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:
Andrzej Kapolka
2007-05-08 01:50:07 +00:00
parent 8a2e67831e
commit 742dc30f9e
8 changed files with 549 additions and 156 deletions
+85
View File
@@ -0,0 +1,85 @@
//
// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#version 110
#if BONES_PER_VERTEX == 4
#define ATTRIB_TYPE vec4
#elif BONES_PER_VERTEX == 3
#define ATTRIB_TYPE vec3
#elif BONES_PER_VERTEX == 2
#define ATTRIB_TYPE vec2
#else
#define ATTRIB_TYPE float
#endif
/** The bone transforms. */
uniform mat4 boneTransforms[MAX_BONE_COUNT];
/** The bone indices. */
attribute ATTRIB_TYPE boneIndices;
/** The bone weights. */
attribute ATTRIB_TYPE boneWeights;
/**
* Vertex shader for skinned meshes.
*/
void main ()
{
vec4 normal4 = vec4(gl_Normal, 0.0);
// add up the vertex as transformed by each bone and scaled by each weight
#if BONES_PER_VERTEX == 1
vec4 skinVertex = boneTransforms[int(boneIndices)] * gl_Vertex;
vec4 skinNormal = boneTransforms[int(boneIndices)] * normal4;
#else
vec4 skinVertex = boneTransforms[int(boneIndices[0])] * gl_Vertex * boneWeights[0];
vec4 skinNormal = boneTransforms[int(boneIndices[0])] * normal4 * boneWeights[0];
for (int ii = 1; ii < BONES_PER_VERTEX; ii++) {
skinVertex += boneTransforms[int(boneIndices[ii])] * gl_Vertex * boneWeights[ii];
skinNormal += boneTransforms[int(boneIndices[ii])] * normal4 * boneWeights[ii];
}
#endif
// copy the texture coordinates from attribute to varying
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
// apply the standard transformation
gl_Position = gl_ModelViewProjectionMatrix * skinVertex;
// eye space 'z' is the standard fog coordinate
gl_FogFragCoord = -dot(gl_ModelViewMatrixTranspose[2], skinVertex);
// transform the normal into eye space
vec3 eyeNormal = normalize(vec3(gl_ModelViewMatrixInverseTranspose * skinNormal));
// set gl_FrontColor based on normal and light parameters
gl_FrontColor.rgb =
gl_FrontLightProduct[0].ambient.rgb +
gl_FrontLightProduct[0].diffuse.rgb *
max(dot(eyeNormal, gl_LightSource[0].position.xyz), 0.0) +
gl_FrontLightProduct[1].ambient.rgb +
gl_FrontLightProduct[1].diffuse.rgb *
max(dot(eyeNormal, gl_LightSource[1].position.xyz), 0.0);
gl_FrontColor.a = gl_FrontMaterial.diffuse.a;
}
@@ -67,6 +67,7 @@ import com.samskivert.util.PropertiesUtil;
import com.samskivert.util.StringUtil; import com.samskivert.util.StringUtil;
import com.threerings.jme.Log; import com.threerings.jme.Log;
import com.threerings.jme.util.ShaderCache;
/** /**
* A {@link TriMesh} with a serialization mechanism tailored to stored models. * A {@link TriMesh} with a serialization mechanism tailored to stored models.
@@ -441,6 +442,12 @@ public class ModelMesh extends TriMesh
} }
} }
// documentation inherited from interface ModelSpatial
public void configureShaders (ShaderCache scache)
{
// no-op
}
// documentation inherited from interface ModelSpatial // documentation inherited from interface ModelSpatial
public void storeMeshFrame (int frameId, boolean blend) public void storeMeshFrame (int frameId, boolean blend)
{ {
@@ -603,20 +610,6 @@ public class ModelMesh extends TriMesh
return astate; return astate;
} }
/**
* Concatenates the two provided buffers.
*/
protected static FloatBuffer concatenate (FloatBuffer b1, FloatBuffer b2)
{
FloatBuffer nb = BufferUtils.createFloatBuffer(b1.capacity() + b2.capacity());
b1.clear();
nb.put(b1);
b2.clear();
nb.put(b2);
nb.clear();
return nb;
}
/** /**
* Sorts the encoded triangle index/distance pairs in {@link #_tcodes} * Sorts the encoded triangle index/distance pairs in {@link #_tcodes}
* using a two-pass (16 bit) radix sort (as described by * using a two-pass (16 bit) radix sort (as described by
@@ -42,6 +42,7 @@ import com.jme.util.export.OutputCapsule;
import com.threerings.jme.Log; import com.threerings.jme.Log;
import com.threerings.jme.util.JmeUtil; import com.threerings.jme.util.JmeUtil;
import com.threerings.jme.util.ShaderCache;
/** /**
* A {@link Node} with a serialization mechanism tailored to stored models. * A {@link Node} with a serialization mechanism tailored to stored models.
@@ -259,6 +260,17 @@ public class ModelNode extends Node
} }
} }
// documentation inherited from interface ModelSpatial
public void configureShaders (ShaderCache scache)
{
for (int ii = 0, nn = getQuantity(); ii < nn; ii++) {
Spatial child = getChild(ii);
if (child instanceof ModelSpatial) {
((ModelSpatial)child).configureShaders(scache);
}
}
}
// documentation inherited from interface ModelSpatial // documentation inherited from interface ModelSpatial
public void storeMeshFrame (int frameId, boolean blend) public void storeMeshFrame (int frameId, boolean blend)
{ {
@@ -24,6 +24,8 @@ package com.threerings.jme.model;
import com.jme.renderer.Renderer; import com.jme.renderer.Renderer;
import com.jme.scene.Spatial; import com.jme.scene.Spatial;
import com.threerings.jme.util.ShaderCache;
/** /**
* Contains method common to both {@link ModelNode}s and {@link ModelMesh}es. * Contains method common to both {@link ModelNode}s and {@link ModelMesh}es.
*/ */
@@ -56,6 +58,11 @@ public interface ModelSpatial
*/ */
public void resolveTextures (TextureProvider tprov); public void resolveTextures (TextureProvider tprov);
/**
* Recursively creates or reconfigures any shaders used by the model using the supplied cache.
*/
public void configureShaders (ShaderCache scache);
/** /**
* Recursively requests that the current state of all skinned meshes be * Recursively requests that the current state of all skinned meshes be
* stored as an animation frame on the next update. * stored as an animation frame on the next update.
+113 -6
View File
@@ -33,6 +33,8 @@ import java.util.Collections;
import java.util.HashMap; import java.util.HashMap;
import java.util.HashSet; import java.util.HashSet;
import org.lwjgl.opengl.GLContext;
import com.jme.bounding.BoundingVolume; import com.jme.bounding.BoundingVolume;
import com.jme.math.Matrix4f; import com.jme.math.Matrix4f;
import com.jme.math.Vector3f; import com.jme.math.Vector3f;
@@ -42,7 +44,10 @@ import com.jme.scene.TriMesh;
import com.jme.scene.VBOInfo; import com.jme.scene.VBOInfo;
import com.jme.scene.batch.SharedBatch; import com.jme.scene.batch.SharedBatch;
import com.jme.scene.batch.TriangleBatch; import com.jme.scene.batch.TriangleBatch;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.scene.state.RenderState;
import com.jme.system.DisplaySystem; import com.jme.system.DisplaySystem;
import com.jme.util.ShaderAttribute;
import com.jme.util.export.JMEExporter; import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter; import com.jme.util.export.JMEImporter;
import com.jme.util.export.InputCapsule; import com.jme.util.export.InputCapsule;
@@ -52,15 +57,23 @@ import com.jme.util.geom.BufferUtils;
import com.samskivert.util.ArrayUtil; import com.samskivert.util.ArrayUtil;
import com.samskivert.util.HashIntMap; import com.samskivert.util.HashIntMap;
import com.samskivert.util.ListUtil;
import com.threerings.jme.Log; import com.threerings.jme.Log;
import com.threerings.jme.util.JmeUtil; import com.threerings.jme.util.JmeUtil;
import com.threerings.jme.util.ShaderCache;
/** /**
* A triangle mesh that deforms according to a bone hierarchy. * A triangle mesh that deforms according to a bone hierarchy.
*/ */
public class SkinMesh extends ModelMesh public class SkinMesh extends ModelMesh
{ {
/** The maximum number of bone matrices that we can use for hardware skinning. */
public static final int MAX_SHADER_BONE_COUNT = 32;
/** The maximum number of bones influencing a single vertex for hardware skinning. */
public static final int MAX_SHADER_BONES_PER_VERTEX = 4;
/** Represents the vertex weights of a group of vertices influenced by the /** Represents the vertex weights of a group of vertices influenced by the
* same set of bones. */ * same set of bones. */
public static class WeightGroup public static class WeightGroup
@@ -239,12 +252,26 @@ public class SkinMesh extends ModelMesh
} else { } else {
mstore = (SkinMesh)store; mstore = (SkinMesh)store;
} }
properties.removeProperty("vertices"); GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
properties.removeProperty("normals"); RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate == null) {
// vertices and normals must be cloned if not using a shader
properties.removeProperty("vertices");
properties.removeProperty("normals");
}
properties.removeProperty("displaylistid"); properties.removeProperty("displaylistid");
super.putClone(mstore, properties); super.putClone(mstore, properties);
properties.addProperty("vertices"); if (sstate == null) {
properties.addProperty("normals"); properties.addProperty("vertices");
properties.addProperty("normals");
} else {
// for the shader, we must create a separate instance with different uniforms
GLSLShaderObjectsState msstate =
DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
msstate.setProgramID(sstate.getProgramID());
msstate.attribs = sstate.attribs;
mstore.setRenderState(msstate);
}
properties.addProperty("displaylistid"); properties.addProperty("displaylistid");
mstore._frames = _frames; mstore._frames = _frames;
mstore._useDisplayLists = _useDisplayLists; mstore._useDisplayLists = _useDisplayLists;
@@ -261,8 +288,8 @@ public class SkinMesh extends ModelMesh
} }
mstore._ovbuf = _ovbuf; mstore._ovbuf = _ovbuf;
mstore._onbuf = _onbuf; mstore._onbuf = _onbuf;
mstore._vbuf = new float[_vbuf.length]; mstore._vbuf = (sstate == null) ? _vbuf : new float[_vbuf.length];
mstore._nbuf = new float[_nbuf.length]; mstore._nbuf = (sstate == null) ? _nbuf : new float[_nbuf.length];
return mstore; return mstore;
} }
@@ -323,10 +350,48 @@ public class SkinMesh extends ModelMesh
vboinfo.setVBOTextureEnabled(true); vboinfo.setVBOTextureEnabled(true);
vboinfo.setVBOIndexEnabled(!_translucent); vboinfo.setVBOIndexEnabled(!_translucent);
setVBOInfo(vboinfo); setVBOInfo(vboinfo);
// use VBOs for shader attributes
GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate != null) {
for (ShaderAttribute attrib : sstate.attribs.values()) {
attrib.useVBO = true;
}
}
} }
_useDisplayLists = useDisplayLists && !_translucent; _useDisplayLists = useDisplayLists && !_translucent;
} }
@Override // documentation inherited
public void configureShaders (ShaderCache scache)
{
if (_disableShaders || !GLContext.getCapabilities().GL_ARB_vertex_shader ||
_bones.length > MAX_SHADER_BONE_COUNT) {
return;
}
int bonesPerVertex = 0;
for (WeightGroup group : _weightGroups) {
bonesPerVertex = Math.max(group.bones.length, bonesPerVertex);
}
if (bonesPerVertex > MAX_SHADER_BONES_PER_VERTEX) {
return;
}
GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate == null) {
sstate = DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
setShaderAttributes(sstate, bonesPerVertex);
setRenderState(sstate);
}
if (!scache.configureState(sstate, "media/jme/skin.vert", null,
"MAX_BONE_COUNT " + MAX_SHADER_BONE_COUNT, "BONES_PER_VERTEX " + bonesPerVertex)) {
clearRenderState(RenderState.RS_GLSL_SHADER_OBJECTS);
_disableShaders = true;
return;
}
}
@Override // documentation inherited @Override // documentation inherited
public void storeMeshFrame (int frameId, boolean blend) public void storeMeshFrame (int frameId, boolean blend)
{ {
@@ -375,6 +440,16 @@ public class SkinMesh extends ModelMesh
bone.transform.multLocal(bone.invRefTransform); bone.transform.multLocal(bone.invRefTransform);
} }
// if we're using shaders, initialize the uniform variables with the bone transforms
GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate != null) {
for (int ii = 0; ii < _bones.length; ii++) {
sstate.setUniform("boneTransforms[" + ii + "]", _bones[ii].transform, true);
}
return;
}
// deform the mesh according to the positions of the bones (this code // deform the mesh according to the positions of the bones (this code
// is ugly as sin because it's optimized at a low level) // is ugly as sin because it's optimized at a low level)
Bone[] bones; Bone[] bones;
@@ -481,6 +556,35 @@ public class SkinMesh extends ModelMesh
_nbuf = new float[_onbuf.length]; _nbuf = new float[_onbuf.length];
} }
/**
* Initializes the skin shader attributes (bone indices and weights) in the supplied state.
*/
protected void setShaderAttributes (GLSLShaderObjectsState sstate, int bonesPerVertex)
{
int size = getBatch(0).getVertexCount() * bonesPerVertex;
ByteBuffer bibuf = BufferUtils.createByteBuffer(size);
FloatBuffer bwbuf = BufferUtils.createFloatBuffer(size);
for (WeightGroup group : _weightGroups) {
byte[] indices = new byte[bonesPerVertex];
for (int ii = 0; ii < indices.length; ii++) {
indices[ii] = (byte)((ii < group.bones.length) ?
ListUtil.indexOf(_bones, group.bones[ii]) : 0);
}
for (int ii = 0, widx = 0; ii < group.vertexCount; ii++) {
bibuf.put(indices);
for (int jj = 0; jj < bonesPerVertex; jj++) {
bwbuf.put((jj < group.bones.length) ? group.weights[widx++] : 0f);
}
}
}
bibuf.rewind();
bwbuf.rewind();
sstate.setAttributePointer("boneIndices", bonesPerVertex, false, false, 0, bibuf);
sstate.setAttributePointer("boneWeights", bonesPerVertex, false, 0, bwbuf);
}
/** A stored frame used for linear blending. */ /** A stored frame used for linear blending. */
protected static class BlendFrame protected static class BlendFrame
{ {
@@ -535,6 +639,9 @@ public class SkinMesh extends ModelMesh
/** Whether or not the stored frame id will be used for blending. */ /** Whether or not the stored frame id will be used for blending. */
protected boolean _storeBlend; protected boolean _storeBlend;
/** Set if we determine that our shaders don't compile to prevent us from trying again. */
protected static boolean _disableShaders;
/** A dummy mesh that simply hold transformation values. */ /** A dummy mesh that simply hold transformation values. */
protected static final TriMesh DUMMY_MESH = new TriMesh(); protected static final TriMesh DUMMY_MESH = new TriMesh();
@@ -114,6 +114,7 @@ import com.threerings.jme.Log;
import com.threerings.jme.camera.CameraHandler; import com.threerings.jme.camera.CameraHandler;
import com.threerings.jme.model.Model; import com.threerings.jme.model.Model;
import com.threerings.jme.model.TextureProvider; import com.threerings.jme.model.TextureProvider;
import com.threerings.jme.util.ShaderCache;
import com.threerings.jme.util.SpatialVisitor; import com.threerings.jme.util.SpatialVisitor;
/** /**
@@ -153,6 +154,7 @@ public class ModelViewer extends JmeCanvasApp
{ {
super(1024, 768); super(1024, 768);
_rsrcmgr = new ResourceManager("rsrc"); _rsrcmgr = new ResourceManager("rsrc");
_scache = new ShaderCache(_rsrcmgr);
_msg = new MessageManager("rsrc.i18n").getBundle("jme.viewer"); _msg = new MessageManager("rsrc.i18n").getBundle("jme.viewer");
_path = path; _path = path;
@@ -639,6 +641,7 @@ public class ModelViewer extends JmeCanvasApp
} }
_ctx.getGeometry().attachChild(_model = _omodel = model); _ctx.getGeometry().attachChild(_model = _omodel = model);
_model.setAnimationMode(_animMode); _model.setAnimationMode(_animMode);
_model.configureShaders(_scache);
_model.lockStaticMeshes(_ctx.getRenderer(), true, true); _model.lockStaticMeshes(_ctx.getRenderer(), true, true);
// load the model's textures // load the model's textures
@@ -814,6 +817,9 @@ public class ModelViewer extends JmeCanvasApp
/** The resource manager. */ /** The resource manager. */
protected ResourceManager _rsrcmgr; protected ResourceManager _rsrcmgr;
/** The shader cache. */
protected ShaderCache _scache;
/** The translation bundle. */ /** The translation bundle. */
protected MessageBundle _msg; protected MessageBundle _msg;
+12 -13
View File
@@ -22,9 +22,9 @@
package com.threerings.jme.util; package com.threerings.jme.util;
import java.io.BufferedReader; import java.io.BufferedReader;
import java.io.File;
import java.io.FileReader;
import java.io.IOException; import java.io.IOException;
import java.io.InputStream;
import java.io.InputStreamReader;
import java.nio.IntBuffer; import java.nio.IntBuffer;
@@ -198,14 +198,16 @@ public class JmeUtil
/** /**
* Loads the specified shaders (prepending the supplied preprocessor definitions) * Loads the specified shaders (prepending the supplied preprocessor definitions)
* and returns a GLSL shader state. One of the supplied files may be <code>null</code> * and returns a GLSL shader state. One of the supplied streams may be <code>null</code>
* in order to use the fixed-function pipeline for that part. The method returns * in order to use the fixed-function pipeline for that part. The method returns
* <code>null</code> if the shaders fail to compile (JME will log an error). * <code>null</code> if the shaders fail to compile (JME will log an error).
* *
* @param defs a number of preprocessor definitions to be #defined in both shaders * @param defs a number of preprocessor definitions to be #defined in both shaders
* (e.g., "ENABLE_FOG", "NUM_LIGHTS 2"). * (e.g., "ENABLE_FOG", "NUM_LIGHTS 2").
*/ */
public static GLSLShaderObjectsState loadShaders (File vert, File frag, String... defs) public static GLSLShaderObjectsState loadShaders (
InputStream vert, InputStream frag, String... defs)
throws IOException
{ {
GLSLShaderObjectsState sstate = GLSLShaderObjectsState sstate =
DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState(); DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
@@ -223,21 +225,18 @@ public class JmeUtil
/** /**
* Loads an entire source file as a string, prepending the supplied preprocessor definitions. * Loads an entire source file as a string, prepending the supplied preprocessor definitions.
*/ */
protected static String readSource (File file, String[] defs) protected static String readSource (InputStream in, String[] defs)
throws IOException
{ {
StringBuffer buf = new StringBuffer(); StringBuffer buf = new StringBuffer();
String ln = System.getProperty("line.separator"); String ln = System.getProperty("line.separator");
for (String def : defs) { for (String def : defs) {
buf.append("#define ").append(def).append(ln); buf.append("#define ").append(def).append(ln);
} }
try { BufferedReader reader = new BufferedReader(new InputStreamReader(in));
BufferedReader reader = new BufferedReader(new FileReader(file)); String line;
String line; while ((line = reader.readLine()) != null) {
while ((line = reader.readLine()) != null) { buf.append(line).append(ln);
buf.append(line).append(ln);
}
} catch (IOException e) {
return null;
} }
return buf.toString(); return buf.toString();
} }
@@ -0,0 +1,184 @@
//
// $Id: ImageCache.java 158 2007-02-24 00:38:17Z mdb $
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.jme.util;
import java.io.IOException;
import java.util.Collections;
import java.util.HashMap;
import java.util.HashSet;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.system.DisplaySystem;
import com.jme.util.ShaderAttribute;
import com.jme.util.ShaderUniform;
import com.samskivert.util.ArrayUtil;
import com.samskivert.util.ObjectUtil;
import com.threerings.resource.ResourceManager;
import static com.threerings.jme.Log.*;
/**
* Caches shaders under their names and preprocessor definitions, ensuring that identical shaders
* are only compiled once.
*/
public class ShaderCache
{
/**
* Create a shader cache that will obtain shader source from the supplied resource manager.
*/
public ShaderCache (ResourceManager rsrcmgr)
{
_rsrcmgr = rsrcmgr;
}
/**
* Creates a new shader state with the supplied vertex shader, fragment shader,
* and preprocessor definitions. If a program with the given parameters has already been
* compiled, the state will use the program id of the existing shader.
*
* @return the newly created state, or <code>null</code> if there was an error and the
* program could not be compiled.
*/
public GLSLShaderObjectsState createState (String vert, String frag, String... defs)
{
GLSLShaderObjectsState sstate =
DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
return (configureState(sstate, vert, frag, defs) ? sstate : null);
}
/**
* (Re)configures an existing shader state with the supplied parameters.
*
* @return true if the shader was successfully configured, false if the shader could not
* be compiled.
*/
public boolean configureState (
GLSLShaderObjectsState sstate, String vert, String frag, String... defs)
{
return configureState(sstate, vert, frag, defs, null);
}
/**
* (Re)configures an existing shader state with the supplied parameters.
*
* @param ddefs an optional array of derived preprocessor definitions that, unlike the
* principal definitions, need not be compared when differentiating between cached shaders.
* @return true if the shader was successfully configured, false if the shader could not
* be compiled.
*/
public boolean configureState (
GLSLShaderObjectsState sstate, String vert, String frag, String[] defs, String[] ddefs)
{
ShaderKey key = new ShaderKey(vert, frag, defs);
Integer programId = _programIds.get(key);
if (programId == null) {
if (ddefs != null) {
defs = ArrayUtil.concatenate(defs, ddefs);
}
GLSLShaderObjectsState pstate;
try {
pstate = JmeUtil.loadShaders(
(vert == null) ? null : _rsrcmgr.getResource(vert),
(frag == null) ? null : _rsrcmgr.getResource(frag), defs);
} catch (IOException e) {
log.warning("Failed to load shaders [vert=" + vert + ", frag=" + frag +
", error=" + e + "].");
return false;
}
if (pstate == null) {
return false;
}
_programIds.put(key, programId = pstate.getProgramID());
}
if (sstate.getProgramID() == programId) {
return true;
}
sstate.setProgramID(programId);
for (ShaderAttribute attrib : sstate.attribs.values()) {
attrib.attributeID = -1;
}
for (ShaderUniform uniform : sstate.uniforms.values()) {
uniform.uniformID = -1;
}
sstate.setNeedsRefresh(true);
return true;
}
/**
* Checks whether the specified shader is already loaded. This is useful in order to avoid
* generating complex derived definitions when they won't be needed.
*/
public boolean isLoaded (String vert, String frag, String... defs)
{
return _programIds.containsKey(new ShaderKey(vert, frag, defs));
}
/** Identifies a cached shader. */
protected static class ShaderKey
{
/** The name of the vertex shader (or <code>null</code> for none). */
public String vert;
/** The name of the fragment shader (or <code>null</code> for none). */
public String frag;
/** The set of preprocessor definitions. */
public HashSet<String> defs = new HashSet<String>();
public ShaderKey (String vert, String frag, String[] defs)
{
this.vert = vert;
this.frag = frag;
Collections.addAll(this.defs, defs);
}
@Override // documentation inherited
public int hashCode ()
{
return (vert == null ? 0 : vert.hashCode()) + (frag == null ? 0 : frag.hashCode()) +
defs.hashCode();
}
@Override // documentation inherited
public boolean equals (Object obj)
{
ShaderKey okey = (ShaderKey)obj;
return ObjectUtil.equals(vert, okey.vert) && ObjectUtil.equals(frag, okey.frag) &&
defs.equals(okey.defs);
}
@Override // documentation inherited
public String toString ()
{
return "[vert=" + vert + ", frag=" + frag + ", defs=" + defs + "]";
}
}
/** Provides access to shader source. */
protected ResourceManager _rsrcmgr;
/** Maps shader keys to linked program ids. */
protected HashMap<ShaderKey, Integer> _programIds = new HashMap<ShaderKey, Integer>();
}