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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 jogamp.opengl.util.glsl;
import java.nio.Buffer;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import jogamp.opengl.util.GLArrayHandlerFlat;
import jogamp.opengl.util.GLVBOArrayHandler;
import com.jogamp.opengl.util.GLArrayDataEditable;
import com.jogamp.opengl.util.glsl.ShaderState;
/**
* Used for 1:1 GLSL arrays, i.e. where the buffer data
* represents this array only.
*/
public class GLSLArrayHandler extends GLVBOArrayHandler {
public GLSLArrayHandler(final GLArrayDataEditable ad) {
super(ad);
}
@Override
public final void setSubArrayVBOName(final int vboName) {
throw new UnsupportedOperationException();
}
@Override
public final void addSubHandler(final GLArrayHandlerFlat handler) {
throw new UnsupportedOperationException();
}
@Override
public final void enableState(final GL gl, final boolean enable, final Object ext) {
final GL2ES2 glsl = gl.getGL2ES2();
if( null != ext ) {
enableShaderState(glsl, enable, (ShaderState)ext);
} else {
enableSimple(glsl, enable);
}
}
private final int[] tempI = new int[1];
private final void enableShaderState(final GL2ES2 glsl, final boolean enable, final ShaderState st) {
if(enable) {
/*
* This would be the non optimized code path:
*
if(ad.isVBO()) {
glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
if(!ad.isVBOWritten()) {
if(null!=buffer) {
glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage());
}
ad.setVBOWritten(true);
}
}
st.vertexAttribPointer(glsl, ad);
*/
final Buffer buffer = ad.getBuffer();
if(ad.isVBO()) {
// bind and refresh the VBO / vertex-attr only if necessary
if(!ad.isVBOWritten()) {
glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
if(null!=buffer) {
glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage());
}
ad.setVBOWritten(true);
st.vertexAttribPointer(glsl, ad);
glsl.glBindBuffer(ad.getVBOTarget(), 0);
} else if(st.getAttribLocation(glsl, ad) >= 0) {
// didn't experience a performance hit on this query ..
// (using ShaderState's location query above to validate the location)
glsl.glGetVertexAttribiv(ad.getLocation(), GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, tempI, 0);
if(ad.getVBOName() != tempI[0]) {
glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
st.vertexAttribPointer(glsl, ad);
glsl.glBindBuffer(ad.getVBOTarget(), 0);
}
}
} else if(null!=buffer) {
st.vertexAttribPointer(glsl, ad);
}
st.enableVertexAttribArray(glsl, ad);
} else {
st.disableVertexAttribArray(glsl, ad);
}
}
private final void enableSimple(final GL2ES2 glsl, final boolean enable) {
final int location = ad.getLocation();
if( 0 > location ) {
return;
}
if(enable) {
/*
* This would be the non optimized code path:
*
if(ad.isVBO()) {
glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
if(!ad.isVBOWritten()) {
if(null!=buffer) {
glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage());
}
ad.setVBOWritten(true);
}
}
st.vertexAttribPointer(glsl, ad);
*/
final Buffer buffer = ad.getBuffer();
if(ad.isVBO()) {
// bind and refresh the VBO / vertex-attr only if necessary
if(!ad.isVBOWritten()) {
glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
if(null!=buffer) {
glsl.glBufferData(ad.getVBOTarget(), ad.getSizeInBytes(), buffer, ad.getVBOUsage());
}
ad.setVBOWritten(true);
glsl.glVertexAttribPointer(ad);
glsl.glBindBuffer(ad.getVBOTarget(), 0);
} else {
// didn't experience a performance hit on this query ..
// (using ShaderState's location query above to validate the location)
glsl.glGetVertexAttribiv(location, GL2ES2.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, tempI, 0);
if(ad.getVBOName() != tempI[0]) {
glsl.glBindBuffer(ad.getVBOTarget(), ad.getVBOName());
glsl.glVertexAttribPointer(ad);
glsl.glBindBuffer(ad.getVBOTarget(), 0);
}
}
} else if(null!=buffer) {
glsl.glVertexAttribPointer(ad);
}
glsl.glEnableVertexAttribArray(location);
} else {
glsl.glDisableVertexAttribArray(location);
}
}
}
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