com.ejwa.dinja.opengles.shader.Shader.java Source code

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Here is the source code for com.ejwa.dinja.opengles.shader.Shader.java

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/*
 * Copyright  2011-2012 Ejwa Software. All rights reserved.
 *
 * This file is part of Dinja Engine. Dinja Engine is a OpenGLES2
 * 3D engine with physics support developed for the Android platform.
 *
 * Dinja Engine is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 3 of the License, or (at your option) any later version.
 *
 * Dinja Engine is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General
 * Public License along with Dinja Engine. If not, see
 * <http://www.gnu.org/licenses/>.
 */
package com.ejwa.dinja.opengles.shader;

import android.util.Log;
import com.ejwa.dinja.opengles.error.GLException;
import com.ejwa.dinja.opengles.library.OpenGLES2Native;
import com.googlecode.javacpp.BytePointer;
import com.googlecode.javacpp.IntPointer;
import com.googlecode.javacpp.PointerPointer;
import java.io.File;
import java.io.IOException;
import java.io.InputStream;
import org.apache.commons.io.FileUtils;
import org.apache.commons.io.IOUtils;

public class Shader {
    private int handle;
    private final String shaderSource;
    private final int shaderType;

    private int createShader(int shaderType) {
        final int h = OpenGLES2Native.glCreateShader(shaderType);

        if (h == 0) {
            throw new GLException("Failed to create shader.");
        }

        return h;
    }

    public Shader(int shaderType, File shaderSource) throws IOException {
        this(shaderType, FileUtils.readFileToString(shaderSource));
    }

    public Shader(int shaderType, InputStream shaderSource) throws IOException {
        this(shaderType, IOUtils.toString(shaderSource));
    }

    public Shader(int shaderType, String shaderSource) {
        this.shaderType = shaderType;
        this.shaderSource = shaderSource;
    }

    private void setShaderSource(String source) {
        final BytePointer sourcePtr = new BytePointer(source);
        final PointerPointer sourcePtrPtr = new PointerPointer(new BytePointer[] { sourcePtr });

        OpenGLES2Native.glShaderSource(handle, 1, sourcePtrPtr, null);
        sourcePtrPtr.deallocate();
        sourcePtr.deallocate();
    }

    private String getShaderInfoLog() {
        final BytePointer infoLogPtr = new BytePointer(256);
        final IntPointer length = new IntPointer(1);

        OpenGLES2Native.glGetShaderInfoLog(handle, infoLogPtr.capacity(), length, infoLogPtr);

        final String infoLog = infoLogPtr.getString();
        infoLogPtr.deallocate();
        length.deallocate();

        return infoLog;
    }

    public void compile() {
        handle = createShader(shaderType);
        setShaderSource(shaderSource);
        OpenGLES2Native.glCompileShader(handle);

        if (!isCompiled()) {
            final String infoLog = getShaderInfoLog();

            delete();
            Log.e(Shader.class.getName(), infoLog);
            throw new GLException("Failed to compile shader.");
        }
    }

    public final void delete() {
        OpenGLES2Native.glDeleteShader(handle);
    }

    public int getHandle() {
        return handle;
    }

    private int getShaderiv(int paramName) {
        final IntPointer parameterPtr = new IntPointer(1);
        OpenGLES2Native.glGetShaderiv(handle, paramName, parameterPtr);

        final int parameter = parameterPtr.get();
        parameterPtr.deallocate();
        return parameter;
    }

    public boolean isFlaggedForDeletion() {
        final int GL_DELETE_STATUS = 0x8b80;
        return getShaderiv(GL_DELETE_STATUS) != 0;
    }

    public final boolean isCompiled() {
        final int GL_COMPILE_STATUS = 0x8b81;
        return getShaderiv(GL_COMPILE_STATUS) != 0;
    }
}