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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 com.jogamp.opengl.util.glsl;

import javax.media.opengl.*;

import com.jogamp.common.os.Platform;

import java.util.HashSet;
import java.util.Iterator;
import java.io.PrintStream;

public class ShaderProgram {
    
    public ShaderProgram() {
        id = getNextID();
    }

    public boolean linked() {
        return programLinked;
    }

    public boolean inUse() {
        return programInUse;
    }

    /** Returns the shader program name, which is non zero if valid. */
    public int program() { return shaderProgram; }

    /**
     * returns the uniq shader id as an integer
     */
    public int        id() { return id; }

    /**
     * Detaches all shader codes and deletes the program.
     * Destroys the shader codes as well.
     * Calls release(gl, true)
     *
     * @see #release(GL2ES2, boolean)
     */
    public synchronized void destroy(GL2ES2 gl) {
        release(gl, true);
    }

    /**
     * Detaches all shader codes and deletes the program,
     * but leaves the shader code intact.
     * Calls release(gl, false)
     *
     * @see #release(GL2ES2, boolean)
     */
    public synchronized void release(GL2ES2 gl) {
        release(gl, false);
    }

    /**
     * Detaches all shader codes and deletes the program.
     * If destroyShaderCode is true it destroys the shader codes as well.
     */
    public synchronized void release(GL2ES2 gl, boolean destroyShaderCode) {
        if( programLinked ) {
            useProgram(gl, false);
        }
        for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) {
            ShaderCode shaderCode = iter.next();
            if(attachedShaderCode.remove(shaderCode)) {
                ShaderUtil.detachShader(gl, shaderProgram, shaderCode.shader());
            }
            if(destroyShaderCode) {
                shaderCode.destroy(gl);
            }
        }
        allShaderCode.clear();
        attachedShaderCode.clear();
        if( 0 != shaderProgram ) {
            gl.glDeleteProgram(shaderProgram);
            shaderProgram=0;
        }
    }

    //
    // ShaderCode handling
    //

    /**
     * Adds a new shader to this program.
     * 
     * 

This command does not compile and attach the shader, * use {@link #add(GL2ES2, ShaderCode)} for this purpose.

*/ public synchronized void add(ShaderCode shaderCode) throws GLException { allShaderCode.add(shaderCode); } public synchronized boolean contains(ShaderCode shaderCode) { return allShaderCode.contains(shaderCode); } /** * Warning slow O(n) operation .. * @param id * @return */ public synchronized ShaderCode getShader(int id) { for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { ShaderCode shaderCode = iter.next(); if(shaderCode.id() == id) { return shaderCode; } } return null; } // // ShaderCode / Program handling // /** * Creates the empty GL program object using {@link GL2ES2#glCreateProgram()}, * if not already created. * * @param gl * @return true if shader program is valid, i.e. not zero */ public synchronized final boolean init(GL2ES2 gl) { if( 0 == shaderProgram ) { shaderProgram = gl.glCreateProgram(); } return 0 != shaderProgram; } /** * Adds a new shader to a this non running program. * *

Compiles and attaches the shader, if not done yet.

* * @return true if the shader was successfully added, false if compilation failed. */ public synchronized boolean add(GL2ES2 gl, ShaderCode shaderCode, PrintStream verboseOut) { if( !init(gl) ) { return false; } if( allShaderCode.add(shaderCode) ) { if( !shaderCode.compile(gl, verboseOut) ) { return false; } if( attachedShaderCode.add(shaderCode) ) { ShaderUtil.attachShader(gl, shaderProgram, shaderCode.shader()); } } return true; } /** * Replace a shader in a program and re-links the program. * * @param gl * @param oldShader the to be replace Shader * @param newShader the new ShaderCode * @param verboseOut the optional verbose output stream * * @return true if all steps are valid, shader compilation, attachment and linking; otherwise false. * * @see ShaderState#glEnableVertexAttribArray * @see ShaderState#glDisableVertexAttribArray * @see ShaderState#glVertexAttribPointer * @see ShaderState#getVertexAttribPointer * @see ShaderState#glReleaseAllVertexAttributes * @see ShaderState#glResetAllVertexAttributes * @see ShaderState#glResetAllVertexAttributes * @see ShaderState#glResetAllVertexAttributes */ public synchronized boolean replaceShader(GL2ES2 gl, ShaderCode oldShader, ShaderCode newShader, PrintStream verboseOut) { if(!init(gl) || !newShader.compile(gl, verboseOut)) { return false; } boolean shaderWasInUse = inUse(); if(shaderWasInUse) { useProgram(gl, false); } if(null != oldShader && allShaderCode.remove(oldShader)) { if(attachedShaderCode.remove(oldShader)) { ShaderUtil.detachShader(gl, shaderProgram, oldShader.shader()); } } add(newShader); if(attachedShaderCode.add(newShader)) { ShaderUtil.attachShader(gl, shaderProgram, newShader.shader()); } gl.glLinkProgram(shaderProgram); programLinked = ShaderUtil.isProgramLinkStatusValid(gl, shaderProgram, System.err); if ( programLinked && shaderWasInUse ) { useProgram(gl, true); } return programLinked; } /** * Links the shader code to the program. * *

Compiles and attaches the shader code to the program if not done by yet

* *

Within this process, all GL resources (shader and program objects) are created if necessary.

* * @param gl * @param verboseOut * @return true if program was successfully linked and is valid, otherwise false * * @see #init(GL2ES2) */ public synchronized boolean link(GL2ES2 gl, PrintStream verboseOut) { if( !init(gl) ) { programLinked = false; // mark unlinked due to user attempt to [re]link return false; } for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { final ShaderCode shaderCode = iter.next(); if(!shaderCode.compile(gl, verboseOut)) { programLinked = false; // mark unlinked due to user attempt to [re]link return false; } if(attachedShaderCode.add(shaderCode)) { ShaderUtil.attachShader(gl, shaderProgram, shaderCode.shader()); } } // Link the program gl.glLinkProgram(shaderProgram); programLinked = ShaderUtil.isProgramLinkStatusValid(gl, shaderProgram, System.err); return programLinked; } public boolean equals(Object obj) { if(this == obj) { return true; } if(obj instanceof ShaderProgram) { return id()==((ShaderProgram)obj).id(); } return false; } public int hashCode() { return id; } public StringBuilder toString(StringBuilder sb) { if(null == sb) { sb = new StringBuilder(); } sb.append("ShaderProgram[id=").append(id); sb.append(", linked="+programLinked+", inUse="+programInUse+", program: "+shaderProgram+","); for(Iterator iter=allShaderCode.iterator(); iter.hasNext(); ) { sb.append(Platform.getNewline()).append(" ").append(iter.next()); } sb.append("]"); return sb; } public String toString() { return toString(null).toString(); } /** * Performs {@link GL2ES2#glValidateProgram(int)} via {@link ShaderUtil#isProgramExecStatusValid(GL, int, PrintStream)}. * @see ShaderUtil#isProgramExecStatusValid(GL, int, PrintStream) **/ public synchronized boolean validateProgram(GL2ES2 gl, PrintStream verboseOut) { return ShaderUtil.isProgramExecStatusValid(gl, shaderProgram, verboseOut); } public synchronized void useProgram(GL2ES2 gl, boolean on) { if(!programLinked) { throw new GLException("Program is not linked"); } if(programInUse==on) { return; } if( 0 == shaderProgram ) { on = false; } gl.glUseProgram( on ? shaderProgram : 0 ); programInUse = on; } protected boolean programLinked = false; protected boolean programInUse = false; protected int shaderProgram = 0; // non zero is valid! protected HashSet allShaderCode = new HashSet(); protected HashSet attachedShaderCode = new HashSet(); protected int id = -1; private static synchronized int getNextID() { return nextID++; } protected static int nextID = 1; }




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