コード例 #1
0
ファイル: ProjectedDepthTexture.java プロジェクト: nasa/DERT
  /**
   * Initialize this ProjectedDepthTexture with the renderer
   *
   * @param r
   */
  public void init(final Renderer r) {
    // already initialized ?
    if (textureRenderer != null) {
      return;
    }

    textureRenderer = ImageUtil.createTextureRenderer(0, 0, r, true);
    if (isParallel) {
      textureRenderer.getCamera().setProjectionMode(Camera.ProjectionMode.Parallel);
    }

    // Enforce performance enhancing states on the renderer.
    // No textures or colors are required since we're only
    // interested in recording depth.
    // Also only need front faces when rendering the shadow maps

    // turn off clipping
    ClipState noClip = new ClipState();
    noClip.setEnabled(false);
    textureRenderer.enforceState(noClip);

    // turn off texturing
    TextureState noTexture = new TextureState();
    noTexture.setEnabled(false);
    textureRenderer.enforceState(noTexture);

    // turn off colors
    ColorMaskState colorDisabled = new ColorMaskState();
    colorDisabled.setAll(false);
    textureRenderer.enforceState(colorDisabled);

    // cull back faces
    CullState cullFace = new CullState();
    cullFace.setEnabled(true);
    cullFace.setCullFace(CullState.Face.Back);
    textureRenderer.enforceState(cullFace);

    // turn off lights
    LightState noLights = new LightState();
    noLights.setEnabled(false);
    textureRenderer.enforceState(noLights);

    // use flat shading
    ShadingState flat = new ShadingState();
    flat.setShadingMode(ShadingMode.Flat);
    textureRenderer.enforceState(flat);

    // disable GLSLShaderObjectsState
    GLSLShaderObjectsState glsl = new GLSLShaderObjectsState();
    glsl.setEnabled(false);
    textureRenderer.enforceState(glsl);

    // enforce the shadow offset parameters
    textureRenderer.enforceState(offsetState);

    if (texture == null) {
      createTexture();
    }
    textureRenderer.setupTexture(texture);
  }
コード例 #2
0
  public static void apply(final JoglRenderer renderer, final GLSLShaderObjectsState state) {
    final GL gl = GLU.getCurrentGL();
    final RenderContext context = ContextManager.getCurrentContext();
    final ContextCapabilities caps = context.getCapabilities();

    if (caps.isGLSLSupported()) {
      // Ask for the current state record
      final ShaderObjectsStateRecord record =
          (ShaderObjectsStateRecord) context.getStateRecord(StateType.GLSLShader);
      context.setCurrentState(StateType.GLSLShader, state);

      if (state.isEnabled()) {
        if (state._needSendShader) {
          sendToGL(state);
        }

        if (state._shaderDataLogic != null) {
          state._shaderDataLogic.applyData(state, state._mesh, renderer);
        }
      }

      if (!record.isValid() || record.getReference() != state || state.needsRefresh()) {
        record.setReference(state);
        if (state.isEnabled()) {
          if (state._programID != -1) {
            gl.glUseProgramObjectARB(state._programID);

            final List<ShaderVariable> attribs = state.getShaderAttributes();
            for (int i = attribs.size(); --i >= 0; ) {
              final ShaderVariable shaderVariable = attribs.get(i);
              if (shaderVariable.needsRefresh) {
                JoglShaderUtil.updateAttributeLocation(shaderVariable, state._programID);
                shaderVariable.needsRefresh = false;
              }
              JoglShaderUtil.updateShaderAttribute(shaderVariable);
            }

            final List<ShaderVariable> uniforms = state.getShaderUniforms();
            for (int i = uniforms.size(); --i >= 0; ) {
              final ShaderVariable shaderVariable = uniforms.get(i);
              if (shaderVariable.needsRefresh) {
                JoglShaderUtil.updateUniformLocation(shaderVariable, state._programID);
                JoglShaderUtil.updateShaderUniform(shaderVariable);
                shaderVariable.needsRefresh = false;
              }
            }
          }
        } else {
          gl.glUseProgramObjectARB(0);
        }
      }

      if (!record.isValid()) {
        record.validate();
      }
    }
  }
コード例 #3
0
  protected static void sendToGL(
      final GLSLShaderObjectsState state, final ContextCapabilities caps) {
    final GL gl = GLContext.getCurrentGL();

    if (state.getVertexShader() == null && state.getFragmentShader() == null) {
      logger.warning("Could not find shader resources!" + "(both inputbuffers are null)");
      state._needSendShader = false;
      return;
    }

    if (state._programID == -1) {
      if (gl.isGL2()) {
        state._programID = gl.getGL2().glCreateProgramObjectARB();
      } else {
        if (gl.isGL2ES2()) {
          state._programID = gl.getGL2ES2().glCreateProgram();
        }
      }
    }

    if (state.getVertexShader() != null) {
      if (state._vertexShaderID != -1) {
        removeVertShader(state);
      }
      if (gl.isGL2()) {
        state._vertexShaderID = gl.getGL2().glCreateShaderObjectARB(GL2ES2.GL_VERTEX_SHADER);
      } else {
        if (gl.isGL2ES2()) {
          state._vertexShaderID = gl.getGL2ES2().glCreateShader(GL2ES2.GL_VERTEX_SHADER);
        }
      }

      // Create the sources
      final byte array[] = new byte[state.getVertexShader().limit()];
      state.getVertexShader().rewind();
      state.getVertexShader().get(array);
      if (gl.isGL2()) {
        gl.getGL2()
            .glShaderSourceARB(
                state._vertexShaderID,
                1,
                new String[] {new String(array)},
                new int[] {array.length},
                0);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2()
              .glShaderSource(
                  state._vertexShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        }
      }

      // Compile the vertex shader
      final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
      final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
      compiled.clear();
      if (gl.isGL2()) {
        gl.getGL2().glCompileShaderARB(state._vertexShaderID);
        gl.getGL2()
            .glGetObjectParameterivARB(
                state._vertexShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glCompileShader(state._vertexShaderID);
          gl.getGL2ES2().glGetShaderiv(state._vertexShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
        }
      }
      checkProgramError(compiled.get(0), state._vertexShaderID, state._vertexShaderName);

      // Attach the program
      if (gl.isGL2()) {
        gl.getGL2().glAttachObjectARB(state._programID, state._vertexShaderID);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glAttachShader(state._programID, state._vertexShaderID);
        }
      }
    } else if (state._vertexShaderID != -1) {
      removeVertShader(state);
      state._vertexShaderID = -1;
    }

    if (state.getFragmentShader() != null) {
      if (state._fragmentShaderID != -1) {
        removeFragShader(state);
      }

      if (gl.isGL2()) {
        state._fragmentShaderID = gl.getGL2().glCreateShaderObjectARB(GL2ES2.GL_FRAGMENT_SHADER);
      } else {
        if (gl.isGL2ES2()) {
          state._fragmentShaderID = gl.getGL2ES2().glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
        }
      }

      // Create the sources
      final byte array[] = new byte[state.getFragmentShader().limit()];
      state.getFragmentShader().rewind();
      state.getFragmentShader().get(array);
      if (gl.isGL2()) {
        gl.getGL2()
            .glShaderSourceARB(
                state._fragmentShaderID,
                1,
                new String[] {new String(array)},
                new int[] {array.length},
                0);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2()
              .glShaderSource(
                  state._fragmentShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        }
      }

      // Compile the fragment shader
      final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
      final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
      compiled.clear();
      if (gl.isGL2()) {
        gl.getGL2().glCompileShaderARB(state._fragmentShaderID);
        gl.getGL2()
            .glGetObjectParameterivARB(
                state._fragmentShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glCompileShader(state._fragmentShaderID);
          gl.getGL2ES2().glGetShaderiv(state._fragmentShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
        }
      }
      checkProgramError(compiled.get(0), state._fragmentShaderID, state._vertexShaderName);

      // Attach the program
      if (gl.isGL2()) {
        gl.getGL2().glAttachObjectARB(state._programID, state._fragmentShaderID);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glAttachShader(state._programID, state._fragmentShaderID);
        }
      }
    } else if (state._fragmentShaderID != -1) {
      removeFragShader(state);
      state._fragmentShaderID = -1;
    }

    if (caps.isGeometryShader4Supported()) {
      if (state.getGeometryShader() != null) {
        if (state._geometryShaderID != -1) {
          removeGeomShader(state);
        }

        if (gl.isGL2()) {
          state._geometryShaderID = gl.getGL2().glCreateShaderObjectARB(GL3.GL_GEOMETRY_SHADER);
        } else {
          if (gl.isGL2ES2()) {
            state._geometryShaderID = gl.getGL2ES2().glCreateShader(GL3.GL_GEOMETRY_SHADER);
          }
        }

        // Create the sources
        final byte array[] = new byte[state.getGeometryShader().limit()];
        state.getGeometryShader().rewind();
        state.getGeometryShader().get(array);
        if (gl.isGL2()) {
          gl.getGL2()
              .glShaderSourceARB(
                  state._geometryShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2()
                .glShaderSource(
                    state._geometryShaderID,
                    1,
                    new String[] {new String(array)},
                    new int[] {array.length},
                    0);
          }
        }

        // Compile the geometry shader
        final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
        final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
        compiled.clear();
        if (gl.isGL2()) {
          gl.getGL2().glCompileShaderARB(state._geometryShaderID);
          gl.getGL2()
              .glGetObjectParameterivARB(
                  state._geometryShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glCompileShader(state._geometryShaderID);
            gl.getGL2ES2()
                .glGetShaderiv(state._geometryShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
          }
        }
        checkProgramError(compiled.get(0), state._geometryShaderID, state._geometryShaderName);

        // Attach the program
        if (gl.isGL2()) {
          gl.getGL2().glAttachObjectARB(state._programID, state._geometryShaderID);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glAttachShader(state._programID, state._geometryShaderID);
          }
        }
      } else if (state._geometryShaderID != -1) {
        removeGeomShader(state);
        state._geometryShaderID = -1;
      }
    }

    if (caps.isTessellationShadersSupported()) {
      if (state.getTessellationControlShader() != null) {
        if (state._tessellationControlShaderID != -1) {
          removeTessControlShader(state);
        }

        if (gl.isGL2()) {
          state._tessellationControlShaderID =
              gl.getGL2().glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER);
        } else {
          if (gl.isGL2ES2()) {
            state._tessellationControlShaderID =
                gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER);
          }
        }

        // Create the sources
        final byte array[] = new byte[state.getTessellationControlShader().limit()];
        state.getTessellationControlShader().rewind();
        state.getTessellationControlShader().get(array);
        if (gl.isGL2()) {
          gl.getGL2()
              .glShaderSourceARB(
                  state._tessellationControlShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2()
                .glShaderSource(
                    state._tessellationControlShaderID,
                    1,
                    new String[] {new String(array)},
                    new int[] {array.length},
                    0);
          }
        }

        // Compile the tessellation control shader
        final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
        final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
        compiled.clear();
        if (gl.isGL2()) {
          gl.getGL2().glCompileShaderARB(state._tessellationControlShaderID);
          gl.getGL2()
              .glGetObjectParameterivARB(
                  state._tessellationControlShaderID, GL2.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glCompileShader(state._tessellationControlShaderID);
            gl.getGL2ES2()
                .glGetShaderiv(
                    state._tessellationControlShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
          }
        }
        checkProgramError(
            compiled.get(0),
            state._tessellationControlShaderID,
            state._tessellationControlShaderName);

        // Attach the program
        if (gl.isGL2()) {
          gl.getGL2().glAttachObjectARB(state._programID, state._tessellationControlShaderID);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glAttachShader(state._programID, state._tessellationControlShaderID);
          }
        }
      } else if (state._tessellationControlShaderID != -1) {
        removeTessControlShader(state);
        state._tessellationControlShaderID = -1;
      }
      if (state.getTessellationEvaluationShader() != null) {
        if (state._tessellationEvaluationShaderID != -1) {
          removeTessEvalShader(state);
        }

        if (gl.isGL2()) {
          state._tessellationEvaluationShaderID =
              gl.getGL2().glCreateShaderObjectARB(GL4.GL_TESS_CONTROL_SHADER);
        } else {
          if (gl.isGL2ES2()) {
            state._tessellationEvaluationShaderID =
                gl.getGL2ES2().glCreateShader(GL4.GL_TESS_CONTROL_SHADER);
          }
        }

        // Create the sources
        final byte array[] = new byte[state.getTessellationEvaluationShader().limit()];
        state.getTessellationEvaluationShader().rewind();
        state.getTessellationEvaluationShader().get(array);
        if (gl.isGL2()) {
          gl.getGL2()
              .glShaderSourceARB(
                  state._tessellationEvaluationShaderID,
                  1,
                  new String[] {new String(array)},
                  new int[] {array.length},
                  0);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2()
                .glShaderSource(
                    state._tessellationEvaluationShaderID,
                    1,
                    new String[] {new String(array)},
                    new int[] {array.length},
                    0);
          }
        }

        // Compile the tessellation control shader
        final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
        final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
        compiled.clear();
        if (gl.isGL2()) {
          gl.getGL2().glCompileShaderARB(state._tessellationEvaluationShaderID);
          gl.getGL2()
              .glGetObjectParameterivARB(
                  state._tessellationEvaluationShaderID,
                  GL2.GL_OBJECT_COMPILE_STATUS_ARB,
                  compiled);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glCompileShader(state._tessellationEvaluationShaderID);
            gl.getGL2ES2()
                .glGetShaderiv(
                    state._tessellationEvaluationShaderID, GL2ES2.GL_COMPILE_STATUS, compiled);
          }
        }
        checkProgramError(
            compiled.get(0),
            state._tessellationEvaluationShaderID,
            state._tessellationEvaluationShaderName);

        // Attach the program
        if (gl.isGL2()) {
          gl.getGL2().glAttachObjectARB(state._programID, state._tessellationEvaluationShaderID);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glAttachShader(state._programID, state._tessellationEvaluationShaderID);
          }
        }
      } else if (state._tessellationEvaluationShaderID != -1) {
        removeTessEvalShader(state);
        state._tessellationEvaluationShaderID = -1;
      }
    }

    if (gl.isGL2()) {
      gl.getGL2().glLinkProgramARB(state._programID);
    } else {
      if (gl.isGL2ES2()) {
        gl.getGL2ES2().glLinkProgram(state._programID);
      }
    }
    checkLinkError(state._programID);
    state.setNeedsRefresh(true);
    state._needSendShader = false;
  }
コード例 #4
0
  protected static void sendToGL(final GLSLShaderObjectsState state) {
    final GL gl = GLU.getCurrentGL();

    if (state.getVertexShader() == null && state.getFragmentShader() == null) {
      logger.warning("Could not find shader resources!" + "(both inputbuffers are null)");
      state._needSendShader = false;
      return;
    }

    if (state._programID == -1) {
      state._programID = gl.glCreateProgramObjectARB();
    }

    if (state.getVertexShader() != null) {
      if (state._vertexShaderID != -1) {
        removeVertShader(state);
      }

      state._vertexShaderID = gl.glCreateShaderObjectARB(GL.GL_VERTEX_SHADER_ARB);

      // Create the sources
      final byte array[] = new byte[state.getVertexShader().limit()];
      state.getVertexShader().rewind();
      state.getVertexShader().get(array);
      gl.glShaderSourceARB(
          state._vertexShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0);

      // Compile the vertex shader
      final IntBuffer compiled = BufferUtils.createIntBuffer(1);
      gl.glCompileShaderARB(state._vertexShaderID);
      gl.glGetObjectParameterivARB(
          state._vertexShaderID, GL.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      checkProgramError(compiled, state._vertexShaderID);

      // Attach the program
      gl.glAttachObjectARB(state._programID, state._vertexShaderID);
    } else if (state._vertexShaderID != -1) {
      removeVertShader(state);
      state._vertexShaderID = -1;
    }

    if (state.getFragmentShader() != null) {
      if (state._fragmentShaderID != -1) {
        removeFragShader(state);
      }

      state._fragmentShaderID = gl.glCreateShaderObjectARB(GL.GL_FRAGMENT_SHADER_ARB);

      // Create the sources
      final byte array[] = new byte[state.getFragmentShader().limit()];
      state.getFragmentShader().rewind();
      state.getFragmentShader().get(array);
      gl.glShaderSourceARB(
          state._fragmentShaderID,
          1,
          new String[] {new String(array)},
          new int[] {array.length},
          0);

      // Compile the fragment shader
      final IntBuffer compiled = BufferUtils.createIntBuffer(1);
      gl.glCompileShaderARB(state._fragmentShaderID);
      gl.glGetObjectParameterivARB(
          state._fragmentShaderID, GL.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      checkProgramError(compiled, state._fragmentShaderID);

      // Attach the program
      gl.glAttachObjectARB(state._programID, state._fragmentShaderID);
    } else if (state._fragmentShaderID != -1) {
      removeFragShader(state);
      state._fragmentShaderID = -1;
    }

    gl.glLinkProgramARB(state._programID);
    checkLinkError(state._programID);
    state.setNeedsRefresh(true);
    state._needSendShader = false;
  }
コード例 #5
0
ファイル: WaterNode.java プロジェクト: gouessej/Ardor3D
  public void reloadShader() {
    if (useProjectedShader) {
      if (useRefraction) {
        currentShaderStr = projectedShaderRefractionStr;
      } else {
        currentShaderStr = projectedShaderStr;
      }
    } else {
      if (useRefraction) {
        currentShaderStr = simpleShaderRefractionStr;
      } else {
        currentShaderStr = simpleShaderStr;
      }
    }

    try {
      logger.info("loading " + currentShaderStr);
      waterShader.setVertexShader(
          ResourceLocatorTool.getClassPathResourceAsStream(
              WaterNode.class, currentShaderStr + ".vert"));
      waterShader.setFragmentShader(
          ResourceLocatorTool.getClassPathResourceAsStream(
              WaterNode.class, currentShaderStr + ".frag"));
    } catch (final IOException e) {
      logger.log(Level.WARNING, "Error loading shader", e);
      return;
    }

    waterShader.setUniform("normalMap", 0);
    waterShader.setUniform("reflection", 1);
    waterShader.setUniform("dudvMap", 2);
    if (useRefraction) {
      waterShader.setUniform("refraction", 3);
      waterShader.setUniform("depthMap", 4);
    }
    if (useProjectedShader) {
      if (useRefraction) {
        waterShader.setUniform("foamMap", 5);
      } else {
        waterShader.setUniform("foamMap", 3);
      }
    }

    waterShader._needSendShader = true;

    try {
      blurShaderVertical.setVertexShader(
          ResourceLocatorTool.getClassPathResourceAsStream(
              WaterNode.class, "com/ardor3d/extension/effect/bloom/bloom_blur.vert"));
      blurShaderVertical.setFragmentShader(
          ResourceLocatorTool.getClassPathResourceAsStream(
              WaterNode.class,
              "com/ardor3d/extension/effect/bloom/bloom_blur_vertical5_down.frag"));
    } catch (final IOException ex) {
      logger.logp(
          Level.SEVERE, getClass().getName(), "init(Renderer)", "Could not load shaders.", ex);
    }
    blurShaderVertical.setUniform("RT", 0);
    blurShaderVertical.setUniform("sampleDist", blurSampleDistance);
    blurShaderVertical._needSendShader = true;

    logger.info("Shader reloaded...");
  }
コード例 #6
0
ファイル: WaterNode.java プロジェクト: gouessej/Ardor3D
  @Override
  public void draw(final Renderer r) {
    initialize(r);

    updateTranslations();

    final double camWaterDist = waterPlane.pseudoDistance(cam.getLocation());
    aboveWater = camWaterDist >= 0;

    if (isSupported()) {
      waterShader.setUniform("tangent", tangent);
      waterShader.setUniform("binormal", binormal);
      waterShader.setUniform("useFadeToFogColor", useFadeToFogColor);
      waterShader.setUniform("waterColor", waterColorStart);
      waterShader.setUniform("waterColorEnd", waterColorEnd);
      waterShader.setUniform("normalTranslation", (float) normalTranslation);
      waterShader.setUniform("refractionTranslation", (float) refractionTranslation);
      waterShader.setUniform("abovewater", aboveWater);
      if (useProjectedShader) {
        waterShader.setUniform("cameraPos", cam.getLocation());
        waterShader.setUniform("waterHeight", (float) waterPlane.getConstant());
        waterShader.setUniform("amplitude", (float) waterMaxAmplitude);
        waterShader.setUniform("heightFalloffStart", (float) heightFalloffStart);
        waterShader.setUniform("heightFalloffSpeed", (float) heightFalloffSpeed);
      }

      final double heightTotal = clipBias + waterMaxAmplitude - waterPlane.getConstant();
      final Vector4 clipPlane = Vector4.fetchTempInstance();

      if (useReflection) {
        clipPlane.set(
            waterPlane.getNormal().getX(),
            waterPlane.getNormal().getY(),
            waterPlane.getNormal().getZ(),
            heightTotal);
        renderReflection(clipPlane);
      }

      if (useRefraction && aboveWater) {
        clipPlane.set(
            -waterPlane.getNormal().getX(),
            -waterPlane.getNormal().getY(),
            -waterPlane.getNormal().getZ(),
            -waterPlane.getConstant());
        renderRefraction(clipPlane);
      }
    }

    if (fallbackTextureState != null) {
      fallbackTextureStateMatrix.setM31(normalTranslation);
      fallbackTexture.setTextureMatrix(fallbackTextureStateMatrix);
    }

    super.draw(r);
  }