joglshaderutil.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 292 行
JAVA
292 行
/*
* Copyright (c) 2003-2009 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.jme.scene.state.jogl.shader;
import java.util.logging.Logger;
import javax.media.opengl.GL;
import javax.media.opengl.glu.GLU;
import com.jme.util.shader.ShaderVariable;
import com.jme.util.shader.uniformtypes.ShaderVariableFloat;
import com.jme.util.shader.uniformtypes.ShaderVariableFloat2;
import com.jme.util.shader.uniformtypes.ShaderVariableFloat3;
import com.jme.util.shader.uniformtypes.ShaderVariableFloat4;
import com.jme.util.shader.uniformtypes.ShaderVariableInt;
import com.jme.util.shader.uniformtypes.ShaderVariableInt2;
import com.jme.util.shader.uniformtypes.ShaderVariableInt3;
import com.jme.util.shader.uniformtypes.ShaderVariableInt4;
import com.jme.util.shader.uniformtypes.ShaderVariableMatrix2;
import com.jme.util.shader.uniformtypes.ShaderVariableMatrix3;
import com.jme.util.shader.uniformtypes.ShaderVariableMatrix4;
import com.jme.util.shader.uniformtypes.ShaderVariablePointerByte;
import com.jme.util.shader.uniformtypes.ShaderVariablePointerFloat;
import com.jme.util.shader.uniformtypes.ShaderVariablePointerInt;
import com.jme.util.shader.uniformtypes.ShaderVariablePointerShort;
/** Utility class for updating shadervariables(uniforms and attributes) */
public class JOGLShaderUtil {
private static final Logger logger = Logger.getLogger(JOGLShaderUtil.class.getName());
/**
* Updates a uniform shadervariable.
*
* @param shaderVariable variable to update
*/
public static void updateShaderUniform(ShaderVariable shaderVariable) {
if (shaderVariable instanceof ShaderVariableInt) {
updateShaderUniform((ShaderVariableInt) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableInt2) {
updateShaderUniform((ShaderVariableInt2) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableInt3) {
updateShaderUniform((ShaderVariableInt3) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableInt4) {
updateShaderUniform((ShaderVariableInt4) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableFloat) {
updateShaderUniform((ShaderVariableFloat) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableFloat2) {
updateShaderUniform((ShaderVariableFloat2) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableFloat3) {
updateShaderUniform((ShaderVariableFloat3) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableFloat4) {
updateShaderUniform((ShaderVariableFloat4) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableMatrix2) {
updateShaderUniform((ShaderVariableMatrix2) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableMatrix3) {
updateShaderUniform((ShaderVariableMatrix3) shaderVariable);
} else if (shaderVariable instanceof ShaderVariableMatrix4) {
updateShaderUniform((ShaderVariableMatrix4) shaderVariable);
} else {
logger.warning("updateShaderUniform: Unknown shaderVariable type!");
}
}
/**
* Update variableID for uniform shadervariable if needed.
*
* @param variable shadervaribale to update ID on
* @param programID shader program context ID
*/
public static void updateUniformLocation(ShaderVariable variable,
int programID) {
final GL gl = GLU.getCurrentGL();
if (variable.variableID == -1) {
variable.variableID = gl
.glGetUniformLocationARB(programID, variable.name); // TODO Check variable.name
if (variable.variableID == -1) {
logger.severe("Shader uniform [" + variable.name
+ "] could not be located in shader");
}
}
}
private static void updateShaderUniform(ShaderVariableInt shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl
.glUniform1iARB(shaderUniform.variableID, shaderUniform.value1);
}
private static void updateShaderUniform(ShaderVariableInt2 shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl.glUniform2iARB(shaderUniform.variableID,
shaderUniform.value1, shaderUniform.value2);
}
private static void updateShaderUniform(ShaderVariableInt3 shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl.glUniform3iARB(shaderUniform.variableID,
shaderUniform.value1, shaderUniform.value2,
shaderUniform.value3);
}
private static void updateShaderUniform(ShaderVariableInt4 shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl.glUniform4iARB(shaderUniform.variableID,
shaderUniform.value1, shaderUniform.value2,
shaderUniform.value3, shaderUniform.value4);
}
private static void updateShaderUniform(ShaderVariableFloat shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl
.glUniform1fARB(shaderUniform.variableID, shaderUniform.value1);
}
private static void updateShaderUniform(
ShaderVariableFloat2 shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl.glUniform2fARB(shaderUniform.variableID,
shaderUniform.value1, shaderUniform.value2);
}
private static void updateShaderUniform(
ShaderVariableFloat3 shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl.glUniform3fARB(shaderUniform.variableID,
shaderUniform.value1, shaderUniform.value2,
shaderUniform.value3);
}
private static void updateShaderUniform(
ShaderVariableFloat4 shaderUniform) {
final GL gl = GLU.getCurrentGL();
gl.glUniform4fARB(shaderUniform.variableID,
shaderUniform.value1, shaderUniform.value2,
shaderUniform.value3, shaderUniform.value4);
}
private static void updateShaderUniform(
ShaderVariableMatrix2 shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.matrixBuffer.rewind();
gl.glUniformMatrix2fv(shaderUniform.variableID, shaderUniform.matrixBuffer.limit(),
shaderUniform.rowMajor, shaderUniform.matrixBuffer); // TODO Check <count>
}
private static void updateShaderUniform(
ShaderVariableMatrix3 shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.matrixBuffer.rewind();
gl.glUniformMatrix3fv(shaderUniform.variableID, shaderUniform.matrixBuffer.limit(),
shaderUniform.rowMajor, shaderUniform.matrixBuffer); // TODO Check <count>
}
private static void updateShaderUniform(
ShaderVariableMatrix4 shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.matrixBuffer.rewind();
gl.glUniformMatrix4fv(shaderUniform.variableID, shaderUniform.matrixBuffer.limit(),
shaderUniform.rowMajor, shaderUniform.matrixBuffer); // TODO Check <count>
}
/**
* Update variableID for attribute shadervariable if needed.
*
* @param variable shadervaribale to update ID on
* @param programID shader program context ID
*/
public static void updateAttributeLocation(ShaderVariable variable,
int programID) {
final GL gl = GLU.getCurrentGL();
if (variable.variableID == -1) {
variable.variableID = gl
.glGetAttribLocationARB(programID, variable.name); // TODO Check variable.name
if (variable.variableID == -1) {
logger.severe("Shader attribute [" + variable.name
+ "] could not be located in shader");
}
}
}
/**
* Updates an attribute shadervariable.
*
* @param shaderVariable variable to update
*/
public static void updateShaderAttribute(ShaderVariable shaderVariable) {
if (shaderVariable instanceof ShaderVariablePointerFloat) {
updateShaderAttribute((ShaderVariablePointerFloat) shaderVariable);
} else if (shaderVariable instanceof ShaderVariablePointerByte) {
updateShaderAttribute((ShaderVariablePointerByte) shaderVariable);
} else if (shaderVariable instanceof ShaderVariablePointerInt) {
updateShaderAttribute((ShaderVariablePointerInt) shaderVariable);
} else if (shaderVariable instanceof ShaderVariablePointerShort) {
updateShaderAttribute((ShaderVariablePointerShort) shaderVariable);
} else {
logger.warning("updateShaderAttribute: Unknown shaderVariable type!");
}
}
private static void updateShaderAttribute(
ShaderVariablePointerFloat shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.data.rewind();
gl.glEnableVertexAttribArrayARB(shaderUniform.variableID);
gl.glVertexAttribPointerARB(shaderUniform.variableID,
shaderUniform.size, GL.GL_FLOAT, shaderUniform.normalized,
shaderUniform.stride, shaderUniform.data);
}
private static void updateShaderAttribute(
ShaderVariablePointerByte shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.data.rewind();
gl.glEnableVertexAttribArrayARB(shaderUniform.variableID);
gl.glVertexAttribPointerARB(shaderUniform.variableID,
shaderUniform.size, GL.GL_UNSIGNED_BYTE,
shaderUniform.normalized, shaderUniform.stride,
shaderUniform.data);
}
private static void updateShaderAttribute(
ShaderVariablePointerInt shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.data.rewind();
gl.glEnableVertexAttribArrayARB(shaderUniform.variableID);
gl.glVertexAttribPointerARB(shaderUniform.variableID,
shaderUniform.size, GL.GL_UNSIGNED_INT,
shaderUniform.normalized, shaderUniform.stride,
shaderUniform.data);
}
private static void updateShaderAttribute(
ShaderVariablePointerShort shaderUniform) {
final GL gl = GLU.getCurrentGL();
shaderUniform.data.rewind();
gl.glEnableVertexAttribArrayARB(shaderUniform.variableID);
gl.glVertexAttribPointerARB(shaderUniform.variableID,
shaderUniform.size, GL.GL_UNSIGNED_SHORT,
shaderUniform.normalized, shaderUniform.stride,
shaderUniform.data);
}
}
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