/******************************************************************************* * Copyright 2014 Geoscience Australia * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package au.gov.ga.earthsci.worldwind.common.layers.delegate.render; import gov.nasa.worldwind.geom.Matrix; import gov.nasa.worldwind.geom.Vec4; import gov.nasa.worldwind.render.DrawContext; import java.io.ByteArrayInputStream; import java.io.InputStream; import java.io.UnsupportedEncodingException; import java.util.HashMap; import java.util.Map; import java.util.Map.Entry; import java.util.regex.Matcher; import java.util.regex.Pattern; import javax.media.opengl.GL2; import au.gov.ga.earthsci.worldwind.common.render.Shader; import au.gov.ga.earthsci.worldwind.common.sun.SunPositionService; /** * Shader used by the {@link ShaderRenderDelegate}. * * @author Michael de Hoog (michael.dehoog@ga.gov.au) */ public class ShaderRenderDelegateShader extends Shader { protected final String vertexSource; protected final String fragmentSource; protected final Map<Integer, IUniformSetter> uniforms = new HashMap<Integer, IUniformSetter>(); public ShaderRenderDelegateShader(String vertexSource, String fragmentSource) { this.vertexSource = vertexSource; this.fragmentSource = fragmentSource; } public void use(DrawContext dc) { GL2 gl = dc.getGL().getGL2(); if (super.use(gl)) { for (Entry<Integer, IUniformSetter> entry : uniforms.entrySet()) { entry.getValue().set(dc, gl, entry.getKey()); } } } @Override protected void getUniformLocations(GL2 gl) { readUniformsFromSource(gl, vertexSource); readUniformsFromSource(gl, fragmentSource); } protected void readUniformsFromSource(GL2 gl, String source) { //read the uniforms defined by the shader source int samplerNumber = 0; Pattern uniformPattern = Pattern.compile("uniform\\s+(\\w+)\\s+([^;]+);"); Matcher matcher = uniformPattern.matcher(source); while (matcher.find()) { String[] names = matcher.group(2).split("\\s*,\\s*"); if (matcher.group(1).equals("sampler2D")) { //a sampler2D was found; set them to incremental integers (assume that they are defined by texture order) for (String name : names) { gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, name), samplerNumber++); } } else { for (String name : names) { //check if we have a setter for this uniform name IUniformSetter setter = setters.get(name); if (setter != null) { int uniformLocation = gl.glGetUniformLocation(shaderProgram, name); uniforms.put(uniformLocation, setter); } } } } } @Override protected InputStream getVertexSource() { try { return new ByteArrayInputStream(vertexSource.getBytes("UTF-8")); } catch (UnsupportedEncodingException e) { throw new RuntimeException(e); } } @Override protected InputStream getFragmentSource() { try { return new ByteArrayInputStream(fragmentSource.getBytes("UTF-8")); } catch (UnsupportedEncodingException e) { throw new RuntimeException(e); } } /** * Object that knows how to set a shader uniform's value. */ protected static interface IUniformSetter { void set(DrawContext dc, GL2 gl, int uniformLocation); } /** * Abstract {@link IUniformSetter} implementation used for setting * {@link Matrix} uniforms. */ protected static abstract class MatrixUniformSetter implements IUniformSetter { protected abstract Matrix getMatrix(DrawContext dc); protected float[] array = new float[16]; @Override public void set(DrawContext dc, GL2 gl, int uniformLocation) { Matrix matrix = getMatrix(dc); array[0] = (float) matrix.m11; array[1] = (float) matrix.m21; array[2] = (float) matrix.m31; array[3] = (float) matrix.m41; array[4] = (float) matrix.m12; array[5] = (float) matrix.m22; array[6] = (float) matrix.m32; array[7] = (float) matrix.m42; array[8] = (float) matrix.m13; array[9] = (float) matrix.m23; array[10] = (float) matrix.m33; array[11] = (float) matrix.m43; array[12] = (float) matrix.m14; array[13] = (float) matrix.m24; array[14] = (float) matrix.m34; array[15] = (float) matrix.m44; gl.glUniformMatrix4fv(uniformLocation, 1, false, array, 0); } } /** * Map of setters. */ protected static Map<String, IUniformSetter> setters = new HashMap<String, IUniformSetter>() { { put("modelViewMatrix", new MatrixUniformSetter() { @Override protected Matrix getMatrix(DrawContext dc) { return dc.getView().getModelviewMatrix(); } }); put("modelViewMatrixInverse", new MatrixUniformSetter() { @Override protected Matrix getMatrix(DrawContext dc) { return dc.getView().getModelviewMatrix().getInverse(); } }); put("projectionMatrix", new MatrixUniformSetter() { @Override protected Matrix getMatrix(DrawContext dc) { return dc.getView().getProjectionMatrix(); } }); put("projectionMatrixInverse", new MatrixUniformSetter() { @Override protected Matrix getMatrix(DrawContext dc) { return dc.getView().getProjectionMatrix().getInverse(); } }); put("lightDirection", new IUniformSetter() { @Override public void set(DrawContext dc, GL2 gl, int uniformLocation) { Vec4 lightDirection = SunPositionService.INSTANCE.getDirection(dc.getView()); gl.glUniform3f(uniformLocation, (float) lightDirection.x, (float) lightDirection.y, (float) lightDirection.z); } }); put("eyePosition", new IUniformSetter() { @Override public void set(DrawContext dc, GL2 gl, int uniformLocation) { Vec4 eyePosition = dc.getView().getEyePoint(); gl.glUniform3f(uniformLocation, (float) eyePosition.x, (float) eyePosition.y, (float) eyePosition.z); } }); } }; }