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https://github.com/processing/processing4.git
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2647 lines
83 KiB
Java
2647 lines
83 KiB
Java
/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2011-12 Ben Fry and Casey Reas
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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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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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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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package processing.opengl;
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import java.awt.BorderLayout;
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import java.awt.Canvas;
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import java.nio.Buffer;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.IntBuffer;
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import java.util.Arrays;
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import java.util.Timer;
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import java.util.TimerTask;
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import javax.media.opengl.GL;
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import javax.media.opengl.GL2;
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import javax.media.opengl.GL2ES2;
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import javax.media.opengl.GLAutoDrawable;
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import javax.media.opengl.GLCapabilities;
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import javax.media.opengl.GLCapabilitiesImmutable;
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import javax.media.opengl.GLContext;
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import javax.media.opengl.GLDrawable;
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import javax.media.opengl.GLEventListener;
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import javax.media.opengl.GLProfile;
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import javax.media.opengl.awt.GLCanvas;
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import javax.media.opengl.glu.GLU;
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import javax.media.opengl.glu.GLUtessellator;
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import javax.media.opengl.glu.GLUtessellatorCallbackAdapter;
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import com.jogamp.newt.awt.NewtCanvasAWT;
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import com.jogamp.newt.opengl.GLWindow;
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import com.jogamp.opengl.util.AnimatorBase;
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/**
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* Processing-OpenGL abstraction layer.
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*
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*/
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public class PGL {
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// The two windowing toolkits available to use in JOGL:
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public static final int AWT = 0; // http://jogamp.org/wiki/index.php/Using_JOGL_in_AWT_SWT_and_Swing
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public static final int NEWT = 1; // http://jogamp.org/jogl/doc/NEWT-Overview.html
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/** Size of a short (in bytes). */
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public static final int SIZEOF_SHORT = Short.SIZE / 8;
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/** Size of an int (in bytes). */
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public static final int SIZEOF_INT = Integer.SIZE / 8;
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/** Size of a float (in bytes). */
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public static final int SIZEOF_FLOAT = Float.SIZE / 8;
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/** Size of a byte (in bytes). */
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public static final int SIZEOF_BYTE = Byte.SIZE / 8;
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/** Size of a vertex index. */
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public static final int SIZEOF_INDEX = SIZEOF_SHORT;
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/** Type of a vertex index. */
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public static final int INDEX_TYPE = GL.GL_UNSIGNED_SHORT;
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/** Initial sizes for arrays of input and tessellated data. */
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public static final int DEFAULT_IN_VERTICES = 64;
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public static final int DEFAULT_IN_EDGES = 128;
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public static final int DEFAULT_IN_TEXTURES = 64;
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public static final int DEFAULT_TESS_VERTICES = 64;
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public static final int DEFAULT_TESS_INDICES = 128;
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/** Maximum lights by default is 8, the minimum defined by OpenGL. */
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public static final int MAX_LIGHTS = 8;
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/** Maximum index value of a tessellated vertex. GLES restricts the vertex
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* indices to be of type unsigned short. Since Java only supports signed
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* shorts as primitive type we have 2^15 = 32768 as the maximum number of
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* vertices that can be referred to within a single VBO. */
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public static final int MAX_VERTEX_INDEX = 32767;
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public static final int MAX_VERTEX_INDEX1 = MAX_VERTEX_INDEX + 1;
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/** Count of tessellated fill, line or point vertices that will
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* trigger a flush in the immediate mode. It doesn't necessarily
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* be equal to MAX_VERTEX_INDEX1, since the number of vertices can
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* be effectively much large since the renderer uses offsets to
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* refer to vertices beyond the MAX_VERTEX_INDEX limit.
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*/
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public static final int FLUSH_VERTEX_COUNT = MAX_VERTEX_INDEX1;
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/** Maximum dimension of a texture used to hold font data. **/
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public static final int MAX_FONT_TEX_SIZE = 1024;
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/** Minimum stroke weight needed to apply the full path stroking
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* algorithm that properly generates caps and joins.
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*/
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public static final float MIN_CAPS_JOINS_WEIGHT = 1.5f;
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/** Maximum length of linear paths to be stroked with the
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* full algorithm that generates accurate caps and joins.
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*/
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public static final int MAX_CAPS_JOINS_LENGTH = 5000;
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/** Minimum array size to use arrayCopy method(). **/
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protected static final int MIN_ARRAYCOPY_SIZE = 2;
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/** Enables/disables mipmap use. **/
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protected static final boolean MIPMAPS_ENABLED = true;
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/** Machine Epsilon for float precision. **/
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public static float FLOAT_EPS = Float.MIN_VALUE;
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// Calculation of the Machine Epsilon for float precision. From:
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// http://en.wikipedia.org/wiki/Machine_epsilon#Approximation_using_Java
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static {
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float eps = 1.0f;
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do {
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eps /= 2.0f;
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} while ((float)(1.0 + (eps / 2.0)) != 1.0);
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FLOAT_EPS = eps;
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}
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/**
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* Set to true if the host system is big endian (PowerPC, MIPS, SPARC), false
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* if little endian (x86 Intel for Mac or PC).
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*/
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public static boolean BIG_ENDIAN = ByteOrder.nativeOrder() == ByteOrder.BIG_ENDIAN;
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protected static final String SHADER_PREPROCESSOR_DIRECTIVE = "#ifdef GL_ES\n" +
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"precision mediump float;\n" +
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"precision mediump int;\n" +
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"#endif\n";
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///////////////////////////////////////////////////////////////////////////////////
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// OpenGL constants
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public static final int GL_FALSE = GL.GL_FALSE;
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public static final int GL_TRUE = GL.GL_TRUE;
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public static final int GL_LESS = GL.GL_LESS;
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public static final int GL_LEQUAL = GL.GL_LEQUAL;
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public static final int GL_CCW = GL.GL_CCW;
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public static final int GL_CW = GL.GL_CW;
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public static final int GL_CULL_FACE = GL.GL_CULL_FACE;
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public static final int GL_FRONT = GL.GL_FRONT;
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public static final int GL_BACK = GL.GL_BACK;
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public static final int GL_FRONT_AND_BACK = GL.GL_FRONT_AND_BACK;
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public static final int GL_VIEWPORT = GL.GL_VIEWPORT;
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public static final int GL_SCISSOR_TEST = GL.GL_SCISSOR_TEST;
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public static final int GL_DEPTH_TEST = GL.GL_DEPTH_TEST;
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public static final int GL_DEPTH_WRITEMASK = GL.GL_DEPTH_WRITEMASK;
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public static final int GL_COLOR_BUFFER_BIT = GL.GL_COLOR_BUFFER_BIT;
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public static final int GL_DEPTH_BUFFER_BIT = GL.GL_DEPTH_BUFFER_BIT;
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public static final int GL_STENCIL_BUFFER_BIT = GL.GL_STENCIL_BUFFER_BIT;
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public static final int GL_FUNC_ADD = GL.GL_FUNC_ADD;
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public static final int GL_FUNC_MIN = GL2.GL_MIN;
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public static final int GL_FUNC_MAX = GL2.GL_MAX;
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public static final int GL_FUNC_REVERSE_SUBTRACT = GL.GL_FUNC_REVERSE_SUBTRACT;
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public static final int GL_TEXTURE_2D = GL.GL_TEXTURE_2D;
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public static final int GL_TEXTURE_RECTANGLE = GL2.GL_TEXTURE_RECTANGLE;
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public static final int GL_TEXTURE_BINDING_2D = GL.GL_TEXTURE_BINDING_2D;
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public static final int GL_TEXTURE_BINDING_RECTANGLE = GL2.GL_TEXTURE_BINDING_RECTANGLE;
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public static final int GL_RGB = GL.GL_RGB;
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public static final int GL_RGBA = GL.GL_RGBA;
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public static final int GL_ALPHA = GL.GL_ALPHA;
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public static final int GL_UNSIGNED_INT = GL.GL_UNSIGNED_INT;
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public static final int GL_UNSIGNED_BYTE = GL.GL_UNSIGNED_BYTE;
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public static final int GL_UNSIGNED_SHORT = GL.GL_UNSIGNED_SHORT;
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public static final int GL_FLOAT = GL.GL_FLOAT;
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public static final int GL_NEAREST = GL.GL_NEAREST;
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public static final int GL_LINEAR = GL.GL_LINEAR;
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public static final int GL_LINEAR_MIPMAP_NEAREST = GL.GL_LINEAR_MIPMAP_NEAREST;
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public static final int GL_LINEAR_MIPMAP_LINEAR = GL.GL_LINEAR_MIPMAP_LINEAR;
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public static final int GL_CLAMP_TO_EDGE = GL.GL_CLAMP_TO_EDGE;
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public static final int GL_REPEAT = GL.GL_REPEAT;
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public static final int GL_RGBA8 = GL.GL_RGBA8;
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public static final int GL_DEPTH24_STENCIL8 = GL.GL_DEPTH24_STENCIL8;
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public static final int GL_DEPTH_COMPONENT = GL2.GL_DEPTH_COMPONENT;
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public static final int GL_DEPTH_COMPONENT16 = GL.GL_DEPTH_COMPONENT16;
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public static final int GL_DEPTH_COMPONENT24 = GL.GL_DEPTH_COMPONENT24;
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public static final int GL_DEPTH_COMPONENT32 = GL.GL_DEPTH_COMPONENT32;
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public static final int GL_STENCIL_INDEX = GL2.GL_STENCIL_INDEX;
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public static final int GL_STENCIL_INDEX1 = GL.GL_STENCIL_INDEX1;
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public static final int GL_STENCIL_INDEX4 = GL.GL_STENCIL_INDEX4;
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public static final int GL_STENCIL_INDEX8 = GL.GL_STENCIL_INDEX8;
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public static final int GL_ARRAY_BUFFER = GL.GL_ARRAY_BUFFER;
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public static final int GL_ELEMENT_ARRAY_BUFFER = GL.GL_ELEMENT_ARRAY_BUFFER;
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public static final int GL_SAMPLES = GL.GL_SAMPLES;
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public static final int GL_FRAMEBUFFER_COMPLETE = GL.GL_FRAMEBUFFER_COMPLETE;
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public static final int GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
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public static final int GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
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public static final int GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
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public static final int GL_FRAMEBUFFER_INCOMPLETE_FORMATS = GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS;
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public static final int GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL2.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER;
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public static final int GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL2.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER;
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public static final int GL_FRAMEBUFFER_UNSUPPORTED = GL.GL_FRAMEBUFFER_UNSUPPORTED;
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public static final int GL_STATIC_DRAW = GL.GL_STATIC_DRAW;
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public static final int GL_DYNAMIC_DRAW = GL.GL_DYNAMIC_DRAW;
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public static final int GL_STREAM_DRAW = GL2.GL_STREAM_DRAW;
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public static final int GL_READ_ONLY = GL2.GL_READ_ONLY;
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public static final int GL_WRITE_ONLY = GL2.GL_WRITE_ONLY;
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public static final int GL_READ_WRITE = GL2.GL_READ_WRITE;
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public static final int GL_TRIANGLE_FAN = GL.GL_TRIANGLE_FAN;
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public static final int GL_TRIANGLE_STRIP = GL.GL_TRIANGLE_STRIP;
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public static final int GL_TRIANGLES = GL.GL_TRIANGLES;
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public static final int GL_VENDOR = GL.GL_VENDOR;
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public static final int GL_RENDERER = GL.GL_RENDERER;
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public static final int GL_VERSION = GL.GL_VERSION;
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public static final int GL_EXTENSIONS = GL.GL_EXTENSIONS;
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public static final int GL_SHADING_LANGUAGE_VERSION = GL2ES2.GL_SHADING_LANGUAGE_VERSION;
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public static final int GL_MAX_TEXTURE_SIZE = GL.GL_MAX_TEXTURE_SIZE;
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public static final int GL_MAX_SAMPLES = GL2.GL_MAX_SAMPLES;
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public static final int GL_ALIASED_LINE_WIDTH_RANGE = GL.GL_ALIASED_LINE_WIDTH_RANGE;
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public static final int GL_ALIASED_POINT_SIZE_RANGE = GL.GL_ALIASED_POINT_SIZE_RANGE;
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public static final int GL_DEPTH_BITS = GL.GL_DEPTH_BITS;
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public static final int GL_STENCIL_BITS = GL.GL_STENCIL_BITS;
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public static final int GLU_TESS_WINDING_NONZERO = GLU.GLU_TESS_WINDING_NONZERO;
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public static final int GLU_TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD;
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public static final int GL_TEXTURE0 = GL.GL_TEXTURE0;
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public static final int GL_TEXTURE1 = GL.GL_TEXTURE1;
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public static final int GL_TEXTURE2 = GL.GL_TEXTURE2;
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public static final int GL_TEXTURE3 = GL.GL_TEXTURE3;
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public static final int GL_TEXTURE_MIN_FILTER = GL.GL_TEXTURE_MIN_FILTER;
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public static final int GL_TEXTURE_MAG_FILTER = GL.GL_TEXTURE_MAG_FILTER;
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public static final int GL_TEXTURE_WRAP_S = GL.GL_TEXTURE_WRAP_S;
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public static final int GL_TEXTURE_WRAP_T = GL.GL_TEXTURE_WRAP_T;
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public static final int GL_BLEND = GL.GL_BLEND;
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public static final int GL_ONE = GL.GL_ONE;
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public static final int GL_ZERO = GL.GL_ZERO;
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public static final int GL_SRC_ALPHA = GL.GL_SRC_ALPHA;
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public static final int GL_DST_ALPHA = GL.GL_DST_ALPHA;
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public static final int GL_ONE_MINUS_SRC_ALPHA = GL.GL_ONE_MINUS_SRC_ALPHA;
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public static final int GL_ONE_MINUS_DST_COLOR = GL.GL_ONE_MINUS_DST_COLOR;
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public static final int GL_ONE_MINUS_SRC_COLOR = GL.GL_ONE_MINUS_SRC_COLOR;
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public static final int GL_DST_COLOR = GL.GL_DST_COLOR;
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public static final int GL_SRC_COLOR = GL.GL_SRC_COLOR;
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public static final int GL_FRAMEBUFFER = GL.GL_FRAMEBUFFER;
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public static final int GL_COLOR_ATTACHMENT0 = GL.GL_COLOR_ATTACHMENT0;
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public static final int GL_COLOR_ATTACHMENT1 = GL2.GL_COLOR_ATTACHMENT1;
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public static final int GL_COLOR_ATTACHMENT2 = GL2.GL_COLOR_ATTACHMENT2;
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public static final int GL_COLOR_ATTACHMENT3 = GL2.GL_COLOR_ATTACHMENT3;
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public static final int GL_RENDERBUFFER = GL.GL_RENDERBUFFER;
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public static final int GL_DEPTH_ATTACHMENT = GL.GL_DEPTH_ATTACHMENT;
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public static final int GL_STENCIL_ATTACHMENT = GL.GL_STENCIL_ATTACHMENT;
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public static final int GL_READ_FRAMEBUFFER = GL2.GL_READ_FRAMEBUFFER;
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public static final int GL_DRAW_FRAMEBUFFER = GL2.GL_DRAW_FRAMEBUFFER;
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public static final int GL_VERTEX_SHADER = GL2.GL_VERTEX_SHADER;
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public static final int GL_FRAGMENT_SHADER = GL2.GL_FRAGMENT_SHADER;
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public static final int GL_INFO_LOG_LENGTH = GL2.GL_INFO_LOG_LENGTH;
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public static final int GL_SHADER_SOURCE_LENGTH = GL2.GL_SHADER_SOURCE_LENGTH;
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public static final int GL_COMPILE_STATUS = GL2.GL_COMPILE_STATUS;
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public static final int GL_LINK_STATUS = GL2.GL_LINK_STATUS;
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public static final int GL_VALIDATE_STATUS = GL2.GL_VALIDATE_STATUS;
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public static final int GL_MULTISAMPLE = GL.GL_MULTISAMPLE;
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public static final int GL_POINT_SMOOTH = GL2.GL_POINT_SMOOTH;
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public static final int GL_LINE_SMOOTH = GL.GL_LINE_SMOOTH;
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public static final int GL_POLYGON_SMOOTH = GL2.GL_POLYGON_SMOOTH;
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/** Basic GL functionality, common to all profiles */
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public GL gl;
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/** GLES2 functionality (shaders, etc) */
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public GL2ES2 gl2;
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/** GL2 desktop functionality (blit framebuffer, map buffer range, multisampled renerbuffers) */
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public GL2 gl2x;
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/** GLU interface **/
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public GLU glu;
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/** The PGraphics object using this interface */
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public PGraphicsOpenGL pg;
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/** Whether OpenGL has been initialized or not */
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public boolean initialized;
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/** Windowing toolkit */
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public static int toolkit = AWT;
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/** Selected GL profile */
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public GLProfile profile;
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/** The capabilities of the OpenGL rendering surface */
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public GLCapabilitiesImmutable capabilities;
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/** The rendering surface */
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public GLDrawable drawable;
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/** The rendering context (holds rendering state info) */
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public GLContext context;
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/** The AWT canvas where OpenGL rendering takes place */
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public Canvas canvas;
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/** The AWT-OpenGL canvas */
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protected GLCanvas canvasAWT;
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/** The NEWT-OpenGL canvas */
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protected NewtCanvasAWT canvasNEWT;
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/** The NEWT window */
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protected GLWindow window;
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/** The listener that fires the frame rendering in Processing */
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protected PGLListener listener;
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/** Animator to drive the rendering thread in NEWT */
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protected PGLAnimator animator;
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/** Desired target framerate */
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protected float targetFramerate = 60;
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protected boolean setFramerate = false;
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/** Which texturing targets are enabled */
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protected static boolean[] texturingTargets = { false, false };
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/** Which textures are bound to each target */
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protected static int[] boundTextures = { 0, 0 };
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///////////////////////////////////////////////////////////////////////////////////
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// FBO for anti-aliased rendering
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public static final boolean ENABLE_OSX_SCREEN_FBO = true;
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public static final int MIN_OSX_VER_FOR_SCREEN_FBO = 6;
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public static final int MIN_SAMPLES_FOR_SCREEN_FBO = 1;
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protected boolean needScreenFBO = false;
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protected int fboWidth, fboHeight;
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protected int numSamples;
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protected boolean multisample;
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protected boolean packedDepthStencil;
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protected int[] glColorTex = { 0 };
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protected int[] glColorFbo = { 0 };
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protected int[] glMultiFbo = { 0 };
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protected int[] glColorRenderBuffer = { 0 };
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protected int[] glPackedDepthStencil = { 0 };
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protected int[] glDepthBuffer = { 0 };
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protected int[] glStencilBuffer = { 0 };
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protected int contextHashCode;
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///////////////////////////////////////////////////////////////////////////////////
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// Texture rendering
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protected boolean loadedTex2DShader = false;
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protected int tex2DShaderProgram;
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protected int tex2DVertShader;
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protected int tex2DFragShader;
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protected GLContext tex2DShaderContext;
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protected int tex2DVertLoc;
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protected int tex2DTCoordLoc;
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protected boolean loadedTexRectShader = false;
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protected int texRectShaderProgram;
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protected int texRectVertShader;
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protected int texRectFragShader;
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protected GLContext texRectShaderContext;
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protected int texRectVertLoc;
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protected int texRectTCoordLoc;
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protected float[] texCoords = {
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// X, Y, U, V
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-1.0f, -1.0f, 0.0f, 0.0f,
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+1.0f, -1.0f, 1.0f, 0.0f,
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-1.0f, +1.0f, 0.0f, 1.0f,
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+1.0f, +1.0f, 1.0f, 1.0f
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};
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protected FloatBuffer texData;
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protected String texVertShaderSource = "attribute vec2 inVertex;" +
|
|
"attribute vec2 inTexcoord;" +
|
|
"varying vec2 vertTexcoord;" +
|
|
"void main() {" +
|
|
" gl_Position = vec4(inVertex, 0, 1);" +
|
|
" vertTexcoord = inTexcoord;" +
|
|
"}";
|
|
|
|
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
|
|
|
|
protected boolean loadedRectShader = false;
|
|
protected int rectShaderProgram;
|
|
protected int rectVertShader;
|
|
protected int rectFragShader;
|
|
protected GLContext rectShaderContext;
|
|
|
|
protected int rectVertLoc;
|
|
protected int rectColorLoc;
|
|
|
|
protected float[] rectCoords = {
|
|
// X, Y
|
|
-1.0f, -1.0f,
|
|
+1.0f, -1.0f,
|
|
-1.0f, +1.0f,
|
|
+1.0f, +1.0f,
|
|
};
|
|
protected FloatBuffer rectData;
|
|
|
|
protected String rectVertShaderSource = "attribute vec2 inVertex;" +
|
|
"void main() {" +
|
|
" gl_Position = vec4(inVertex, 0, 1);" +
|
|
"}";
|
|
|
|
protected String rectFragShaderSource = SHADER_PREPROCESSOR_DIRECTIVE +
|
|
"uniform vec4 rectColor;" +
|
|
"void main() {" +
|
|
" gl_FragColor = rectColor;" +
|
|
"}";
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// 1-pixel color, depth, stencil buffers
|
|
|
|
protected IntBuffer colorBuffer;
|
|
protected FloatBuffer depthBuffer;
|
|
protected ByteBuffer stencilBuffer;
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Intialization, finalization
|
|
|
|
|
|
public PGL(PGraphicsOpenGL pg) {
|
|
this.pg = pg;
|
|
glu = new GLU();
|
|
initialized = false;
|
|
}
|
|
|
|
|
|
public void setFramerate(float framerate) {
|
|
if (targetFramerate != framerate) {
|
|
if (60 < framerate) {
|
|
// Disables v-sync
|
|
gl.setSwapInterval(0);
|
|
} else if (30 < framerate) {
|
|
gl.setSwapInterval(1);
|
|
} else {
|
|
gl.setSwapInterval(2);
|
|
}
|
|
if ((60 < framerate && targetFramerate <= 60) ||
|
|
(framerate <= 60 && 60 < targetFramerate)) {
|
|
// Enabling/disabling v-sync, we force a
|
|
// surface reinitialization to avoid screen
|
|
// no-paint issue observed on MacOSX.
|
|
initialized = false;
|
|
}
|
|
targetFramerate = framerate;
|
|
setFramerate = true;
|
|
}
|
|
}
|
|
|
|
|
|
public void setToolkit(int toolkit) {
|
|
if (PGL.toolkit != toolkit) {
|
|
PGL.toolkit = toolkit;
|
|
this.initialized = false;
|
|
}
|
|
}
|
|
|
|
|
|
public void initPrimarySurface(int antialias) {
|
|
if (ENABLE_OSX_SCREEN_FBO) {
|
|
needScreenFBO = false;
|
|
glColorFbo[0] = 0;
|
|
String osName = System.getProperty("os.name");
|
|
if (osName.equals("Mac OS X")) {
|
|
String version = System.getProperty("os.version");
|
|
String[] parts = version.split("\\.");
|
|
if (2 <= parts.length) {
|
|
int num = Integer.parseInt(parts[1]);
|
|
if (MIN_OSX_VER_FOR_SCREEN_FBO <= num &&
|
|
MIN_SAMPLES_FOR_SCREEN_FBO <= qualityToSamples(pg.quality)) {
|
|
// Using an FBO for screen drawing works better than the
|
|
// screen framebuffer.
|
|
// This fixes the problem of antialiasing on Lion or newer,
|
|
// the flickering associated to glReadPixels calls on
|
|
// 10.6+, and it is in fact faster.
|
|
needScreenFBO = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (profile == null) {
|
|
profile = GLProfile.getDefault();
|
|
} else {
|
|
// Restarting...
|
|
if (canvasAWT != null) {
|
|
// TODO: Even if the GLCanvas is put inside an animator, the rendering runs
|
|
// inside the EDT, ask the JOGL guys about this.
|
|
// animator.stop();
|
|
// animator.remove(canvasAWT);
|
|
canvasAWT.removeGLEventListener(listener);
|
|
pg.parent.removeListeners(canvasAWT);
|
|
pg.parent.remove(canvasAWT);
|
|
} else if (canvasNEWT != null) {
|
|
animator.stop();
|
|
animator.remove(window);
|
|
window.removeGLEventListener(listener);
|
|
pg.parent.removeListeners(canvasNEWT);
|
|
pg.parent.remove(canvasNEWT);
|
|
}
|
|
setFramerate = false;
|
|
}
|
|
|
|
// Setting up the desired GL capabilities;
|
|
GLCapabilities caps = new GLCapabilities(profile);
|
|
if (1 < antialias && !needScreenFBO) {
|
|
caps.setSampleBuffers(true);
|
|
caps.setNumSamples(antialias);
|
|
} else {
|
|
caps.setSampleBuffers(false);
|
|
}
|
|
caps.setDepthBits(24);
|
|
caps.setStencilBits(8);
|
|
caps.setAlphaBits(8);
|
|
//caps.setFBO(false);
|
|
caps.setBackgroundOpaque(true);
|
|
|
|
if (toolkit == AWT) {
|
|
canvasAWT = new GLCanvas(caps);
|
|
canvasAWT.setBounds(0, 0, pg.width, pg.height);
|
|
|
|
pg.parent.setLayout(new BorderLayout());
|
|
pg.parent.add(canvasAWT, BorderLayout.CENTER);
|
|
pg.parent.removeListeners(pg.parent);
|
|
pg.parent.addListeners(canvasAWT);
|
|
|
|
listener = new PGLListener();
|
|
canvasAWT.addGLEventListener(listener);
|
|
// animator = new PGLAnimator(canvasAWT);
|
|
// animator.start();
|
|
|
|
capabilities = canvasAWT.getChosenGLCapabilities();
|
|
canvas = canvasAWT;
|
|
canvasNEWT = null;
|
|
} else if (toolkit == NEWT) {
|
|
window = GLWindow.create(caps);
|
|
canvasNEWT = new NewtCanvasAWT(window);
|
|
|
|
pg.parent.setLayout(new BorderLayout());
|
|
pg.parent.add(canvasNEWT, BorderLayout.CENTER);
|
|
pg.parent.removeListeners(pg.parent);
|
|
pg.parent.addListeners(canvasNEWT);
|
|
|
|
listener = new PGLListener();
|
|
window.addGLEventListener(listener);
|
|
animator = new PGLAnimator(window);
|
|
animator.start();
|
|
|
|
capabilities = window.getChosenGLCapabilities();
|
|
canvas = canvasNEWT;
|
|
canvasAWT = null;
|
|
}
|
|
|
|
initialized = true;
|
|
}
|
|
|
|
|
|
public void initOffscreenSurface(PGL primary) {
|
|
context = primary.context;
|
|
capabilities = primary.capabilities;
|
|
drawable = null;
|
|
initialized = true;
|
|
}
|
|
|
|
|
|
public void updatePrimary() {
|
|
if (!setFramerate) {
|
|
setFramerate(targetFramerate);
|
|
}
|
|
|
|
if (needScreenFBO && glColorFbo[0] == 0) {
|
|
numSamples = qualityToSamples(pg.quality);
|
|
|
|
String ext = gl.glGetString(GL.GL_EXTENSIONS);
|
|
if (-1 < ext.indexOf("texture_non_power_of_two")) {
|
|
fboWidth = pg.width;
|
|
fboHeight = pg.height;
|
|
} else {
|
|
fboWidth = PGL.nextPowerOfTwo(pg.width);
|
|
fboHeight = PGL.nextPowerOfTwo(pg.height);
|
|
}
|
|
multisample = 1 < numSamples;
|
|
if (multisample && gl2x == null) {
|
|
throw new RuntimeException("Doesn't have the OpenGL extensions necessary for multisampling.");
|
|
}
|
|
packedDepthStencil = ext.indexOf("packed_depth_stencil") != -1;
|
|
|
|
contextHashCode = context.hashCode();
|
|
|
|
// Create the color texture...
|
|
gl.glGenTextures(1, glColorTex, 0);
|
|
gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[0]);
|
|
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST);
|
|
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
|
|
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE);
|
|
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE);
|
|
gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, fboWidth, fboHeight, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, null);
|
|
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
|
|
|
|
// ...and attach to the color framebuffer.
|
|
gl.glGenFramebuffers(1, glColorFbo, 0);
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
|
|
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_TEXTURE_2D, glColorTex[0], 0);
|
|
|
|
// Clear the color buffer in the color FBO
|
|
gl.glClearColor(0, 0, 0, 0);
|
|
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
|
|
|
|
if (multisample) {
|
|
// We need multisampled FBO:
|
|
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
|
|
|
|
// Now, creating mutisampled FBO with packed depth and stencil buffers.
|
|
gl.glGenFramebuffers(1, glMultiFbo, 0);
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glMultiFbo[0]);
|
|
|
|
// color render buffer...
|
|
gl.glGenRenderbuffers(1, glColorRenderBuffer, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glColorRenderBuffer[0]);
|
|
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_RGBA8, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_COLOR_ATTACHMENT0, GL.GL_RENDERBUFFER, glColorRenderBuffer[0]);
|
|
|
|
if (packedDepthStencil) {
|
|
// packed depth+stencil buffer...
|
|
gl.glGenRenderbuffers(1, glPackedDepthStencil, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
|
|
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_DEPTH24_STENCIL8, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
|
|
} else {
|
|
// Separate depth and stencil buffers...
|
|
gl.glGenRenderbuffers(1, glDepthBuffer, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glDepthBuffer[0]);
|
|
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_DEPTH_COMPONENT24, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, glDepthBuffer[0]);
|
|
|
|
// Some hardware doesn't support distinct depth and stencil buffers:
|
|
// http://lists.apple.com/archives/mac-opengl/2008/Aug/msg00089.html
|
|
// which just results in an unsupported framebuffer error.
|
|
gl.glGenRenderbuffers(1, glStencilBuffer, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glStencilBuffer[0]);
|
|
gl2x.glRenderbufferStorageMultisample(GL.GL_RENDERBUFFER, numSamples, GL.GL_STENCIL_INDEX8, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, glStencilBuffer[0]);
|
|
}
|
|
|
|
// Clear all the buffers in the multisample FBO
|
|
gl.glClearDepth(1);
|
|
gl.glClearStencil(0);
|
|
gl.glClearColor(0, 0, 0, 0);
|
|
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT);
|
|
|
|
// All set with multisampled FBO!
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
|
|
} else {
|
|
if (packedDepthStencil) {
|
|
// packed depth+stencil buffer...
|
|
gl.glGenRenderbuffers(1, glPackedDepthStencil, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
|
|
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH24_STENCIL8, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, glPackedDepthStencil[0]);
|
|
} else {
|
|
// Separate depth and stencil buffers...
|
|
gl.glGenRenderbuffers(1, glDepthBuffer, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glDepthBuffer[0]);
|
|
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_DEPTH_COMPONENT24, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_DEPTH_ATTACHMENT, GL.GL_RENDERBUFFER, glDepthBuffer[0]);
|
|
|
|
gl.glGenRenderbuffers(1, glStencilBuffer, 0);
|
|
gl.glBindRenderbuffer(GL.GL_RENDERBUFFER, glStencilBuffer[0]);
|
|
gl.glRenderbufferStorage(GL.GL_RENDERBUFFER, GL.GL_STENCIL_INDEX8, fboWidth, fboHeight);
|
|
gl.glFramebufferRenderbuffer(GL.GL_FRAMEBUFFER, GL.GL_STENCIL_ATTACHMENT, GL.GL_RENDERBUFFER, glStencilBuffer[0]);
|
|
}
|
|
|
|
// Clear all the buffers in the color FBO
|
|
gl.glClearDepth(1);
|
|
gl.glClearStencil(0);
|
|
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
|
|
// The screen framebuffer is the color FBO just created. We need
|
|
// to update the screenFramebuffer object so when the framebuffer
|
|
// is popped back to the screen, the correct id is set.
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
|
|
} else {
|
|
// To make sure that the default screen buffer is used, specially after
|
|
// doing screen rendering on an FBO (the OSX 10.7+ above).
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = 0;
|
|
}
|
|
}
|
|
|
|
|
|
public void updateOffscreen(PGL primary) {
|
|
gl = primary.gl;
|
|
gl2 = primary.gl2;
|
|
gl2x = primary.gl2x;
|
|
}
|
|
|
|
|
|
public boolean primaryIsDoubleBuffered() {
|
|
// When using the multisampled FBO, the color
|
|
// FBO is single buffered as it has only one
|
|
// texture bound to it.
|
|
return glColorFbo[0] == 0;
|
|
}
|
|
|
|
|
|
public boolean primaryIsFboBacked() {
|
|
return glColorFbo[0] != 0;
|
|
}
|
|
|
|
|
|
public int getFboTexTarget() {
|
|
return GL.GL_TEXTURE_2D;
|
|
}
|
|
|
|
|
|
public int getFboTexName() {
|
|
return glColorTex[0];
|
|
}
|
|
|
|
|
|
public int getFboWidth() {
|
|
return fboWidth;
|
|
}
|
|
|
|
|
|
public int getFboHeight() {
|
|
return fboHeight;
|
|
}
|
|
|
|
|
|
public void bindPrimaryColorFBO() {
|
|
if (multisample) {
|
|
// Blit the contents of the multisampled FBO into the color FBO,
|
|
// so the later is up to date.
|
|
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, glMultiFbo[0]);
|
|
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, glColorFbo[0]);
|
|
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
|
|
0, 0, fboWidth, fboHeight,
|
|
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
|
|
}
|
|
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
|
|
|
|
// Make the color buffer opaque so it doesn't show
|
|
// the background when drawn on top of another surface.
|
|
gl.glColorMask(false, false, false, true);
|
|
gl.glClearColor(0, 0, 0, 1);
|
|
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
|
|
gl.glColorMask(true, true, true, true);
|
|
}
|
|
|
|
|
|
public void bindPrimaryMultiFBO() {
|
|
if (multisample) {
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glMultiFbo[0]);
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = glMultiFbo[0];
|
|
}
|
|
}
|
|
|
|
|
|
protected void releaseScreenFBO() {
|
|
gl.glDeleteTextures(1, glColorTex, 0);
|
|
gl.glDeleteFramebuffers(1, glColorFbo, 0);
|
|
if (packedDepthStencil) {
|
|
gl.glDeleteRenderbuffers(1, glPackedDepthStencil, 0);
|
|
} else {
|
|
gl.glDeleteRenderbuffers(1, glDepthBuffer, 0);
|
|
gl.glDeleteRenderbuffers(1, glStencilBuffer, 0);
|
|
}
|
|
if (multisample) {
|
|
gl.glDeleteFramebuffers(1, glMultiFbo, 0);
|
|
gl.glDeleteRenderbuffers(1, glColorRenderBuffer, 0);
|
|
}
|
|
}
|
|
|
|
|
|
protected int qualityToSamples(int quality) {
|
|
if (quality <= 1) {
|
|
return 1;
|
|
} else {
|
|
// Number of samples is always an even number:
|
|
int n = 2 * (quality / 2);
|
|
return n;
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Frame rendering
|
|
|
|
|
|
public void beginOnscreenDraw(boolean clear) {
|
|
if (glColorFbo[0] != 0) {
|
|
if (multisample) {
|
|
// Render the scene to the mutisampled buffer...
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glMultiFbo[0]);
|
|
gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
|
|
|
|
// Now the screen buffer is the multisample FBO.
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = glMultiFbo[0];
|
|
} else {
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
|
|
if (gl2x != null) gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
|
|
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public void endOnscreenDraw(boolean clear0) {
|
|
if (glColorFbo[0] != 0) {
|
|
if (multisample) {
|
|
// Blit the contents of the multisampled FBO into the color FBO:
|
|
gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, glMultiFbo[0]);
|
|
gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, glColorFbo[0]);
|
|
gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
|
|
0, 0, fboWidth, fboHeight,
|
|
GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
|
|
}
|
|
|
|
// And finally write the color texture to the screen, without blending.
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
|
|
|
|
gl.glClearDepth(1);
|
|
gl.glClearColor(0, 0, 0, 0);
|
|
gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT);
|
|
|
|
gl.glDisable(GL.GL_BLEND);
|
|
drawTexture(GL.GL_TEXTURE_2D, glColorTex[0], fboWidth, fboHeight, 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
|
|
|
|
// Leaving the color FBO currently bound as the screen FB.
|
|
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
|
|
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
|
|
}
|
|
}
|
|
|
|
|
|
public void beginOffscreenDraw(boolean clear) {
|
|
}
|
|
|
|
|
|
public void endOffscreenDraw(boolean clear0) {
|
|
}
|
|
|
|
|
|
public boolean canDraw() {
|
|
return initialized && pg.parent.isDisplayable();
|
|
}
|
|
|
|
|
|
public void requestDraw() {
|
|
if (initialized) {
|
|
//animator.requestDisplay();
|
|
|
|
if (toolkit == AWT) {
|
|
canvasAWT.display();
|
|
} else if (toolkit == NEWT) {
|
|
animator.requestDisplay();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Caps query
|
|
|
|
|
|
public String glGetString(int name) {
|
|
return gl.glGetString(name);
|
|
}
|
|
|
|
|
|
public void glGetIntegerv(int name, int[] values, int offset) {
|
|
gl.glGetIntegerv(name, values, offset);
|
|
}
|
|
|
|
|
|
public void glGetBooleanv(int name, boolean[] values, int offset) {
|
|
if (-1 < name) {
|
|
byte[] bvalues = new byte[values.length];
|
|
gl.glGetBooleanv(name, bvalues, offset);
|
|
for (int i = 0; i < values.length; i++) {
|
|
values[i] = bvalues[i] != 0;
|
|
}
|
|
} else {
|
|
Arrays.fill(values, false);
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Enable/disable caps
|
|
|
|
|
|
public void glEnable(int cap) {
|
|
if (-1 < cap) {
|
|
gl.glEnable(cap);
|
|
}
|
|
}
|
|
|
|
|
|
public void glDisable(int cap) {
|
|
if (-1 < cap) {
|
|
gl.glDisable(cap);
|
|
}
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Render control
|
|
|
|
|
|
public void glFlush() {
|
|
gl.glFlush();
|
|
}
|
|
|
|
|
|
public void glFinish() {
|
|
gl.glFinish();
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Error handling
|
|
|
|
|
|
public int glGetError() {
|
|
return gl.glGetError();
|
|
}
|
|
|
|
|
|
public String glErrorString(int err) {
|
|
return glu.gluErrorString(err);
|
|
}
|
|
|
|
|
|
public String gluErrorString(int err) {
|
|
return glu.gluErrorString(err);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Rendering options
|
|
|
|
|
|
public void glFrontFace(int mode) {
|
|
gl.glFrontFace(mode);
|
|
}
|
|
|
|
|
|
public void glCullFace(int mode) {
|
|
gl.glCullFace(mode);
|
|
}
|
|
|
|
|
|
public void glDepthMask(boolean flag) {
|
|
gl.glDepthMask(flag);
|
|
}
|
|
|
|
|
|
public void glDepthFunc(int func) {
|
|
gl.glDepthFunc(func);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Textures
|
|
|
|
|
|
public void glGenTextures(int n, int[] ids, int offset) {
|
|
gl.glGenTextures(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glDeleteTextures(int n, int[] ids, int offset) {
|
|
gl.glDeleteTextures(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glActiveTexture(int unit) {
|
|
gl.glActiveTexture(unit);
|
|
}
|
|
|
|
|
|
public void glBindTexture(int target, int id) {
|
|
gl.glBindTexture(target, id);
|
|
if (target == GL_TEXTURE_2D) {
|
|
boundTextures[0] = id;
|
|
} else if (target == GL_TEXTURE_RECTANGLE) {
|
|
boundTextures[1] = id;
|
|
}
|
|
}
|
|
|
|
|
|
public void glTexImage2D(int target, int level, int internalFormat, int width, int height, int border, int format, int type, Buffer data) {
|
|
gl.glTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
|
|
}
|
|
|
|
|
|
public void glTexSubImage2D(int target, int level, int xOffset, int yOffset, int width, int height, int format, int type, Buffer data) {
|
|
gl.glTexSubImage2D(target, level, xOffset, yOffset, width, height, format, type, data);
|
|
}
|
|
|
|
|
|
public void glTexParameteri(int target, int param, int value) {
|
|
gl.glTexParameteri(target, param, value);
|
|
}
|
|
|
|
|
|
public void glGetTexParameteriv(int target, int param, int[] values, int offset) {
|
|
gl.glGetTexParameteriv(target, param, values, offset);
|
|
}
|
|
|
|
|
|
public void glGenerateMipmap(int target) {
|
|
gl.glGenerateMipmap(target);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Vertex Buffers
|
|
|
|
|
|
public void glGenBuffers(int n, int[] ids, int offset) {
|
|
gl.glGenBuffers(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glDeleteBuffers(int n, int[] ids, int offset) {
|
|
gl.glDeleteBuffers(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glBindBuffer(int target, int id) {
|
|
gl.glBindBuffer(target, id);
|
|
}
|
|
|
|
|
|
public void glBufferData(int target, int size, Buffer data, int usage) {
|
|
gl.glBufferData(target, size, data, usage);
|
|
}
|
|
|
|
|
|
public void glBufferSubData(int target, int offset, int size, Buffer data) {
|
|
gl.glBufferSubData(target, offset, size, data);
|
|
}
|
|
|
|
|
|
public void glDrawArrays(int mode, int first, int count) {
|
|
gl.glDrawArrays(mode, first, count);
|
|
}
|
|
|
|
|
|
public void glDrawElements(int mode, int count, int type, int offset) {
|
|
gl.glDrawElements(mode, count, type, offset);
|
|
}
|
|
|
|
|
|
public void glEnableVertexAttribArray(int loc) {
|
|
gl2.glEnableVertexAttribArray(loc);
|
|
}
|
|
|
|
|
|
public void glDisableVertexAttribArray(int loc) {
|
|
gl2.glDisableVertexAttribArray(loc);
|
|
}
|
|
|
|
|
|
public void glVertexAttribPointer(int loc, int size, int type, boolean normalized, int stride, int offset) {
|
|
gl2.glVertexAttribPointer(loc, size, type, normalized, stride, offset);
|
|
}
|
|
|
|
|
|
public void glVertexAttribPointer(int loc, int size, int type, boolean normalized, int stride, Buffer data) {
|
|
gl2.glVertexAttribPointer(loc, size, type, normalized, stride, data);
|
|
}
|
|
|
|
|
|
public ByteBuffer glMapBuffer(int target, int access) {
|
|
return gl2.glMapBuffer(target, access);
|
|
}
|
|
|
|
|
|
public ByteBuffer glMapBufferRange(int target, int offset, int length, int access) {
|
|
if (gl2x != null) {
|
|
return gl2x.glMapBufferRange(target, offset, length, access);
|
|
} else {
|
|
return null;
|
|
}
|
|
}
|
|
|
|
|
|
public void glUnmapBuffer(int target) {
|
|
gl2.glUnmapBuffer(target);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Framebuffers, renderbuffers
|
|
|
|
|
|
public void glGenFramebuffers(int n, int[] ids, int offset) {
|
|
gl.glGenFramebuffers(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glDeleteFramebuffers(int n, int[] ids, int offset) {
|
|
gl.glDeleteFramebuffers(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glGenRenderbuffers(int n, int[] ids, int offset) {
|
|
gl.glGenRenderbuffers(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glDeleteRenderbuffers(int n, int[] ids, int offset) {
|
|
gl.glDeleteRenderbuffers(n, ids, offset);
|
|
}
|
|
|
|
|
|
public void glBindFramebuffer(int target, int id) {
|
|
gl.glBindFramebuffer(target, id);
|
|
}
|
|
|
|
|
|
public void glBlitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, int mask, int filter) {
|
|
if (gl2x != null) {
|
|
gl2x.glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
|
|
}
|
|
}
|
|
|
|
|
|
public void glFramebufferTexture2D(int target, int attachment, int texTarget, int texId, int level) {
|
|
gl.glFramebufferTexture2D(target, attachment, texTarget, texId, level);
|
|
}
|
|
|
|
|
|
public void glBindRenderbuffer(int target, int id) {
|
|
gl.glBindRenderbuffer(target, id);
|
|
}
|
|
|
|
|
|
public void glRenderbufferStorageMultisample(int target, int samples, int format, int width, int height) {
|
|
if (gl2x != null) {
|
|
gl2x.glRenderbufferStorageMultisample(target, samples, format, width, height);
|
|
}
|
|
}
|
|
|
|
|
|
public void glRenderbufferStorage(int target, int format, int width, int height) {
|
|
gl.glRenderbufferStorage(target, format, width, height);
|
|
}
|
|
|
|
|
|
public void glFramebufferRenderbuffer(int target, int attachment, int rendbufTarget, int rendbufId) {
|
|
gl.glFramebufferRenderbuffer(target, attachment, rendbufTarget, rendbufId);
|
|
}
|
|
|
|
|
|
public int glCheckFramebufferStatus(int target) {
|
|
return gl.glCheckFramebufferStatus(target);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Shaders
|
|
|
|
|
|
public int glCreateProgram() {
|
|
return gl2.glCreateProgram();
|
|
}
|
|
|
|
|
|
public void glDeleteProgram(int id) {
|
|
gl2.glDeleteProgram(id);
|
|
}
|
|
|
|
|
|
public int glCreateShader(int type) {
|
|
return gl2.glCreateShader(type);
|
|
}
|
|
|
|
|
|
public void glDeleteShader(int id) {
|
|
gl2.glDeleteShader(id);
|
|
}
|
|
|
|
|
|
public void glLinkProgram(int prog) {
|
|
gl2.glLinkProgram(prog);
|
|
}
|
|
|
|
|
|
public void glValidateProgram(int prog) {
|
|
gl2.glValidateProgram(prog);
|
|
}
|
|
|
|
|
|
public void glUseProgram(int prog) {
|
|
gl2.glUseProgram(prog);
|
|
}
|
|
|
|
|
|
public int glGetAttribLocation(int prog, String name) {
|
|
return gl2.glGetAttribLocation(prog, name);
|
|
}
|
|
|
|
|
|
public int glGetUniformLocation(int prog, String name) {
|
|
return gl2.glGetUniformLocation(prog, name);
|
|
}
|
|
|
|
|
|
public void glUniform1i(int loc, int value) {
|
|
gl2.glUniform1i(loc, value);
|
|
}
|
|
|
|
|
|
public void glUniform2i(int loc, int value0, int value1) {
|
|
gl2.glUniform2i(loc, value0, value1);
|
|
}
|
|
|
|
|
|
public void glUniform3i(int loc, int value0, int value1, int value2) {
|
|
gl2.glUniform3i(loc, value0, value1, value2);
|
|
}
|
|
|
|
|
|
public void glUniform4i(int loc, int value0, int value1, int value2, int value3) {
|
|
gl2.glUniform4i(loc, value0, value1, value2, value3);
|
|
}
|
|
|
|
|
|
public void glUniform1f(int loc, float value) {
|
|
gl2.glUniform1f(loc, value);
|
|
}
|
|
|
|
|
|
public void glUniform2f(int loc, float value0, float value1) {
|
|
gl2.glUniform2f(loc, value0, value1);
|
|
}
|
|
|
|
|
|
public void glUniform3f(int loc, float value0, float value1, float value2) {
|
|
gl2.glUniform3f(loc, value0, value1, value2);
|
|
}
|
|
|
|
|
|
public void glUniform4f(int loc, float value0, float value1, float value2, float value3) {
|
|
gl2.glUniform4f(loc, value0, value1, value2, value3);
|
|
}
|
|
|
|
|
|
public void glUniform1iv(int loc, int count, int[] v, int offset) {
|
|
gl2.glUniform1iv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform2iv(int loc, int count, int[] v, int offset) {
|
|
gl2.glUniform2iv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform3iv(int loc, int count, int[] v, int offset) {
|
|
gl2.glUniform3iv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform4iv(int loc, int count, int[] v, int offset) {
|
|
gl2.glUniform4iv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform1fv(int loc, int count, float[] v, int offset) {
|
|
gl2.glUniform1fv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform2fv(int loc, int count, float[] v, int offset) {
|
|
gl2.glUniform2fv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform3fv(int loc, int count, float[] v, int offset) {
|
|
gl2.glUniform3fv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniform4fv(int loc, int count, float[] v, int offset) {
|
|
gl2.glUniform4fv(loc, count, v, offset);
|
|
}
|
|
|
|
|
|
public void glUniformMatrix2fv(int loc, int count, boolean transpose, float[] mat, int offset) {
|
|
gl2.glUniformMatrix2fv(loc, count, transpose, mat, offset);
|
|
}
|
|
|
|
|
|
public void glUniformMatrix3fv(int loc, int count, boolean transpose, float[] mat, int offset) {
|
|
gl2.glUniformMatrix3fv(loc, count, transpose, mat, offset);
|
|
}
|
|
|
|
|
|
public void glUniformMatrix4fv(int loc, int count, boolean transpose, float[] mat, int offset) {
|
|
gl2.glUniformMatrix4fv(loc, count, transpose, mat, offset);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib1f(int loc, float value) {
|
|
gl2.glVertexAttrib1f(loc, value);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib2f(int loc, float value0, float value1) {
|
|
gl2.glVertexAttrib2f(loc, value0, value1);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib3f(int loc, float value0, float value1, float value2) {
|
|
gl2.glVertexAttrib3f(loc, value0, value1, value2);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib4f(int loc, float value0, float value1, float value2, float value3) {
|
|
gl2.glVertexAttrib4f(loc, value0, value1, value2, value3);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib1fv(int loc, float[] v, int offset) {
|
|
gl2.glVertexAttrib1fv(loc, v, offset);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib2fv(int loc, float[] v, int offset) {
|
|
gl2.glVertexAttrib2fv(loc, v, offset);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib3fv(int loc, float[] v, int offset) {
|
|
gl2.glVertexAttrib3fv(loc, v, offset);
|
|
}
|
|
|
|
|
|
public void glVertexAttrib4fv(int loc, float[] v, int offset) {
|
|
gl2.glVertexAttrib4fv(loc, v, offset);
|
|
}
|
|
|
|
|
|
public void glShaderSource(int id, String source) {
|
|
gl2.glShaderSource(id, 1, new String[] { source }, (int[]) null, 0);
|
|
}
|
|
|
|
|
|
public void glCompileShader(int id) {
|
|
gl2.glCompileShader(id);
|
|
}
|
|
|
|
|
|
public void glAttachShader(int prog, int shader) {
|
|
gl2.glAttachShader(prog, shader);
|
|
}
|
|
|
|
|
|
public void glGetShaderiv(int shader, int pname, int[] params, int offset) {
|
|
gl2.glGetShaderiv(shader, pname, params, offset);
|
|
}
|
|
|
|
|
|
public String glGetShaderInfoLog(int shader) {
|
|
int[] val = { 0 };
|
|
gl2.glGetShaderiv(shader, GL2.GL_INFO_LOG_LENGTH, val, 0);
|
|
int length = val[0];
|
|
|
|
byte[] log = new byte[length];
|
|
gl2.glGetShaderInfoLog(shader, length, val, 0, log, 0);
|
|
return new String(log);
|
|
}
|
|
|
|
|
|
public void glGetProgramiv(int prog, int pname, int[] params, int offset) {
|
|
gl2.glGetProgramiv(prog, pname, params, offset);
|
|
}
|
|
|
|
|
|
public String glGetProgramInfoLog(int prog) {
|
|
int[] val = { 0 };
|
|
gl2.glGetShaderiv(prog, GL2.GL_INFO_LOG_LENGTH, val, 0);
|
|
int length = val[0];
|
|
|
|
byte[] log = new byte[length];
|
|
gl2.glGetProgramInfoLog(prog, length, val, 0, log, 0);
|
|
return new String(log);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Viewport
|
|
|
|
|
|
public void glViewport(int x, int y, int width, int height) {
|
|
gl.glViewport(x, y, width, height);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Clipping (scissor test)
|
|
|
|
|
|
public void glScissor(int x, int y, int w, int h) {
|
|
gl.glScissor(x, y, w, h);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Blending
|
|
|
|
|
|
public void glBlendEquation(int eq) {
|
|
gl.glBlendEquation(eq);
|
|
}
|
|
|
|
|
|
public void glBlendFunc(int srcFactor, int dstFactor) {
|
|
gl.glBlendFunc(srcFactor, dstFactor);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Pixels
|
|
|
|
|
|
public void glReadBuffer(int buf) {
|
|
if (gl2x != null) {
|
|
gl2x.glReadBuffer(buf);
|
|
}
|
|
}
|
|
|
|
|
|
public void glReadPixels(int x, int y, int width, int height, int format, int type, Buffer buffer) {
|
|
gl.glReadPixels(x, y, width, height, format, type, buffer);
|
|
}
|
|
|
|
|
|
public void glDrawBuffer(int buf) {
|
|
if (gl2x != null) {
|
|
gl2x.glDrawBuffer(buf);
|
|
}
|
|
}
|
|
|
|
|
|
public void glClearDepth(float d) {
|
|
gl.glClearDepthf(d);
|
|
}
|
|
|
|
|
|
public void glClearStencil(int s) {
|
|
gl.glClearStencil(s);
|
|
}
|
|
|
|
|
|
public void glColorMask(boolean wr, boolean wg, boolean wb, boolean wa) {
|
|
gl.glColorMask(wr, wg, wb, wa);
|
|
}
|
|
|
|
|
|
public void glClearColor(float r, float g, float b, float a) {
|
|
gl.glClearColor(r, g, b, a);
|
|
}
|
|
|
|
|
|
public void glClear(int mask) {
|
|
gl.glClear(mask);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Context interface
|
|
|
|
|
|
public Context createEmptyContext() {
|
|
return new Context();
|
|
}
|
|
|
|
|
|
public Context getCurrentContext() {
|
|
return new Context(context);
|
|
}
|
|
|
|
|
|
public class Context {
|
|
protected GLContext glContext;
|
|
|
|
Context() {
|
|
glContext = null;
|
|
}
|
|
|
|
Context(GLContext context) {
|
|
glContext = context;
|
|
}
|
|
|
|
boolean current() {
|
|
return equal(context);
|
|
}
|
|
|
|
boolean equal(GLContext context) {
|
|
if (glContext == null || context == null) {
|
|
// A null context means a still non-created resource,
|
|
// so it is considered equal to the argument.
|
|
return true;
|
|
} else {
|
|
return glContext.hashCode() == context.hashCode();
|
|
}
|
|
}
|
|
|
|
int code() {
|
|
if (glContext == null) {
|
|
return -1;
|
|
} else {
|
|
return glContext.hashCode();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Tessellator interface
|
|
|
|
|
|
public Tessellator createTessellator(TessellatorCallback callback) {
|
|
return new Tessellator(callback);
|
|
}
|
|
|
|
|
|
public class Tessellator {
|
|
protected GLUtessellator tess;
|
|
protected TessellatorCallback callback;
|
|
protected GLUCallback gluCallback;
|
|
|
|
public Tessellator(TessellatorCallback callback) {
|
|
this.callback = callback;
|
|
tess = GLU.gluNewTess();
|
|
gluCallback = new GLUCallback();
|
|
|
|
GLU.gluTessCallback(tess, GLU.GLU_TESS_BEGIN, gluCallback);
|
|
GLU.gluTessCallback(tess, GLU.GLU_TESS_END, gluCallback);
|
|
GLU.gluTessCallback(tess, GLU.GLU_TESS_VERTEX, gluCallback);
|
|
GLU.gluTessCallback(tess, GLU.GLU_TESS_COMBINE, gluCallback);
|
|
GLU.gluTessCallback(tess, GLU.GLU_TESS_ERROR, gluCallback);
|
|
}
|
|
|
|
public void beginPolygon() {
|
|
GLU.gluTessBeginPolygon(tess, null);
|
|
}
|
|
|
|
public void endPolygon() {
|
|
GLU.gluTessEndPolygon(tess);
|
|
}
|
|
|
|
public void setWindingRule(int rule) {
|
|
GLU.gluTessProperty(tess, GLU.GLU_TESS_WINDING_RULE, rule);
|
|
}
|
|
|
|
public void beginContour() {
|
|
GLU.gluTessBeginContour(tess);
|
|
}
|
|
|
|
public void endContour() {
|
|
GLU.gluTessEndContour(tess);
|
|
}
|
|
|
|
public void addVertex(double[] v) {
|
|
GLU.gluTessVertex(tess, v, 0, v);
|
|
}
|
|
|
|
protected class GLUCallback extends GLUtessellatorCallbackAdapter {
|
|
public void begin(int type) {
|
|
callback.begin(type);
|
|
}
|
|
|
|
public void end() {
|
|
callback.end();
|
|
}
|
|
|
|
public void vertex(Object data) {
|
|
callback.vertex(data);
|
|
}
|
|
|
|
public void combine(double[] coords, Object[] data,
|
|
float[] weight, Object[] outData) {
|
|
callback.combine(coords, data, weight, outData);
|
|
}
|
|
|
|
public void error(int errnum) {
|
|
callback.error(errnum);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public interface TessellatorCallback {
|
|
public void begin(int type);
|
|
public void end();
|
|
public void vertex(Object data);
|
|
public void combine(double[] coords, Object[] data,
|
|
float[] weight, Object[] outData);
|
|
public void error(int errnum);
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Utility functions
|
|
|
|
|
|
public boolean contextIsCurrent(Context other) {
|
|
return other == null || other.current();
|
|
}
|
|
|
|
|
|
public void enableTexturing(int target) {
|
|
glEnable(target);
|
|
if (target == GL_TEXTURE_2D) {
|
|
texturingTargets[0] = true;
|
|
} else if (target == GL_TEXTURE_RECTANGLE) {
|
|
texturingTargets[1] = true;
|
|
}
|
|
}
|
|
|
|
|
|
public void disableTexturing(int target) {
|
|
glDisable(target);
|
|
if (target == GL_TEXTURE_2D) {
|
|
texturingTargets[0] = false;
|
|
} else if (target == GL_TEXTURE_RECTANGLE) {
|
|
texturingTargets[1] = false;
|
|
}
|
|
}
|
|
|
|
|
|
public boolean texturingIsEnabled(int target) {
|
|
if (target == GL_TEXTURE_2D) {
|
|
return texturingTargets[0];
|
|
} else if (target == GL_TEXTURE_RECTANGLE) {
|
|
return texturingTargets[1];
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
public boolean textureIsBound(int target, int id) {
|
|
if (target == GL_TEXTURE_2D) {
|
|
return boundTextures[0] == id;
|
|
} else if (target == GL_TEXTURE_RECTANGLE) {
|
|
return boundTextures[1] == id;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
public void initTexture(int target, int format, int width, int height) {
|
|
int[] texels = new int[width * height];
|
|
glTexSubImage2D(target, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, IntBuffer.wrap(texels));
|
|
}
|
|
|
|
|
|
public void copyToTexture(int target, int format, int id, int x, int y, int w, int h, IntBuffer buffer) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
boolean enabledTex = false;
|
|
if (!texturingIsEnabled(target)) {
|
|
enableTexturing(target);
|
|
enabledTex = true;
|
|
}
|
|
glBindTexture(target, id);
|
|
glTexSubImage2D(target, 0, x, y, w, h, format, GL_UNSIGNED_BYTE, buffer);
|
|
glBindTexture(target, 0);
|
|
if (enabledTex) {
|
|
disableTexturing(target);
|
|
}
|
|
}
|
|
|
|
|
|
public void drawTexture(int target, int id, int width, int height,
|
|
int X0, int Y0, int X1, int Y1) {
|
|
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 (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 < tex2DShaderProgram) {
|
|
tex2DVertLoc = glGetAttribLocation(tex2DShaderProgram, "inVertex");
|
|
tex2DTCoordLoc = glGetAttribLocation(tex2DShaderProgram, "inTexcoord");
|
|
}
|
|
loadedTex2DShader = true;
|
|
tex2DShaderContext = context;
|
|
}
|
|
|
|
if (texData == null) {
|
|
texData = allocateDirectFloatBuffer(texCoords.length);
|
|
}
|
|
|
|
if (0 < tex2DShaderProgram) {
|
|
// The texture overwrites anything drawn earlier.
|
|
boolean[] depthTest = new boolean[1];
|
|
glGetBooleanv(GL_DEPTH_TEST, depthTest, 0);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
// 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[] depthMask = new boolean[1];
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, depthMask, 0);
|
|
glDepthMask(false);
|
|
|
|
glUseProgram(tex2DShaderProgram);
|
|
|
|
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;
|
|
// Corner 2
|
|
texCoords[ 4] = 2 * (float)scrX1 / pg.width - 1;
|
|
texCoords[ 5] = 2 * (float)scrY0 / pg.height - 1;
|
|
texCoords[ 6] = (float)texX1 / width;
|
|
texCoords[ 7] = (float)texY0 / height;
|
|
// Corner 3
|
|
texCoords[ 8] = 2 * (float)scrX0 / pg.width - 1;
|
|
texCoords[ 9] = 2 * (float)scrY1 / pg.height - 1;
|
|
texCoords[10] = (float)texX0 / width;
|
|
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;
|
|
|
|
texData.rewind();
|
|
texData.put(texCoords);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
boolean enabledTex = false;
|
|
if (!texturingIsEnabled(GL_TEXTURE_2D)) {
|
|
enableTexturing(GL_TEXTURE_2D);
|
|
enabledTex = true;
|
|
}
|
|
glBindTexture(GL_TEXTURE_2D, id);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // Making sure that no VBO is bound at this point.
|
|
|
|
texData.position(0);
|
|
glVertexAttribPointer(tex2DVertLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
|
|
texData.position(2);
|
|
glVertexAttribPointer(tex2DTCoordLoc, 2, GL_FLOAT, false, 4 * SIZEOF_FLOAT, texData);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
if (enabledTex) {
|
|
disableTexturing(GL_TEXTURE_2D);
|
|
}
|
|
|
|
glDisableVertexAttribArray(tex2DVertLoc);
|
|
glDisableVertexAttribArray(tex2DTCoordLoc);
|
|
|
|
glUseProgram(0);
|
|
|
|
if (depthTest[0]) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
glDepthMask(depthMask[0]);
|
|
}
|
|
}
|
|
|
|
|
|
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 = allocateDirectFloatBuffer(texCoords.length);
|
|
}
|
|
|
|
if (0 < texRectShaderProgram) {
|
|
// The texture overwrites anything drawn earlier.
|
|
boolean[] depthTest = new boolean[1];
|
|
glGetBooleanv(GL_DEPTH_TEST, depthTest, 0);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
// 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[] depthMask = new boolean[1];
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, depthMask, 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);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
boolean enabledTex = false;
|
|
if (!texturingIsEnabled(GL_TEXTURE_RECTANGLE)) {
|
|
enableTexturing(GL_TEXTURE_RECTANGLE);
|
|
enabledTex = true;
|
|
}
|
|
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);
|
|
if (enabledTex) {
|
|
disableTexturing(GL_TEXTURE_RECTANGLE);
|
|
}
|
|
|
|
glDisableVertexAttribArray(texRectVertLoc);
|
|
glDisableVertexAttribArray(texRectTCoordLoc);
|
|
|
|
glUseProgram(0);
|
|
|
|
if (depthTest[0]) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
glDepthMask(depthMask[0]);
|
|
}
|
|
}
|
|
|
|
|
|
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()) {
|
|
rectVertShader = createShader(GL_VERTEX_SHADER, rectVertShaderSource);
|
|
rectFragShader = createShader(GL_FRAGMENT_SHADER, rectFragShaderSource);
|
|
if (0 < rectVertShader && 0 < rectFragShader) {
|
|
rectShaderProgram = createProgram(rectVertShader, rectFragShader);
|
|
}
|
|
if (0 < rectShaderProgram) {
|
|
rectVertLoc = glGetAttribLocation(rectShaderProgram, "inVertex");
|
|
rectColorLoc = glGetUniformLocation(rectShaderProgram, "rectColor");
|
|
}
|
|
rectData = allocateDirectFloatBuffer(rectCoords.length);
|
|
loadedRectShader = true;
|
|
rectShaderContext = context;
|
|
}
|
|
|
|
if (0 < rectShaderProgram) {
|
|
// The rectangle overwrites anything drawn earlier.
|
|
boolean[] depthTest = new boolean[1];
|
|
glGetBooleanv(GL_DEPTH_TEST, depthTest, 0);
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
// When drawing the rectangle we don't write to the
|
|
// depth mask, so the rectangle remains in the background
|
|
// and can be occluded by anything drawn later, even if
|
|
// if it is behind it.
|
|
boolean[] depthMask = new boolean[1];
|
|
glGetBooleanv(GL_DEPTH_WRITEMASK, depthMask, 0);
|
|
glDepthMask(false);
|
|
|
|
glUseProgram(rectShaderProgram);
|
|
|
|
glEnableVertexAttribArray(rectVertLoc);
|
|
glUniform4f(rectColorLoc, r, g, b, a);
|
|
|
|
// Vertex coordinates of the rectangle are specified
|
|
// in normalized screen space (-1, 1):
|
|
|
|
// Corner 1
|
|
rectCoords[0] = 2 * (float)scrX0 / pg.width - 1;
|
|
rectCoords[1] = 2 * (float)scrY0 / pg.height - 1;
|
|
|
|
// Corner 2
|
|
rectCoords[2] = 2 * (float)scrX1 / pg.width - 1;
|
|
rectCoords[3] = 2 * (float)scrY0 / pg.height - 1;
|
|
|
|
// Corner 3
|
|
rectCoords[4] = 2 * (float)scrX0 / pg.width - 1;
|
|
rectCoords[5] = 2 * (float)scrY1 / pg.height - 1;
|
|
|
|
// Corner 4
|
|
rectCoords[6] = 2 * (float)scrX1 / pg.width - 1;
|
|
rectCoords[7] = 2 * (float)scrY1 / pg.height - 1;
|
|
|
|
rectData.rewind();
|
|
rectData.put(rectCoords);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); // Making sure that no VBO is bound at this point.
|
|
|
|
rectData.position(0);
|
|
glVertexAttribPointer(rectVertLoc, 2, GL_FLOAT, false, 2 * SIZEOF_FLOAT, rectData);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
glDisableVertexAttribArray(rectVertLoc);
|
|
|
|
glUseProgram(0);
|
|
|
|
if (depthTest[0]) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
} else {
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
glDepthMask(depthMask[0]);
|
|
}
|
|
}
|
|
|
|
|
|
public int getColorValue(int scrX, int scrY) {
|
|
if (colorBuffer == null) {
|
|
colorBuffer = IntBuffer.allocate(1);
|
|
}
|
|
colorBuffer.rewind();
|
|
glReadPixels(scrX, pg.height - scrY - 1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, colorBuffer);
|
|
return colorBuffer.get();
|
|
}
|
|
|
|
|
|
public float getDepthValue(int scrX, int scrY) {
|
|
if (depthBuffer == null) {
|
|
depthBuffer = FloatBuffer.allocate(1);
|
|
}
|
|
depthBuffer.rewind();
|
|
glReadPixels(scrX, pg.height - scrY - 1, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, depthBuffer);
|
|
return depthBuffer.get(0);
|
|
}
|
|
|
|
|
|
public byte getStencilValue(int scrX, int scrY) {
|
|
if (stencilBuffer == null) {
|
|
stencilBuffer = ByteBuffer.allocate(1);
|
|
}
|
|
glReadPixels(scrX, pg.height - scrY - 1, 1, 1, GL_STENCIL_INDEX, GL.GL_UNSIGNED_BYTE, stencilBuffer);
|
|
return stencilBuffer.get(0);
|
|
}
|
|
|
|
|
|
// bit shifting this might be more efficient
|
|
public static int nextPowerOfTwo(int val) {
|
|
int ret = 1;
|
|
while (ret < val) {
|
|
ret <<= 1;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input native OpenGL value (RGBA on big endian, ABGR on little
|
|
* endian) to Java ARGB.
|
|
*/
|
|
public static int nativeToJavaARGB(int color) {
|
|
if (BIG_ENDIAN) { // RGBA to ARGB
|
|
return (color & 0xff000000) |
|
|
((color >> 8) & 0x00ffffff);
|
|
} else { // ABGR to ARGB
|
|
return (color & 0xff000000) |
|
|
((color << 16) & 0xff0000) |
|
|
(color & 0xff00) |
|
|
((color >> 16) & 0xff);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input array of native OpenGL values (RGBA on big endian, ABGR on little
|
|
* endian) representing an image of width x height resolution to Java ARGB.
|
|
* It also rearranges the elements in the array so that the image is flipped
|
|
* vertically.
|
|
*/
|
|
public static void nativeToJavaARGB(int[] pixels, int width, int height) {
|
|
int index = 0;
|
|
int yindex = (height - 1) * width;
|
|
for (int y = 0; y < height / 2; y++) {
|
|
if (BIG_ENDIAN) { // RGBA to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = (pixels[yindex] & 0xff000000) |
|
|
((pixels[yindex] >> 8) & 0x00ffffff);
|
|
pixels[yindex] = (temp & 0xff000000) |
|
|
((temp >> 8) & 0x00ffffff);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
} else { // ABGR to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = (pixels[yindex] & 0xff000000) |
|
|
((pixels[yindex] << 16) & 0xff0000) |
|
|
(pixels[yindex] & 0xff00) |
|
|
((pixels[yindex] >> 16) & 0xff);
|
|
pixels[yindex] = (temp & 0xff000000) |
|
|
((temp << 16) & 0xff0000) |
|
|
(temp & 0xff00) |
|
|
((temp >> 16) & 0xff);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
}
|
|
yindex -= width * 2;
|
|
}
|
|
|
|
// Flips image
|
|
if ((height % 2) == 1) {
|
|
index = (height / 2) * width;
|
|
if (BIG_ENDIAN) { // RGBA to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = (pixels[index] & 0xff000000) |
|
|
((pixels[index] >> 8) & 0x00ffffff);
|
|
index++;
|
|
}
|
|
} else { // ABGR to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = (pixels[index] & 0xff000000) |
|
|
((pixels[index] << 16) & 0xff0000) |
|
|
(pixels[index] & 0xff00) |
|
|
((pixels[index] >> 16) & 0xff);
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input native OpenGL value (RGBA on big endian, ABGR on little
|
|
* endian) to Java RGB, so that the alpha component of the result is set
|
|
* to opaque (255).
|
|
*/
|
|
public static int nativeToJavaRGB(int color) {
|
|
if (BIG_ENDIAN) { // RGBA to ARGB
|
|
return ((color << 8) & 0xffffff00) | 0xff;
|
|
} else { // ABGR to ARGB
|
|
return 0xff000000 | ((color << 16) & 0xff0000) |
|
|
(color & 0xff00) |
|
|
((color >> 16) & 0xff);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input array of native OpenGL values (RGBA on big endian, ABGR on little
|
|
* endian) representing an image of width x height resolution to Java RGB,
|
|
* so that the alpha component of all pixels is set to opaque (255). It also
|
|
* rearranges the elements in the array so that the image is flipped vertically.
|
|
*/
|
|
public static void nativeToJavaRGB(int[] pixels, int width, int height) {
|
|
int index = 0;
|
|
int yindex = (height - 1) * width;
|
|
for (int y = 0; y < height / 2; y++) {
|
|
if (BIG_ENDIAN) { // RGBA to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = 0xff000000 | ((pixels[yindex] >> 8) & 0x00ffffff);
|
|
pixels[yindex] = 0xff000000 | ((temp >> 8) & 0x00ffffff);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
} else { // ABGR to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = 0xff000000 | ((pixels[yindex] << 16) & 0xff0000) |
|
|
(pixels[yindex] & 0xff00) |
|
|
((pixels[yindex] >> 16) & 0xff);
|
|
pixels[yindex] = 0xff000000 | ((temp << 16) & 0xff0000) |
|
|
(temp & 0xff00) |
|
|
((temp >> 16) & 0xff);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
}
|
|
yindex -= width * 2;
|
|
}
|
|
|
|
// Flips image
|
|
if ((height % 2) == 1) {
|
|
index = (height / 2) * width;
|
|
if (BIG_ENDIAN) { // RGBA to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = 0xff000000 | ((pixels[index] >> 8) & 0x00ffffff);
|
|
index++;
|
|
}
|
|
} else { // ABGR to ARGB
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = 0xff000000 | ((pixels[index] << 16) & 0xff0000) |
|
|
(pixels[index] & 0xff00) |
|
|
((pixels[index] >> 16) & 0xff);
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input Java ARGB value to native OpenGL format (RGBA on big endian,
|
|
* BGRA on little endian).
|
|
*/
|
|
public static int javaToNativeARGB(int color) {
|
|
if (BIG_ENDIAN) { // ARGB to RGBA
|
|
return ((color >> 24) & 0xff) |
|
|
((color << 8) & 0xffffff00);
|
|
} else { // ARGB to ABGR
|
|
return (color & 0xff000000) |
|
|
((color << 16) & 0xff0000) |
|
|
(color & 0xff00) |
|
|
((color >> 16) & 0xff);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input array of Java ARGB values representing an image of width x height
|
|
* resolution to native OpenGL format (RGBA on big endian, BGRA on little endian).
|
|
* It also rearranges the elements in the array so that the image is flipped
|
|
* vertically.
|
|
*/
|
|
public static void javaToNativeARGB(int[] pixels, int width, int height) {
|
|
int index = 0;
|
|
int yindex = (height - 1) * width;
|
|
for (int y = 0; y < height / 2; y++) {
|
|
if (BIG_ENDIAN) { // ARGB to RGBA
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = ((pixels[yindex] >> 24) & 0xff) |
|
|
((pixels[yindex] << 8) & 0xffffff00);
|
|
pixels[yindex] = ((temp >> 24) & 0xff) |
|
|
((temp << 8) & 0xffffff00);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
|
|
} else { // ARGB to ABGR
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = (pixels[yindex] & 0xff000000) |
|
|
((pixels[yindex] << 16) & 0xff0000) |
|
|
(pixels[yindex] & 0xff00) |
|
|
((pixels[yindex] >> 16) & 0xff);
|
|
pixels[yindex] = (pixels[yindex] & 0xff000000) |
|
|
((temp << 16) & 0xff0000) |
|
|
(temp & 0xff00) |
|
|
((temp >> 16) & 0xff);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
}
|
|
yindex -= width * 2;
|
|
}
|
|
|
|
// Flips image
|
|
if ((height % 2) == 1) {
|
|
index = (height / 2) * width;
|
|
if (BIG_ENDIAN) { // ARGB to RGBA
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = ((pixels[index] >> 24) & 0xff) |
|
|
((pixels[index] << 8) & 0xffffff00);
|
|
index++;
|
|
}
|
|
} else { // ARGB to ABGR
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = (pixels[index] & 0xff000000) |
|
|
((pixels[index] << 16) & 0xff0000) |
|
|
(pixels[index] & 0xff00) |
|
|
((pixels[index] >> 16) & 0xff);
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input Java ARGB value to native OpenGL format (RGBA on big endian,
|
|
* BGRA on little endian), setting alpha component to opaque (255).
|
|
*/
|
|
public static int javaToNativeRGB(int color) {
|
|
if (BIG_ENDIAN) { // ARGB to RGBA
|
|
return ((color << 8) & 0xffffff00) | 0xff;
|
|
} else { // ARGB to ABGR
|
|
return 0xff000000 | ((color << 16) & 0xff0000) |
|
|
(color & 0xff00) |
|
|
((color >> 16) & 0xff);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Converts input array of Java ARGB values representing an image of width x height
|
|
* resolution to native OpenGL format (RGBA on big endian, BGRA on little endian),
|
|
* while setting alpha component of all pixels to opaque (255). It also rearranges
|
|
* the elements in the array so that the image is flipped vertically.
|
|
*/
|
|
public static void javaToNativeRGB(int[] pixels, int width, int height) {
|
|
int index = 0;
|
|
int yindex = (height - 1) * width;
|
|
for (int y = 0; y < height / 2; y++) {
|
|
if (BIG_ENDIAN) { // ARGB to RGBA
|
|
for (int x = 0; x < width; x++) {
|
|
int temp = pixels[index];
|
|
pixels[index] = ((pixels[yindex] << 8) & 0xffffff00) | 0xff;
|
|
pixels[yindex] = ((temp << 8) & 0xffffff00) | 0xff;
|
|
index++;
|
|
yindex++;
|
|
}
|
|
|
|
} else {
|
|
for (int x = 0; x < width; x++) { // ARGB to ABGR
|
|
int temp = pixels[index];
|
|
pixels[index] = 0xff000000 | ((pixels[yindex] << 16) & 0xff0000) |
|
|
(pixels[yindex] & 0xff00) |
|
|
((pixels[yindex] >> 16) & 0xff);
|
|
pixels[yindex] = 0xff000000 | ((temp << 16) & 0xff0000) |
|
|
(temp & 0xff00) |
|
|
((temp >> 16) & 0xff);
|
|
index++;
|
|
yindex++;
|
|
}
|
|
}
|
|
yindex -= width * 2;
|
|
}
|
|
|
|
// Flips image
|
|
if ((height % 2) == 1) { // ARGB to RGBA
|
|
index = (height / 2) * width;
|
|
if (BIG_ENDIAN) {
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = ((pixels[index] << 8) & 0xffffff00) | 0xff;
|
|
index++;
|
|
}
|
|
} else { // ARGB to ABGR
|
|
for (int x = 0; x < width; x++) {
|
|
pixels[index] = 0xff000000 | ((pixels[index] << 16) & 0xff0000) |
|
|
(pixels[index] & 0xff00) |
|
|
((pixels[index] >> 16) & 0xff);
|
|
index++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
public int createShader(int shaderType, String source) {
|
|
int shader = glCreateShader(shaderType);
|
|
if (shader != 0) {
|
|
glShaderSource(shader, source);
|
|
glCompileShader(shader);
|
|
int[] compiled = new int[1];
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, compiled, 0);
|
|
if (compiled[0] == GL_FALSE) {
|
|
System.err.println("Could not compile shader " + shaderType + ":");
|
|
System.err.println(glGetShaderInfoLog(shader));
|
|
glDeleteShader(shader);
|
|
shader = 0;
|
|
}
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
|
|
public int createProgram(int vertexShader, int fragmentShader) {
|
|
int program = glCreateProgram();
|
|
if (program != 0) {
|
|
glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
glLinkProgram(program);
|
|
int[] linked = new int[1];
|
|
glGetProgramiv(program, GL_LINK_STATUS, linked, 0);
|
|
if (linked[0] == GL_FALSE) {
|
|
System.err.println("Could not link program: ");
|
|
System.err.println(glGetProgramInfoLog(program));
|
|
glDeleteProgram(program);
|
|
program = 0;
|
|
}
|
|
}
|
|
return program;
|
|
}
|
|
|
|
|
|
public boolean validateFramebuffer() {
|
|
int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status == GL_FRAMEBUFFER_COMPLETE) {
|
|
return true;
|
|
} else if (status == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
|
|
throw new RuntimeException("PFramebuffer: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (" + Integer.toHexString(status) + ")");
|
|
} else if (status == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
|
|
throw new RuntimeException("PFramebuffer: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT (" + Integer.toHexString(status) + ")");
|
|
} else if (status == GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS) {
|
|
throw new RuntimeException("PFramebuffer: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS (" + Integer.toHexString(status) + ")");
|
|
} else if (status == GL_FRAMEBUFFER_INCOMPLETE_FORMATS) {
|
|
throw new RuntimeException("PFramebuffer: GL_FRAMEBUFFER_INCOMPLETE_FORMATS (" + Integer.toHexString(status) + ")");
|
|
} else if (status == GL_FRAMEBUFFER_UNSUPPORTED) {
|
|
throw new RuntimeException("PFramebuffer: GL_FRAMEBUFFER_UNSUPPORTED" + Integer.toHexString(status));
|
|
} else {
|
|
throw new RuntimeException("PFramebuffer: unknown framebuffer error (" + Integer.toHexString(status) + ")");
|
|
}
|
|
}
|
|
|
|
|
|
public static ByteBuffer allocateDirectByteBuffer(int size) {
|
|
return ByteBuffer.allocateDirect(size * SIZEOF_BYTE).order(ByteOrder.nativeOrder());
|
|
}
|
|
|
|
|
|
public static IntBuffer allocateDirectIntBuffer(int size) {
|
|
return ByteBuffer.allocateDirect(size * SIZEOF_INT).order(ByteOrder.nativeOrder()).asIntBuffer();
|
|
}
|
|
|
|
|
|
public static FloatBuffer allocateDirectFloatBuffer(int size) {
|
|
return ByteBuffer.allocateDirect(size * SIZEOF_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// Java specific stuff
|
|
|
|
|
|
protected class PGLListener implements GLEventListener {
|
|
@Override
|
|
public void display(GLAutoDrawable adrawable) {
|
|
drawable = adrawable;
|
|
context = adrawable.getContext();
|
|
gl = context.getGL();
|
|
gl2 = gl.getGL2ES2();
|
|
try {
|
|
gl2x = gl.getGL2();
|
|
} catch (javax.media.opengl.GLException e) {
|
|
gl2x = null;
|
|
}
|
|
|
|
pg.parent.handleDraw();
|
|
}
|
|
|
|
@Override
|
|
public void dispose(GLAutoDrawable adrawable) {
|
|
}
|
|
|
|
@Override
|
|
public void init(GLAutoDrawable adrawable) {
|
|
drawable = adrawable;
|
|
context = adrawable.getContext();
|
|
}
|
|
|
|
@Override
|
|
public void reshape(GLAutoDrawable adrawable, int x, int y, int w, int h) {
|
|
drawable = adrawable;
|
|
context = adrawable.getContext();
|
|
|
|
if (glColorFbo[0] != 0) {
|
|
// The screen FBO hack needs the FBO to be recreated when starting
|
|
// and after resizing.
|
|
glColorFbo[0] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/** Animator subclass to drive render loop when using NEWT.
|
|
**/
|
|
protected static class PGLAnimator extends AnimatorBase {
|
|
private static int count = 0;
|
|
private Timer timer = null;
|
|
private TimerTask task = null;
|
|
private volatile boolean shouldRun;
|
|
|
|
protected String getBaseName(String prefix) {
|
|
return prefix + "PGLAnimator";
|
|
}
|
|
|
|
/** Creates an CustomAnimator with an initial drawable to
|
|
* animate.
|
|
*/
|
|
public PGLAnimator(GLAutoDrawable drawable) {
|
|
if (drawable != null) {
|
|
add(drawable);
|
|
}
|
|
}
|
|
|
|
public synchronized void requestDisplay() {
|
|
shouldRun = true;
|
|
}
|
|
|
|
public final boolean isStarted() {
|
|
stateSync.lock();
|
|
try {
|
|
return (timer != null);
|
|
} finally {
|
|
stateSync.unlock();
|
|
}
|
|
}
|
|
|
|
public final boolean isAnimating() {
|
|
stateSync.lock();
|
|
try {
|
|
return (timer != null) && (task != null);
|
|
} finally {
|
|
stateSync.unlock();
|
|
}
|
|
}
|
|
|
|
private void startTask() {
|
|
if(null != task) {
|
|
return;
|
|
}
|
|
|
|
task = new TimerTask() {
|
|
private boolean firstRun = true;
|
|
public void run() {
|
|
if (firstRun) {
|
|
Thread.currentThread().setName("PGL-RenderQueue-" + count);
|
|
firstRun = false;
|
|
count++;
|
|
}
|
|
if (PGLAnimator.this.shouldRun) {
|
|
PGLAnimator.this.animThread = Thread.currentThread();
|
|
// display impl. uses synchronized block on the animator instance
|
|
display();
|
|
synchronized (this) {
|
|
// done with current frame.
|
|
shouldRun = false;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
fpsCounter.resetFPSCounter();
|
|
shouldRun = false;
|
|
|
|
timer.schedule(task, 0, 1);
|
|
}
|
|
|
|
public synchronized boolean start() {
|
|
if (timer != null) {
|
|
return false;
|
|
}
|
|
stateSync.lock();
|
|
try {
|
|
timer = new Timer();
|
|
startTask();
|
|
} finally {
|
|
stateSync.unlock();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/** Stops this CustomAnimator. */
|
|
public synchronized boolean stop() {
|
|
if (timer == null) {
|
|
return false;
|
|
}
|
|
stateSync.lock();
|
|
try {
|
|
shouldRun = false;
|
|
if(null != task) {
|
|
task.cancel();
|
|
task = null;
|
|
}
|
|
if(null != timer) {
|
|
timer.cancel();
|
|
timer = null;
|
|
}
|
|
animThread = null;
|
|
try {
|
|
Thread.sleep(20); // ~ 1/60 hz wait, since we can't ctrl stopped threads
|
|
} catch (InterruptedException e) { }
|
|
} finally {
|
|
stateSync.unlock();
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public final boolean isPaused() { return false; }
|
|
public synchronized boolean resume() { return false; }
|
|
public synchronized boolean pause() { return false; }
|
|
}
|
|
}
|