/* * Copyright (c) 2009-2012 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.jme3.shader; import com.jme3.renderer.Renderer; import com.jme3.scene.VertexBuffer; import com.jme3.util.IntMap; import com.jme3.util.IntMap.Entry; import com.jme3.util.ListMap; import com.jme3.util.NativeObject; import java.util.ArrayList; import java.util.Collection; public final class Shader extends NativeObject { /** * A list of all shader sources currently attached. */ private final ArrayList<ShaderSource> shaderSourceList; /** * Maps uniform name to the uniform variable. */ private final ListMap<String, Uniform> uniforms; /** * Uniforms bound to {@link UniformBinding}s. * * Managed by the {@link UniformBindingManager}. */ private final ArrayList<Uniform> boundUniforms; /** * Maps attribute name to the location of the attribute in the shader. */ private final IntMap<Attribute> attribs; /** * Type of shader. The shader will control the pipeline of it's type. */ public static enum ShaderType { /** * Control fragment rasterization. (e.g color of pixel). */ Fragment("frag"), /** * Control vertex processing. (e.g transform of model to clip space) */ Vertex("vert"), /** * Control geometry assembly. (e.g compile a triangle list from input * data) */ Geometry("geom"), /** * Controls tesselation factor (e.g how often a input patch should be * subdivided) */ TessellationControl("tsctrl"), /** * Controls tesselation transform (e.g similar to the vertex shader, but * required to mix inputs manual) */ TessellationEvaluation("tseval"); private String extension; public String getExtension() { return extension; } private ShaderType(String extension) { this.extension = extension; } } /** * Shader source describes a shader object in OpenGL. Each shader source * is assigned a certain pipeline which it controls (described by it's type). */ public static class ShaderSource extends NativeObject { ShaderType sourceType; String language; String name; String source; String defines; public ShaderSource(ShaderType type){ super(); this.sourceType = type; if (type == null) { throw new IllegalArgumentException("The shader type must be specified"); } } protected ShaderSource(ShaderSource ss){ super(ss.id); // No data needs to be copied. // (This is a destructable clone) } public ShaderSource(){ super(); } public void setName(String name){ this.name = name; } public String getName(){ return name; } public ShaderType getType() { return sourceType; } public String getLanguage() { return language; } public void setLanguage(String language) { if (language == null) { throw new IllegalArgumentException("Shader language cannot be null"); } this.language = language; setUpdateNeeded(); } public void setSource(String source){ if (source == null) { throw new IllegalArgumentException("Shader source cannot be null"); } this.source = source; setUpdateNeeded(); } public void setDefines(String defines){ if (defines == null) { throw new IllegalArgumentException("Shader defines cannot be null"); } this.defines = defines; setUpdateNeeded(); } public String getSource(){ return source; } public String getDefines(){ return defines; } @Override public long getUniqueId() { return ((long)OBJTYPE_SHADERSOURCE << 32) | ((long)id); } @Override public String toString(){ String nameTxt = ""; if (name != null) nameTxt = "name="+name+", "; if (defines != null) nameTxt += "defines, "; return getClass().getSimpleName() + "["+nameTxt+"type=" + sourceType.name()+", language=" + language + "]"; } public void resetObject(){ id = -1; setUpdateNeeded(); } public void deleteObject(Object rendererObject){ ((Renderer)rendererObject).deleteShaderSource(ShaderSource.this); } public NativeObject createDestructableClone(){ return new ShaderSource(ShaderSource.this); } } /** * Creates a new shader, {@link #initialize() } must be called * after this constructor for the shader to be usable. */ public Shader(){ super(); shaderSourceList = new ArrayList<ShaderSource>(); uniforms = new ListMap<String, Uniform>(); attribs = new IntMap<Attribute>(); boundUniforms = new ArrayList<Uniform>(); } /** * Do not use this constructor. Used for destructable clones only. */ protected Shader(Shader s){ super(s.id); // Shader sources cannot be shared, therefore they must // be destroyed together with the parent shader. shaderSourceList = new ArrayList<ShaderSource>(); for (ShaderSource source : s.shaderSourceList){ shaderSourceList.add( (ShaderSource)source.createDestructableClone() ); } uniforms = null; boundUniforms = null; attribs = null; } /** * Adds source code to a certain pipeline. * * @param type The pipeline to control * @param source The shader source code (in GLSL). * @param defines Preprocessor defines (placed at the beginning of the shader) * @param language The shader source language, currently accepted is GLSL### * where ### is the version, e.g. GLSL100 = GLSL 1.0, GLSL330 = GLSL 3.3, etc. */ public void addSource(ShaderType type, String name, String source, String defines, String language){ ShaderSource shaderSource = new ShaderSource(type); shaderSource.setSource(source); shaderSource.setName(name); shaderSource.setLanguage(language); if (defines != null) { shaderSource.setDefines(defines); } shaderSourceList.add(shaderSource); setUpdateNeeded(); } public void addUniformBinding(UniformBinding binding){ String uniformName = "g_" + binding.name(); Uniform uniform = uniforms.get(uniformName); if (uniform == null) { uniform = new Uniform(); uniform.name = uniformName; uniform.binding = binding; uniforms.put(uniformName, uniform); boundUniforms.add(uniform); } } public Uniform getUniform(String name){ assert name.startsWith("m_") || name.startsWith("g_"); Uniform uniform = uniforms.get(name); if (uniform == null){ uniform = new Uniform(); uniform.name = name; uniforms.put(name, uniform); } return uniform; } public void removeUniform(String name){ uniforms.remove(name); } public Attribute getAttribute(VertexBuffer.Type attribType){ int ordinal = attribType.ordinal(); Attribute attrib = attribs.get(ordinal); if (attrib == null){ attrib = new Attribute(); attrib.name = attribType.name(); attribs.put(ordinal, attrib); } return attrib; } public ListMap<String, Uniform> getUniformMap(){ return uniforms; } public ArrayList<Uniform> getBoundUniforms() { return boundUniforms; } public Collection<ShaderSource> getSources(){ return shaderSourceList; } @Override public String toString() { return getClass().getSimpleName() + "[numSources=" + shaderSourceList.size() + ", numUniforms=" + uniforms.size() + ", shaderSources=" + getSources() + "]"; } /** * Removes the "set-by-current-material" flag from all uniforms. * When a uniform is modified after this call, the flag shall * become "set-by-current-material". * A call to {@link #resetUniformsNotSetByCurrent() } will reset * all uniforms that do not have the "set-by-current-material" flag * to their default value (usually all zeroes or false). */ public void clearUniformsSetByCurrentFlag() { int size = uniforms.size(); for (int i = 0; i < size; i++) { Uniform u = uniforms.getValue(i); u.clearSetByCurrentMaterial(); } } /** * Resets all uniforms that do not have the "set-by-current-material" flag * to their default value (usually all zeroes or false). * When a uniform is modified, that flag is set, to remove the flag, * use {@link #clearUniformsSetByCurrent() }. */ public void resetUniformsNotSetByCurrent() { int size = uniforms.size(); for (int i = 0; i < size; i++) { Uniform u = uniforms.getValue(i); if (!u.isSetByCurrentMaterial()) { u.clearValue(); } } } /** * Usually called when the shader itself changes or during any * time when the variable locations need to be refreshed. */ public void resetLocations() { if (uniforms != null) { // NOTE: Shader sources will be reset seperately from the shader itself. for (Uniform uniform : uniforms.values()) { uniform.reset(); // fixes issue with re-initialization } } if (attribs != null) { for (Entry<Attribute> entry : attribs) { entry.getValue().location = ShaderVariable.LOC_UNKNOWN; } } } @Override public void setUpdateNeeded(){ super.setUpdateNeeded(); resetLocations(); } /** * Called by the object manager to reset all object IDs. This causes * the shader to be reuploaded to the GPU incase the display was restarted. */ @Override public void resetObject() { this.id = -1; for (ShaderSource source : shaderSourceList){ source.resetObject(); } setUpdateNeeded(); } @Override public void deleteObject(Object rendererObject) { ((Renderer)rendererObject).deleteShader(this); } public NativeObject createDestructableClone(){ return new Shader(this); } @Override public long getUniqueId() { return ((long)OBJTYPE_SHADER << 32) | ((long)id); } }