diff options
author | Harvey Harrison <[email protected]> | 2013-10-17 22:27:27 -0700 |
---|---|---|
committer | Harvey Harrison <[email protected]> | 2013-10-17 22:27:27 -0700 |
commit | 5e9c02bce7b241a0bf95c8abca9a91cd25e51ed3 (patch) | |
tree | 78e913afc74a64e519d69dfb9aa886dd41ec16ed /src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java | |
parent | 2ebf1bf35928e35ded6e38df64dee7aa578ae3c7 (diff) |
jogl: remove all trailing whitespace
Signed-off-by: Harvey Harrison <[email protected]>
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java')
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java | 232 |
1 files changed, 116 insertions, 116 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java index 8e7781f07..f60cb6088 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java @@ -48,21 +48,21 @@ import com.jogamp.opengl.util.GLArrayDataEditable; * while updating the attribute and uniform locations when switching. * <p> * This allows seamless switching of programs using <i>almost</i> same data - * but performing different artifacts. + * but performing different artifacts. * </p> * <p> * A {@link #useProgram(GL2ES2, boolean) used} ShaderState is attached to the current GL context * and can be retrieved via {@link #getShaderState(GL)}. * </p> */ -public class ShaderState { +public class ShaderState { public static final boolean DEBUG; - + static { Debug.initSingleton(); DEBUG = Debug.isPropertyDefined("jogl.debug.GLSLState", true); } - + public ShaderState() { } @@ -80,7 +80,7 @@ public class ShaderState { /** * Attach user object for the given name to this ShaderState. * Returns the previously set object or null. - * + * * @return the previous mapped object or null if none */ public final Object attachObject(String name, Object obj) { @@ -89,13 +89,13 @@ public class ShaderState { /** * @param name name of the mapped object to detach - * + * * @return the previous mapped object or null if none */ public final Object detachObject(String name) { return attachedObjectsByString.remove(name); - } - + } + /** * Turns the shader program on or off.<br> * @@ -104,7 +104,7 @@ public class ShaderState { * @see com.jogamp.opengl.util.glsl.ShaderState#useProgram(GL2ES2, boolean) */ public synchronized void useProgram(GL2ES2 gl, boolean on) throws GLException { - if(null==shaderProgram) { throw new GLException("No program is attached"); } + if(null==shaderProgram) { throw new GLException("No program is attached"); } if(on) { if(shaderProgram.linked()) { shaderProgram.useProgram(gl, true); @@ -112,7 +112,7 @@ public class ShaderState { resetAllAttributes(gl); resetAllUniforms(gl); } - } else { + } else { if(resetAllShaderData) { setAllAttributes(gl); } @@ -124,7 +124,7 @@ public class ShaderState { resetAllUniforms(gl); } } - resetAllShaderData = false; + resetAllShaderData = false; } else { shaderProgram.useProgram(gl, false); } @@ -141,17 +141,17 @@ public class ShaderState { /** * Attach or switch a shader program * - * <p>Attaching a shader program the first time, + * <p>Attaching a shader program the first time, * as well as switching to another program on the fly, * while managing all attribute and uniform data.</p> - * + * * <p>[Re]sets all data and use program in case of a program switch.</p> - * + * * <p>Use program, {@link #useProgram(GL2ES2, boolean)}, * if <code>enable</code> is <code>true</code>.</p> - * + * * @return true if shader program was attached, otherwise false (already attached) - * + * * @throws GLException if program was not linked and linking fails */ public synchronized boolean attachShaderProgram(GL2ES2 gl, ShaderProgram prog, boolean enable) throws GLException { @@ -161,7 +161,7 @@ public class ShaderState { System.err.println("ShaderState: attachShaderProgram: "+curId+" -> "+newId+" (enable: "+enable+")\n\t"+shaderProgram+"\n\t"+prog); if(DEBUG) { Thread.dumpStack(); - } + } } if(null!=shaderProgram) { if(shaderProgram.equals(prog)) { @@ -190,7 +190,7 @@ public class ShaderState { shaderProgram = prog; if(null!=shaderProgram) { - // [re]set all data and use program if switching program, + // [re]set all data and use program if switching program, // or use program if program is linked if(resetAllShaderData || enable) { useProgram(gl, true); // may reset all data @@ -216,7 +216,7 @@ public class ShaderState { */ public synchronized void destroy(GL2ES2 gl) { release(gl, true, true, true); - attachedObjectsByString.clear(); + attachedObjectsByString.clear(); } /** @@ -242,7 +242,7 @@ public class ShaderState { if(destroyBoundAttributes) { for(Iterator<GLArrayData> iter = managedAttributes.iterator(); iter.hasNext(); ) { iter.next().destroy(gl); - } + } } releaseAllAttributes(gl); releaseAllUniforms(gl); @@ -258,7 +258,7 @@ public class ShaderState { /** * Gets the cached location of a shader attribute. * - * @return -1 if there is no such attribute available, + * @return -1 if there is no such attribute available, * otherwise >= 0 * * @see #bindAttribLocation(GL2ES2, int, String) @@ -270,7 +270,7 @@ public class ShaderState { Integer idx = activeAttribLocationMap.get(name); return (null!=idx)?idx.intValue():-1; } - + /** * Get the previous cached vertex attribute data. * @@ -289,27 +289,27 @@ public class ShaderState { public GLArrayData getAttribute(String name) { return activeAttribDataMap.get(name); } - + public boolean isActiveAttribute(GLArrayData attribute) { return attribute == activeAttribDataMap.get(attribute.getName()); } - + /** * Binds or unbinds the {@link GLArrayData} lifecycle to this ShaderState. - * + * * <p>If an attribute location is cached (ie {@link #bindAttribLocation(GL2ES2, int, String)}) * it is promoted to the {@link GLArrayData} instance.</p> - * - * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)} + * + * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)} * and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.</p> - * + * * <p>The data will not be transfered to the GPU, use {@link #vertexAttribPointer(GL2ES2, GLArrayData)} additionally.</p> - * + * * <p>The data will also be {@link GLArrayData#associate(Object, boolean) associated} with this ShaderState.</p> - * + * * @param attribute the {@link GLArrayData} which lifecycle shall be managed * @param own true if <i>owning</i> shall be performs, false if <i>disowning</i>. - * + * * @see #bindAttribLocation(GL2ES2, int, String) * @see #getAttribute(String) * @see GLArrayData#associate(Object, boolean) @@ -326,11 +326,11 @@ public class ShaderState { } attribute.associate(this, own); } - + public boolean ownsAttribute(GLArrayData attribute) { return managedAttributes.contains(attribute); } - + /** * Binds a shader attribute to a location. * Multiple names can be bound to one location. @@ -339,14 +339,14 @@ public class ShaderState { * * @throws GLException if no program is attached * @throws GLException if the program is already linked - * + * * @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String) * @see #getAttribLocation(GL2ES2, String) * @see #getCachedAttribLocation(String) */ public void bindAttribLocation(GL2ES2 gl, int location, String name) { if(null==shaderProgram) throw new GLException("No program is attached"); - if(shaderProgram.linked()) throw new GLException("Program is already linked"); + if(shaderProgram.linked()) throw new GLException("Program is already linked"); final Integer loc = new Integer(location); activeAttribLocationMap.put(name, loc); gl.glBindAttribLocation(shaderProgram.program(), location, name); @@ -361,7 +361,7 @@ public class ShaderState { * * @throws GLException if no program is attached * @throws GLException if the program is already linked - * + * * @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String) * @see #getAttribLocation(GL2ES2, String) * @see #getCachedAttribLocation(String) @@ -382,7 +382,7 @@ public class ShaderState { * or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br> * The location will be cached. * - * @return -1 if there is no such attribute available, + * @return -1 if there is no such attribute available, * otherwise >= 0 * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. @@ -407,22 +407,22 @@ public class ShaderState { System.err.println("ShaderState: glGetAttribLocation failed, no location for: "+name+", loc: "+location); if(DEBUG) { Thread.dumpStack(); - } + } } } return location; } - + /** * Validates and returns the location of a shader attribute.<br> - * Uses either the cached value {@link #getCachedAttribLocation(String)} if valid, + * Uses either the cached value {@link #getCachedAttribLocation(String)} if valid, * or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br> - * The location will be cached and set in the + * The location will be cached and set in the * {@link GLArrayData} object. * - * @return -1 if there is no such attribute available, + * @return -1 if there is no such attribute available, * otherwise >= 0 - * + * * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. * @@ -451,13 +451,13 @@ public class ShaderState { System.err.println("ShaderState: glGetAttribLocation failed, no location for: "+name+", loc: "+location); if(DEBUG) { Thread.dumpStack(); - } + } } - } + } activeAttribDataMap.put(data.getName(), data); return location; } - + // // Enabled Vertex Arrays and its data // @@ -469,14 +469,14 @@ public class ShaderState { final Boolean v = activedAttribEnabledMap.get(name); return null != v && v.booleanValue(); } - + /** * @return true if the {@link GLArrayData} attribute is enable */ public final boolean isVertexAttribArrayEnabled(GLArrayData data) { return isVertexAttribArrayEnabled(data.getName()); } - + private boolean enableVertexAttribArray(GL2ES2 gl, String name, int location) { activedAttribEnabledMap.put(name, Boolean.TRUE); if(0>location) { @@ -486,7 +486,7 @@ public class ShaderState { System.err.println("ShaderState: glEnableVertexAttribArray failed, no index for: "+name); if(DEBUG) { Thread.dumpStack(); - } + } } return false; } @@ -497,12 +497,12 @@ public class ShaderState { gl.glEnableVertexAttribArray(location); return true; } - + /** * Enables a vertex attribute array. - * + * * This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)} - * hence {@link #enableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. + * hence {@link #enableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. * * Even if the attribute is not found in the current shader, * it is marked enabled in this state. @@ -510,7 +510,7 @@ public class ShaderState { * @return false, if the name is not found, otherwise true * * @throws GLException if the program is not linked and no location was cached. - * + * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray * @see #glVertexAttribPointer @@ -519,7 +519,7 @@ public class ShaderState { public boolean enableVertexAttribArray(GL2ES2 gl, String name) { return enableVertexAttribArray(gl, name, -1); } - + /** * Enables a vertex attribute array, usually invoked by {@link GLArrayDataEditable#enableBuffer(GL, boolean)}. @@ -528,7 +528,7 @@ public class ShaderState { * and is the preferred alternative to {@link #enableVertexAttribArray(GL2ES2, String)}. * If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set * and cached in this state. - * + * * Even if the attribute is not found in the current shader, * it is marked enabled in this state. * @@ -547,11 +547,11 @@ public class ShaderState { getAttribLocation(gl, data); } else { // ensure data is the current bound one - activeAttribDataMap.put(data.getName(), data); + activeAttribDataMap.put(data.getName(), data); } return enableVertexAttribArray(gl, data.getName(), data.getLocation()); } - + private boolean disableVertexAttribArray(GL2ES2 gl, String name, int location) { activedAttribEnabledMap.put(name, Boolean.FALSE); if(0>location) { @@ -572,13 +572,13 @@ public class ShaderState { gl.glDisableVertexAttribArray(location); return true; } - + /** * Disables a vertex attribute array * * This method retrieves the the location via {@link #getAttribLocation(GL2ES2, GLArrayData)} * hence {@link #disableVertexAttribArray(GL2ES2, GLArrayData)} shall be preferred. - * + * * Even if the attribute is not found in the current shader, * it is removed from this state enabled list. * @@ -603,7 +603,7 @@ public class ShaderState { * and is the preferred alternative to {@link #disableVertexAttribArray(GL2ES2, String)}. * If data location is unset it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)} set * and cached in this state. - * + * * Even if the attribute is not found in the current shader, * it is removed from this state enabled list. * @@ -623,20 +623,20 @@ public class ShaderState { } return disableVertexAttribArray(gl, data.getName(), data.getLocation()); } - + /** * Set the {@link GLArrayData} vertex attribute data, if it's location is valid, i.e. ≥ 0. * <p> * This method uses the {@link GLArrayData}'s location if valid, i.e. ≥ 0.<br/> - * If data's location is invalid, it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)}, + * If data's location is invalid, it will be retrieved via {@link #getAttribLocation(GL2ES2, GLArrayData)}, * set and cached in this state. * </p> - * + * * @return false, if the location could not be determined, otherwise true * * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. - * + * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray * @see #glVertexAttribPointer @@ -646,7 +646,7 @@ public class ShaderState { int location = data.getLocation(); if(0 > location) { location = getAttribLocation(gl, data); - } + } if(0 <= location) { // only pass the data, if the attribute exists in the current shader if(DEBUG) { @@ -683,16 +683,16 @@ public class ShaderState { activeAttribDataMap.clear(); activedAttribEnabledMap.clear(); activeAttribLocationMap.clear(); - managedAttributes.clear(); + managedAttributes.clear(); } - + /** * Disables all vertex attribute arrays. * * Their enabled stated will be removed from this state only * if 'removeFromState' is true. * - * This method purpose is more for debugging. + * This method purpose is more for debugging. * * @see #glEnableVertexAttribArray * @see #glDisableVertexAttribArray @@ -717,7 +717,7 @@ public class ShaderState { } private final void relocateAttribute(GL2ES2 gl, GLArrayData attribute) { - // get new location .. note: 'activeAttribLocationMap' is cleared before + // get new location .. note: 'activeAttribLocationMap' is cleared before final String name = attribute.getName(); final int loc = attribute.setLocation(gl, shaderProgram.program()); if(0<=loc) { @@ -729,34 +729,34 @@ public class ShaderState { // enable attrib, VBO and pass location/data gl.glEnableVertexAttribArray(loc); } - + if( attribute.isVBO() ) { gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName()); gl.glVertexAttribPointer(attribute); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); - } else { + } else { gl.glVertexAttribPointer(attribute); } } } - + /** * Reset all previously enabled mapped vertex attribute data. - * + * * <p> * Attribute data is bound to the GL state, i.e. VBO data itself will not be updated. * </p> - * + * * <p> * Attribute location and it's data assignment is bound to the program, * hence both are updated. * </p> - * + * * <p> - * Note: Such update could only be prevented, + * Note: Such update could only be prevented, * if tracking am attribute/program dirty flag. * </p> - * + * * @throws GLException is the program is not linked * * @see #attachShaderProgram(GL2ES2, ShaderProgram) @@ -764,7 +764,7 @@ public class ShaderState { private final void resetAllAttributes(GL2ES2 gl) { if(!shaderProgram.linked()) throw new GLException("Program is not linked"); activeAttribLocationMap.clear(); - + for(int i=0; i<managedAttributes.size(); i++) { ((GLArrayData)managedAttributes.get(i)).setLocation(-1); } @@ -780,22 +780,22 @@ public class ShaderState { if(0<=loc) { bindAttribLocation(gl, loc, name); - + if(isVertexAttribArrayEnabled(name)) { // enable attrib, VBO and pass location/data gl.glEnableVertexAttribArray(loc); } - + if( attribute.isVBO() ) { gl.glBindBuffer(GL.GL_ARRAY_BUFFER, attribute.getVBOName()); gl.glVertexAttribPointer(attribute); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); - } else { + } else { gl.glVertexAttribPointer(attribute); } } } - + /** * preserves the attribute location .. (program not linked) */ @@ -812,7 +812,7 @@ public class ShaderState { /** * Gets the cached location of the shader uniform. * - * @return -1 if there is no such uniform available, + * @return -1 if there is no such uniform available, * otherwise >= 0 */ public final int getCachedUniformLocation(String name) { @@ -822,38 +822,38 @@ public class ShaderState { /** * Bind the {@link GLUniform} lifecycle to this ShaderState. - * + * * <p>If a uniform location is cached it is promoted to the {@link GLUniformData} instance.</p> - * - * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)} + * + * <p>The attribute will be destroyed with {@link #destroy(GL2ES2)} * and it's location will be reset when switching shader with {@link #attachShaderProgram(GL2ES2, ShaderProgram)}.</p> - * + * * <p>The data will not be transfered to the GPU, use {@link #uniform(GL2ES2, GLUniformData)} additionally.</p> - * + * * @param uniform the {@link GLUniformData} which lifecycle shall be managed - * + * * @see #getUniform(String) */ public void ownUniform(GLUniformData uniform) { final int location = getCachedUniformLocation(uniform.getName()); if(0<=location) { uniform.setLocation(location); - } + } activeUniformDataMap.put(uniform.getName(), uniform); - managedUniforms.add(uniform); + managedUniforms.add(uniform); } - + public boolean ownsUniform(GLUniformData uniform) { return managedUniforms.contains(uniform); } - + /** * Gets the location of a shader uniform with given <code>name</code>.<br> * Uses either the cached value {@link #getCachedUniformLocation(String)} if valid, * or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br> * The location will be cached. * <p> - * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)}) + * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)}) * must be in use ({@link #useProgram(GL2ES2, boolean) }) !</p> * * @return -1 if there is no such attribute available, @@ -884,15 +884,15 @@ public class ShaderState { } return location; } - + /** * Validates and returns the location of a shader uniform.<br> * Uses either the cached value {@link #getCachedUniformLocation(String)} if valid, * or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br> - * The location will be cached and set in the + * The location will be cached and set in the * {@link GLUniformData} object. * <p> - * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)}) + * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)}) * must be in use ({@link #useProgram(GL2ES2, boolean) }) !</p> * * @return -1 if there is no such attribute available, @@ -922,16 +922,16 @@ public class ShaderState { Thread.dumpStack(); } } - } - activeUniformDataMap.put(name, data); + } + activeUniformDataMap.put(name, data); return location; } - + /** * Set the uniform data, if it's location is valid, i.e. ≥ 0. * <p> * This method uses the {@link GLUniformData}'s location if valid, i.e. ≥ 0.<br/> - * If data's location is invalid, it will be retrieved via {@link #getUniformLocation(GL2ES2, GLUniformData)}, + * If data's location is invalid, it will be retrieved via {@link #getUniformLocation(GL2ES2, GLUniformData)}, * set and cached in this state. * </p> * @@ -959,7 +959,7 @@ public class ShaderState { } return false; } - + /** * Get the uniform data, previously set. * @@ -978,7 +978,7 @@ public class ShaderState { activeUniformLocationMap.clear(); managedUniforms.clear(); } - + /** * Reset all previously mapped uniform data * <p> @@ -986,20 +986,20 @@ public class ShaderState { * hence both are updated. * </p> * <p> - * Note: Such update could only be prevented, + * Note: Such update could only be prevented, * if tracking a uniform/program dirty flag. * </p> - * + * * @throws GLException is the program is not in use - * + * * @see #attachShaderProgram(GL2ES2, ShaderProgram) */ private final void resetAllUniforms(GL2ES2 gl) { - if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); + if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); activeUniformLocationMap.clear(); for(Iterator<GLUniformData> iter = managedUniforms.iterator(); iter.hasNext(); ) { iter.next().setLocation(-1); - } + } for(Iterator<GLUniformData> iter = activeUniformDataMap.values().iterator(); iter.hasNext(); ) { final GLUniformData data = iter.next(); final int loc = data.setLocation(gl, shaderProgram.program()); @@ -1018,9 +1018,9 @@ public class ShaderState { if(null==sb) { sb = new StringBuilder(); } - + sb.append("ShaderState[ "); - + sb.append(Platform.getNewline()).append(" "); if(null != shaderProgram) { shaderProgram.toString(sb); @@ -1066,25 +1066,25 @@ public class ShaderState { sb.append(Platform.getNewline()).append(" ]").append(Platform.getNewline()).append("]"); return sb; } - + @Override public String toString() { return toString(null, DEBUG).toString(); } - + private boolean verbose = DEBUG; private ShaderProgram shaderProgram=null; - + private HashMap<String, Boolean> activedAttribEnabledMap = new HashMap<String, Boolean>(); private HashMap<String, Integer> activeAttribLocationMap = new HashMap<String, Integer>(); private HashMap<String, GLArrayData> activeAttribDataMap = new HashMap<String, GLArrayData>(); private ArrayList<GLArrayData> managedAttributes = new ArrayList<GLArrayData>(); - + private HashMap<String, Integer> activeUniformLocationMap = new HashMap<String, Integer>(); private HashMap<String, GLUniformData> activeUniformDataMap = new HashMap<String, GLUniformData>(); private ArrayList<GLUniformData> managedUniforms = new ArrayList<GLUniformData>(); - - private HashMap<String, Object> attachedObjectsByString = new HashMap<String, Object>(); + + private HashMap<String, Object> attachedObjectsByString = new HashMap<String, Object>(); private boolean resetAllShaderData = false; } |