lwjglshaderobjectsstate.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 394 行 · 第 1/2 页
JAVA
394 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.lwjgl;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import org.lwjgl.opengl.ARBFragmentShader;
import org.lwjgl.opengl.ARBShaderObjects;
import org.lwjgl.opengl.ARBShadingLanguage100;
import org.lwjgl.opengl.ARBVertexShader;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GLContext;
import com.jme.renderer.RenderContext;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.scene.state.StateRecord;
import com.jme.scene.state.lwjgl.records.ShaderObjectsStateRecord;
import com.jme.scene.state.lwjgl.shader.LWJGLShaderUtil;
import com.jme.system.DisplaySystem;
import com.jme.system.JmeException;
import com.jme.util.geom.BufferUtils;
import com.jme.util.shader.ShaderVariable;
/**
* Implementation of the GL_ARB_shader_objects extension.
*
* @author Thomas Hourdel
* @author Joshua Slack (attributes and StateRecord)
* @author Rikard Herlitz (MrCoder)
*/
public class LWJGLShaderObjectsState extends GLSLShaderObjectsState {
private static final Logger logger = Logger.getLogger(LWJGLShaderObjectsState.class.getName());
private static final long serialVersionUID = 1L;
/** OpenGL id for this program. * */
private int programID = -1;
/** OpenGL id for the attached vertex shader. */
private int vertexShaderID = -1;
/** OpenGL id for the attached fragment shader. */
private int fragmentShaderID = -1;
/** Holds the maximum number of vertex attributes available. */
private static int maxVertexAttribs;
private static boolean inited = false;
public LWJGLShaderObjectsState() {
super();
if (!inited) {
glslSupported = glslSupportedDetected = GLContext.getCapabilities().GL_ARB_shader_objects
&& GLContext.getCapabilities().GL_ARB_fragment_shader
&& GLContext.getCapabilities().GL_ARB_vertex_shader
&& GLContext.getCapabilities().GL_ARB_shading_language_100;
// get the number of supported shader attributes
if (isSupported()) {
IntBuffer buf = BufferUtils.createIntBuffer(16);
GL11.glGetInteger(ARBVertexShader.GL_MAX_VERTEX_ATTRIBS_ARB,
buf);
maxVertexAttribs = buf.get(0);
if (logger.isLoggable(Level.FINE)) {
StringBuffer shaderInfo = new StringBuffer();
shaderInfo.append("GL_MAX_VERTEX_ATTRIBS: "
+ maxVertexAttribs + "\n");
GL11.glGetInteger(
ARBVertexShader.GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB,
buf);
shaderInfo.append("GL_MAX_VERTEX_UNIFORM_COMPONENTS: "
+ buf.get(0) + "\n");
GL11.glGetInteger(ARBFragmentShader.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB,
buf);
shaderInfo.append("GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: "
+ buf.get(0) + "\n");
GL11.glGetInteger(ARBFragmentShader.GL_MAX_TEXTURE_COORDS_ARB, buf);
shaderInfo.append("GL_MAX_TEXTURE_COORDS: " + buf.get(0)
+ "\n");
GL11.glGetInteger(ARBFragmentShader.GL_MAX_TEXTURE_IMAGE_UNITS_ARB, buf);
shaderInfo.append("GL_MAX_TEXTURE_IMAGE_UNITS: "
+ buf.get(0) + "\n");
GL11.glGetInteger(ARBVertexShader.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB,
buf);
shaderInfo.append("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: "
+ buf.get(0) + "\n");
GL11.glGetInteger(ARBVertexShader.GL_MAX_VARYING_FLOATS_ARB, buf);
shaderInfo.append("GL_MAX_VARYING_FLOATS: " + buf.get(0)
+ "\n");
shaderInfo.append(GL11
.glGetString(ARBShadingLanguage100.GL_SHADING_LANGUAGE_VERSION_ARB));
logger.fine(shaderInfo.toString());
}
}
// We're done initing! Wee! :)
inited = true;
}
}
/**
* Loads a string into a ByteBuffer
*
* @param data string to load into ByteBuffer
* @return the converted string
*/
private ByteBuffer load(String data) {
try {
byte[] bytes = data.getBytes();
ByteBuffer program = BufferUtils.createByteBuffer(bytes.length);
program.put(bytes);
program.rewind();
return program;
} catch (Exception e) {
logger.severe("Could not load fragment program: " + e);
logger.logp(Level.SEVERE, getClass().getName(), "load(URL)", "Exception", e);
return null;
}
}
/**
* Loads the shader object. Use null for an empty vertex or empty fragment
* shader.
*
* @param vert vertex shader
* @param frag fragment shader
* @see com.jme.scene.state.GLSLShaderObjectsState#load(java.net.URL,
*java.net.URL)
*/
private void sendToGL(String vert, String frag) {
ByteBuffer vertexByteBuffer = vert != null ? load(vert) : null;
ByteBuffer fragmentByteBuffer = frag != null ? load(frag) : null;
sendToGL(vertexByteBuffer, fragmentByteBuffer);
}
/**
* Loads the shader object. Use null for an empty vertex or empty fragment
* shader.
*
* @param vertexByteBuffer vertex shader
* @param fragmentByteBuffer fragment shader
* @see com.jme.scene.state.GLSLShaderObjectsState#load(java.net.URL,
*java.net.URL)
*/
protected void sendToGL(ByteBuffer vertexByteBuffer,
ByteBuffer fragmentByteBuffer) {
if (vertexByteBuffer == null && fragmentByteBuffer == null) {
logger.warning("Could not find shader resources!"
+ "(both inputbuffers are null)");
needSendShader = false;
return;
}
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