glslshaderobjectsstate.java
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JAVA
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/*
* 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;
import java.io.BufferedInputStream;
import java.io.BufferedReader;
import java.io.DataInputStream;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.net.URL;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;
import java.util.logging.Level;
import java.util.logging.Logger;
import com.jme.math.Matrix3f;
import com.jme.math.Matrix4f;
import com.jme.math.Quaternion;
import com.jme.math.Vector2f;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.scene.Geometry;
import com.jme.scene.state.RenderState.StateType;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.OutputCapsule;
import com.jme.util.geom.BufferUtils;
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;
/**
* Implementation of the GL_ARB_shader_objects extension.
*
* @author Thomas Hourdel
* @author Rikard Herlitz (MrCoder)
*/
public abstract class GLSLShaderObjectsState extends RenderState {
private static final Logger logger = Logger
.getLogger(GLSLShaderObjectsState.class.getName());
/** Storage for shader uniform values */
protected ArrayList<ShaderVariable> shaderUniforms =
new ArrayList<ShaderVariable>();
/** Storage for shader attribute values */
protected ArrayList<ShaderVariable> shaderAttributes =
new ArrayList<ShaderVariable>();
/** Optional logic for setting shadervariables based on the current geom */
protected GLSLShaderDataLogic shaderDataLogic;
/** The Geometry this shader currently operates on during rendering */
protected Geometry geom;
protected static boolean glslSupported = false;
protected static boolean glslSupportedDetected = false;
protected boolean needSendShader = false;
protected String vertShader, fragShader;
/**
* Gets the currently loaded vertex shader.
* @return
*/
public String getVertexShader() {
return vertShader;
}
/**
* Gets the currently loaded fragment shader.
* @return
*/
public String getFragmentShader() {
return fragShader;
}
/**
* Gets all shader uniforms variables.
* @return
*/
public ArrayList<ShaderVariable> getShaderUniforms() {
return shaderUniforms;
}
/**
* Retrieves a shader uniform by name.
* @param uniformName
* @return
*/
public ShaderVariable getUniformByName(String uniformName) {
for(ShaderVariable shaderVar : shaderUniforms) {
if(shaderVar.name.equals(uniformName)) {
return shaderVar;
}
}
return null;
}
/**
* Gets all shader attribute variables.
* @return
*/
public ArrayList<ShaderVariable> getShaderAttributes() {
return shaderAttributes;
}
/**
* Retrieves a shader attribute by name.
* @param uniformName
* @return
*/
public ShaderVariable getAttributeByName(String attributeName) {
for(ShaderVariable shaderVar : shaderAttributes) {
if(shaderVar.name.equals(attributeName)) {
return shaderVar;
}
}
return null;
}
/**
*
* @param geom
*/
public void setGeometry(Geometry geom) {
this.geom = geom;
}
/**
* Logic to handle setting geom-specific data to a shader before rendering
* @param shaderDataLogic
*/
public void setShaderDataLogic(GLSLShaderDataLogic shaderDataLogic) {
this.shaderDataLogic = shaderDataLogic;
}
/**
* <code>isSupported</code> determines if the ARB_shader_objects extension
* is supported by current graphics configuration. This will only be valid
* if a renderer has been created.
*
* @return if ARB shader objects are supported
*/
public static boolean isSupported() {
return glslSupported;
}
/**
* Overide setting of glsl support.
*
* @param use
*/
public static void overrideSupport(boolean use) {
glslSupported = use;
}
/**
* Reset glsl support to driver-detected setting.
*/
public static void resetSupport() {
glslSupported = glslSupportedDetected;
}
/**
* Set an uniform value for this shader object.
*
* @param name uniform variable to change
* @param value the new value
*/
public void setUniform(String name, boolean value) {
ShaderVariableInt shaderUniform =
getShaderUniform(name, ShaderVariableInt.class);
shaderUniform.value1 = value ? 1 : 0;
setNeedsRefresh(true);
}
/**
* Set an uniform value for this shader object.
*
* @param name uniform variable to change
* @param value the new value
*/
public void setUniform(String name, int value) {
ShaderVariableInt shaderUniform =
getShaderUniform(name, ShaderVariableInt.class);
shaderUniform.value1 = value;
setNeedsRefresh(true);
}
/**
* Set an uniform value for this shader object.
*
* @param name uniform variable to change
* @param value the new value
*/
public void setUniform(String name, float value) {
ShaderVariableFloat shaderUniform =
getShaderUniform(name, ShaderVariableFloat.class);
shaderUniform.value1 = value;
setNeedsRefresh(true);
}
/**
* Set an uniform value for this shader object.
*
* @param name uniform variable to change
* @param value1 the new value
* @param value2 the new value
*/
public void setUniform(String name, boolean value1, boolean value2) {
ShaderVariableInt2 shaderUniform =
getShaderUniform(name, ShaderVariableInt2.class);
shaderUniform.value1 = value1 ? 1 : 0;
shaderUniform.value2 = value2 ? 1 : 0;
setNeedsRefresh(true);
}
/**
* Set an uniform value for this shader object.
*
* @param name uniform variable to change
* @param value1 the new value
* @param value2 the new value
*/
public void setUniform(String name, int value1, int value2) {
ShaderVariableInt2 shaderUniform =
getShaderUniform(name, ShaderVariableInt2.class);
shaderUniform.value1 = value1;
shaderUniform.value2 = value2;
setNeedsRefresh(true);
}
/**
* Set an uniform value for this shader object.
*
* @param name uniform variable to change
* @param value1 the new value
* @param value2 the new value
*/
public void setUniform(String name, float value1, float value2) {
ShaderVariableFloat2 shaderUniform =
getShaderUniform(name, ShaderVariableFloat2.class);
shaderUniform.value1 = value1;
shaderUniform.value2 = value2;
setNeedsRefresh(true);
}
/**
* Set an uniform value for this shader object.
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