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/*
* Copyright (c) 2009-2012 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.asset.AssetManager;
import com.jme3.material.ShaderGenerationInfo;
import com.jme3.shader.Shader.ShaderType;
/**
* This shader Generator can generate Vertex and Fragment shaders from
* ShaderNodes for GLSL 1.5
*
* @author Nehon
*/
public class Glsl150ShaderGenerator extends Glsl100ShaderGenerator {
/**
* Creates a Glsl150ShaderGenerator
*
* @param assetManager the assetmanager
*/
public Glsl150ShaderGenerator(AssetManager assetManager) {
super(assetManager);
}
@Override
protected String getLanguageAndVersion(ShaderType type) {
return "GLSL150";
}
/**
* {@inheritDoc} in glsl 1.5 attributes are prefixed with the "in" keyword
* and not the "attribute" keyword
*/
@Override
protected void declareAttribute(StringBuilder source, ShaderNodeVariable var) {
declareVariable(source, var, false, "in");
}
/**
* {@inheritDoc} in glsl 1.5 varying are prefixed with the "in" or "out"
* keyword and not the "varying" keyword.
*
* "in" is used for Fragment shader (maybe Geometry shader later) "out" is
* used for Vertex shader (maybe Geometry shader later)
*/
@Override
protected void declareVarying(StringBuilder source, ShaderNodeVariable var, boolean input) {
declareVariable(source, var, true, input ? "in" : "out");
}
@Override
protected void generateUniforms(StringBuilder source, ShaderGenerationInfo info, ShaderType type) {
generateCompatibilityDefines(source, type);
super.generateUniforms(source, info, type);
}
private void generateCompatibilityDefines(StringBuilder source, ShaderType type) {
//Adding compatibility defines, as it's more efficient than replacing the function calls in the source code
if (type == ShaderType.Fragment) {
source.append("\n")
.append("#define texture1D texture\n")
.append("#define texture2D texture\n")
.append("#define texture3D texture\n")
.append("#define textureCube texture\n")
.append("#define texture2DLod textureLod\n")
.append("#define textureCubeLod textureLod\n");
}
}
/**
* {@inheritDoc}
*
* Fragment shader outputs are declared before the "void main(){" with the
* "out" keyword.
*
* After the "void main(){", the vertex output are declared and initialized
* and the fragment outputs are declared.
*/
@Override
protected void generateStartOfMainSection(StringBuilder source, ShaderGenerationInfo info, Shader.ShaderType type) {
source.append("\n");
if (type == Shader.ShaderType.Fragment) {
for (ShaderNodeVariable global : info.getFragmentGlobals()) {
declareVariable(source, global, null, true, "out");
}
}
source.append("\n");
appendIndent(source);
source.append("void main(){\n");
indent();
if (type == Shader.ShaderType.Vertex) {
declareGlobalPosition(info, source);
} else if (type == Shader.ShaderType.Fragment) {
for (ShaderNodeVariable global : info.getFragmentGlobals()) {
initVariable(source, global, "vec4(1.0)");
}
}
}
/**
* {@inheritDoc}
*
* only vertex shader output are mapped here, since fragment shader outputs
* must have been mapped in the main section.
*/
@Override
protected void generateEndOfMainSection(StringBuilder source, ShaderGenerationInfo info, Shader.ShaderType type) {
if (type == Shader.ShaderType.Vertex) {
appendOutput(source, "gl_Position", info.getVertexGlobal());
}
unIndent();
appendIndent(source);
source.append("}\n");
}
/**
* Append a variable initialization to the code
*
* @param source the StringBuilder to use
* @param var the variable to initialize
* @param initValue the init value to assign to the variable
*/
protected void initVariable(StringBuilder source, ShaderNodeVariable var, String initValue) {
appendIndent(source);
source.append(var.getNameSpace());
source.append("_");
source.append(var.getName());
source.append(" = ");
source.append(initValue);
source.append(";\n");
}
}
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