Пример #1
0
  /**
   * Replace a shader in a program and re-links the program.
   *
   * @param gl
   * @param oldShader the to be replace Shader
   * @param newShader the new ShaderCode
   * @param verboseOut the optional verbose output stream
   * @return true if all steps are valid, shader compilation, attachment and linking; otherwise
   *     false.
   * @see ShaderState#glEnableVertexAttribArray
   * @see ShaderState#glDisableVertexAttribArray
   * @see ShaderState#glVertexAttribPointer
   * @see ShaderState#getVertexAttribPointer
   * @see ShaderState#glReleaseAllVertexAttributes
   * @see ShaderState#glResetAllVertexAttributes
   * @see ShaderState#glResetAllVertexAttributes
   * @see ShaderState#glResetAllVertexAttributes
   */
  public synchronized boolean replaceShader(
      GL2ES2 gl, ShaderCode oldShader, ShaderCode newShader, PrintStream verboseOut) {
    if (!init(gl) || !newShader.compile(gl, verboseOut)) {
      return false;
    }

    boolean shaderWasInUse = inUse();
    if (shaderWasInUse) {
      useProgram(gl, false);
    }

    if (null != oldShader && allShaderCode.remove(oldShader)) {
      if (attachedShaderCode.remove(oldShader)) {
        ShaderUtil.detachShader(gl, shaderProgram, oldShader.shader());
      }
    }

    add(newShader);
    if (attachedShaderCode.add(newShader)) {
      ShaderUtil.attachShader(gl, shaderProgram, newShader.shader());
    }

    gl.glLinkProgram(shaderProgram);

    programLinked = ShaderUtil.isProgramLinkStatusValid(gl, shaderProgram, System.err);
    if (programLinked && shaderWasInUse) {
      useProgram(gl, true);
    }
    return programLinked;
  }
Пример #2
0
 /**
  * Warning slow O(n) operation ..
  *
  * @param id
  * @return
  */
 public synchronized ShaderCode getShader(int id) {
   for (Iterator<ShaderCode> iter = allShaderCode.iterator(); iter.hasNext(); ) {
     ShaderCode shaderCode = iter.next();
     if (shaderCode.id() == id) {
       return shaderCode;
     }
   }
   return null;
 }
Пример #3
0
 /**
  * Adds a new shader to a this non running program.
  *
  * <p>Compiles and attaches the shader, if not done yet.
  *
  * @return true if the shader was successfully added, false if compilation failed.
  */
 public synchronized boolean add(GL2ES2 gl, ShaderCode shaderCode, PrintStream verboseOut) {
   if (!init(gl)) {
     return false;
   }
   if (allShaderCode.add(shaderCode)) {
     if (!shaderCode.compile(gl, verboseOut)) {
       return false;
     }
     if (attachedShaderCode.add(shaderCode)) {
       ShaderUtil.attachShader(gl, shaderProgram, shaderCode.shader());
     }
   }
   return true;
 }
Пример #4
0
 /**
  * Detaches all shader codes and deletes the program. If <code>destroyShaderCode</code> is true it
  * destroys the shader codes as well.
  */
 public synchronized void release(GL2ES2 gl, boolean destroyShaderCode) {
   useProgram(gl, false);
   for (Iterator<ShaderCode> iter = allShaderCode.iterator(); iter.hasNext(); ) {
     ShaderCode shaderCode = iter.next();
     if (attachedShaderCode.remove(shaderCode)) {
       ShaderUtil.detachShader(gl, shaderProgram, shaderCode.shader());
     }
     if (destroyShaderCode) {
       shaderCode.destroy(gl);
     }
   }
   allShaderCode.clear();
   attachedShaderCode.clear();
   if (0 != shaderProgram) {
     gl.glDeleteProgram(shaderProgram);
     shaderProgram = 0;
   }
 }
Пример #5
0
  /**
   * Links the shader code to the program.
   *
   * <p>Compiles and attaches the shader code to the program if not done by yet
   *
   * <p>Within this process, all GL resources (shader and program objects) are created if necessary.
   *
   * @param gl
   * @param verboseOut
   * @return true if program was successfully linked and is valid, otherwise false
   * @see #init(GL2ES2)
   */
  public synchronized boolean link(GL2ES2 gl, PrintStream verboseOut) {
    if (!init(gl)) {
      programLinked = false; // mark unlinked due to user attempt to [re]link
      return false;
    }

    for (Iterator<ShaderCode> iter = allShaderCode.iterator(); iter.hasNext(); ) {
      final ShaderCode shaderCode = iter.next();
      if (!shaderCode.compile(gl, verboseOut)) {
        programLinked = false; // mark unlinked due to user attempt to [re]link
        return false;
      }
      if (attachedShaderCode.add(shaderCode)) {
        ShaderUtil.attachShader(gl, shaderProgram, shaderCode.shader());
      }
    }

    // Link the program
    gl.glLinkProgram(shaderProgram);

    programLinked = ShaderUtil.isProgramLinkStatusValid(gl, shaderProgram, System.err);

    return programLinked;
  }