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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 com.metsci.glimpse.jogamp.opengl.util.awt.text;

import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.util.glsl.ShaderUtil;

/**
 * Utility to load shaders from files, URLs, and strings.
 *
 * 

* {@code ShaderLoader} is a simple utility for loading shaders. It takes shaders directly as * strings. It will create and compile the shaders, and link them together into a program. Both * compiling and linking are verified. If a problem occurs a {@link GLException} is thrown with * the appropriate log attached. * *

* Note it is highly recommended that if the developer passes the strings directly to {@code * ShaderLoader} that they contain newlines. That way if any errors do occur their line numbers * will be reported correctly. This means that if the shader is to be embedded in Java code, a * "\n" should be appended to every line. */ /*@VisibleForTesting*/ /*@ThreadSafe*/ public final class ShaderLoader { /** * Prevents instantiation. */ private ShaderLoader( ) { // empty } /** * Checks that a shader was compiled correctly. * * @param gl OpenGL context, assumed not null * @param shader OpenGL handle to a shader * @return True if shader was compiled without errors */ public static boolean isShaderCompiled( /*@Nonnull*/ final GL2ES2 gl, final int shader ) { return ShaderUtil.isShaderStatusValid( gl, shader, GL2ES2.GL_COMPILE_STATUS, null ); } /** * Checks that a shader program was linked successfully. * * @param gl OpenGL context, assumed not null * @param program OpenGL handle to a shader program * @return True if program was linked successfully */ public static boolean isProgramLinked( /*@Nonnull*/ final GL2ES2 gl, final int program ) { return ShaderUtil.isProgramStatusValid( gl, program, GL2ES2.GL_LINK_STATUS ); } /** * Checks that a shader program was validated successfully. * * @param gl OpenGL context, assumed not null * @param program OpenGL handle to a shader program * @return True if program was validated successfully */ public static boolean isProgramValidated( /*@Nonnull*/ final GL2ES2 gl, final int program ) { return ShaderUtil.isProgramStatusValid( gl, program, GL2ES2.GL_VALIDATE_STATUS ); } /** * Loads a shader program from a pair of strings. * * @param gl Current OpenGL context * @param vss Vertex shader source * @param fss Fragment shader source * @return OpenGL handle to the shader program, not negative * @throws NullPointerException if context or either source is null * @throws IllegalArgumentException if either source is empty * @throws GLException if program did not compile, link, or validate successfully */ /*@Nonnegative*/ public static int loadProgram( /*@Nonnull*/ final GL2ES2 gl, /*@Nonnull*/ final String vss, /*@Nonnull*/ final String fss ) { Check.notNull( gl, "GL cannot be null" ); Check.notNull( vss, "Vertex shader source cannot be null" ); Check.notNull( fss, "Fragment shader source cannot be null" ); Check.argument( !vss.isEmpty( ), "Vertex shader source cannot be empty" ); Check.argument( !fss.isEmpty( ), "Fragment shader source cannot be empty" ); // Create the shaders final int vs = loadShader( gl, vss, GL2ES2.GL_VERTEX_SHADER ); final int fs = loadShader( gl, fss, GL2ES2.GL_FRAGMENT_SHADER ); // Create a program and attach the shaders final int program = gl.glCreateProgram( ); gl.glAttachShader( program, vs ); gl.glAttachShader( program, fs ); // Link the program gl.glLinkProgram( program ); if ( !isProgramLinked( gl, program ) ) { final String log = ShaderUtil.getProgramInfoLog( gl, program ); throw new GLException( log ); } // Clean up the shaders gl.glDeleteShader( vs ); gl.glDeleteShader( fs ); return program; } /** * Loads a shader from a string. * * @param gl Current OpenGL context, assumed not null * @param source Source code of the shader as one long string, assumed not null or empty * @param type Type of shader, assumed valid * @return OpenGL handle to the shader, not negative * @throws GLException if a GLSL-capable context is not active or could not compile shader */ /*@Nonnegative*/ private static int loadShader( /*@Nonnull*/ final GL2ES2 gl, /*@Nonnull*/ final String source, final int type ) { // Create and read source final int shader = gl.glCreateShader( type ); gl.glShaderSource( shader, // shader handle 1, // number of strings new String[] { source }, // array of strings null ); // lengths of strings // Compile gl.glCompileShader( shader ); if ( !isShaderCompiled( gl, shader ) ) { final String log = ShaderUtil.getShaderInfoLog( gl, shader ); throw new GLException( log ); } return shader; } }





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