09d081e261
I think that should be all, but the build will yell shortly if I managed to miss some in my quick pass through the logs. git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@823 ed5b42cb-e716-0410-a449-f6a68f950b19
397 lines
14 KiB
Java
397 lines
14 KiB
Java
//
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// $Id$
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2009 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.util.ArrayList;
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import com.google.common.collect.Lists;
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import com.jme.image.Texture;
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import com.jme.light.Light;
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import com.jme.scene.state.FogState;
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import com.jme.scene.state.GLSLShaderObjectsState;
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import com.jme.scene.state.LightState;
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import com.jme.scene.state.RenderState;
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import com.jme.scene.state.TextureState;
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import com.jme.system.DisplaySystem;
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import com.jme.util.ShaderUniform;
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import com.samskivert.util.StringUtil;
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/**
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* Tracks the configuration of a shader, which depends on (among other things) a set of
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* {@link RenderState}s. When the state set changes, the shader must be reconfigured
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* (recompiled or refetched from the {@link ShaderCache}).
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*/
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public abstract class ShaderConfig
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implements Cloneable
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{
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public ShaderConfig (ShaderCache scache)
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{
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_scache = scache;
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_state = DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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}
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/**
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* Returns a reference to the render state controlled by this configuration.
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*/
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public GLSLShaderObjectsState getState ()
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{
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return _state;
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}
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/**
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* Updates the configuration according to the provided state set. If the configuration has
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* changed, the shader will be recompiled or refetched from the cache in order to reflect the
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* new configuration.
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*
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* @return true if all went all, false if the shader could not be compiled.
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*/
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public boolean update (RenderState[] states)
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{
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// update the configurations to determine if we must reconfigure
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if (!updateConfigs(states) && _state.getProgramID() > 0) {
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return true;
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}
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// reconfigure the shader state, generating the derived definitions only if the
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// required configuration isn't in the cache
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String vert = getVertexShader(), frag = getFragmentShader();
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ArrayList<String> defs = Lists.newArrayList();
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getDefinitions(defs);
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String[] darray = defs.toArray(new String[defs.size()]), ddarray = null;
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if (!_scache.isLoaded(vert, frag, darray)) {
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ArrayList<String> ddefs = Lists.newArrayList();
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getDerivedDefinitions(ddefs);
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ddarray = ddefs.toArray(new String[ddefs.size()]);
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}
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return _scache.configureState(_state, vert, frag, darray, ddarray);
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}
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@Override // documentation inherited
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public Object clone ()
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{
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ShaderConfig other = null;
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try {
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other = (ShaderConfig)super.clone();
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other._state =
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DisplaySystem.getDisplaySystem().getRenderer().createGLSLShaderObjectsState();
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other._state.setProgramID(_state.getProgramID());
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other._state.attribs = _state.attribs;
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for (ShaderUniform uniform : _state.uniforms.values()) {
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other._state.uniforms.put(uniform.name, (ShaderUniform)uniform.clone());
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}
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if (_lights != null) {
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other._lights = _lights.clone();
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for (int ii = 0; ii < _lights.length; ii++) {
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other._lights[ii] = (LightConfig)_lights[ii].clone();
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}
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}
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if (_textures != null) {
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other._textures = _textures.clone();
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for (int ii = 0; ii < _textures.length; ii++) {
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other._textures[ii] = (TextureConfig)_textures[ii].clone();
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}
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}
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} catch (CloneNotSupportedException e) {
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// will not happen
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}
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return other;
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}
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/**
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* Updates the component configurations according to the supplied state set, returning
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* <code>true</code> if they have changed and the shader must be reconfigured.
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*/
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protected boolean updateConfigs (RenderState[] states)
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{
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// this is one place where we don't want short-circuit evaluation
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boolean lchanged = updateLightConfigs((LightState)states[RenderState.RS_LIGHT]);
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boolean tchanged = updateTextureConfigs((TextureState)states[RenderState.RS_TEXTURE]);
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boolean fchanged = updateFogConfig((FogState)states[RenderState.RS_FOG]);
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return lchanged || tchanged || fchanged;
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}
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/**
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* Updates the light configurations, returning <code>true</code> if they have changed.
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*/
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protected boolean updateLightConfigs (LightState lstate)
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{
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if (lstate == null || !lstate.isEnabled()) {
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LightConfig[] olights = _lights;
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_lights = null;
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return (olights != null);
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}
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int lcount = Math.min(lstate.getQuantity(), MAX_LIGHTS);
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if (_lights == null || _lights.length != lcount) {
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_lights = new LightConfig[lcount];
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for (int ii = 0; ii < lcount; ii++) {
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_lights[ii] = new LightConfig();
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_lights[ii].update(lstate.get(ii));
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}
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return true;
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}
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boolean changed = false;
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for (int ii = 0; ii < lcount; ii++) {
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changed |= _lights[ii].update(lstate.get(ii));
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}
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return changed;
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}
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/**
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* Updates the texture configurations, returning <code>true</code> if they have changed.
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*/
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protected boolean updateTextureConfigs (TextureState tstate)
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{
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if (tstate == null || !tstate.isEnabled()) {
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TextureConfig[] otextures = _textures;
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_textures = null;
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return (otextures != null);
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}
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int tcount = tstate.getNumberOfSetTextures();
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if (_textures == null || _textures.length != tcount) {
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_textures = new TextureConfig[tcount];
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for (int ii = 0; ii < tcount; ii++) {
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_textures[ii] = new TextureConfig();
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_textures[ii].update(tstate.getTexture(ii));
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}
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return true;
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}
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boolean changed = false;
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for (int ii = 0; ii < tcount; ii++) {
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changed |= _textures[ii].update(tstate.getTexture(ii));
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}
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return changed;
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}
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/**
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* Updates the fog configuration, returning <code>true</code> if it has changed.
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*/
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protected boolean updateFogConfig (FogState fstate)
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{
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int ofunc = _fogDensityFunc;
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_fogDensityFunc = (fstate == null || !fstate.isEnabled()) ?
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-1 : fstate.getDensityFunction();
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return (ofunc != _fogDensityFunc);
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}
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/**
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* Returns the resource name of the vertex shader (or <code>null</code> for none).
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*/
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protected String getVertexShader ()
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{
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return null;
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}
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/**
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* Returns the resource name of the fragment shader (or <code>null</code> for none).
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*/
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protected String getFragmentShader ()
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{
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return null;
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}
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/**
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* Adds the preprocessor definitions that this configuration requires for its shader to the
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* supplied list.
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*/
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protected void getDefinitions (ArrayList<String> defs)
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{
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// the distinguishing definitions are just keys
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if (_lights != null) {
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defs.add("LIGHTS " + StringUtil.join(_lights, "/"));
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}
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if (_textures != null) {
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defs.add("TEXTURES " + StringUtil.join(_textures, "/"));
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}
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if (_fogDensityFunc != -1) {
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defs.add("FOG " + _fogDensityFunc);
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}
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}
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/**
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* Adds the derived preprocessor definitions that this configuration requires to the supplied
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* list. The derived definitions are not used to distinguish between cached shaders.
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*/
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protected void getDerivedDefinitions (ArrayList<String> ddefs)
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{
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// add the def that sets the front color based on the light types
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StringBuffer buf = new StringBuffer("SET_FRONT_COLOR ");
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if (_lights != null) {
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// start with the "scene color," which combines scene ambient, emissivity, etc.
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buf.append("vec3 frontColor = gl_FrontLightModelProduct.sceneColor.rgb; ");
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// add snippets for each of the lights
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for (int ii = 0; ii < _lights.length; ii++) {
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String snippet = getLightSnippet(_lights[ii].type);
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buf.append(snippet.replace("%", Integer.toString(ii)));
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}
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// the alpha value comes from the diffuse color in the material
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buf.append("gl_FrontColor = vec4(frontColor, gl_FrontMaterial.diffuse.a);");
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} else {
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buf.append("gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);");
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}
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ddefs.add(buf.toString());
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// add the def that sets the texture coordinates based on the env map modes
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buf = new StringBuffer("SET_TEX_COORDS");
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if (_textures != null) {
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for (int ii = 0; ii < _textures.length; ii++) {
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TextureConfig texture = _textures[ii];
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if (texture.envMapMode == -1) {
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continue;
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}
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buf.append(" gl_TexCoord[" + ii + "] = ");
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if (texture.envMapMode == Texture.EM_SPHERE) {
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buf.append("vec4(eyeNormal.xy * 0.5 + vec2(0.5, 0.5), 0.0, 1.0);");
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} else {
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buf.append("gl_MultiTexCoord" + ii + ";");
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}
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}
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}
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ddefs.add(buf.toString());
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// add the definition that sets the fog alpha based on the density function
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buf = new StringBuffer("SET_FOG_ALPHA");
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if (_fogDensityFunc == FogState.DF_EXP) {
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buf.append(" fogAlpha = exp(gl_Fog.density * eyeVertex.z);");
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}
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ddefs.add(buf.toString());
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}
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/**
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* Returns a code snippet that adds the influence of a light of the specified type (after
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* replacing '%' with the light index).
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*/
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protected String getLightSnippet (int type)
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{
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if (type == Light.LT_POINT) {
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return POINT_LIGHT_SNIPPET;
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} else if (type == Light.LT_DIRECTIONAL) {
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return DIRECTIONAL_LIGHT_SNIPPET;
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} else {
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return "";
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}
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}
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/** The configuration of a single light in a {@link LightState}. */
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protected static class LightConfig
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implements Cloneable
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{
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/** The type of light (see {@link Light#getType}). */
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public int type = -1;
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public boolean update (Light light)
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{
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int otype = type;
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type = (light == null) ? -1 : light.getType();
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return (otype != type);
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}
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@Override // documentation inherited
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public Object clone ()
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{
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try {
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return super.clone();
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} catch (CloneNotSupportedException e) {
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// will not happen
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return null;
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}
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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 Integer.toString(type);
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}
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}
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/** The configuration of a single texture in a {@link TextureState}. */
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protected static class TextureConfig
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implements Cloneable
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{
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/** The environment map mode (see {@link Texture#getEnvironmentalMapMode}). */
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public int envMapMode = -1;
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public boolean update (Texture texture)
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{
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int omode = envMapMode;
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envMapMode = (texture == null) ? -1 : texture.getEnvironmentalMapMode();
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return (omode != envMapMode);
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}
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@Override // documentation inherited
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public Object clone ()
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{
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try {
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return super.clone();
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} catch (CloneNotSupportedException e) {
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// will not happen
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return null;
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}
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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 Integer.toString(envMapMode);
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}
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}
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/** The cache used to reconfigure shaders. */
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protected ShaderCache _scache;
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/** The state object to reconfigure. */
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protected GLSLShaderObjectsState _state;
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/** The current light configurations (or <code>null</code> if lighting is disabled). */
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protected LightConfig[] _lights;
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/** The current texture configurations (or <code>null</code> if texturing is disabled). */
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protected TextureConfig[] _textures;
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/** The density function of the fog in the scene (or -1 for none). */
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protected int _fogDensityFunc = -1;
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/** To keep things sane, let's limit the total number of lights (OpenGL allows at least
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* eight). */
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protected static final int MAX_LIGHTS = 4;
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/** A code snippet for adding the influence of a point light. */
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protected static final String POINT_LIGHT_SNIPPET =
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"vec3 lvec% = gl_LightSource[%].position.xyz - eyeVertex; " +
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"float ldist% = length(lvec%); " +
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"frontColor += (gl_FrontLightProduct[%].ambient.rgb + " +
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"gl_FrontLightProduct[%].diffuse.rgb * " +
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"max(dot(eyeNormal, normalize(lvec%)), 0.0)) / " +
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"(gl_LightSource[%].constantAttenuation + " +
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"ldist% * gl_LightSource[%].linearAttenuation + " +
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"ldist% * ldist% * gl_LightSource[%].quadraticAttenuation);";
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/** A code snippet for adding the influence of a directional light. */
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protected static final String DIRECTIONAL_LIGHT_SNIPPET =
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"frontColor += gl_FrontLightProduct[%].ambient.rgb + " +
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"gl_FrontLightProduct[%].diffuse.rgb * " +
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"max(dot(eyeNormal, gl_LightSource[%].position.xyz), 0.0);";
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}
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