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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski leszek@koltunski.pl //
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// //
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// This file is part of Distorted. //
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// //
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// This library is free software; you can redistribute it and/or //
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// modify it under the terms of the GNU Lesser General Public //
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// License as published by the Free Software Foundation; either //
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// version 2.1 of the License, or (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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.program;
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import android.opengl.GLES30;
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import org.distorted.library.main.DistortedLibrary;
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import java.io.BufferedReader;
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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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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* An object which encapsulates a vertex/fragment shader combo, aka Shader Program.
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*/
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public class DistortedProgram
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{
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private String mAttributeStr, mUniformStr, mUniList;
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private int mAttributeLen, mUniformLen;
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private int mNumAttributes;
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private int mNumUniforms;
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private String[] mAttributeName;
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private final int mProgramHandle;
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/**
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* List of Attributes (OpenGL ES 3.0: 'in' variables), in the same order as declared in the shader source.
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*/
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public int[] mAttribute;
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/**
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* List of Uniforms, in the same order as declared in the shader source.
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*/
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public int[] mUniform;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes, final String[] feedbackVaryings)
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throws LinkingException
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{
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int programHandle = GLES30.glCreateProgram();
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if (programHandle != 0)
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{
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GLES30.glAttachShader(programHandle, vertexShaderHandle);
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GLES30.glAttachShader(programHandle, fragmentShaderHandle);
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if( feedbackVaryings!=null )
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{
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GLES30.glTransformFeedbackVaryings(programHandle, feedbackVaryings, GLES30.GL_INTERLEAVED_ATTRIBS);
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}
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if (attributes != null)
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{
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final int size = attributes.length;
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for(int i=0; i<size; i++)
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{
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GLES30.glBindAttribLocation(programHandle, i, attributes[i]);
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}
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}
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GLES30.glLinkProgram(programHandle);
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final int[] linkStatus = new int[1];
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GLES30.glGetProgramiv(programHandle, GLES30.GL_LINK_STATUS, linkStatus, 0);
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if (linkStatus[0] != GLES30.GL_TRUE )
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{
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String error = GLES30.glGetProgramInfoLog(programHandle);
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GLES30.glDeleteProgram(programHandle);
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throw new LinkingException(error);
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}
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final int[] numberOfUniforms = new int[1];
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GLES30.glGetProgramiv(programHandle, GLES30.GL_ACTIVE_UNIFORMS, numberOfUniforms, 0);
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//DistortedLibrary.logMessage("DistortedProgram: number of active uniforms="+numberOfUniforms[0]);
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}
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return programHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void init(int glslVersion)
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{
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mAttributeStr = (glslVersion == 100 ? "attribute " : "in ");
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mAttributeLen = mAttributeStr.length();
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mNumAttributes = 0;
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mUniformStr = "uniform ";
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mUniformLen = mUniformStr.length();
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mNumUniforms = 0;
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mUniList = "";
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private String parseOutUniform(final String line)
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{
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int len = line.length();
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int whiteSpace, semicolon, nameBegin;
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char currChar;
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for(whiteSpace=0; whiteSpace<len; whiteSpace++)
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{
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currChar = line.charAt(whiteSpace);
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if( currChar!=' ' && currChar!='\t') break;
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}
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for(semicolon=whiteSpace; semicolon<len; semicolon++)
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{
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currChar = line.charAt(semicolon);
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if( currChar==';') break;
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}
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if( semicolon<len && semicolon-whiteSpace>=mUniformLen+1 )
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{
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String subline = line.substring(whiteSpace,semicolon);
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int subLen = semicolon-whiteSpace;
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if( subline.startsWith(mUniformStr))
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{
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//DistortedLibrary.logMessage("DistortedProgram: GOOD LINE: " +subline+" subLen="+subLen);
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for(nameBegin=subLen-1; nameBegin>mUniformLen-2; nameBegin--)
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{
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currChar=subline.charAt(nameBegin);
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if( currChar==' ' || currChar=='\t' )
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{
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mNumUniforms++;
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String uniform = subline.substring(nameBegin+1,subLen);
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int brace = uniform.indexOf("[");
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return brace>=0 ? uniform.substring(0,brace) : uniform;
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}
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}
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}
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private String parseOutAttribute(final String line)
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{
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int len = line.length();
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int whiteSpace, semicolon, nameBegin;
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char currChar;
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for(whiteSpace=0; whiteSpace<len; whiteSpace++)
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{
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currChar = line.charAt(whiteSpace);
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if( currChar!=' ' && currChar!='\t') break;
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}
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for(semicolon=whiteSpace; semicolon<len; semicolon++)
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{
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currChar = line.charAt(semicolon);
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if( currChar==';') break;
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}
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if( semicolon<len && semicolon-whiteSpace>=mAttributeLen+1 )
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{
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String subline = line.substring(whiteSpace,semicolon);
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int subLen = semicolon-whiteSpace;
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if( subline.startsWith(mAttributeStr))
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{
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for(nameBegin=subLen-1; nameBegin>mAttributeLen-2; nameBegin--)
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{
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currChar=subline.charAt(nameBegin);
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if( currChar==' ' || currChar=='\t' )
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{
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return subline.substring(nameBegin+1,subLen);
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}
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}
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}
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void doAttributes(final String shader, boolean doAttributes)
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{
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String attribute, attrList="", uniform;
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String[] lines = shader.split("\n");
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for (String line : lines)
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{
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if (doAttributes)
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{
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attribute = parseOutAttribute(line);
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if (attribute != null)
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{
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if (attrList.length() > 0) attrList += " ";
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attrList += attribute;
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}
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}
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uniform = parseOutUniform(line);
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if (uniform != null)
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{
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if (mUniList.length() > 0) mUniList += " ";
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mUniList += uniform;
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}
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}
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if( doAttributes )
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{
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mAttributeName = attrList.split(" ");
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mNumAttributes = mAttributeName.length;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private String readTextFileFromRawResource(final InputStream inputStream, boolean doAttributes)
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{
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final InputStreamReader inputStreamReader = new InputStreamReader(inputStream);
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final BufferedReader bufferedReader = new BufferedReader(inputStreamReader);
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String nextLine, attribute, attrList="";
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final StringBuilder body = new StringBuilder();
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try
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{
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while ((nextLine = bufferedReader.readLine()) != null)
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{
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body.append(nextLine);
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body.append('\n');
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if( doAttributes )
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{
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attribute = parseOutAttribute(nextLine);
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if( attribute!=null )
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{
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//DistortedLibrary.logMessage("DistortedProgram: new attribute: "+attribute);
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if( attrList.length()>0 ) attrList+=" ";
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attrList += attribute;
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}
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}
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}
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}
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catch (IOException e)
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{
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return null;
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}
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if( doAttributes )
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{
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mAttributeName = attrList.split(" ");
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mNumAttributes = mAttributeName.length;
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}
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return body.toString();
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static int compileShader(final int shaderType, final String shaderSource)
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throws FragmentCompilationException,VertexCompilationException
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{
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int shaderHandle = GLES30.glCreateShader(shaderType);
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if (shaderHandle != 0)
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{
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GLES30.glShaderSource(shaderHandle, shaderSource);
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GLES30.glCompileShader(shaderHandle);
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final int[] compileStatus = new int[1];
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GLES30.glGetShaderiv(shaderHandle, GLES30.GL_COMPILE_STATUS, compileStatus, 0);
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if (compileStatus[0] != GLES30.GL_TRUE)
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{
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String error = GLES30.glGetShaderInfoLog(shaderHandle);
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GLES30.glDeleteShader(shaderHandle);
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switch (shaderType)
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{
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case GLES30.GL_VERTEX_SHADER: throw new VertexCompilationException(error);
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case GLES30.GL_FRAGMENT_SHADER: throw new FragmentCompilationException(error);
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default: throw new RuntimeException(error);
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}
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}
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}
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return shaderHandle;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private static String insertEnabledEffects(String code, final String effects)
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{
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final String marker = "// ENABLED EFFECTS WILL BE INSERTED HERE";
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int length = marker.length();
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int place = code.indexOf(marker);
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if( place>=0 )
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{
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String begin = code.substring(0,place-1);
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String end = code.substring(place+length);
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return begin + effects + end;
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}
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else
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{
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DistortedLibrary.logMessage("DistortedProgram: Error: marker string not found in SHADER!");
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}
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return null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setUpAttributes()
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{
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int[] att = new int[mNumAttributes];
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for(int i=0; i<mNumAttributes; i++)
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{
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att[i] = GLES30.glGetAttribLocation( mProgramHandle, mAttributeName[i]);
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}
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int emptyAttrs = 0;
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for(int i=0; i<mNumAttributes-emptyAttrs; i++)
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{
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if( att[i] < 0 )
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{
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emptyAttrs++;
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for(int j=i; j<mNumAttributes-emptyAttrs; j++)
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{
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att[j] = att[j+1];
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mAttributeName[j] = mAttributeName[j+1];
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}
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}
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}
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if( emptyAttrs>0 )
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{
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mNumAttributes -= emptyAttrs;
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mAttribute = new int[mNumAttributes];
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System.arraycopy(att, 0, mAttribute, 0, mNumAttributes);
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}
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else
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{
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mAttribute = att;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void setUpUniforms()
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{
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if( mNumUniforms>0 )
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{
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mUniform = new int[mNumUniforms];
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String[] uniformName = mUniList.split(" ");
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for(int i=0; i<mNumUniforms; i++)
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{
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mUniform[i] = GLES30.glGetUniformLocation( mProgramHandle, uniformName[i]);
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}
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}
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else mUniform = null;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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398
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/**
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399
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* Only for use by the library itself.
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400
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*
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* @y.exclude
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*/
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public DistortedProgram(final InputStream vert, final InputStream frag, final String vertHeader, final String fragHeader,
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int glslVersion, final String[] feedback )
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throws FragmentCompilationException,VertexCompilationException,LinkingException
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{
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init(glslVersion);
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final String vertShader = readTextFileFromRawResource(vert, true );
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final String fragShader = readTextFileFromRawResource(frag, false);
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411
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final int vertShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertHeader + vertShader);
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final int fragShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragHeader + fragShader);
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mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
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setUpAttributes();
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setUpUniforms();
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419
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}
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420
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421
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///////////////////////////////////////////////////////////////////////////////////////////////////
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422
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/**
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423
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* Only for use by the library itself.
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424
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*
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425
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* @y.exclude
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426
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*/
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427
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public DistortedProgram(final InputStream vert, final InputStream frag, final String vertHeader, final String fragHeader,
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final String enabledVert, final String enabledFrag, int glslVersion, final String[] feedback )
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429
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throws FragmentCompilationException,VertexCompilationException,LinkingException
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430
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{
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init(glslVersion);
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432
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String vertShader = readTextFileFromRawResource( vert, true );
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String fragShader = readTextFileFromRawResource( frag, false);
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435
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if( enabledVert!=null ) vertShader = insertEnabledEffects(vertShader,enabledVert);
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if( enabledFrag!=null ) fragShader = insertEnabledEffects(fragShader,enabledFrag);
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438
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final int vertShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertHeader + vertShader);
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final int fragShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragHeader + fragShader);
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mProgramHandle = createAndLinkProgram(vertShaderHandle, fragShaderHandle, mAttributeName, glslVersion>= 300 ? feedback:null );
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setUpAttributes();
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setUpUniforms();
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}
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447
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|
448
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///////////////////////////////////////////////////////////////////////////////////////////////////
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449
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/**
|
450
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* Only for use by the library itself.
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451
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*
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452
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* @y.exclude
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453
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*/
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454
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public DistortedProgram(final InputStream vertex, final InputStream fragment, final String vertexHeader, final String fragmentHeader, int glslVersion )
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455
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throws FragmentCompilationException,VertexCompilationException,LinkingException
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456
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{
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457
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this(vertex,fragment,vertexHeader,fragmentHeader,glslVersion,null);
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458
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}
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459
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|
460
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///////////////////////////////////////////////////////////////////////////////////////////////////
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461
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// PUBLIC API
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462
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///////////////////////////////////////////////////////////////////////////////////////////////////
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463
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/**
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464
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* Create a new Shader Program from two source strings.
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465
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* <p>
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466
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* Needs to be called from a thread holding the OpenGL context.
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467
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*
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468
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* @param vertex Vertex shader code.
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469
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* @param fragment Fragment shader code.
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470
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* @throws FragmentCompilationException fragment shader failed to compile
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471
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* @throws VertexCompilationException vertex shader failed to compile
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472
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* @throws LinkingException shaders failed to link
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473
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*/
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474
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public DistortedProgram(final String vertex, final String fragment)
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475
|
throws FragmentCompilationException,VertexCompilationException,LinkingException
|
476
|
{
|
477
|
init(300);
|
478
|
|
479
|
doAttributes(vertex , true );
|
480
|
doAttributes(fragment, false);
|
481
|
|
482
|
final int vertexShaderHandle = compileShader(GLES30.GL_VERTEX_SHADER , vertex );
|
483
|
final int fragmentShaderHandle = compileShader(GLES30.GL_FRAGMENT_SHADER, fragment);
|
484
|
|
485
|
mProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle, mAttributeName, null );
|
486
|
|
487
|
setUpAttributes();
|
488
|
setUpUniforms();
|
489
|
}
|
490
|
|
491
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
492
|
/**
|
493
|
* Return the handle of the created program so that we can later, say, call glUseProgram.
|
494
|
*/
|
495
|
public int getProgramHandle()
|
496
|
{
|
497
|
return mProgramHandle;
|
498
|
}
|
499
|
|
500
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
501
|
/**
|
502
|
* Use the program and enable all vertex attribute arrays.
|
503
|
*
|
504
|
* Needs to be called from a thread holding the OpenGL context.
|
505
|
*/
|
506
|
public void useProgram()
|
507
|
{
|
508
|
GLES30.glUseProgram(mProgramHandle);
|
509
|
|
510
|
for(int i=0; i<mNumAttributes; i++)
|
511
|
{
|
512
|
GLES30.glEnableVertexAttribArray(mAttribute[i]);
|
513
|
}
|
514
|
}
|
515
|
|
516
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
517
|
/**
|
518
|
* Disable all vertex attribute arrays.
|
519
|
*
|
520
|
* Needs to be called from a thread holding the OpenGL context.
|
521
|
*/
|
522
|
public void stopUsingProgram()
|
523
|
{
|
524
|
GLES30.glUseProgram(0);
|
525
|
|
526
|
for(int i=0; i<mNumAttributes; i++)
|
527
|
{
|
528
|
GLES30.glDisableVertexAttribArray(mAttribute[i]);
|
529
|
}
|
530
|
}
|
531
|
}
|
532
|
|
533
|
|