/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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 com.badlogic.gdx.graphics.glutils; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import com.badlogic.gdx.Application; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Mesh; import com.badlogic.gdx.math.Matrix3; import com.badlogic.gdx.math.Matrix4; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.BufferUtils; import com.badlogic.gdx.utils.Disposable; import com.badlogic.gdx.utils.ObjectIntMap; import com.badlogic.gdx.utils.ObjectMap; /** <p> * A shader program encapsulates a vertex and fragment shader pair linked to form a shader program. * </p> * * <p> * After construction a ShaderProgram can be used to draw {@link Mesh}. To make the GPU use a specific ShaderProgram the programs * {@link ShaderProgram#begin()} method must be used which effectively binds the program. * </p> * * <p> * When a ShaderProgram is bound one can set uniforms, vertex attributes and attributes as needed via the respective methods. * </p> * * <p> * A ShaderProgram can be unbound with a call to {@link ShaderProgram#end()} * </p> * * <p> * A ShaderProgram must be disposed via a call to {@link ShaderProgram#dispose()} when it is no longer needed * </p> * * <p> * ShaderPrograms are managed. In case the OpenGL context is lost all shaders get invalidated and have to be reloaded. This * happens on Android when a user switches to another application or receives an incoming call. Managed ShaderPrograms are * automatically reloaded when the OpenGL context is recreated so you don't have to do this manually. * </p> * * @author mzechner */ public class ShaderProgram implements Disposable { /** default name for position attributes **/ public static final String POSITION_ATTRIBUTE = "a_position"; /** default name for normal attributes **/ public static final String NORMAL_ATTRIBUTE = "a_normal"; /** default name for color attributes **/ public static final String COLOR_ATTRIBUTE = "a_color"; /** default name for texcoords attributes, append texture unit number **/ public static final String TEXCOORD_ATTRIBUTE = "a_texCoord"; /** default name for tangent attribute **/ public static final String TANGENT_ATTRIBUTE = "a_tangent"; /** default name for binormal attribute **/ public static final String BINORMAL_ATTRIBUTE = "a_binormal"; /** default name for boneweight attribute **/ public static final String BONEWEIGHT_ATTRIBUTE = "a_boneWeight"; /** flag indicating whether attributes & uniforms must be present at all times **/ public static boolean pedantic = true; /** code that is always added to the vertex shader code, typically used to inject a #version line. Note that this is added * as-is, you should include a newline (`\n`) if needed. */ public static String prependVertexCode = ""; /** code that is always added to every fragment shader code, typically used to inject a #version line. Note that this is added * as-is, you should include a newline (`\n`) if needed. */ public static String prependFragmentCode = ""; /** the list of currently available shaders **/ private final static ObjectMap<Application, Array<ShaderProgram>> shaders = new ObjectMap<Application, Array<ShaderProgram>>(); /** the log **/ private String log = ""; /** whether this program compiled successfully **/ private boolean isCompiled; /** uniform lookup **/ private final ObjectIntMap<String> uniforms = new ObjectIntMap<String>(); /** uniform types **/ private final ObjectIntMap<String> uniformTypes = new ObjectIntMap<String>(); /** uniform sizes **/ private final ObjectIntMap<String> uniformSizes = new ObjectIntMap<String>(); /** uniform names **/ private String[] uniformNames; /** attribute lookup **/ private final ObjectIntMap<String> attributes = new ObjectIntMap<String>(); /** attribute types **/ private final ObjectIntMap<String> attributeTypes = new ObjectIntMap<String>(); /** attribute sizes **/ private final ObjectIntMap<String> attributeSizes = new ObjectIntMap<String>(); /** attribute names **/ private String[] attributeNames; /** program handle **/ private int program; /** vertex shader handle **/ private int vertexShaderHandle; /** fragment shader handle **/ private int fragmentShaderHandle; /** matrix float buffer **/ private final FloatBuffer matrix; /** vertex shader source **/ private final String vertexShaderSource; /** fragment shader source **/ private final String fragmentShaderSource; /** whether this shader was invalidated **/ private boolean invalidated; /** reference count **/ private int refCount = 0; /** Constructs a new ShaderProgram and immediately compiles it. * * @param vertexShader the vertex shader * @param fragmentShader the fragment shader */ public ShaderProgram (String vertexShader, String fragmentShader) { if (vertexShader == null) throw new IllegalArgumentException("vertex shader must not be null"); if (fragmentShader == null) throw new IllegalArgumentException("fragment shader must not be null"); if (prependVertexCode != null && prependVertexCode.length() > 0) vertexShader = prependVertexCode + vertexShader; if (prependFragmentCode != null && prependFragmentCode.length() > 0) fragmentShader = prependFragmentCode + fragmentShader; this.vertexShaderSource = vertexShader; this.fragmentShaderSource = fragmentShader; this.matrix = BufferUtils.newFloatBuffer(16); compileShaders(vertexShader, fragmentShader); if (isCompiled()) { fetchAttributes(); fetchUniforms(); addManagedShader(Gdx.app, this); } } public ShaderProgram (FileHandle vertexShader, FileHandle fragmentShader) { this(vertexShader.readString(), fragmentShader.readString()); } /** Loads and compiles the shaders, creates a new program and links the shaders. * * @param vertexShader * @param fragmentShader */ private void compileShaders (String vertexShader, String fragmentShader) { vertexShaderHandle = loadShader(GL20.GL_VERTEX_SHADER, vertexShader); fragmentShaderHandle = loadShader(GL20.GL_FRAGMENT_SHADER, fragmentShader); if (vertexShaderHandle == -1 || fragmentShaderHandle == -1) { isCompiled = false; return; } program = linkProgram(createProgram()); if (program == -1) { isCompiled = false; return; } isCompiled = true; } private int loadShader (int type, String source) { GL20 gl = Gdx.gl20; IntBuffer intbuf = BufferUtils.newIntBuffer(1); int shader = gl.glCreateShader(type); if (shader == 0) return -1; gl.glShaderSource(shader, source); gl.glCompileShader(shader); gl.glGetShaderiv(shader, GL20.GL_COMPILE_STATUS, intbuf); int compiled = intbuf.get(0); if (compiled == 0) { // gl.glGetShaderiv(shader, GL20.GL_INFO_LOG_LENGTH, intbuf); // int infoLogLength = intbuf.get(0); // if (infoLogLength > 1) { String infoLog = gl.glGetShaderInfoLog(shader); log += type == GL20.GL_VERTEX_SHADER ? "Vertex shader\n" : "Fragment shader:\n"; log += infoLog; // } return -1; } return shader; } protected int createProgram () { GL20 gl = Gdx.gl20; int program = gl.glCreateProgram(); return program != 0 ? program : -1; } private int linkProgram (int program) { GL20 gl = Gdx.gl20; if (program == -1) return -1; gl.glAttachShader(program, vertexShaderHandle); gl.glAttachShader(program, fragmentShaderHandle); gl.glLinkProgram(program); ByteBuffer tmp = ByteBuffer.allocateDirect(4); tmp.order(ByteOrder.nativeOrder()); IntBuffer intbuf = tmp.asIntBuffer(); gl.glGetProgramiv(program, GL20.GL_LINK_STATUS, intbuf); int linked = intbuf.get(0); if (linked == 0) { // Gdx.gl20.glGetProgramiv(program, GL20.GL_INFO_LOG_LENGTH, intbuf); // int infoLogLength = intbuf.get(0); // if (infoLogLength > 1) { log = Gdx.gl20.glGetProgramInfoLog(program); // } return -1; } return program; } final static IntBuffer intbuf = BufferUtils.newIntBuffer(1); /** @return the log info for the shader compilation and program linking stage. The shader needs to be bound for this method to * have an effect. */ public String getLog () { if (isCompiled) { // Gdx.gl20.glGetProgramiv(program, GL20.GL_INFO_LOG_LENGTH, intbuf); // int infoLogLength = intbuf.get(0); // if (infoLogLength > 1) { log = Gdx.gl20.glGetProgramInfoLog(program); // } return log; } else { return log; } } /** @return whether this ShaderProgram compiled successfully. */ public boolean isCompiled () { return isCompiled; } private int fetchAttributeLocation (String name) { GL20 gl = Gdx.gl20; // -2 == not yet cached // -1 == cached but not found int location; if ((location = attributes.get(name, -2)) == -2) { location = gl.glGetAttribLocation(program, name); attributes.put(name, location); } return location; } private int fetchUniformLocation (String name) { return fetchUniformLocation(name, pedantic); } public int fetchUniformLocation (String name, boolean pedantic) { GL20 gl = Gdx.gl20; // -2 == not yet cached // -1 == cached but not found int location; if ((location = uniforms.get(name, -2)) == -2) { location = gl.glGetUniformLocation(program, name); if (location == -1 && pedantic) throw new IllegalArgumentException("no uniform with name '" + name + "' in shader"); uniforms.put(name, location); } return location; } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value the value */ public void setUniformi (String name, int value) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform1i(location, value); } public void setUniformi (int location, int value) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform1i(location, value); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value1 the first value * @param value2 the second value */ public void setUniformi (String name, int value1, int value2) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform2i(location, value1, value2); } public void setUniformi (int location, int value1, int value2) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform2i(location, value1, value2); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value1 the first value * @param value2 the second value * @param value3 the third value */ public void setUniformi (String name, int value1, int value2, int value3) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform3i(location, value1, value2, value3); } public void setUniformi (int location, int value1, int value2, int value3) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform3i(location, value1, value2, value3); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value1 the first value * @param value2 the second value * @param value3 the third value * @param value4 the fourth value */ public void setUniformi (String name, int value1, int value2, int value3, int value4) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform4i(location, value1, value2, value3, value4); } public void setUniformi (int location, int value1, int value2, int value3, int value4) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform4i(location, value1, value2, value3, value4); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value the value */ public void setUniformf (String name, float value) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform1f(location, value); } public void setUniformf (int location, float value) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform1f(location, value); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value1 the first value * @param value2 the second value */ public void setUniformf (String name, float value1, float value2) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform2f(location, value1, value2); } public void setUniformf (int location, float value1, float value2) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform2f(location, value1, value2); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value1 the first value * @param value2 the second value * @param value3 the third value */ public void setUniformf (String name, float value1, float value2, float value3) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform3f(location, value1, value2, value3); } public void setUniformf (int location, float value1, float value2, float value3) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform3f(location, value1, value2, value3); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param value1 the first value * @param value2 the second value * @param value3 the third value * @param value4 the fourth value */ public void setUniformf (String name, float value1, float value2, float value3, float value4) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform4f(location, value1, value2, value3, value4); } public void setUniformf (int location, float value1, float value2, float value3, float value4) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform4f(location, value1, value2, value3, value4); } public void setUniform1fv (String name, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform1fv(location, length, values, offset); } public void setUniform1fv (int location, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform1fv(location, length, values, offset); } public void setUniform2fv (String name, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform2fv(location, length / 2, values, offset); } public void setUniform2fv (int location, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform2fv(location, length / 2, values, offset); } public void setUniform3fv (String name, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform3fv(location, length / 3, values, offset); } public void setUniform3fv (int location, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform3fv(location, length / 3, values, offset); } public void setUniform4fv (String name, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchUniformLocation(name); gl.glUniform4fv(location, length / 4, values, offset); } public void setUniform4fv (int location, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniform4fv(location, length / 4, values, offset); } /** Sets the uniform matrix with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param matrix the matrix */ public void setUniformMatrix (String name, Matrix4 matrix) { setUniformMatrix(name, matrix, false); } /** Sets the uniform matrix with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param matrix the matrix * @param transpose whether the matrix should be transposed */ public void setUniformMatrix (String name, Matrix4 matrix, boolean transpose) { setUniformMatrix(fetchUniformLocation(name), matrix, transpose); } public void setUniformMatrix (int location, Matrix4 matrix) { setUniformMatrix(location, matrix, false); } public void setUniformMatrix (int location, Matrix4 matrix, boolean transpose) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniformMatrix4fv(location, 1, transpose, matrix.val, 0); } /** Sets the uniform matrix with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param matrix the matrix */ public void setUniformMatrix (String name, Matrix3 matrix) { setUniformMatrix(name, matrix, false); } /** Sets the uniform matrix with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param matrix the matrix * @param transpose whether the uniform matrix should be transposed */ public void setUniformMatrix (String name, Matrix3 matrix, boolean transpose) { setUniformMatrix(fetchUniformLocation(name), matrix, transpose); } public void setUniformMatrix (int location, Matrix3 matrix) { setUniformMatrix(location, matrix, false); } public void setUniformMatrix (int location, Matrix3 matrix, boolean transpose) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniformMatrix3fv(location, 1, transpose, matrix.val, 0); } /** Sets an array of uniform matrices with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param buffer buffer containing the matrix data * @param transpose whether the uniform matrix should be transposed */ public void setUniformMatrix3fv (String name, FloatBuffer buffer, int count, boolean transpose) { GL20 gl = Gdx.gl20; checkManaged(); buffer.position(0); int location = fetchUniformLocation(name); gl.glUniformMatrix3fv(location, count, transpose, buffer); } /** Sets an array of uniform matrices with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param buffer buffer containing the matrix data * @param transpose whether the uniform matrix should be transposed */ public void setUniformMatrix4fv (String name, FloatBuffer buffer, int count, boolean transpose) { GL20 gl = Gdx.gl20; checkManaged(); buffer.position(0); int location = fetchUniformLocation(name); gl.glUniformMatrix4fv(location, count, transpose, buffer); } public void setUniformMatrix4fv (int location, float[] values, int offset, int length) { GL20 gl = Gdx.gl20; checkManaged(); gl.glUniformMatrix4fv(location, length / 16, false, values, offset); } public void setUniformMatrix4fv (String name, float[] values, int offset, int length) { setUniformMatrix4fv(fetchUniformLocation(name), values, offset, length); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param values x and y as the first and second values respectively */ public void setUniformf (String name, Vector2 values) { setUniformf(name, values.x, values.y); } public void setUniformf (int location, Vector2 values) { setUniformf(location, values.x, values.y); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param values x, y and z as the first, second and third values respectively */ public void setUniformf (String name, Vector3 values) { setUniformf(name, values.x, values.y, values.z); } public void setUniformf (int location, Vector3 values) { setUniformf(location, values.x, values.y, values.z); } /** Sets the uniform with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the name of the uniform * @param values r, g, b and a as the first through fourth values respectively */ public void setUniformf (String name, Color values) { setUniformf(name, values.r, values.g, values.b, values.a); } public void setUniformf (int location, Color values) { setUniformf(location, values.r, values.g, values.b, values.a); } /** Sets the vertex attribute with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the attribute name * @param size the number of components, must be >= 1 and <= 4 * @param type the type, must be one of GL20.GL_BYTE, GL20.GL_UNSIGNED_BYTE, GL20.GL_SHORT, * GL20.GL_UNSIGNED_SHORT,GL20.GL_FIXED, or GL20.GL_FLOAT. GL_FIXED will not work on the desktop * @param normalize whether fixed point data should be normalized. Will not work on the desktop * @param stride the stride in bytes between successive attributes * @param buffer the buffer containing the vertex attributes. */ public void setVertexAttribute (String name, int size, int type, boolean normalize, int stride, Buffer buffer) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchAttributeLocation(name); if (location == -1) return; gl.glVertexAttribPointer(location, size, type, normalize, stride, buffer); } public void setVertexAttribute (int location, int size, int type, boolean normalize, int stride, Buffer buffer) { GL20 gl = Gdx.gl20; checkManaged(); gl.glVertexAttribPointer(location, size, type, normalize, stride, buffer); } /** Sets the vertex attribute with the given name. The {@link ShaderProgram} must be bound for this to work. * * @param name the attribute name * @param size the number of components, must be >= 1 and <= 4 * @param type the type, must be one of GL20.GL_BYTE, GL20.GL_UNSIGNED_BYTE, GL20.GL_SHORT, * GL20.GL_UNSIGNED_SHORT,GL20.GL_FIXED, or GL20.GL_FLOAT. GL_FIXED will not work on the desktop * @param normalize whether fixed point data should be normalized. Will not work on the desktop * @param stride the stride in bytes between successive attributes * @param offset byte offset into the vertex buffer object bound to GL20.GL_ARRAY_BUFFER. */ public void setVertexAttribute (String name, int size, int type, boolean normalize, int stride, int offset) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchAttributeLocation(name); if (location == -1) return; gl.glVertexAttribPointer(location, size, type, normalize, stride, offset); } public void setVertexAttribute (int location, int size, int type, boolean normalize, int stride, int offset) { GL20 gl = Gdx.gl20; checkManaged(); gl.glVertexAttribPointer(location, size, type, normalize, stride, offset); } /** Makes OpenGL ES 2.0 use this vertex and fragment shader pair. When you are done with this shader you have to call * {@link ShaderProgram#end()}. */ public void begin () { GL20 gl = Gdx.gl20; checkManaged(); gl.glUseProgram(program); } /** Disables this shader. Must be called when one is done with the shader. Don't mix it with dispose, that will release the * shader resources. */ public void end () { GL20 gl = Gdx.gl20; gl.glUseProgram(0); } /** Disposes all resources associated with this shader. Must be called when the shader is no longer used. */ public void dispose () { GL20 gl = Gdx.gl20; gl.glUseProgram(0); gl.glDeleteShader(vertexShaderHandle); gl.glDeleteShader(fragmentShaderHandle); gl.glDeleteProgram(program); if (shaders.get(Gdx.app) != null) shaders.get(Gdx.app).removeValue(this, true); } /** Disables the vertex attribute with the given name * * @param name the vertex attribute name */ public void disableVertexAttribute (String name) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchAttributeLocation(name); if (location == -1) return; gl.glDisableVertexAttribArray(location); } public void disableVertexAttribute (int location) { GL20 gl = Gdx.gl20; checkManaged(); gl.glDisableVertexAttribArray(location); } /** Enables the vertex attribute with the given name * * @param name the vertex attribute name */ public void enableVertexAttribute (String name) { GL20 gl = Gdx.gl20; checkManaged(); int location = fetchAttributeLocation(name); if (location == -1) return; gl.glEnableVertexAttribArray(location); } public void enableVertexAttribute (int location) { GL20 gl = Gdx.gl20; checkManaged(); gl.glEnableVertexAttribArray(location); } private void checkManaged () { if (invalidated) { compileShaders(vertexShaderSource, fragmentShaderSource); invalidated = false; } } private void addManagedShader (Application app, ShaderProgram shaderProgram) { Array<ShaderProgram> managedResources = shaders.get(app); if (managedResources == null) managedResources = new Array<ShaderProgram>(); managedResources.add(shaderProgram); shaders.put(app, managedResources); } /** Invalidates all shaders so the next time they are used new handles are generated * @param app */ public static void invalidateAllShaderPrograms (Application app) { if (Gdx.gl20 == null) return; Array<ShaderProgram> shaderArray = shaders.get(app); if (shaderArray == null) return; for (int i = 0; i < shaderArray.size; i++) { shaderArray.get(i).invalidated = true; shaderArray.get(i).checkManaged(); } } public static void clearAllShaderPrograms (Application app) { shaders.remove(app); } public static String getManagedStatus () { StringBuilder builder = new StringBuilder(); int i = 0; builder.append("Managed shaders/app: { "); for (Application app : shaders.keys()) { builder.append(shaders.get(app).size); builder.append(" "); } builder.append("}"); return builder.toString(); } /** @return the number of managed shader programs currently loaded */ public static int getNumManagedShaderPrograms () { return shaders.get(Gdx.app).size; } /** Sets the given attribute * * @param name the name of the attribute * @param value1 the first value * @param value2 the second value * @param value3 the third value * @param value4 the fourth value */ public void setAttributef (String name, float value1, float value2, float value3, float value4) { GL20 gl = Gdx.gl20; int location = fetchAttributeLocation(name); gl.glVertexAttrib4f(location, value1, value2, value3, value4); } IntBuffer params = BufferUtils.newIntBuffer(1); IntBuffer type = BufferUtils.newIntBuffer(1); private void fetchUniforms () { params.clear(); Gdx.gl20.glGetProgramiv(program, GL20.GL_ACTIVE_UNIFORMS, params); int numUniforms = params.get(0); uniformNames = new String[numUniforms]; for (int i = 0; i < numUniforms; i++) { params.clear(); params.put(0, 1); type.clear(); String name = Gdx.gl20.glGetActiveUniform(program, i, params, type); int location = Gdx.gl20.glGetUniformLocation(program, name); uniforms.put(name, location); uniformTypes.put(name, type.get(0)); uniformSizes.put(name, params.get(0)); uniformNames[i] = name; } } private void fetchAttributes () { params.clear(); Gdx.gl20.glGetProgramiv(program, GL20.GL_ACTIVE_ATTRIBUTES, params); int numAttributes = params.get(0); attributeNames = new String[numAttributes]; for (int i = 0; i < numAttributes; i++) { params.clear(); params.put(0, 1); type.clear(); String name = Gdx.gl20.glGetActiveAttrib(program, i, params, type); int location = Gdx.gl20.glGetAttribLocation(program, name); attributes.put(name, location); attributeTypes.put(name, type.get(0)); attributeSizes.put(name, params.get(0)); attributeNames[i] = name; } } /** @param name the name of the attribute * @return whether the attribute is available in the shader */ public boolean hasAttribute (String name) { return attributes.containsKey(name); } /** @param name the name of the attribute * @return the type of the attribute, one of {@link GL20#GL_FLOAT}, {@link GL20#GL_FLOAT_VEC2} etc. */ public int getAttributeType (String name) { return attributeTypes.get(name, 0); } /** @param name the name of the attribute * @return the location of the attribute or -1. */ public int getAttributeLocation (String name) { return attributes.get(name, -1); } /** @param name the name of the attribute * @return the size of the attribute or 0. */ public int getAttributeSize (String name) { return attributeSizes.get(name, 0); } /** @param name the name of the uniform * @return whether the uniform is available in the shader */ public boolean hasUniform (String name) { return uniforms.containsKey(name); } /** @param name the name of the uniform * @return the type of the uniform, one of {@link GL20#GL_FLOAT}, {@link GL20#GL_FLOAT_VEC2} etc. */ public int getUniformType (String name) { return uniformTypes.get(name, 0); } /** @param name the name of the uniform * @return the location of the uniform or -1. */ public int getUniformLocation (String name) { return uniforms.get(name, -1); } /** @param name the name of the uniform * @return the size of the uniform or 0. */ public int getUniformSize (String name) { return uniformSizes.get(name, 0); } /** @return the attributes */ public String[] getAttributes () { return attributeNames; } /** @return the uniforms */ public String[] getUniforms () { return uniformNames; } /** @return the source of the vertex shader */ public String getVertexShaderSource () { return vertexShaderSource; } /** @return the source of the fragment shader */ public String getFragmentShaderSource () { return fragmentShaderSource; } }