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/**
* Copyright 2012 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.FloatBuffer;
import com.jogamp.opengl.util.GLArrayDataServer;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLArrayData;
import javax.media.opengl.GLException;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
public class GLSLTextureRaster {
private final boolean textureVertFlipped;
private final int textureUnit;
private ShaderProgram sp;
private PMVMatrix pmvMatrix;
private GLUniformData pmvMatrixUniform;
private GLUniformData activeTexUniform;
private GLArrayDataServer interleavedVBO;
public GLSLTextureRaster(int textureUnit, boolean textureVertFlipped) {
this.textureVertFlipped = textureVertFlipped;
this.textureUnit = textureUnit;
}
public int getTextureUnit() { return textureUnit; }
static final String shaderBasename = "texture01_xxx";
static final String shaderSrcPath = "../../shader";
static final String shaderBinPath = "../../shader/bin";
public void init(GL2ES2 gl) {
// Create & Compile the shader objects
final ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(),
shaderSrcPath, shaderBinPath, shaderBasename, true);
final ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(),
shaderSrcPath, shaderBinPath, shaderBasename, true);
rsVp.defaultShaderCustomization(gl, true, true);
rsFp.defaultShaderCustomization(gl, true, true);
// Create & Link the shader program
sp = new ShaderProgram();
sp.add(rsVp);
sp.add(rsFp);
if(!sp.link(gl, System.err)) {
throw new GLException("Couldn't link program: "+sp);
}
sp.useProgram(gl, true);
// setup mgl_PMVMatrix
pmvMatrix = new PMVMatrix();
pmvMatrix.glMatrixMode(PMVMatrix.GL_PROJECTION);
pmvMatrix.glLoadIdentity();
pmvMatrix.glMatrixMode(PMVMatrix.GL_MODELVIEW);
pmvMatrix.glLoadIdentity();
pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); // P, Mv
if( pmvMatrixUniform.setLocation(gl, sp.program()) < 0 ) {
throw new GLException("Couldn't locate "+pmvMatrixUniform+" in shader: "+sp);
}
gl.glUniform(pmvMatrixUniform);
activeTexUniform = new GLUniformData("mgl_Texture0", textureUnit);
if( activeTexUniform.setLocation(gl, sp.program()) < 0 ) {
throw new GLException("Couldn't locate "+activeTexUniform+" in shader: "+sp);
}
gl.glUniform(activeTexUniform);
final float[] s_quadTexCoords;
if( textureVertFlipped ) {
s_quadTexCoords = s_quadTexCoords01;
} else {
s_quadTexCoords = s_quadTexCoords00;
}
interleavedVBO = GLArrayDataServer.createGLSLInterleaved(3+2, GL.GL_FLOAT, false, 2*4, GL.GL_STATIC_DRAW);
{
final GLArrayData vArrayData = interleavedVBO.addGLSLSubArray("mgl_Vertex", 3, GL.GL_ARRAY_BUFFER);
if( vArrayData.setLocation(gl, sp.program()) < 0 ) {
throw new GLException("Couldn't locate "+vArrayData+" in shader: "+sp);
}
final GLArrayData tArrayData = interleavedVBO.addGLSLSubArray("mgl_MultiTexCoord", 2, GL.GL_ARRAY_BUFFER);
if( tArrayData.setLocation(gl, sp.program()) < 0 ) {
throw new GLException("Couldn't locate "+tArrayData+" in shader: "+sp);
}
final FloatBuffer ib = (FloatBuffer)interleavedVBO.getBuffer();
for(int i=0; i<4; i++) {
ib.put(s_quadVertices, i*3, 3);
ib.put(s_quadTexCoords, i*2, 2);
}
}
interleavedVBO.seal(gl, true);
interleavedVBO.enableBuffer(gl, false);
sp.useProgram(gl, false);
}
public void reshape(GL2ES2 gl, int x, int y, int width, int height) {
if(null != sp) {
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
pmvMatrix.glLoadIdentity();
pmvMatrix.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 10.0f);
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
pmvMatrix.glLoadIdentity();
sp.useProgram(gl, true);
gl.glUniform(pmvMatrixUniform);
sp.useProgram(gl, false);
}
}
public void dispose(GL2ES2 gl) {
if(null != pmvMatrixUniform) {
pmvMatrixUniform = null;
}
if(null != pmvMatrix) {
pmvMatrix.destroy();
pmvMatrix=null;
}
if(null != interleavedVBO) {
interleavedVBO.destroy(gl);
interleavedVBO=null;
}
if(null != sp) {
sp.destroy(gl);
sp=null;
}
}
public void display(GL2ES2 gl) {
if(null != sp) {
sp.useProgram(gl, true);
interleavedVBO.enableBuffer(gl, true);
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4);
interleavedVBO.enableBuffer(gl, false);
sp.useProgram(gl, false);
}
}
private static final float[] s_quadVertices = {
-1f, -1f, 0f, // LB
1f, -1f, 0f, // RB
-1f, 1f, 0f, // LT
1f, 1f, 0f // RT
};
private static final float[] s_quadTexCoords00 = {
0f, 0f, // LB
1f, 0f, // RB
0f, 1f, // LT
1f, 1f // RT
};
private static final float[] s_quadTexCoords01 = {
0f, 1f, // LB
1f, 1f, // RB
0f, 0f, // LT
1f, 0f // RT
};
}
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