/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* 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 the 'Xith3D Project Group' 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) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.loaders.shaders.impl.glsl;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileReader;
import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.io.Reader;
import java.io.StringReader;
import java.net.URL;
import org.xith3d.loaders.shaders.base.ShaderLoader;
import org.xith3d.scenegraph.Shader.ShaderType;
import org.xith3d.scenegraph.GLSLFragmentShader;
import org.xith3d.scenegraph.GLSLShader;
import org.xith3d.scenegraph.GLSLVertexShader;
import org.xith3d.utility.logging.X3DLog;
/**
* Loads a GLSL shaders.
*
* @author Florian Hofmann (ok ... i copied most from Matthias Mann)
* @author Marvin Froehlich
*
* 14.12.2006 - fhofmann shader source is now displayed correctly in error messages
*/
public class GLSLShaderLoader extends ShaderLoader< GLSLShader >
{
private static final GLSLShaderLoader instance = new GLSLShaderLoader();
/**
* This defines a mapping for placeholders in a shader source,
* that are replaced by the provided values.
* The value is converted to a String through the toString() method.
*
* @author Marvin Froehlich (aka Qudus)
*/
public static final class InlineVariableMapping
{
private final String variableName;
private final String searchString;
private final Object value;
private final String strValue;
/**
* Returns the variable name.
*
* @return the variable name.
*/
public final String getVariableName()
{
return ( variableName );
}
/**
* Returns ${variableName}.
*
* @return ${variableName}.
*/
public final String getSearchString()
{
return ( searchString );
}
/**
* Returns the raw value.
*
* @return the raw value.
*/
public final Object getValue()
{
return ( value );
}
/**
* Returns the value converted to a String.
*
* @return the value converted to a String.
*/
public final String getValueAsString()
{
return ( strValue );
}
/**
* Creates a new mapping.
*
* @param variableName the name of the variabled as noted in the shader source.
* If this name is e.g. MY_VARIABLE, it is searched for as ${MY_VARIABLE}.
* Hence you must never use ${} for this name at this place.
* @param value the raw value, which is converted to a String through the toString() method.
*/
public InlineVariableMapping( String variableName, Object value )
{
if ( ( variableName == null ) || ( value == null ) )
{
throw new IllegalArgumentException( "Neither variableName nor value must be null." );
}
this.variableName = variableName;
this.searchString = "${" + variableName + "}";
this.value = value;
this.strValue = value.toString();
}
}
/**
* {@inheritDoc}
*/
public GLSLShader loadShader( Reader reader, ShaderType type, InlineVariableMapping... inlineVariables ) throws IOException
{
BufferedReader buffReader;
if ( reader instanceof BufferedReader )
buffReader = (BufferedReader)reader;
else
buffReader = new BufferedReader( reader );
GLSLShader shader = null;
// get shader source
StringBuilder shaderSource = new StringBuilder();
String line;
try
{
while ( ( line = buffReader.readLine() ) != null )
{
int offset = 0;
if ( inlineVariables != null )
{
for ( int i = 0; i < inlineVariables.length; i++ )
{
InlineVariableMapping mapping = inlineVariables[i];
int pos = line.indexOf( mapping.getSearchString(), offset );
if ( pos >= 0 )
{
shaderSource.append( line, offset, pos );
shaderSource.append( mapping.getValueAsString() );
offset = pos + mapping.getSearchString().length();
}
}
}
if ( line.indexOf( "${", offset ) >= 0 )
throw new Error( "Found unmapped inline variabled remaining in the shader source." );
if ( offset > 0 )
shaderSource.append( line, offset, line.length() );
else
shaderSource.append( line );
shaderSource.append( '\n' );
}
}
catch ( IOException e )
{
e.printStackTrace();
}
// check if we got a (more or less) valid file
if ( shaderSource.length() == 0 )
{
X3DLog.exception( "failed to load shader \"...\"" );
return ( null );
}
// create a shader from this source
if ( type == ShaderType.FRAGMENT )
shader = new GLSLFragmentShader( shaderSource.toString() );
else
shader = new GLSLVertexShader( shaderSource.toString() );
// check again if we got something
if ( shader == null )
{
X3DLog.exception( "failed to load shader \"...\"" );
return ( null );
}
// return the shader
return ( shader );
}
/**
* {@inheritDoc}
*/
@Override
public GLSLShader loadShader( Reader reader, ShaderType type ) throws IOException
{
return ( loadShader( reader, type, (InlineVariableMapping[])null ) );
}
/**
* {@inheritDoc}
*/
public GLSLShader loadShader( InputStream in, ShaderType type, InlineVariableMapping... inlineVariables ) throws IOException
{
return ( loadShader( new InputStreamReader( in ), type, inlineVariables ) );
}
/**
* {@inheritDoc}
*/
@Override
public GLSLShader loadShader( InputStream in, ShaderType type ) throws IOException
{
return ( loadShader( new InputStreamReader( in ), type, (InlineVariableMapping[])null ) );
}
/**
* {@inheritDoc}
*/
public GLSLShader loadShader( URL url, ShaderType type, InlineVariableMapping... inlineVariables ) throws IOException
{
return ( loadShader( url.openStream(), type, inlineVariables ) );
}
/**
* {@inheritDoc}
*/
@Override
public GLSLShader loadShader( URL url, ShaderType type ) throws IOException
{
return ( loadShader( url.openStream(), type, (InlineVariableMapping[])null ) );
}
/**
* {@inheritDoc}
*/
@Override
public GLSLShader loadShader( String name, ShaderType type ) throws IOException
{
// create a cache tag
String cacheTag = type + name;
// look up this shader in the cache
GLSLShader shader = getFromCache( cacheTag );
// if we have found a shader we just return it
if ( shader != null )
return ( shader );
File shaderFile = new File( name );
if ( shaderFile.exists() )
{
shader = loadShader( new FileReader( name ), type );
}
else
{
if ( getBaseURL() != null )
shader = loadShader( new URL( getBaseURL(), name ).openStream(), type );
else if ( getBasePath() != null )
shader = loadShader( new FileReader( new File( getBasePath(), name ) ), type );
}
if ( shader == null )
{
X3DLog.error( "failed to load shader \"", name, "\"" );
return ( null );
}
// store the shader in our cache
cacheShader( cacheTag, shader );
return ( shader );
}
/**
* Retrives the Shader with the given name.
*
* @param url
* The url of the Shader.
*
* @return The Shader object
*/
public GLSLVertexShader loadVertexShader( URL url, InlineVariableMapping... inlineVariables ) throws IOException
{
return ( (GLSLVertexShader)loadShader( url, ShaderType.VERTEX, inlineVariables ) );
}
/**
* Retrives the Shader with the given name.
*
* @param url
* The url of the Shader.
*
* @return The Shader object
*/
public GLSLVertexShader loadVertexShader( URL url ) throws IOException
{
return ( (GLSLVertexShader)loadShader( url, ShaderType.VERTEX, (InlineVariableMapping[])null ) );
}
/**
* Retrives the Shader with the given name.
*
* @param name
* The name of the Shader.
*
* @return The Shader object
*/
public GLSLVertexShader loadVertexShader( String name ) throws IOException
{
return ( (GLSLVertexShader)loadShader( name, ShaderType.VERTEX ) );
}
/**
* Retrives the Shader with the given name.
*
* @param url
* The url of the Shader.
*
* @return The Shader object
*/
public GLSLFragmentShader loadFragmentShader( URL url, InlineVariableMapping... inlineVariables ) throws IOException
{
return ( (GLSLFragmentShader)loadShader( url, ShaderType.FRAGMENT, inlineVariables ) );
}
/**
* Retrives the Shader with the given name.
*
* @param url
* The url of the Shader.
*
* @return The Shader object
*/
public GLSLFragmentShader loadFragmentShader( URL url ) throws IOException
{
return ( (GLSLFragmentShader)loadShader( url, ShaderType.FRAGMENT, (InlineVariableMapping[])null ) );
}
/**
* Retrives the Shader with the given name.
*
* @param name
* The name of the Shader.
*
* @return The Shader object
*/
public GLSLFragmentShader loadFragmentShader( String name ) throws IOException
{
return ( (GLSLFragmentShader)loadShader( name, ShaderType.FRAGMENT ) );
}
/**
* {@inheritDoc}
*/
public GLSLShader loadShaderFromString( String source, ShaderType typ, InlineVariableMapping... inlineVariables )
{
if ( ( inlineVariables == null ) || ( inlineVariables.length == 0 ) || ( source.indexOf( "${" ) < 0 ) )
{
if ( typ == ShaderType.FRAGMENT )
return ( new GLSLFragmentShader( source ) );
return ( new GLSLVertexShader( source ) );
}
try
{
return ( loadShader( new StringReader( source ), typ, inlineVariables ) );
}
catch ( IOException e )
{
throw new Error( e );
}
}
/**
* {@inheritDoc}
*/
@Override
public GLSLShader loadShaderFromString( String source, ShaderType typ )
{
return ( loadShaderFromString( source, typ, (InlineVariableMapping[])null ) );
}
/**
* Creates a Shader from the given String. The generated Shader is
* not cached.
*
* @param source
* The String that should get parsed
*
* @return Shader A Shader object that is based on the current content of
* the given String
*/
public GLSLVertexShader loadVertexShaderFromString( String source, InlineVariableMapping... inlineVariables )
{
return ( (GLSLVertexShader)loadShaderFromString( source, ShaderType.VERTEX, inlineVariables ) );
}
/**
* Creates a Shader from the given String. The generated Shader is
* not cached.
*
* @param source
* The String that should get parsed
*
* @return Shader A Shader object that is based on the current content of
* the given String
*/
public GLSLVertexShader loadVertexShaderFromString( String source )
{
return ( (GLSLVertexShader)loadShaderFromString( source, ShaderType.VERTEX, (InlineVariableMapping[])null ) );
}
/**
* Creates a Shader from the given String. The generated Shader is
* not cached.
*
* @param source
* The String that should get parsed
*
* @return Shader A Shader object that is based on the current content of
* the given String
*/
public GLSLFragmentShader loadFragmentShaderFromString( String source, InlineVariableMapping... inlineVariables )
{
return ( (GLSLFragmentShader)loadShaderFromString( source, ShaderType.FRAGMENT, inlineVariables ) );
}
/**
* Creates a Shader from the given String. The generated Shader is
* not cached.
*
* @param source
* The String that should get parsed
*
* @return Shader A Shader object that is based on the current content of
* the given String
*/
public GLSLFragmentShader loadFragmentShaderFromString( String source )
{
return ( (GLSLFragmentShader)loadShaderFromString( source, ShaderType.FRAGMENT, (InlineVariableMapping[])null ) );
}
/**
* Constructs a Loader with the specified baseURL.
*
* @param baseURL the new baseURL to take resources from
*/
public GLSLShaderLoader( URL baseURL )
{
super( baseURL );
}
/**
* Constructs a Loader with the specified basePath.
*
* @param basePath the new basePath to take resources from
*/
public GLSLShaderLoader( String basePath )
{
super( basePath );
}
/**
* Constructs a Loader with default values for all variables.
*/
public GLSLShaderLoader()
{
super();
}
/**
* @return the singleton instance of the TextureLoader
*/
public static GLSLShaderLoader getInstance()
{
return ( instance );
}
}