com.jogamp.opengl.util.glsl.ShaderCode Maven / Gradle / Ivy
/**
* 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 java.io.BufferedInputStream;
import java.io.BufferedReader;
import java.io.FileNotFoundException;
import java.io.IOException;
import java.io.InputStreamReader;
import java.io.PrintStream;
import java.io.StringReader;
import java.net.URLConnection;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.util.Arrays;
import java.util.Iterator;
import java.util.Set;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GL3;
import javax.media.opengl.GLES2;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLException;
import jogamp.opengl.Debug;
import com.jogamp.common.nio.Buffers;
import com.jogamp.common.util.IOUtil;
import com.jogamp.common.util.VersionNumber;
/**
* Convenient shader code class to use and instantiate vertex or fragment programs.
*
* A documented example of how to use this code is available
* {@link #create(GL2ES2, int, Class, String, String, String, boolean) here} and
* {@link #create(GL2ES2, int, int, Class, String, String[], String, String) here}.
*
*/
public class ShaderCode {
public static final boolean DEBUG = Debug.debug("GLSLCode");
public static final boolean DEBUG_CODE = Debug.isPropertyDefined("jogl.debug.GLSLCode", true);
/** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in source code: vp
*/
public static final String SUFFIX_VERTEX_SOURCE = "vp" ;
/** Unique resource suffix for {@link GL2ES2#GL_VERTEX_SHADER} in binary: bvp
*/
public static final String SUFFIX_VERTEX_BINARY = "bvp" ;
/** Unique resource suffix for {@link GL3#GL_GEOMETRY_SHADER} in source code: gp
*/
public static final String SUFFIX_GEOMETRY_SOURCE = "gp" ;
/** Unique resource suffix for {@link GL3#GL_GEOMETRY_SHADER} in binary: bgp
*/
public static final String SUFFIX_GEOMETRY_BINARY = "bgp" ;
/** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in source code: fp
*/
public static final String SUFFIX_FRAGMENT_SOURCE = "fp" ;
/** Unique resource suffix for {@link GL2ES2#GL_FRAGMENT_SHADER} in binary: bfp
*/
public static final String SUFFIX_FRAGMENT_BINARY = "bfp" ;
/** Unique relative path for binary shader resources for {@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: nvidia
*/
public static final String SUB_PATH_NVIDIA = "nvidia" ;
/**
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
* @param count number of shaders
* @param source CharSequence array containing the shader sources, organized as source[count][strings-per-shader]
.
* May be either an immutable String
- or mutable StringBuilder
array.
*
* @throws IllegalArgumentException if count and source.length
do not match
*/
public ShaderCode(int type, int count, CharSequence[][] source) {
if(source.length != count) {
throw new IllegalArgumentException("shader number ("+count+") and sourceFiles array ("+source.length+") of different lenght.");
}
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
case GL2ES2.GL_FRAGMENT_SHADER:
case GL3.GL_GEOMETRY_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
}
shaderSource = source;
shaderBinaryFormat = -1;
shaderBinary = null;
shaderType = type;
shader = Buffers.newDirectIntBuffer(count);
id = getNextID();
if(DEBUG_CODE) {
System.out.println("Created: "+toString());
// dumpShaderSource(System.out); // already done in readShaderSource
}
}
/**
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
* @param count number of shaders
* @param binary binary buffer containing the shader binaries,
*/
public ShaderCode(int type, int count, int binFormat, Buffer binary) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
case GL2ES2.GL_FRAGMENT_SHADER:
case GL3.GL_GEOMETRY_SHADER:
break;
default:
throw new GLException("Unknown shader type: "+type);
}
shaderSource = null;
shaderBinaryFormat = binFormat;
shaderBinary = binary;
shaderType = type;
shader = Buffers.newDirectIntBuffer(count);
id = getNextID();
}
/**
* Creates a complete {@link ShaderCode} object while reading all shader source of sourceFiles
,
* which location is resolved using the context
class, see {@link #readShaderSource(Class, String)}.
*
* @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed.
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
* @param count number of shaders
* @param context class used to help resolving the source location
* @param sourceFiles array of source locations, organized as sourceFiles[count]
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
*
* @throws IllegalArgumentException if count and sourceFiles.length
do not match
* @see #readShaderSource(Class, String)
*/
public static ShaderCode create(GL2ES2 gl, int type, int count, Class> context, String[] sourceFiles, boolean mutableStringBuilder) {
if(null != gl && !ShaderUtil.isShaderCompilerAvailable(gl)) {
return null;
}
CharSequence[][] shaderSources = null;
if(null!=sourceFiles) {
// sourceFiles.length and count is validated in ctor
shaderSources = new CharSequence[sourceFiles.length][1];
for(int i=0; ibinaryFile
,
* which location is resolved using the context
class, see {@link #readShaderBinary(Class, String)}.
*
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
* @param count number of shaders
* @param context class used to help resolving the source location
* @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}.
* @param sourceFiles array of source locations, organized as sourceFiles[count]
*
* @see #readShaderBinary(Class, String)
* @see ShaderUtil#getShaderBinaryFormats(GL)
*/
public static ShaderCode create(int type, int count, Class> context, int binFormat, String binaryFile) {
ByteBuffer shaderBinary = null;
if(null!=binaryFile && 0<=binFormat) {
try {
shaderBinary = readShaderBinary(context, binaryFile);
} catch (IOException ioe) {
throw new RuntimeException("readShaderBinary("+binaryFile+") error: ", ioe);
}
if(null == shaderBinary) {
binFormat = -1;
}
}
if(null==shaderBinary) {
return null;
}
return new ShaderCode(type, count, binFormat, shaderBinary);
}
/**
* Returns a unique suffix for shader resources as follows:
*
* - Source
* - {@link GL2ES2#GL_VERTEX_SHADER vertex}: {@link #SUFFIX_VERTEX_SOURCE}
* - {@link GL2ES2#GL_FRAGMENT_SHADER fragment}: {@link #SUFFIX_FRAGMENT_SOURCE}
* - {@link GL3#GL_GEOMETRY_SHADER geometry}: {@link #SUFFIX_GEOMETRY_SOURCE}
* - Binary
* - {@link GL2ES2#GL_VERTEX_SHADER vertex}: {@link #SUFFIX_VERTEX_BINARY}
* - {@link GL2ES2#GL_FRAGMENT_SHADER fragment}: {@link #SUFFIX_FRAGMENT_BINARY}
* - {@link GL3#GL_GEOMETRY_SHADER geometry}: {@link #SUFFIX_GEOMETRY_BINARY}
*
* @param binary true for a binary resource, false for a source resource
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
*
* @throws GLException if type
is not supported
*
* @see #create(GL2ES2, int, Class, String, String, String, boolean)
*/
public static String getFileSuffix(boolean binary, int type) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
return binary?SUFFIX_VERTEX_BINARY:SUFFIX_VERTEX_SOURCE;
case GL2ES2.GL_FRAGMENT_SHADER:
return binary?SUFFIX_FRAGMENT_BINARY:SUFFIX_FRAGMENT_SOURCE;
case GL3.GL_GEOMETRY_SHADER:
return binary?SUFFIX_GEOMETRY_BINARY:SUFFIX_GEOMETRY_SOURCE;
default:
throw new GLException("illegal shader type: "+type);
}
}
/**
* Returns a unique relative path for binary shader resources as follows:
*
* - {@link GLES2#GL_NVIDIA_PLATFORM_BINARY_NV NVIDIA}: {@link #SUB_PATH_NVIDIA}
*
*
* @throws GLException if binFormat
is not supported
*
* @see #create(GL2ES2, int, Class, String, String, String, boolean)
*/
public static String getBinarySubPath(int binFormat) {
switch (binFormat) {
case GLES2.GL_NVIDIA_PLATFORM_BINARY_NV:
return SUB_PATH_NVIDIA;
default:
throw new GLException("unsupported binary format: "+binFormat);
}
}
/**
* Convenient creation method for instantiating a complete {@link ShaderCode} object
* either from source code using {@link #create(GL2ES2, int, int, Class, String[])},
* or from a binary code using {@link #create(int, int, Class, int, String)},
* whatever is available first.
*
* The source and binary location names are expected w/o suffixes which are
* resolved and appended using {@link #getFileSuffix(boolean, int)}.
*
*
* Additionally, the binary resource is expected within a subfolder of binRoot
* which reflects the vendor specific binary format, see {@link #getBinarySubPath(int)}.
* All {@link ShaderUtil#getShaderBinaryFormats(GL)} are being iterated
* using the binary subfolder, the first existing resource is being used.
*
*
* Example:
*
* Your std JVM layout (plain or within a JAR):
*
* org/test/glsl/MyShaderTest.class
* org/test/glsl/shader/vertex.vp
* org/test/glsl/shader/fragment.fp
* org/test/glsl/shader/bin/nvidia/vertex.bvp
* org/test/glsl/shader/bin/nvidia/fragment.bfp
*
* Your Android APK layout:
*
* classes.dex
* assets/org/test/glsl/shader/vertex.vp
* assets/org/test/glsl/shader/fragment.fp
* assets/org/test/glsl/shader/bin/nvidia/vertex.bvp
* assets/org/test/glsl/shader/bin/nvidia/fragment.bfp
* ...
*
* Your invocation in org/test/glsl/MyShaderTest.java:
*
* ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, 1, this.getClass(),
* "shader", new String[] { "vertex" }, "shader/bin", "vertex");
* ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, 1, this.getClass(),
* "shader", new String[] { "vertex" }, "shader/bin", "fragment");
* ShaderProgram sp0 = new ShaderProgram();
* sp0.add(gl, vp0, System.err);
* sp0.add(gl, fp0, System.err);
* st.attachShaderProgram(gl, sp0, true);
*
* A simplified entry point is {@link #create(GL2ES2, int, Class, String, String, String, boolean)}.
*
*
* The location is finally being resolved using the context
class, see {@link #readShaderBinary(Class, String)}.
*
*
* @param gl current GL object to determine whether a shader compiler is available (if source
is used),
* or to determine the shader binary format (if binary
is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
* @param count number of shaders
* @param context class used to help resolving the source and binary location
* @param srcRoot relative root path for srcBasenames
* @param srcBasenames basenames w/o path or suffix relative to srcRoot
for the shader's source code
* @param binRoot relative root path for binBasenames
* @param binBasename basename w/o path or suffix relative to binRoot
for the shader's binary code
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
*
* @throws IllegalArgumentException if count and srcBasenames.length
do not match
*
* @see #create(GL2ES2, int, int, Class, String[])
* @see #create(int, int, Class, int, String)
* @see #readShaderSource(Class, String)
* @see #getFileSuffix(boolean, int)
* @see ShaderUtil#getShaderBinaryFormats(GL)
* @see #getBinarySubPath(int)
*/
public static ShaderCode create(GL2ES2 gl, int type, int count, Class> context,
String srcRoot, String[] srcBasenames, String binRoot, String binBasename,
boolean mutableStringBuilder) {
ShaderCode res = null;
final String srcPath[];
String srcPathString = null;
String binFileName = null;
if(null!=srcRoot && null!=srcBasenames && ShaderUtil.isShaderCompilerAvailable(gl)) {
srcPath = new String[srcBasenames.length];
final String srcSuffix = getFileSuffix(false, type);
for(int i=0; i binFmts = ShaderUtil.getShaderBinaryFormats(gl);
final String binSuffix = getFileSuffix(true, type);
for(Iterator iter=binFmts.iterator(); iter.hasNext(); ) {
int bFmt = iter.next().intValue();
String bFmtPath = getBinarySubPath(bFmt);
if(null==bFmtPath) continue;
binFileName = binRoot + '/' + bFmtPath + '/' + binBasename + "." + binSuffix;
res = create(type, count, context, bFmt, binFileName);
if(null!=res) {
return res;
}
}
}
throw new GLException("No shader code found (source nor binary) for src: "+srcPathString+
", bin: "+binFileName);
}
/**
* Simplified variation of {@link #create(GL2ES2, int, int, Class, String, String[], String, String)}.
*
*
* Example:
*
* Your std JVM layout (plain or within a JAR):
*
* org/test/glsl/MyShaderTest.class
* org/test/glsl/shader/vertex.vp
* org/test/glsl/shader/fragment.fp
* org/test/glsl/shader/bin/nvidia/vertex.bvp
* org/test/glsl/shader/bin/nvidia/fragment.bfp
*
* Your Android APK layout:
*
* classes.dex
* assets/org/test/glsl/shader/vertex.vp
* assets/org/test/glsl/shader/fragment.fp
* assets/org/test/glsl/shader/bin/nvidia/vertex.bvp
* assets/org/test/glsl/shader/bin/nvidia/fragment.bfp
* ...
*
* Your invocation in org/test/glsl/MyShaderTest.java:
*
* ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(),
* "shader", "shader/bin", "vertex");
* ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(),
* "shader", "shader/bin", "fragment");
* ShaderProgram sp0 = new ShaderProgram();
* sp0.add(gl, vp0, System.err);
* sp0.add(gl, fp0, System.err);
* st.attachShaderProgram(gl, sp0, true);
*
*
* @param gl current GL object to determine whether a shader compiler is available (if source
is used),
* or to determine the shader binary format (if binary
is used).
* @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER} or {@link GL3#GL_GEOMETRY_SHADER}
* @param context class used to help resolving the source and binary location
* @param srcRoot relative root path for basename
* @param binRoot relative root path for basename
* @param mutableStringBuilder TODO
* @param basenames basename w/o path or suffix relative to srcRoot
and binRoot
* for the shader's source and binary code.
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @throws IllegalArgumentException if count is not 1
*
* @see #create(GL2ES2, int, int, Class, String, String[], String, String)
*/
public static ShaderCode create(GL2ES2 gl, int type, Class> context,
String srcRoot, String binRoot, String basename, boolean mutableStringBuilder) {
return create(gl, type, 1, context, srcRoot, new String[] { basename }, binRoot, basename, mutableStringBuilder );
}
/**
* returns the uniq shader id as an integer
*/
public int id() { return id; }
public int shaderType() { return shaderType; }
public String shaderTypeStr() { return shaderTypeStr(shaderType); }
public static String shaderTypeStr(int type) {
switch (type) {
case GL2ES2.GL_VERTEX_SHADER:
return "VERTEX_SHADER";
case GL2ES2.GL_FRAGMENT_SHADER:
return "FRAGMENT_SHADER";
case GL3.GL_GEOMETRY_SHADER:
return "GEOMETRY_SHADER";
}
return "UNKNOWN_SHADER";
}
public int shaderBinaryFormat() { return shaderBinaryFormat; }
public Buffer shaderBinary() { return shaderBinary; }
public CharSequence[][] shaderSource() { return shaderSource; }
public boolean isValid() { return valid; }
public IntBuffer shader() { return shader; }
public boolean compile(GL2ES2 gl) {
return compile(gl, null);
}
public boolean compile(GL2ES2 gl, PrintStream verboseOut) {
if(isValid()) return true;
// Create & Compile the vertex/fragment shader objects
if(null!=shaderSource) {
if(DEBUG_CODE) {
dumpShaderSource(System.err);
}
valid=ShaderUtil.createAndCompileShader(gl, shader, shaderType,
shaderSource, verboseOut);
} else if(null!=shaderBinary) {
valid=ShaderUtil.createAndLoadShader(gl, shader, shaderType,
shaderBinaryFormat, shaderBinary, verboseOut);
} else {
throw new GLException("no code (source or binary)");
}
return valid;
}
public void destroy(GL2ES2 gl) {
if(isValid()) {
if(null!=gl) {
ShaderUtil.deleteShader(gl, shader());
}
valid=false;
}
if(null!=shaderBinary) {
shaderBinary.clear();
shaderBinary=null;
}
shaderSource=null;
shaderBinaryFormat=-1;
shaderType=-1;
id=-1;
}
@Override
public boolean equals(Object obj) {
if(this==obj) { return true; }
if(obj instanceof ShaderCode) {
return id()==((ShaderCode)obj).id();
}
return false;
}
@Override
public int hashCode() {
return id;
}
@Override
public String toString() {
StringBuilder buf = new StringBuilder("ShaderCode[id="+id+", type="+shaderTypeStr()+", valid="+valid+", shader: ");
for(int i=0; i");
return;
}
final int sourceCount = (null!=shaderSource)?shaderSource.length:0;
final int shaderCount = (null!=shader)?shader.capacity():0;
for(int i=0; i=sourceCount) {
out.println("");
} else {
CharSequence[] src = shaderSource[i];
int lineno=0;
for(int j=0; jdata
after the line containing tag
.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
*
* @param shaderIdx the shader index to be used.
* @param tag search string
* @param fromIndex start search tag
begininig with this index
* @param data the text to be inserted. Shall end with an EOL '\n' character.
* @return index after the inserted data
*
* @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder
*/
public int insertShaderSource(int shaderIdx, String tag, int fromIndex, CharSequence data) {
if(null==shaderSource) {
throw new IllegalStateException("no shader source");
}
final int shaderCount = (null!=shader)?shader.capacity():0;
if(0>shaderIdx || shaderIdx>=shaderCount) {
throw new IndexOutOfBoundsException("shaderIdx not within shader bounds [0.."+(shaderCount-1)+"]: "+shaderIdx);
}
final int sourceCount = (null!=shaderSource)?shaderSource.length:0;
if(shaderIdx>=sourceCount) {
throw new IndexOutOfBoundsException("shaderIdx not within source bounds [0.."+(sourceCount-1)+"]: "+shaderIdx);
}
final CharSequence[] src = shaderSource[shaderIdx];
int curEndIndex = 0;
for(int j=0; jeol) {
eol = sb.indexOf("\r", insertIdx); // eol: covers \r 'only'
}
if(0oldName
with newName
in all shader sources.
*
* In case oldName
and newName
are equal, no action is performed.
*
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
*
* @param oldName the to be replace string
* @param newName the replacement string
* @return the number of replacements
*
* @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder
*/
public int replaceInShaderSource(String oldName, String newName) {
if(null==shaderSource) {
throw new IllegalStateException("no shader source");
}
if(oldName == newName || oldName.equals(newName)) {
return 0;
}
final int oldNameLen = oldName.length();
final int newNameLen = newName.length();
int num = 0;
final int sourceCount = (null!=shaderSource)?shaderSource.length:0;
for(int shaderIdx = 0; shaderIdxdata
at offset
in shader source for shader shaderIdx
.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
*
* @param shaderIdx the shader index to be used.
* @param position in shader source segments of shader shaderIdx
* @param data the text to be inserted. Shall end with an EOL '\n' character
* @return index after the inserted data
*
* @throws IllegalStateException if the shader source's CharSequence is immutable, i.e. not of type StringBuilder
*/
public int insertShaderSource(int shaderIdx, int position, CharSequence data) {
if(null==shaderSource) {
throw new IllegalStateException("no shader source");
}
final int shaderCount = (null!=shader)?shader.capacity():0;
if(0>shaderIdx || shaderIdx>=shaderCount) {
throw new IndexOutOfBoundsException("shaderIdx not within shader bounds [0.."+(shaderCount-1)+"]: "+shaderIdx);
}
final int sourceCount = (null!=shaderSource)?shaderSource.length:0;
if(shaderIdx>=sourceCount) {
throw new IndexOutOfBoundsException("shaderIdx not within source bounds [0.."+(sourceCount-1)+"]: "+shaderIdx);
}
final CharSequence[] src = shaderSource[shaderIdx];
int curEndIndex = 0;
for(int j=0; j context, URLConnection conn, StringBuilder result, int lineno) throws IOException {
if(DEBUG_CODE) {
if(0 == lineno) {
result.append("// "+conn.getURL().toExternalForm()+"\n");
} else {
result.append("// included @ line "+lineno+": "+conn.getURL().toExternalForm()+"\n");
}
}
final BufferedReader reader = new BufferedReader(new InputStreamReader(conn.getInputStream()));
try {
String line = null;
while ((line = reader.readLine()) != null) {
lineno++;
if (line.startsWith("#include ")) {
String includeFile = line.substring(9).trim();
URLConnection nextConn = null;
// Try relative of current shader location
nextConn = IOUtil.openURL(IOUtil.getRelativeOf(conn.getURL(), includeFile), "ShaderCode.relativeOf ");
if (nextConn == null) {
// Try relative of class and absolute
nextConn = IOUtil.getResource(context, includeFile);
}
if (nextConn == null) {
// Fail
throw new FileNotFoundException("Can't find include file " + includeFile);
}
lineno = readShaderSource(context, nextConn, result, lineno);
} else {
result.append(line + "\n");
}
}
} finally {
IOUtil.close(reader, false);
}
return lineno;
}
/**
*
* @param context
* @param conn
* @param result
* @throws IOException
*/
public static void readShaderSource(Class> context, URLConnection conn, StringBuilder result) throws IOException {
readShaderSource(context, conn, result, 0);
}
/**
* Reads shader source located in path
,
* either relative to the context
class or absolute as-is.
*
* Final location lookup is performed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)},
* see {@link IOUtil#getResource(Class, String)}.
*
*
* @param context class used to help resolve the source location
* @param path location of shader source
* @param mutableStringBuilder if true
method returns a mutable StringBuilder
instance
* which can be edited later on at the costs of a String conversion when passing to
* {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}.
* If false
method returns an immutable String
instance,
* which can be passed to {@link GL2ES2#glShaderSource(int, int, String[], IntBuffer)}
* at no additional costs.
* @throws IOException
*
* @see IOUtil#getResource(Class, String)
*/
public static CharSequence readShaderSource(Class> context, String path, boolean mutableStringBuilder) throws IOException {
URLConnection conn = IOUtil.getResource(context, path);
if (conn == null) {
return null;
}
StringBuilder result = new StringBuilder();
readShaderSource(context, conn, result);
return mutableStringBuilder ? result : result.toString();
}
/**
* Reads shader binary located in path
,
* either relative to the context
class or absolute as-is.
*
* Final location lookup is perfomed via {@link ClassLoader#getResource(String)} and {@link ClassLoader#getSystemResource(String)},
* see {@link IOUtil#getResource(Class, String)}.
*
*
* @param context class used to help resolve the source location
* @param path location of shader binary
* @throws IOException
*
* @see IOUtil#getResource(Class, String)
*/
public static ByteBuffer readShaderBinary(Class> context, String path) throws IOException {
final URLConnection conn = IOUtil.getResource(context, path);
if (conn == null) {
return null;
}
final BufferedInputStream bis = new BufferedInputStream( conn.getInputStream() );
try {
return IOUtil.copyStream2ByteBuffer( bis );
} finally {
IOUtil.close(bis, false);
}
}
// Shall we use: #ifdef GL_FRAGMENT_PRECISION_HIGH .. #endif for using highp in fragment shader if avail ?
/** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader}: {@value #es2_default_precision_vp} */
public static final String es2_default_precision_vp = "\nprecision highp float;\nprecision highp int;\n";
/** Default precision of {@link GL#isGLES2() ES2} for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #es2_default_precision_fp} */
public static final String es2_default_precision_fp = "\nprecision mediump float;\nprecision mediump int;\n/*precision lowp sampler2D;*/\n";
/** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_VERTEX_SHADER vertex-shader} or {@link GL3#GL_GEOMETRY_SHADER geometry-shader}: {@value #gl3_default_precision_vp_gp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
public static final String gl3_default_precision_vp_gp = "\nprecision highp float;\nprecision highp int;\n";
/** Default precision of GLSL ≥ 1.30 as required until < 1.50 for {@link GL2ES2#GL_FRAGMENT_SHADER fragment-shader}: {@value #gl3_default_precision_fp}. See GLSL Spec 1.30-1.50 Section 4.5.3. */
public static final String gl3_default_precision_fp = "\nprecision highp float;\nprecision mediump int;\n/*precision mediump sampler2D;*/\n";
/** Prefer enable
over require
, since it won't force a failure. */
public static final String extOESDerivativesEnable = "#extension GL_OES_standard_derivatives : enable\n";
/**
* Add GLSL version at the head of this shader source code.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
* @param gl a GL context, which must have been made current once
* @return the index after the inserted data, maybe 0 if nothing has be inserted.
*/
public final int addGLSLVersion(GL2ES2 gl) {
return insertShaderSource(0, 0, gl.getContext().getGLSLVersionString());
}
/**
* Adds default precision to source code at given position if required, i.e.
* {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp},
* {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none,
* depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
* @param gl a GL context, which must have been made current once
* @param pos position within this mutable shader source.
* @return the index after the inserted data, maybe 0 if nothing has be inserted.
*/
public final int addDefaultShaderPrecision(GL2ES2 gl, int pos) {
final String defaultPrecision;
if( gl.isGLES2() ) {
switch ( shaderType ) {
case GL2ES2.GL_VERTEX_SHADER:
defaultPrecision = es2_default_precision_vp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
defaultPrecision = es2_default_precision_vp; break;
default:
defaultPrecision = null;
break;
}
} else if( requiresGL3DefaultPrecision(gl) ) {
// GLSL [ 1.30 .. 1.50 [ needs at least fragement float default precision!
switch ( shaderType ) {
case GL2ES2.GL_VERTEX_SHADER:
case GL3.GL_GEOMETRY_SHADER:
defaultPrecision = gl3_default_precision_vp_gp; break;
case GL2ES2.GL_FRAGMENT_SHADER:
defaultPrecision = gl3_default_precision_fp; break;
default:
defaultPrecision = null;
break;
}
} else {
defaultPrecision = null;
}
if( null != defaultPrecision ) {
pos = insertShaderSource(0, pos, defaultPrecision);
}
return pos;
}
/** Returns true, if GLSL version requires default precision, i.e. ES2 or GLSL [1.30 .. 1.50[. */
public static final boolean requiresDefaultPrecision(GL2ES2 gl) {
if( gl.isGLES2() ) {
return true;
}
return requiresGL3DefaultPrecision(gl);
}
/** Returns true, if GL3 GLSL version requires default precision, i.e. GLSL [1.30 .. 1.50[. */
public static final boolean requiresGL3DefaultPrecision(GL2ES2 gl) {
if( gl.isGL3() ) {
final VersionNumber glslVersion = gl.getContext().getGLSLVersionNumber();
return glslVersion.compareTo(GLContext.Version130) >= 0 && glslVersion.compareTo(GLContext.Version150) < 0 ;
} else {
return false;
}
}
/**
* Default customization of this shader source code.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
* @param gl a GL context, which must have been made current once
* @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not.
* @param addDefaultPrecision if true
default precision source code line(s) are added, i.e.
* {@link #es2_default_precision_vp}, {@link #es2_default_precision_fp},
* {@link #gl3_default_precision_vp_gp}, {@link #gl3_default_precision_fp} or none,
* depending on the {@link GLContext#getGLSLVersionNumber() GLSL version} being used.
* @return the index after the inserted data, maybe 0 if nothing has be inserted.
* @see #addGLSLVersion(GL2ES2)
* @see #addDefaultShaderPrecision(GL2ES2, int)
*/
public final int defaultShaderCustomization(GL2ES2 gl, boolean preludeVersion, boolean addDefaultPrecision) {
int pos;
if( preludeVersion ) {
pos = addGLSLVersion(gl);
} else {
pos = 0;
}
if( addDefaultPrecision ) {
pos = addDefaultShaderPrecision(gl, pos);
}
return pos;
}
/**
* Default customization of this shader source code.
*
* Note: The shader source to be edit must be created using a mutable StringBuilder.
*
* @param gl a GL context, which must have been made current once
* @param preludeVersion if true {@link GLContext#getGLSLVersionString()} is preluded, otherwise not.
* @param esDefaultPrecision optional default precision source code line(s) preluded if not null and if {@link GL#isGLES()}.
* You may use {@link #es2_default_precision_fp} for fragment shader and {@link #es2_default_precision_vp} for vertex shader.
* @return the index after the inserted data, maybe 0 if nothing has be inserted.
* @see #addGLSLVersion(GL2ES2)
* @see #addDefaultShaderPrecision(GL2ES2, int)
*/
public final int defaultShaderCustomization(GL2ES2 gl, boolean preludeVersion, String esDefaultPrecision) {
int pos;
if( preludeVersion ) {
pos = addGLSLVersion(gl);
} else {
pos = 0;
}
if( gl.isGLES2() && null != esDefaultPrecision ) {
pos = insertShaderSource(0, pos, esDefaultPrecision);
} else {
pos = addDefaultShaderPrecision(gl, pos);
}
return pos;
}
//----------------------------------------------------------------------
// Internals only below this point
//
protected CharSequence[][] shaderSource = null;
protected Buffer shaderBinary = null;
protected int shaderBinaryFormat = -1;
protected IntBuffer shader = null;
protected int shaderType = -1;
protected int id = -1;
protected boolean valid=false;
private static synchronized int getNextID() {
return nextID++;
}
protected static int nextID = 1;
}