Source Code Cross Referenced for GLSLShaderProgramRetained.java in  » 6.0-JDK-Modules » java-3d » javax » media » j3d » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » javax.media.j3d 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $RCSfile: GLSLShaderProgramRetained.java,v $
003:         *
004:         * Copyright 2005-2008 Sun Microsystems, Inc.  All Rights Reserved.
005:         * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
006:         *
007:         * This code is free software; you can redistribute it and/or modify it
008:         * under the terms of the GNU General Public License version 2 only, as
009:         * published by the Free Software Foundation.  Sun designates this
010:         * particular file as subject to the "Classpath" exception as provided
011:         * by Sun in the LICENSE file that accompanied this code.
012:         *
013:         * This code is distributed in the hope that it will be useful, but WITHOUT
014:         * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
015:         * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
016:         * version 2 for more details (a copy is included in the LICENSE file that
017:         * accompanied this code).
018:         *
019:         * You should have received a copy of the GNU General Public License version
020:         * 2 along with this work; if not, write to the Free Software Foundation,
021:         * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
022:         *
023:         * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
024:         * CA 95054 USA or visit www.sun.com if you need additional information or
025:         * have any questions.
026:         *
027:         * $Revision: 1.8 $
028:         * $Date: 2008/02/28 20:17:21 $
029:         * $State: Exp $
030:         */
031:
032:        package javax.media.j3d;
033:
034:        /**
035:         * The GLSLShaderProgram object is a concrete implementation of a
036:         * ShaderProgram node component for the OpenGL GLSL shading language.
037:         */
038:
039:        class GLSLShaderProgramRetained extends ShaderProgramRetained {
040:
041:            /**
042:             * Constructs a GLSL shader program node component.
043:             */
044:            GLSLShaderProgramRetained() {
045:            }
046:
047:            synchronized void createMirrorObject() {
048:                // System.err.println("GLSLShaderProgramRetained : createMirrorObject");
049:                // This method should only call by setLive().
050:                if (mirror == null) {
051:                    GLSLShaderProgramRetained mirrorGLSLSP = new GLSLShaderProgramRetained();
052:                    mirror = mirrorGLSLSP;
053:                    mirror.source = source;
054:                }
055:                initMirrorObject();
056:            }
057:
058:            // ShaderAttributeValue methods
059:
060:            ShaderError setUniform1i(Context ctx,
061:                    ShaderProgramId shaderProgramId,
062:                    ShaderAttrLoc uniformLocation, int value) {
063:
064:                return Pipeline.getPipeline().setGLSLUniform1i(ctx,
065:                        shaderProgramId, uniformLocation, value);
066:            }
067:
068:            ShaderError setUniform1f(Context ctx,
069:                    ShaderProgramId shaderProgramId,
070:                    ShaderAttrLoc uniformLocation, float value) {
071:
072:                return Pipeline.getPipeline().setGLSLUniform1f(ctx,
073:                        shaderProgramId, uniformLocation, value);
074:            }
075:
076:            ShaderError setUniform2i(Context ctx,
077:                    ShaderProgramId shaderProgramId,
078:                    ShaderAttrLoc uniformLocation, int[] value) {
079:
080:                return Pipeline.getPipeline().setGLSLUniform2i(ctx,
081:                        shaderProgramId, uniformLocation, value);
082:            }
083:
084:            ShaderError setUniform2f(Context ctx,
085:                    ShaderProgramId shaderProgramId,
086:                    ShaderAttrLoc uniformLocation, float[] value) {
087:
088:                return Pipeline.getPipeline().setGLSLUniform2f(ctx,
089:                        shaderProgramId, uniformLocation, value);
090:            }
091:
092:            ShaderError setUniform3i(Context ctx,
093:                    ShaderProgramId shaderProgramId,
094:                    ShaderAttrLoc uniformLocation, int[] value) {
095:
096:                return Pipeline.getPipeline().setGLSLUniform3i(ctx,
097:                        shaderProgramId, uniformLocation, value);
098:            }
099:
100:            ShaderError setUniform3f(Context ctx,
101:                    ShaderProgramId shaderProgramId,
102:                    ShaderAttrLoc uniformLocation, float[] value) {
103:
104:                return Pipeline.getPipeline().setGLSLUniform3f(ctx,
105:                        shaderProgramId, uniformLocation, value);
106:            }
107:
108:            ShaderError setUniform4i(Context ctx,
109:                    ShaderProgramId shaderProgramId,
110:                    ShaderAttrLoc uniformLocation, int[] value) {
111:
112:                return Pipeline.getPipeline().setGLSLUniform4i(ctx,
113:                        shaderProgramId, uniformLocation, value);
114:            }
115:
116:            ShaderError setUniform4f(Context ctx,
117:                    ShaderProgramId shaderProgramId,
118:                    ShaderAttrLoc uniformLocation, float[] value) {
119:
120:                return Pipeline.getPipeline().setGLSLUniform4f(ctx,
121:                        shaderProgramId, uniformLocation, value);
122:            }
123:
124:            ShaderError setUniformMatrix3f(Context ctx,
125:                    ShaderProgramId shaderProgramId,
126:                    ShaderAttrLoc uniformLocation, float[] value) {
127:
128:                return Pipeline.getPipeline().setGLSLUniformMatrix3f(ctx,
129:                        shaderProgramId, uniformLocation, value);
130:            }
131:
132:            ShaderError setUniformMatrix4f(Context ctx,
133:                    ShaderProgramId shaderProgramId,
134:                    ShaderAttrLoc uniformLocation, float[] value) {
135:
136:                return Pipeline.getPipeline().setGLSLUniformMatrix4f(ctx,
137:                        shaderProgramId, uniformLocation, value);
138:            }
139:
140:            // ShaderAttributeArray methods
141:
142:            ShaderError setUniform1iArray(Context ctx,
143:                    ShaderProgramId shaderProgramId,
144:                    ShaderAttrLoc uniformLocation, int numElements, int[] value) {
145:
146:                return Pipeline.getPipeline().setGLSLUniform1iArray(ctx,
147:                        shaderProgramId, uniformLocation, numElements, value);
148:            }
149:
150:            ShaderError setUniform1fArray(Context ctx,
151:                    ShaderProgramId shaderProgramId,
152:                    ShaderAttrLoc uniformLocation, int numElements,
153:                    float[] value) {
154:
155:                return Pipeline.getPipeline().setGLSLUniform1fArray(ctx,
156:                        shaderProgramId, uniformLocation, numElements, value);
157:            }
158:
159:            ShaderError setUniform2iArray(Context ctx,
160:                    ShaderProgramId shaderProgramId,
161:                    ShaderAttrLoc uniformLocation, int numElements, int[] value) {
162:
163:                return Pipeline.getPipeline().setGLSLUniform2iArray(ctx,
164:                        shaderProgramId, uniformLocation, numElements, value);
165:            }
166:
167:            ShaderError setUniform2fArray(Context ctx,
168:                    ShaderProgramId shaderProgramId,
169:                    ShaderAttrLoc uniformLocation, int numElements,
170:                    float[] value) {
171:
172:                return Pipeline.getPipeline().setGLSLUniform2fArray(ctx,
173:                        shaderProgramId, uniformLocation, numElements, value);
174:            }
175:
176:            ShaderError setUniform3iArray(Context ctx,
177:                    ShaderProgramId shaderProgramId,
178:                    ShaderAttrLoc uniformLocation, int numElements, int[] value) {
179:
180:                return Pipeline.getPipeline().setGLSLUniform3iArray(ctx,
181:                        shaderProgramId, uniformLocation, numElements, value);
182:            }
183:
184:            ShaderError setUniform3fArray(Context ctx,
185:                    ShaderProgramId shaderProgramId,
186:                    ShaderAttrLoc uniformLocation, int numElements,
187:                    float[] value) {
188:
189:                return Pipeline.getPipeline().setGLSLUniform3fArray(ctx,
190:                        shaderProgramId, uniformLocation, numElements, value);
191:            }
192:
193:            ShaderError setUniform4iArray(Context ctx,
194:                    ShaderProgramId shaderProgramId,
195:                    ShaderAttrLoc uniformLocation, int numElements, int[] value) {
196:
197:                return Pipeline.getPipeline().setGLSLUniform4iArray(ctx,
198:                        shaderProgramId, uniformLocation, numElements, value);
199:            }
200:
201:            ShaderError setUniform4fArray(Context ctx,
202:                    ShaderProgramId shaderProgramId,
203:                    ShaderAttrLoc uniformLocation, int numElements,
204:                    float[] value) {
205:
206:                return Pipeline.getPipeline().setGLSLUniform4fArray(ctx,
207:                        shaderProgramId, uniformLocation, numElements, value);
208:            }
209:
210:            ShaderError setUniformMatrix3fArray(Context ctx,
211:                    ShaderProgramId shaderProgramId,
212:                    ShaderAttrLoc uniformLocation, int numElements,
213:                    float[] value) {
214:
215:                return Pipeline.getPipeline().setGLSLUniformMatrix3fArray(ctx,
216:                        shaderProgramId, uniformLocation, numElements, value);
217:            }
218:
219:            ShaderError setUniformMatrix4fArray(Context ctx,
220:                    ShaderProgramId shaderProgramId,
221:                    ShaderAttrLoc uniformLocation, int numElements,
222:                    float[] value) {
223:
224:                return Pipeline.getPipeline().setGLSLUniformMatrix4fArray(ctx,
225:                        shaderProgramId, uniformLocation, numElements, value);
226:            }
227:
228:            /**
229:             * Method to return a flag indicating whether this
230:             * ShaderProgram is supported on the specified Canvas.
231:             */
232:            boolean isSupported(Canvas3D cv) {
233:                return cv.shadingLanguageGLSL;
234:            }
235:
236:            /**
237:             * Method to create the native shader.
238:             */
239:            ShaderError createShader(Context ctx, ShaderRetained shader,
240:                    ShaderId[] shaderIdArr) {
241:                return Pipeline.getPipeline().createGLSLShader(ctx,
242:                        shader.shaderType, shaderIdArr);
243:            }
244:
245:            /**
246:             * Method to destroy the native shader.
247:             */
248:            ShaderError destroyShader(Context ctx, ShaderId shaderId) {
249:                return Pipeline.getPipeline().destroyGLSLShader(ctx, shaderId);
250:            }
251:
252:            /**
253:             * Method to compile the native shader.
254:             */
255:            ShaderError compileShader(Context ctx, ShaderId shaderId,
256:                    String source) {
257:                return Pipeline.getPipeline().compileGLSLShader(ctx, shaderId,
258:                        source);
259:            }
260:
261:            /**
262:             * Method to create the native shader program.
263:             */
264:            ShaderError createShaderProgram(Context ctx,
265:                    ShaderProgramId[] shaderProgramIdArr) {
266:                return Pipeline.getPipeline().createGLSLShaderProgram(ctx,
267:                        shaderProgramIdArr);
268:            }
269:
270:            /**
271:             * Method to destroy the native shader program.
272:             */
273:            ShaderError destroyShaderProgram(Context ctx,
274:                    ShaderProgramId shaderProgramId) {
275:                return Pipeline.getPipeline().destroyGLSLShaderProgram(ctx,
276:                        shaderProgramId);
277:            }
278:
279:            /**
280:             * Method to link the native shader program.
281:             */
282:            ShaderError linkShaderProgram(Context ctx,
283:                    ShaderProgramId shaderProgramId, ShaderId[] shaderIds) {
284:                return Pipeline.getPipeline().linkGLSLShaderProgram(ctx,
285:                        shaderProgramId, shaderIds);
286:            }
287:
288:            ShaderError bindVertexAttrName(Context ctx,
289:                    ShaderProgramId shaderProgramId, String attrName,
290:                    int attrIndex) {
291:                return Pipeline.getPipeline().bindGLSLVertexAttrName(ctx,
292:                        shaderProgramId, attrName, attrIndex);
293:            }
294:
295:            void lookupVertexAttrNames(Context ctx,
296:                    ShaderProgramId shaderProgramId, String[] attrNames,
297:                    boolean[] errArr) {
298:                // This method is a no-op for GLSL
299:            }
300:
301:            void lookupShaderAttrNames(Context ctx,
302:                    ShaderProgramId shaderProgramId, String[] attrNames,
303:                    AttrNameInfo[] attrNameInfoArr) {
304:
305:                int numAttrNames = attrNames.length;
306:
307:                ShaderAttrLoc[] locArr = new ShaderAttrLoc[numAttrNames];
308:                int[] typeArr = new int[numAttrNames];
309:                int[] sizeArr = new int[numAttrNames]; // currently unused
310:                boolean[] isArrayArr = new boolean[numAttrNames];
311:
312:                Pipeline.getPipeline().lookupGLSLShaderAttrNames(ctx,
313:                        shaderProgramId, numAttrNames, attrNames, locArr,
314:                        typeArr, sizeArr, isArrayArr);
315:
316:                for (int i = 0; i < numAttrNames; i++) {
317:                    attrNameInfoArr[i] = new AttrNameInfo();
318:                    attrNameInfoArr[i].setLocation(locArr[i]);
319:                    attrNameInfoArr[i].setArray(isArrayArr[i]);
320:                    attrNameInfoArr[i].setType(typeArr[i]);
321:                    //            System.err.println(attrNames[i] +
322:                    //                    " : loc = " + locArr[i] +
323:                    //                    ", type = " + typeArr[i] +
324:                    //                    ", isArray = " + isArrayArr[i] +
325:                    //                    ", size = " + sizeArr[i]);
326:                }
327:            }
328:
329:            /**
330:             * Method to enable the native shader program.
331:             */
332:            ShaderError enableShaderProgram(Context ctx,
333:                    ShaderProgramId shaderProgramId) {
334:                return Pipeline.getPipeline().useGLSLShaderProgram(ctx,
335:                        shaderProgramId);
336:            }
337:
338:            /**
339:             * Method to disable the native shader program.
340:             */
341:            ShaderError disableShaderProgram(Context ctx) {
342:                return Pipeline.getPipeline().useGLSLShaderProgram(ctx, null);
343:            }
344:
345:        }
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