added drawing of rectangular textures

This commit is contained in:
codeanticode
2012-06-14 12:39:38 +00:00
parent d8dbe251fa
commit 130e8c6d55
@@ -185,7 +185,9 @@ public class PGL {
public static final int GL_FUNC_MAX = GL2.GL_MAX;
public static final int GL_FUNC_REVERSE_SUBTRACT = GL.GL_FUNC_REVERSE_SUBTRACT;
public static final int GL_TEXTURE_2D = GL.GL_TEXTURE_2D;
public static final int GL_TEXTURE_2D = GL.GL_TEXTURE_2D;
public static final int GL_TEXTURE_RECTANGLE = GL2.GL_TEXTURE_RECTANGLE;
public static final int GL_RGB = GL.GL_RGB;
public static final int GL_RGBA = GL.GL_RGBA;
public static final int GL_ALPHA = GL.GL_ALPHA;
@@ -370,15 +372,22 @@ public class PGL {
// Texture rendering
protected boolean loadedTexShader = false;
protected int texShaderProgram;
protected int texVertShader;
protected int texFragShader;
protected GLContext texShaderContext;
protected int texVertLoc;
protected int texTCoordLoc;
protected boolean loadedTex2DShader = false;
protected int tex2DShaderProgram;
protected int tex2DVertShader;
protected int tex2DFragShader;
protected GLContext tex2DShaderContext;
protected int tex2DVertLoc;
protected int tex2DTCoordLoc;
protected boolean loadedTexRectShader = false;
protected int texRectShaderProgram;
protected int texRectVertShader;
protected int texRectFragShader;
protected GLContext texRectShaderContext;
protected int texRectVertLoc;
protected int texRectTCoordLoc;
protected float[] texCoords = {
// X, Y, U, V
-1.0f, -1.0f, 0.0f, 0.0f,
@@ -396,13 +405,20 @@ public class PGL {
" vertTexcoord = inTexcoord;" +
"}";
protected String texFragShaderSource = SHADER_PREPROCESSOR_DIRECTIVE +
"uniform sampler2D textureSampler;" +
"varying vec2 vertTexcoord;" +
"void main() {" +
" gl_FragColor = texture2D(textureSampler, vertTexcoord.st);" +
"}";
protected String tex2DFragShaderSource = SHADER_PREPROCESSOR_DIRECTIVE +
"uniform sampler2D textureSampler;" +
"varying vec2 vertTexcoord;" +
"void main() {" +
" gl_FragColor = texture2D(textureSampler, vertTexcoord.st);" +
"}";
protected String texRectFragShaderSource = SHADER_PREPROCESSOR_DIRECTIVE +
"uniform sampler2DRect textureSampler;" +
"varying vec2 vertTexcoord;" +
"void main() {" +
" gl_FragColor = texture2DRect(textureSampler, vertTexcoord.st);" +
"}";
///////////////////////////////////////////////////////////////////////////////////
// Rectangle rendering
@@ -1448,26 +1464,42 @@ public class PGL {
drawTexture(target, id, width, height, X0, Y0, X1, Y1, X0, Y0, X1, Y1);
}
public void drawTexture(int target, int id, int width, int height,
int texX0, int texY0, int texX1, int texY1,
int scrX0, int scrY0, int scrX1, int scrY1) {
if (!loadedTexShader || texShaderContext.hashCode() != context.hashCode()) {
texVertShader = createShader(GL_VERTEX_SHADER, texVertShaderSource);
texFragShader = createShader(GL_FRAGMENT_SHADER, texFragShaderSource);
if (0 < texVertShader && 0 < texFragShader) {
texShaderProgram = createProgram(texVertShader, texFragShader);
int texX0, int texY0, int texX1, int texY1,
int scrX0, int scrY0, int scrX1, int scrY1) {
if (target == GL_TEXTURE_2D) {
drawTexture2D(id, width, height,
texX0, texY0, texX1, texY1,
scrX0, scrY0, scrX1, scrY1);
} else if (target == GL_TEXTURE_RECTANGLE) {
drawTextureRect(id, width, height,
texX0, texY0, texX1, texY1,
scrX0, scrY0, scrX1, scrY1);
}
}
public void drawTexture2D(int id, int width, int height,
int texX0, int texY0, int texX1, int texY1,
int scrX0, int scrY0, int scrX1, int scrY1) {
if (!loadedTex2DShader || tex2DShaderContext.hashCode() != context.hashCode()) {
tex2DVertShader = createShader(GL_VERTEX_SHADER, texVertShaderSource);
tex2DFragShader = createShader(GL_FRAGMENT_SHADER, tex2DFragShaderSource);
if (0 < tex2DVertShader && 0 < tex2DFragShader) {
tex2DShaderProgram = createProgram(tex2DVertShader, tex2DFragShader);
}
if (0 < texShaderProgram) {
texVertLoc = glGetAttribLocation(texShaderProgram, "inVertex");
texTCoordLoc = glGetAttribLocation(texShaderProgram, "inTexcoord");
}
texData = ByteBuffer.allocateDirect(texCoords.length * SIZEOF_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
loadedTexShader = true;
texShaderContext = context;
if (0 < tex2DShaderProgram) {
tex2DVertLoc = glGetAttribLocation(tex2DShaderProgram, "inVertex");
tex2DTCoordLoc = glGetAttribLocation(tex2DShaderProgram, "inTexcoord");
}
loadedTex2DShader = true;
tex2DShaderContext = context;
}
if (0 < texShaderProgram) {
if (texData == null) {
texData = ByteBuffer.allocateDirect(texCoords.length * SIZEOF_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
}
if (0 < tex2DShaderProgram) {
// When drawing the texture we don't write to the
// depth mask, so the texture remains in the background
// and can be occluded by anything drawn later, even if
@@ -1477,59 +1509,55 @@ public class PGL {
boolean writeMask = val[0];
glDepthMask(false);
glUseProgram(texShaderProgram);
glUseProgram(tex2DShaderProgram);
glEnableVertexAttribArray(texVertLoc);
glEnableVertexAttribArray(texTCoordLoc);
glEnableVertexAttribArray(tex2DVertLoc);
glEnableVertexAttribArray(tex2DTCoordLoc);
// Vertex coordinates of the textured quad are specified
// in normalized screen space (-1, 1):
// Corner 1
texCoords[ 0] = 2 * (float)scrX0 / pg.width - 1;
texCoords[ 1] = 2 * (float)scrY0 / pg.height - 1;
texCoords[ 2] = (float)texX0 / width;
texCoords[ 3] = (float)texY0 / height;
texCoords[ 3] = (float)texY0 / height;
// Corner 2
texCoords[ 4] = 2 * (float)scrX1 / pg.width - 1;
texCoords[ 5] = 2 * (float)scrY0 / pg.height - 1;
texCoords[ 5] = 2 * (float)scrY0 / pg.height - 1;
texCoords[ 6] = (float)texX1 / width;
texCoords[ 7] = (float)texY0 / height;
texCoords[ 7] = (float)texY0 / height;
// Corner 3
texCoords[ 8] = 2 * (float)scrX0 / pg.width - 1;
texCoords[ 9] = 2 * (float)scrY1 / pg.height - 1;
texCoords[ 9] = 2 * (float)scrY1 / pg.height - 1;
texCoords[10] = (float)texX0 / width;
texCoords[11] = (float)texY1 / height;
texCoords[11] = (float)texY1 / height;
// Corner 4
texCoords[12] = 2 * (float)scrX1 / pg.width - 1;
texCoords[13] = 2 * (float)scrY1 / pg.height - 1;
texCoords[14] = (float)texX1 / width;
texCoords[15] = (float)texY1 / height;
texCoords[15] = (float)texY1 / height;
texData.rewind();
texData.put(texCoords);
enableTexturing(target);
enableTexturing(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(target, id);
glBindTexture(GL_TEXTURE_2D, id);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Making sure that no VBO is bound at this point.
texData.position(0);
glVertexAttribPointer(texVertLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
glVertexAttribPointer(tex2DVertLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
texData.position(2);
glVertexAttribPointer(texTCoordLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
glVertexAttribPointer(tex2DTCoordLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(target, 0);
disableTexturing(target);
glBindTexture(GL_TEXTURE_2D, 0);
disableTexturing(GL_TEXTURE_2D);
glDisableVertexAttribArray(texVertLoc);
glDisableVertexAttribArray(texTCoordLoc);
glDisableVertexAttribArray(tex2DVertLoc);
glDisableVertexAttribArray(tex2DTCoordLoc);
glUseProgram(0);
@@ -1537,7 +1565,95 @@ public class PGL {
}
}
public void drawTextureRect(int id, int width, int height,
int texX0, int texY0, int texX1, int texY1,
int scrX0, int scrY0, int scrX1, int scrY1) {
if (!loadedTexRectShader || texRectShaderContext.hashCode() != context.hashCode()) {
texRectVertShader = createShader(GL_VERTEX_SHADER, texVertShaderSource);
texRectFragShader = createShader(GL_FRAGMENT_SHADER, texRectFragShaderSource);
if (0 < texRectVertShader && 0 < texRectFragShader) {
texRectShaderProgram = createProgram(texRectVertShader, texRectFragShader);
}
if (0 < texRectShaderProgram) {
texRectVertLoc = glGetAttribLocation(texRectShaderProgram, "inVertex");
texRectTCoordLoc = glGetAttribLocation(texRectShaderProgram, "inTexcoord");
}
loadedTexRectShader = true;
texRectShaderContext = context;
}
if (texData == null) {
texData = ByteBuffer.allocateDirect(texCoords.length * SIZEOF_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
}
if (0 < texRectShaderProgram) {
// When drawing the texture we don't write to the
// depth mask, so the texture remains in the background
// and can be occluded by anything drawn later, even if
// if it is behind it.
boolean[] val = new boolean[1];
glGetBooleanv(GL_DEPTH_WRITEMASK, val, 0);
boolean writeMask = val[0];
glDepthMask(false);
glUseProgram(texRectShaderProgram);
glEnableVertexAttribArray(texRectVertLoc);
glEnableVertexAttribArray(texRectTCoordLoc);
// Vertex coordinates of the textured quad are specified
// in normalized screen space (-1, 1):
// Corner 1
texCoords[ 0] = 2 * (float)scrX0 / pg.width - 1;
texCoords[ 1] = 2 * (float)scrY0 / pg.height - 1;
texCoords[ 2] = texX0;
texCoords[ 3] = texY0;
// Corner 2
texCoords[ 4] = 2 * (float)scrX1 / pg.width - 1;
texCoords[ 5] = 2 * (float)scrY0 / pg.height - 1;
texCoords[ 6] = texX1;
texCoords[ 7] = texY0;
// Corner 3
texCoords[ 8] = 2 * (float)scrX0 / pg.width - 1;
texCoords[ 9] = 2 * (float)scrY1 / pg.height - 1;
texCoords[10] = texX0;
texCoords[11] = texY1;
// Corner 4
texCoords[12] = 2 * (float)scrX1 / pg.width - 1;
texCoords[13] = 2 * (float)scrY1 / pg.height - 1;
texCoords[14] = texX1;
texCoords[15] = texY1;
texData.rewind();
texData.put(texCoords);
enableTexturing(GL_TEXTURE_RECTANGLE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, id);
glBindBuffer(GL_ARRAY_BUFFER, 0); // Making sure that no VBO is bound at this point.
texData.position(0);
glVertexAttribPointer(texRectVertLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
texData.position(2);
glVertexAttribPointer(texRectTCoordLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_RECTANGLE, 0);
disableTexturing(GL_TEXTURE_RECTANGLE);
glDisableVertexAttribArray(texRectVertLoc);
glDisableVertexAttribArray(texRectTCoordLoc);
glUseProgram(0);
glDepthMask(writeMask);
}
}
public void drawRectangle(float r, float g, float b, float a,
int scrX0, int scrY0, int scrX1, int scrY1) {
if (!loadedRectShader || rectShaderContext.hashCode() != context.hashCode()) {