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| Rev | Author | Line No. | Line |
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| 369 | chris | 1 | package com.gebauz.Bauzoid.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.Bauzoid.app.Consts; |
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| 11 | import com.gebauz.Bauzoid.graphics.Graphics; |
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| 12 | import com.gebauz.Bauzoid.graphics.GraphicsObject; |
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| 13 | import com.gebauz.Bauzoid.graphics.model.VertexAttribute; |
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| 537 | chris | 14 | import com.gebauz.Bauzoid.math.Matrix4; |
| 369 | chris | 15 | |
| 16 | public class ShaderProgram extends GraphicsObject |
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| 17 | { |
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| 18 | private static List<ShaderProgram> mManagedShaders = new ArrayList<ShaderProgram>(); |
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| 19 | |||
| 20 | public static String ATTRIB_POSITION = "aPosition"; |
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| 21 | public static String ATTRIB_COLOR = "aColor"; |
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| 22 | public static String ATTRIB_NORMAL= "aNormal"; |
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| 23 | public static String ATTRIB_TEXCOORD0 = "aTexCoord0"; |
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| 24 | public static String ATTRIB_TEXCOORD1 = "aTexCoord1"; |
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| 25 | public static String ATTRIB_BLENDINDICES = "aBlendIndex"; |
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| 26 | public static String ATTRIB_BLENDWEIGHTS = "aBlendWeight"; |
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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(Consts.LOG_TAG, "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.log(Consts.LOG_TAG, Gdx.gl20.glGetShaderInfoLog(mShaderID)); |
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| 58 | return; |
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| 59 | } |
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| 60 | |||
| 61 | ShaderUtil.log(Consts.LOG_TAG, "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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| 537 | chris | 86 | private Matrix4 mModelViewProjectionMatrix = new Matrix4(); |
| 369 | chris | 87 | |
| 88 | public ShaderProgram(Graphics graphics) |
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| 89 | { |
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| 90 | super(graphics); |
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| 91 | |||
| 92 | mVertexShader = new Shader(GL20.GL_VERTEX_SHADER); |
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| 93 | mFragmentShader = new Shader(GL20.GL_FRAGMENT_SHADER); |
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| 94 | } |
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| 95 | |||
| 96 | public void loadShaderProgram(String vertexShaderCode, String fragmentShaderCode) |
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| 97 | { |
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| 98 | mVertexShader.loadShader(vertexShaderCode); |
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| 99 | mFragmentShader.loadShader(fragmentShaderCode); |
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| 100 | |||
| 101 | mProgramID = Gdx.gl20.glCreateProgram(); |
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| 102 | |||
| 103 | Gdx.gl20.glAttachShader(mProgramID, mVertexShader.mShaderID); |
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| 104 | Gdx.gl20.glAttachShader(mProgramID, mFragmentShader.mShaderID); |
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| 105 | |||
| 106 | // default attrib locations |
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| 107 | /*GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.COORD_ATTRIB_INDEX, "vPosition"); |
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| 108 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.COLOR_ATTRIB_INDEX, "vColor"); |
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| 109 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.NORMAL_ATTRIB_INDEX, "vNormal"); |
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| 110 | GLES20.glBindAttribLocation(mProgramID, SimpleGeometry.TEX_COORD_ATTRIB_INDEX, "vTexCoord");*/ |
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| 111 | |||
| 112 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.POSITION, ATTRIB_POSITION); |
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| 113 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.COLOR, ATTRIB_COLOR); |
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| 114 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.NORMAL, ATTRIB_NORMAL); |
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| 115 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD0, ATTRIB_TEXCOORD0); |
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| 116 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD1, ATTRIB_TEXCOORD1); |
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| 117 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDINDICES, ATTRIB_BLENDINDICES); |
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| 118 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDWEIGHTS, ATTRIB_BLENDWEIGHTS); |
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| 119 | |||
| 120 | Gdx.gl20.glLinkProgram(mProgramID); |
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| 121 | |||
| 122 | // obtain uniforms for standard names |
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| 123 | mModelViewProjection = getUniform("uMVPMatrix"); |
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| 124 | |||
| 125 | mManagedShaders.add(this); |
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| 126 | } |
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| 127 | |||
| 128 | public void reloadShaderProgram() |
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| 129 | { |
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| 130 | mVertexShader.reloadShader(); |
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| 131 | mFragmentShader.reloadShader(); |
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| 132 | |||
| 133 | mProgramID = Gdx.gl20.glCreateProgram(); |
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| 134 | |||
| 135 | Gdx.gl20.glAttachShader(mProgramID, mVertexShader.mShaderID); |
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| 136 | Gdx.gl20.glAttachShader(mProgramID, mFragmentShader.mShaderID); |
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| 137 | |||
| 138 | // default attrib locations |
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| 139 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.POSITION, ATTRIB_POSITION); |
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| 140 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.COLOR, ATTRIB_COLOR); |
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| 141 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.NORMAL, ATTRIB_NORMAL); |
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| 142 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD0, ATTRIB_TEXCOORD0); |
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| 143 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.TEXCOORD1, ATTRIB_TEXCOORD1); |
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| 144 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDINDICES, ATTRIB_BLENDINDICES); |
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| 145 | Gdx.gl20.glBindAttribLocation(mProgramID, VertexAttribute.BLENDWEIGHTS, ATTRIB_BLENDWEIGHTS); |
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| 146 | |||
| 147 | Gdx.gl20.glLinkProgram(mProgramID); |
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| 148 | } |
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| 149 | |||
| 150 | public void dispose() |
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| 151 | { |
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| 152 | mManagedShaders.remove(this); |
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| 153 | |||
| 154 | Gdx.gl20.glDeleteProgram(mProgramID); |
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| 155 | |||
| 156 | mVertexShader.unloadShader(); |
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| 157 | mFragmentShader.unloadShader(); |
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| 158 | |||
| 159 | mProgramID = 0; |
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| 160 | } |
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| 161 | |||
| 162 | public void activate() |
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| 163 | { |
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| 164 | // TODO: state management! |
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| 165 | Gdx.gl20.glUseProgram(mProgramID); |
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| 166 | |||
| 167 | // apply standard uniforms |
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| 168 | if (mModelViewProjection != null) |
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| 537 | chris | 169 | { |
| 170 | getRenderStates().getModelViewProjection(mModelViewProjectionMatrix); |
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| 171 | mModelViewProjection.set(mModelViewProjectionMatrix); |
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| 172 | } |
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| 369 | chris | 173 | } |
| 174 | |||
| 175 | public void deactivate() |
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| 176 | { |
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| 177 | Gdx.gl20.glUseProgram(0); |
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| 178 | } |
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| 179 | |||
| 180 | public ShaderUniform getUniform(String uniformName) |
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| 181 | { |
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| 182 | if (mProgramID == 0) |
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| 183 | return null; |
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| 184 | |||
| 185 | int handle = getUniformHandle(uniformName); |
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| 186 | |||
| 187 | if (handle == -1) |
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| 188 | { |
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| 189 | //Log.e(Consts.LOG_TAG, "Error getting uniform '" + uniformName + "'!"); |
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| 190 | return null; |
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| 191 | } |
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| 192 | |||
| 193 | return new ShaderUniform(this, uniformName); |
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| 194 | } |
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| 195 | |||
| 196 | public int getUniformHandle(String uniformName) |
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| 197 | { |
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| 198 | return Gdx.gl20.glGetUniformLocation(mProgramID, uniformName); |
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| 199 | } |
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| 200 | |||
| 201 | public Shader getVertexShader() |
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| 202 | { |
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| 203 | return mVertexShader; |
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| 204 | } |
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| 205 | |||
| 206 | public Shader getFragmentShader() |
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| 207 | { |
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| 208 | return mFragmentShader; |
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| 209 | } |
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| 210 | |||
| 211 | public static void reloadManagedShaders() |
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| 212 | { |
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| 213 | for (int i = 0; i < mManagedShaders.size(); i++) |
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| 214 | { |
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| 215 | ShaderProgram shader = mManagedShaders.get(i); |
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| 216 | shader.reloadShaderProgram(); |
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| 217 | ShaderUtil.log(Consts.LOG_TAG, "ShaderProgram reloaded!"); |
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| 218 | } |
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| 219 | } |
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| 220 | } |
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| 221 | |||
| 222 |