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+/*
+ * Copyright (c) 2009-2010 jMonkeyEngine
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ *
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
+ * may be used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+ * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+package com.jme3.material;
+
+import com.jme3.asset.AssetManager;
+import com.jme3.export.*;
+import com.jme3.shader.*;
+import java.io.IOException;
+import java.util.ArrayList;
+import java.util.Collection;
+import java.util.List;
+import java.util.logging.Logger;
+
+/**
+ * Represents a technique instance.
+ */
+public class Technique implements Savable {
+
+ private static final Logger logger = Logger.getLogger(Technique.class.getName());
+ private TechniqueDef def;
+ private Material owner;
+ private ArrayList<Uniform> worldBindUniforms;
+ private DefineList defines;
+ private Shader shader;
+ private boolean needReload = true;
+
+ /**
+ * Creates a new technique instance that implements the given
+ * technique definition.
+ *
+ * @param owner The material that will own this technique
+ * @param def The technique definition being implemented.
+ */
+ public Technique(Material owner, TechniqueDef def) {
+ this.owner = owner;
+ this.def = def;
+ if (def.isUsingShaders()) {
+ this.worldBindUniforms = new ArrayList<Uniform>();
+ this.defines = new DefineList();
+ }
+ }
+
+ /**
+ * Serialization only. Do not use.
+ */
+ public Technique() {
+ }
+
+ /**
+ * Returns the technique definition that is implemented by this technique
+ * instance.
+ *
+ * @return the technique definition that is implemented by this technique
+ * instance.
+ */
+ public TechniqueDef getDef() {
+ return def;
+ }
+
+ /**
+ * Returns the shader currently used by this technique instance.
+ * <p>
+ * Shaders are typically loaded dynamically when the technique is first
+ * used, therefore, this variable will most likely be null most of the time.
+ *
+ * @return the shader currently used by this technique instance.
+ */
+ public Shader getShader() {
+ return shader;
+ }
+
+ /**
+ * Returns a list of uniforms that implements the world parameters
+ * that were requested by the material definition.
+ *
+ * @return a list of uniforms implementing the world parameters.
+ */
+ public List<Uniform> getWorldBindUniforms() {
+ return worldBindUniforms;
+ }
+
+ /**
+ * Called by the material to tell the technique a parameter was modified
+ */
+ void notifySetParam(String paramName, VarType type, Object value) {
+ String defineName = def.getShaderParamDefine(paramName);
+ if (defineName != null) {
+ needReload = defines.set(defineName, type, value);
+ }
+ if (shader != null) {
+ updateUniformParam(paramName, type, value);
+ }
+ }
+
+ /**
+ * Called by the material to tell the technique a parameter was cleared
+ */
+ void notifyClearParam(String paramName) {
+ String defineName = def.getShaderParamDefine(paramName);
+ if (defineName != null) {
+ needReload = defines.remove(defineName);
+ }
+ if (shader != null) {
+ if (!paramName.startsWith("m_")) {
+ paramName = "m_" + paramName;
+ }
+ shader.removeUniform(paramName);
+ }
+ }
+
+ void updateUniformParam(String paramName, VarType type, Object value, boolean ifNotOwner) {
+ Uniform u = shader.getUniform(paramName);
+
+// if (ifNotOwner && u.getLastChanger() == owner)
+// return;
+
+ switch (type) {
+ case Texture2D: // fall intentional
+ case Texture3D:
+ case TextureArray:
+ case TextureCubeMap:
+ case Int:
+ u.setValue(VarType.Int, value);
+ break;
+ default:
+ u.setValue(type, value);
+ break;
+ }
+// u.setLastChanger(owner);
+ }
+
+ void updateUniformParam(String paramName, VarType type, Object value) {
+ updateUniformParam(paramName, type, value, false);
+ }
+
+ /**
+ * Returns true if the technique must be reloaded.
+ * <p>
+ * If a technique needs to reload, then the {@link Material} should
+ * call {@link #makeCurrent(com.jme3.asset.AssetManager) } on this
+ * technique.
+ *
+ * @return true if the technique must be reloaded.
+ */
+ public boolean isNeedReload() {
+ return needReload;
+ }
+
+ /**
+ * Prepares the technique for use by loading the shader and setting
+ * the proper defines based on material parameters.
+ *
+ * @param assetManager The asset manager to use for loading shaders.
+ */
+ public void makeCurrent(AssetManager assetManager) {
+ // check if reload is needed..
+ if (def.isUsingShaders()) {
+ DefineList newDefines = new DefineList();
+ Collection<MatParam> params = owner.getParams();
+ for (MatParam param : params) {
+ String defineName = def.getShaderParamDefine(param.getName());
+ if (defineName != null) {
+ newDefines.set(defineName, param.getVarType(), param.getValue());
+ }
+ }
+
+ if (!needReload && defines.getCompiled().equals(newDefines.getCompiled())) {
+ newDefines = null;
+ // defines have not been changed..
+ } else {
+ defines.clear();
+ defines.addFrom(newDefines);
+ // defines changed, recompile needed
+ loadShader(assetManager);
+ }
+ }
+ }
+
+ private void loadShader(AssetManager manager) {
+ // recompute define list
+ DefineList allDefines = new DefineList();
+ allDefines.addFrom(def.getShaderPresetDefines());
+ allDefines.addFrom(defines);
+
+ ShaderKey key = new ShaderKey(def.getVertexShaderName(),
+ def.getFragmentShaderName(),
+ allDefines,
+ def.getShaderLanguage());
+ shader = manager.loadShader(key);
+ if (shader == null) {
+ logger.warning("Failed to reload shader!");
+ return;
+ }
+
+ // refresh the uniform links
+ //owner.updateUniformLinks();
+
+ // register the world bound uniforms
+ worldBindUniforms.clear();
+ if (def.getWorldBindings() != null) {
+ for (UniformBinding binding : def.getWorldBindings()) {
+ Uniform uniform = shader.getUniform("g_" + binding.name());
+ uniform.setBinding(binding);
+ if (uniform != null) {
+ worldBindUniforms.add(uniform);
+ }
+ }
+ }
+
+ needReload = false;
+ }
+
+ public void write(JmeExporter ex) throws IOException {
+ OutputCapsule oc = ex.getCapsule(this);
+ oc.write(def, "def", null);
+ // TODO:
+ // oc.write(owner, "owner", null);
+ oc.writeSavableArrayList(worldBindUniforms, "worldBindUniforms", null);
+ oc.write(defines, "defines", null);
+ oc.write(shader, "shader", null);
+ }
+
+ public void read(JmeImporter im) throws IOException {
+ InputCapsule ic = im.getCapsule(this);
+ def = (TechniqueDef) ic.readSavable("def", null);
+ worldBindUniforms = ic.readSavableArrayList("worldBindUniforms", null);
+ defines = (DefineList) ic.readSavable("defines", null);
+ shader = (Shader) ic.readSavable("shader", null);
+ //if (shader != null)
+ // owner.updateUniformLinks();
+ }
+}