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| Rev | Author | Line No. | Line |
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| 1712 | chris | 1 | package com.gebauz.bauzoid2.graphics.shader; |
| 2 | |||
| 3 | import java.nio.IntBuffer; |
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| 4 | import java.util.ArrayList; |
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| 5 | import java.util.List; |
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| 6 | |||
| 7 | import com.badlogic.gdx.Gdx; |
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| 8 | import com.badlogic.gdx.graphics.GL20; |
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| 9 | import com.badlogic.gdx.utils.BufferUtils; |
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| 10 | import com.gebauz.bauzoid2.game.Engine; |
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| 11 | import com.gebauz.bauzoid2.graphics.geometry.VertexAttribute; |
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| 12 | import com.gebauz.bauzoid2.math.Matrix4; |
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| 13 | |||
| 14 | public class ShaderProgram |
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| 15 | { |
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| 16 | private static List<ShaderProgram> mManagedShaders = new ArrayList<ShaderProgram>(); |
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| 17 | |||
| 18 | public static String ATTRIB_POSITION = "aPosition"; |
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| 19 | public static String ATTRIB_COLOR = "aColor"; |
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| 20 | public static String ATTRIB_NORMAL= "aNormal"; |
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| 21 | public static String ATTRIB_TEXCOORD0 = "aTexCoord0"; |
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| 22 | public static String ATTRIB_TEXCOORD1 = "aTexCoord1"; |
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| 23 | public static String ATTRIB_BLENDINDICES = "aBlendIndex"; |
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| 24 | public static String ATTRIB_BLENDWEIGHTS = "aBlendWeight"; |
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| 25 | |||
| 26 | public static String UNIFORM_MVP_MATRIX = "uMVPMatrix"; |
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| 27 | |||
| 28 | public class Shader |
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| 29 | { |
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| 30 | private int mShaderID = 0; |
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| 31 | private int mShaderType; |
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| 32 | private String mShaderCode; |
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| 33 | |||
| 34 | public Shader(int shaderType) |
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| 35 | { |
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| 36 | mShaderType = shaderType; |
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| 37 | } |
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| 38 | |||
| 39 | public void loadShader(String shaderCode) |
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| 40 | { |
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| 41 | ShaderUtil.log("Loading " + (mShaderType == GL20.GL_VERTEX_SHADER ? "Vertex" : "Fragment") + " Shader"); |
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| 42 | |||
| 43 | mShaderCode = shaderCode; |
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| 44 | |||
| 45 | if (mShaderID != 0) |
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| 46 | unloadShader(); |
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| 47 | |||
| 48 | mShaderID = Gdx.gl20.glCreateShader(mShaderType); |
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| 49 | |||
| 50 | Gdx.gl20.glShaderSource(mShaderID, mShaderCode); |
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| 51 | Gdx.gl20.glCompileShader(mShaderID); |
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| 52 | |||
| 53 | Gdx.gl20.glGetShaderiv(mShaderID, GL20.GL_COMPILE_STATUS, COMPILESTATUS); |
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| 54 | |||
| 55 | if (COMPILESTATUS.get(0) != GL20.GL_TRUE) |
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| 56 | { |
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| 57 | ShaderUtil.logError("Shader Error: " + Gdx.gl20.glGetShaderInfoLog(mShaderID)); |
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| 58 | return; |
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| 59 | } |
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| 60 | |||
| 61 | ShaderUtil.log("Shader loading successful!"); |
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| 62 | } |
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| 63 | |||
| 64 | public void reloadShader() |
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| 65 | { |
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| 66 | mShaderID = 0; |
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| 67 | loadShader(mShaderCode); |
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| 68 | } |
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| 69 | |||
| 70 | public void unloadShader() |
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| 71 | { |
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| 72 | Gdx.gl20.glDeleteShader(mShaderID); |
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| 73 | mShaderID = 0; |
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| 74 | mShaderCode = ""; |
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| 75 | } |
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| 76 | }; |
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| 77 | |||
| 78 | private static final IntBuffer COMPILESTATUS = BufferUtils.newIntBuffer(1); |
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| 79 | |||
| 80 | private Shader mVertexShader = null; |
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| 81 | private Shader mFragmentShader = null; |
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| 82 | private int mProgramID = 0; |
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| 83 | |||
| 84 | // Standard uniforms |
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| 85 | private ShaderUniform mModelViewProjection = null; |
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| 86 | private Matrix4 mModelViewProjectionMatrix = new Matrix4(); |
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| 87 | |||
| 88 | public ShaderProgram() |
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| 89 | { |
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| 90 | mVertexShader = new Shader(GL20.GL_VERTEX_SHADER); |
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| 91 | mFragmentShader = new Shader(GL20.GL_FRAGMENT_SHADER); |
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| 92 | } |
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| 93 | |||
| 94 | public void loadShaderProgram(String vertexShaderCode, String fragmentShaderCode) |
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| 95 | { |
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| 96 | mVertexShader.loadShader(vertexShaderCode); |
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| 97 | mFragmentShader.loadShader(fragmentShaderCode); |
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| 98 | |||
| 99 | mProgramID = Gdx.gl20.glCreateProgram(); |
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| 100 | |||
| 101 | Gdx.gl20.glAttachShader(mProgramID, mVertexShader.mShaderID); |
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| 102 | Gdx.gl20.glAttachShader(mProgramID, mFragmentShader.mShaderID); |
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| 103 | |||
| 104 | // default attrib locations |
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| 105 | /*GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.COORD_ATTRIB_INDEX, "vPosition"); |
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| 106 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.COLOR_ATTRIB_INDEX, "vColor"); |
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| 107 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.NORMAL_ATTRIB_INDEX, "vNormal"); |
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| 108 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.TEX_COORD_ATTRIB_INDEX, "vTexCoord");*/ |
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| 109 | |||
| 110 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.POSITION, ATTRIB_POSITION); |
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| 111 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.COLOR, ATTRIB_COLOR); |
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| 112 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.NORMAL, ATTRIB_NORMAL); |
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| 113 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD0, ATTRIB_TEXCOORD0); |
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| 114 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD1, ATTRIB_TEXCOORD1); |
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| 115 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDINDICES, ATTRIB_BLENDINDICES); |
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| 116 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDWEIGHTS, ATTRIB_BLENDWEIGHTS); |
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| 117 | |||
| 118 | Gdx.gl20.glLinkProgram(mProgramID); |
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| 119 | |||
| 120 | // obtain uniforms for standard names |
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| 121 | mModelViewProjection = getStandardUniform(UNIFORM_MVP_MATRIX); |
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| 122 | |||
| 123 | mManagedShaders.add(this); |
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| 124 | } |
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| 125 | |||
| 126 | public ShaderUniform getStandardUniform(String uniformName) |
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| 127 | { |
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| 128 | if (existsUniform(uniformName)) |
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| 129 | return getUniform(uniformName); |
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| 130 | |||
| 131 | return null; |
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| 132 | } |
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| 133 | |||
| 134 | public void reloadShaderProgram() |
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| 135 | { |
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| 136 | mVertexShader.reloadShader(); |
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| 137 | mFragmentShader.reloadShader(); |
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| 138 | |||
| 139 | mProgramID = Gdx.gl20.glCreateProgram(); |
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| 140 | |||
| 141 | Gdx.gl20.glAttachShader(mProgramID, mVertexShader.mShaderID); |
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| 142 | Gdx.gl20.glAttachShader(mProgramID, mFragmentShader.mShaderID); |
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| 143 | |||
| 144 | // default attrib locations |
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| 145 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.POSITION, ATTRIB_POSITION); |
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| 146 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.COLOR, ATTRIB_COLOR); |
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| 147 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.NORMAL, ATTRIB_NORMAL); |
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| 148 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD0, ATTRIB_TEXCOORD0); |
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| 149 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD1, ATTRIB_TEXCOORD1); |
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| 150 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDINDICES, ATTRIB_BLENDINDICES); |
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| 151 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDWEIGHTS, ATTRIB_BLENDWEIGHTS); |
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| 152 | |||
| 153 | Gdx.gl20.glLinkProgram(mProgramID); |
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| 154 | } |
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| 155 | |||
| 156 | public void dispose() |
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| 157 | { |
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| 158 | mManagedShaders.remove(this); |
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| 159 | |||
| 160 | Gdx.gl20.glDeleteProgram(mProgramID); |
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| 161 | |||
| 162 | mVertexShader.unloadShader(); |
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| 163 | mFragmentShader.unloadShader(); |
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| 164 | |||
| 165 | mProgramID = 0; |
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| 166 | } |
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| 167 | |||
| 168 | public void activate() |
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| 169 | { |
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| 170 | // TODO: state management! |
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| 171 | Gdx.gl20.glUseProgram(mProgramID); |
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| 172 | |||
| 173 | // apply standard uniforms |
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| 174 | if (mModelViewProjection != null) |
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| 175 | { |
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| 176 | Engine.graphics.renderStates.getModelViewProjection(mModelViewProjectionMatrix); |
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| 177 | mModelViewProjection.set(mModelViewProjectionMatrix); |
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| 178 | } |
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| 179 | } |
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| 180 | |||
| 181 | public void deactivate() |
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| 182 | { |
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| 183 | Gdx.gl20.glUseProgram(0); |
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| 184 | } |
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| 185 | |||
| 186 | public ShaderUniform getUniform(String uniformName) |
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| 187 | { |
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| 188 | if (mProgramID == 0) |
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| 189 | return null; |
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| 190 | |||
| 191 | int handle = getUniformHandle(uniformName); |
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| 192 | |||
| 193 | if (handle == -1) |
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| 194 | { |
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| 195 | ShaderUtil.logError("Error getting uniform '" + uniformName + "'!"); |
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| 196 | return null; |
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| 197 | } |
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| 198 | |||
| 199 | return new ShaderUniform(this, uniformName); |
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| 200 | } |
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| 201 | |||
| 202 | public boolean existsUniform(String uniformName) |
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| 203 | { |
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| 204 | if (mProgramID == 0) |
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| 205 | return false; |
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| 206 | |||
| 207 | return (getUniformHandle(uniformName) != -1); |
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| 208 | } |
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| 209 | |||
| 210 | public int getUniformHandle(String uniformName) |
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| 211 | { |
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| 212 | return Gdx.gl20.glGetUniformLocation(mProgramID, uniformName); |
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| 213 | } |
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| 214 | |||
| 215 | public Shader getVertexShader() |
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| 216 | { |
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| 217 | return mVertexShader; |
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| 218 | } |
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| 219 | |||
| 220 | public Shader getFragmentShader() |
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| 221 | { |
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| 222 | return mFragmentShader; |
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| 223 | } |
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| 224 | |||
| 225 | public static void reloadManagedShaders() |
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| 226 | { |
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| 227 | for (int i = 0; i < mManagedShaders.size(); i++) |
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| 228 | { |
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| 229 | ShaderProgram shader = mManagedShaders.get(i); |
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| 230 | shader.reloadShaderProgram(); |
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| 231 | ShaderUtil.log("ShaderProgram reloaded!"); |
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| 232 | } |
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| 233 | } |
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| 234 | } |
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| 235 | |||
| 236 |