Basic support for skinning with GLSL shaders. Still need to work out
how to handle different lighting arrangements and complex materials (e.g., the metal effect for the Iron Plate). git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@229 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
@@ -22,9 +22,9 @@
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package com.threerings.jme.util;
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import java.io.BufferedReader;
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import java.io.File;
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import java.io.FileReader;
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import java.io.IOException;
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import java.io.InputStream;
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import java.io.InputStreamReader;
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import java.nio.IntBuffer;
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@@ -198,14 +198,16 @@ public class JmeUtil
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/**
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* Loads the specified shaders (prepending the supplied preprocessor definitions)
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* and returns a GLSL shader state. One of the supplied files may be <code>null</code>
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* and returns a GLSL shader state. One of the supplied streams may be <code>null</code>
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* in order to use the fixed-function pipeline for that part. The method returns
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* <code>null</code> if the shaders fail to compile (JME will log an error).
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*
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* @param defs a number of preprocessor definitions to be #defined in both shaders
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* (e.g., "ENABLE_FOG", "NUM_LIGHTS 2").
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*/
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public static GLSLShaderObjectsState loadShaders (File vert, File frag, String... defs)
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public static GLSLShaderObjectsState loadShaders (
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InputStream vert, InputStream frag, String... defs)
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throws IOException
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{
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GLSLShaderObjectsState sstate =
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DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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@@ -223,21 +225,18 @@ public class JmeUtil
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/**
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* Loads an entire source file as a string, prepending the supplied preprocessor definitions.
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*/
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protected static String readSource (File file, String[] defs)
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protected static String readSource (InputStream in, String[] defs)
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throws IOException
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{
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StringBuffer buf = new StringBuffer();
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String ln = System.getProperty("line.separator");
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for (String def : defs) {
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buf.append("#define ").append(def).append(ln);
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}
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try {
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BufferedReader reader = new BufferedReader(new FileReader(file));
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String line;
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while ((line = reader.readLine()) != null) {
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buf.append(line).append(ln);
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}
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} catch (IOException e) {
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return null;
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BufferedReader reader = new BufferedReader(new InputStreamReader(in));
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String line;
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while ((line = reader.readLine()) != null) {
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buf.append(line).append(ln);
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}
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return buf.toString();
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}
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@@ -0,0 +1,184 @@
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//
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// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.util;
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import java.io.IOException;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.HashSet;
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import com.jme.scene.state.GLSLShaderObjectsState;
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import com.jme.system.DisplaySystem;
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import com.jme.util.ShaderAttribute;
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import com.jme.util.ShaderUniform;
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import com.samskivert.util.ArrayUtil;
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import com.samskivert.util.ObjectUtil;
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import com.threerings.resource.ResourceManager;
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import static com.threerings.jme.Log.*;
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/**
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* Caches shaders under their names and preprocessor definitions, ensuring that identical shaders
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* are only compiled once.
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*/
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public class ShaderCache
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{
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/**
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* Create a shader cache that will obtain shader source from the supplied resource manager.
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*/
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public ShaderCache (ResourceManager rsrcmgr)
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{
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_rsrcmgr = rsrcmgr;
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}
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/**
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* Creates a new shader state with the supplied vertex shader, fragment shader,
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* and preprocessor definitions. If a program with the given parameters has already been
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* compiled, the state will use the program id of the existing shader.
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*
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* @return the newly created state, or <code>null</code> if there was an error and the
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* program could not be compiled.
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*/
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public GLSLShaderObjectsState createState (String vert, String frag, String... defs)
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{
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GLSLShaderObjectsState sstate =
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DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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return (configureState(sstate, vert, frag, defs) ? sstate : null);
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}
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/**
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* (Re)configures an existing shader state with the supplied parameters.
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*
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* @return true if the shader was successfully configured, false if the shader could not
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* be compiled.
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*/
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public boolean configureState (
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GLSLShaderObjectsState sstate, String vert, String frag, String... defs)
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{
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return configureState(sstate, vert, frag, defs, null);
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}
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/**
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* (Re)configures an existing shader state with the supplied parameters.
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*
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* @param ddefs an optional array of derived preprocessor definitions that, unlike the
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* principal definitions, need not be compared when differentiating between cached shaders.
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* @return true if the shader was successfully configured, false if the shader could not
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* be compiled.
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*/
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public boolean configureState (
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GLSLShaderObjectsState sstate, String vert, String frag, String[] defs, String[] ddefs)
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{
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ShaderKey key = new ShaderKey(vert, frag, defs);
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Integer programId = _programIds.get(key);
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if (programId == null) {
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if (ddefs != null) {
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defs = ArrayUtil.concatenate(defs, ddefs);
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}
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GLSLShaderObjectsState pstate;
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try {
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pstate = JmeUtil.loadShaders(
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(vert == null) ? null : _rsrcmgr.getResource(vert),
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(frag == null) ? null : _rsrcmgr.getResource(frag), defs);
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} catch (IOException e) {
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log.warning("Failed to load shaders [vert=" + vert + ", frag=" + frag +
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", error=" + e + "].");
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return false;
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}
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if (pstate == null) {
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return false;
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}
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_programIds.put(key, programId = pstate.getProgramID());
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}
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if (sstate.getProgramID() == programId) {
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return true;
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}
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sstate.setProgramID(programId);
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for (ShaderAttribute attrib : sstate.attribs.values()) {
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attrib.attributeID = -1;
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}
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for (ShaderUniform uniform : sstate.uniforms.values()) {
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uniform.uniformID = -1;
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}
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sstate.setNeedsRefresh(true);
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return true;
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}
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/**
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* Checks whether the specified shader is already loaded. This is useful in order to avoid
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* generating complex derived definitions when they won't be needed.
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*/
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public boolean isLoaded (String vert, String frag, String... defs)
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{
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return _programIds.containsKey(new ShaderKey(vert, frag, defs));
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}
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/** Identifies a cached shader. */
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protected static class ShaderKey
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{
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/** The name of the vertex shader (or <code>null</code> for none). */
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public String vert;
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/** The name of the fragment shader (or <code>null</code> for none). */
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public String frag;
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/** The set of preprocessor definitions. */
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public HashSet<String> defs = new HashSet<String>();
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public ShaderKey (String vert, String frag, String[] defs)
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{
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this.vert = vert;
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this.frag = frag;
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Collections.addAll(this.defs, defs);
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}
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@Override // documentation inherited
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public int hashCode ()
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{
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return (vert == null ? 0 : vert.hashCode()) + (frag == null ? 0 : frag.hashCode()) +
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defs.hashCode();
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}
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@Override // documentation inherited
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public boolean equals (Object obj)
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{
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ShaderKey okey = (ShaderKey)obj;
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return ObjectUtil.equals(vert, okey.vert) && ObjectUtil.equals(frag, okey.frag) &&
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defs.equals(okey.defs);
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}
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@Override // documentation inherited
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public String toString ()
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{
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return "[vert=" + vert + ", frag=" + frag + ", defs=" + defs + "]";
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}
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}
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/** Provides access to shader source. */
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protected ResourceManager _rsrcmgr;
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/** Maps shader keys to linked program ids. */
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protected HashMap<ShaderKey, Integer> _programIds = new HashMap<ShaderKey, Integer>();
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}
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