GLUniformData {
/**
* int atom
*
* Number of objects is 1
*
*/
public GLUniformData(String name, int val) {
init(name, 1, new Integer(val));
}
/**
* float atom
*
* Number of objects is 1
*
*/
public GLUniformData(String name, float val) {
init(name, 1, new Float(val));
}
/**
* Multiple IntBuffer Vector
*
* Number of objects is calculated by data.limit()/components
*
* @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
*/
public GLUniformData(String name, int components, IntBuffer data) {
init(name, components, data);
}
/**
* Multiple FloatBuffer Vector
*
* Number of objects is calculated by data.limit()/components
*
* @param components number of elements of one object, ie 4 for GL_FLOAT_VEC4,
*/
public GLUniformData(String name, int components, FloatBuffer data) {
init(name, components, data);
}
/**
* Multiple FloatBuffer Matrix
*
* Number of objects is calculated by data.limit()/(rows*columns)
*
* @param rows the matrix rows
* @param column the matrix column
*/
public GLUniformData(String name, int rows, int columns, FloatBuffer data) {
init(name, rows, columns, data);
}
public GLUniformData setData(int data) { init(new Integer(data)); return this; }
public GLUniformData setData(float data) { init(new Float(data)); return this; }
public GLUniformData setData(IntBuffer data) { init(data); return this; }
public GLUniformData setData(FloatBuffer data) { init(data); 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; };
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 init(String name, int rows, int columns, Object data) {
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.isMatrix=true;
this.location=-1;
init(data);
}
private void init(String name, int components, 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.isMatrix=false;
this.location=-1;
init(data);
}
private void init(Object data) {
if(data instanceof Buffer) {
final int sz = rows*columns;
final Buffer buffer = (Buffer)data;
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()/(rows*columns);
} else {
if(isMatrix) {
throw new GLException("Atom type not allowed for matrix : "+this);
}
this.count=1;
}
this.data=data;
}
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(int location) { this.location=location; return location; }
/**
* Retrieves the location of the shader uniform 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(GL2ES2 gl, int program) {
location = gl.glGetUniformLocation(program, name);
return location;
}
public Object getObject() {
return data;
}
public Buffer getBuffer() {
return (data instanceof Buffer)?(Buffer)data:null;
}
public boolean isBuffer() {
return (data instanceof Buffer);
}
public boolean isMatrix() { return isMatrix; }
public int count() { return count; }
public int components() { return rows*columns; }
public int rows() { return rows; }
public int columns() { return columns; }
private String name;
private int location;
private int rows, columns;
private int count;
private Object data;
private boolean isMatrix;
}
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