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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT OWNER 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.
*/
package com.jme3.shader;
import com.jme3.renderer.Renderer;
import com.jme3.scene.VertexBuffer;
import com.jme3.util.IntMap;
import com.jme3.util.IntMap.Entry;
import com.jme3.util.ListMap;
import com.jme3.util.NativeObject;
import java.util.ArrayList;
import java.util.Collection;
public final class Shader extends NativeObject {
/**
* A list of all shader sources currently attached.
*/
private final ArrayList shaderSourceList;
/**
* Maps uniform name to the uniform variable.
*/
private final ListMap uniforms;
/**
* Maps storage block name to the buffer block variables.
*/
private final ListMap bufferBlocks;
/**
* Uniforms bound to {@link UniformBinding}s.
*
* Managed by the {@link UniformBindingManager}.
*/
private final ArrayList boundUniforms;
/**
* Maps attribute name to the location of the attribute in the shader.
*/
private final IntMap attribs;
/**
* Type of shader. The shader will control the pipeline of its type.
*/
public static enum ShaderType {
/**
* Control fragment rasterization. (e.g. color of pixel).
*/
Fragment("frag"),
/**
* Control vertex processing. (e.g. transform of model to clip space)
*/
Vertex("vert"),
/**
* Control geometry assembly. (e.g. compile a triangle list from input
* data)
*/
Geometry("geom"),
/**
* Controls tessellation factor (e.g. how often an input patch should be
* subdivided)
*/
TessellationControl("tsctrl"),
/**
* Controls tessellation transform (e.g. similar to the vertex shader, but
* required to mix inputs manual)
*/
TessellationEvaluation("tseval");
private String extension;
public String getExtension() {
return extension;
}
private ShaderType(String extension) {
this.extension = extension;
}
}
/**
* Shader source describes a shader object in OpenGL. Each shader source
* is assigned a certain pipeline which it controls (described by its type).
*/
public static class ShaderSource extends NativeObject {
ShaderType sourceType;
String language;
String name;
String source;
String defines;
public ShaderSource(ShaderType type) {
super();
this.sourceType = type;
if (type == null) {
throw new IllegalArgumentException("The shader type must be specified");
}
}
protected ShaderSource(ShaderSource ss) {
super(ss.id);
// No data needs to be copied.
// (This is a destructible clone)
}
public ShaderSource() {
super();
}
public void setName(String name) {
this.name = name;
}
public String getName() {
return name;
}
public ShaderType getType() {
return sourceType;
}
public String getLanguage() {
return language;
}
public void setLanguage(String language) {
if (language == null) {
throw new IllegalArgumentException("Shader language cannot be null");
}
this.language = language;
setUpdateNeeded();
}
public void setSource(String source) {
if (source == null) {
throw new IllegalArgumentException("Shader source cannot be null");
}
this.source = source;
setUpdateNeeded();
}
public void setDefines(String defines) {
if (defines == null) {
throw new IllegalArgumentException("Shader defines cannot be null");
}
this.defines = defines;
setUpdateNeeded();
}
public String getSource() {
return source;
}
public String getDefines() {
return defines;
}
@Override
public long getUniqueId() {
return ((long)OBJTYPE_SHADERSOURCE << 32) | ((long)id);
}
@Override
public String toString() {
String nameTxt = "";
if (name != null)
nameTxt = "name="+name+", ";
if (defines != null)
nameTxt += "defines, ";
return getClass().getSimpleName() + "["+nameTxt+"type="
+ sourceType.name()+", language=" + language + "]";
}
@Override
public void resetObject() {
id = -1;
setUpdateNeeded();
}
@Override
public void deleteObject(Object rendererObject) {
((Renderer)rendererObject).deleteShaderSource(ShaderSource.this);
}
@Override
public NativeObject createDestructableClone(){
return new ShaderSource(ShaderSource.this);
}
}
/**
* Creates a new shader, initialize() must be called
* after this constructor for the shader to be usable.
*/
public Shader() {
super();
shaderSourceList = new ArrayList<>();
uniforms = new ListMap<>();
bufferBlocks = new ListMap<>();
attribs = new IntMap<>();
boundUniforms = new ArrayList<>();
}
/**
* Do not use this constructor. Used for destructible clones only.
*
* @param s (not null)
*/
protected Shader(Shader s) {
super(s.id);
// Shader sources cannot be shared, therefore they must
// be destroyed together with the parent shader.
shaderSourceList = new ArrayList();
for (ShaderSource source : s.shaderSourceList){
shaderSourceList.add((ShaderSource) source.createDestructableClone());
}
uniforms = null;
bufferBlocks = null;
boundUniforms = null;
attribs = null;
}
/**
* Adds source code to a certain pipeline.
*
* @param type The pipeline to control
* @param name a name for the new shader object
* @param source The shader source code (in GLSL).
* @param defines Preprocessor defines (placed at the beginning of the shader)
* @param language The shader source language, currently accepted is GLSL###
* where ### is the version, e.g. GLSL100 = GLSL 1.0, GLSL330 = GLSL 3.3, etc.
*/
public void addSource(ShaderType type, String name, String source, String defines, String language){
ShaderSource shaderSource = new ShaderSource(type);
shaderSource.setSource(source);
shaderSource.setName(name);
shaderSource.setLanguage(language);
if (defines != null) {
shaderSource.setDefines(defines);
}
shaderSourceList.add(shaderSource);
setUpdateNeeded();
}
public void addUniformBinding(UniformBinding binding){
String uniformName = "g_" + binding.name();
Uniform uniform = uniforms.get(uniformName);
if (uniform == null) {
uniform = new Uniform();
uniform.name = uniformName;
uniform.binding = binding;
uniforms.put(uniformName, uniform);
boundUniforms.add(uniform);
}
}
public Uniform getUniform(String name){
assert name.startsWith("m_") || name.startsWith("g_");
Uniform uniform = uniforms.get(name);
if (uniform == null){
uniform = new Uniform();
uniform.name = name;
uniforms.put(name, uniform);
}
return uniform;
}
/**
* Gets or creates a buffer block by the name.
*
* @param name the buffer block's name.
* @return the buffer block.
*/
public ShaderBufferBlock getBufferBlock(final String name) {
assert name.startsWith("m_");
ShaderBufferBlock block = bufferBlocks.get(name);
if (block == null) {
block = new ShaderBufferBlock();
block.name = name;
bufferBlocks.put(name, block);
}
return block;
}
public void removeUniform(String name){
uniforms.remove(name);
}
/**
* Removes a buffer block by the name.
*
* @param name the buffer block's name.
*/
public void removeBufferBlock(final String name){
bufferBlocks.remove(name);
}
public Attribute getAttribute(VertexBuffer.Type attribType){
int ordinal = attribType.ordinal();
Attribute attrib = attribs.get(ordinal);
if (attrib == null){
attrib = new Attribute();
attrib.name = attribType.name();
attribs.put(ordinal, attrib);
}
return attrib;
}
public ListMap getUniformMap(){
return uniforms;
}
/**
* Get the buffer blocks map.
*
* @return the buffer blocks map.
*/
public ListMap getBufferBlockMap() {
return bufferBlocks;
}
public ArrayList getBoundUniforms() {
return boundUniforms;
}
public Collection getSources(){
return shaderSourceList;
}
@Override
public String toString() {
return getClass().getSimpleName() +
"[numSources=" + shaderSourceList.size() +
", numUniforms=" + uniforms.size() +
", numBufferBlocks=" + bufferBlocks.size() +
", shaderSources=" + getSources() + "]";
}
/**
* Removes the "set-by-current-material" flag from all uniforms.
* When a uniform is modified after this call, the flag shall
* become "set-by-current-material".
* A call to {@link #resetUniformsNotSetByCurrent() } will reset
* all uniforms that do not have the "set-by-current-material" flag
* to their default value (usually all zeroes or false).
*/
public void clearUniformsSetByCurrentFlag() {
int size = uniforms.size();
for (int i = 0; i < size; i++) {
Uniform u = uniforms.getValue(i);
u.clearSetByCurrentMaterial();
}
}
/**
* Resets all uniforms that do not have the "set-by-current-material" flag
* to their default value (usually all zeroes or false).
* When a uniform is modified, that flag is set, to remove the flag,
* use {@link #clearUniformsSetByCurrentFlag() }.
*/
public void resetUniformsNotSetByCurrent() {
int size = uniforms.size();
for (int i = 0; i < size; i++) {
Uniform u = uniforms.getValue(i);
if (!u.isSetByCurrentMaterial()) {
u.clearValue();
}
}
}
/**
* Usually called when the shader itself changes or during any
* time when the variable locations need to be refreshed.
*/
public void resetLocations() {
if (uniforms != null) {
// NOTE: Shader sources will be reset separately from the shader itself.
for (Uniform uniform : uniforms.values()) {
uniform.reset(); // fixes issue with re-initialization
}
}
if (bufferBlocks != null) {
for (ShaderBufferBlock shaderBufferBlock : bufferBlocks.values()) {
shaderBufferBlock.reset();
}
}
if (attribs != null) {
for (Entry entry : attribs) {
entry.getValue().location = ShaderVariable.LOC_UNKNOWN;
}
}
}
@Override
public void setUpdateNeeded(){
super.setUpdateNeeded();
resetLocations();
}
/**
* Called by the object manager to reset all object IDs. This causes
* the shader to be reuploaded to the GPU in case the display was restarted.
*/
@Override
public void resetObject() {
this.id = -1;
for (ShaderSource source : shaderSourceList){
source.resetObject();
}
setUpdateNeeded();
}
@Override
public void deleteObject(Object rendererObject) {
((Renderer)rendererObject).deleteShader(this);
}
@Override
public NativeObject createDestructableClone(){
return new Shader(this);
}
@Override
public long getUniqueId() {
return ((long)OBJTYPE_SHADER << 32) | ((long)id);
}
}
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