Files
processing4/core/src/processing/opengl/PGL.java

2669 lines
78 KiB
Java

/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2011-12 Ben Fry and Casey Reas
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General
Public License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
package processing.opengl;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Arrays;
import java.util.Timer;
import java.util.TimerTask;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLCapabilitiesImmutable;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLDrawable;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLException;
import javax.media.opengl.GLFBODrawable;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
import javax.media.opengl.glu.GLUtessellator;
import javax.media.opengl.glu.GLUtessellatorCallbackAdapter;
import processing.core.PApplet;
import processing.core.PConstants;
import com.jogamp.newt.awt.NewtCanvasAWT;
import com.jogamp.newt.opengl.GLWindow;
import com.jogamp.opengl.FBObject;
import com.jogamp.opengl.util.AnimatorBase;
/**
* Processing-OpenGL abstraction layer.
*
* Warnings are suppressed for static access because presumably on Android,
* the GL2 vs GL distinctions are necessary, whereas on desktop they are not.
*/
@SuppressWarnings("static-access")
public class PGL {
// The two windowing toolkits available to use in JOGL:
protected static final int AWT = 0; // http://jogamp.org/wiki/index.php/Using_JOGL_in_AWT_SWT_and_Swing
protected static final int NEWT = 1; // http://jogamp.org/jogl/doc/NEWT-Overview.html
/** Size of a short (in bytes). */
protected static final int SIZEOF_SHORT = Short.SIZE / 8;
/** Size of an int (in bytes). */
protected static final int SIZEOF_INT = Integer.SIZE / 8;
/** Size of a float (in bytes). */
protected static final int SIZEOF_FLOAT = Float.SIZE / 8;
/** Size of a byte (in bytes). */
protected static final int SIZEOF_BYTE = Byte.SIZE / 8;
/** Size of a vertex index. */
protected static final int SIZEOF_INDEX = SIZEOF_SHORT;
/** Type of a vertex index. */
protected static final int INDEX_TYPE = GL.GL_UNSIGNED_SHORT;
/** Initial sizes for arrays of input and tessellated data. */
protected static final int DEFAULT_IN_VERTICES = 64;
protected static final int DEFAULT_IN_EDGES = 128;
protected static final int DEFAULT_IN_TEXTURES = 64;
protected static final int DEFAULT_TESS_VERTICES = 64;
protected static final int DEFAULT_TESS_INDICES = 128;
/** Maximum lights by default is 8, the minimum defined by OpenGL. */
protected static final int MAX_LIGHTS = 8;
/** Maximum index value of a tessellated vertex. GLES restricts the vertex
* indices to be of type unsigned short. Since Java only supports signed
* shorts as primitive type we have 2^15 = 32768 as the maximum number of
* vertices that can be referred to within a single VBO. */
protected static final int MAX_VERTEX_INDEX = 32767;
protected static final int MAX_VERTEX_INDEX1 = MAX_VERTEX_INDEX + 1;
/** Count of tessellated fill, line or point vertices that will
* trigger a flush in the immediate mode. It doesn't necessarily
* be equal to MAX_VERTEX_INDEX1, since the number of vertices can
* be effectively much large since the renderer uses offsets to
* refer to vertices beyond the MAX_VERTEX_INDEX limit.
*/
protected static final int FLUSH_VERTEX_COUNT = MAX_VERTEX_INDEX1;
/** Maximum dimension of a texture used to hold font data. **/
protected static final int MAX_FONT_TEX_SIZE = 1024;
/** Minimum stroke weight needed to apply the full path stroking
* algorithm that properly generates caps and joins.
*/
protected static final float MIN_CAPS_JOINS_WEIGHT = 2f;
/** Maximum length of linear paths to be stroked with the
* full algorithm that generates accurate caps and joins.
*/
protected static final int MAX_CAPS_JOINS_LENGTH = 5000;
/** Minimum array size to use arrayCopy method(). **/
protected static final int MIN_ARRAYCOPY_SIZE = 2;
/** Enables/disables mipmap use. **/
protected static final boolean MIPMAPS_ENABLED = true;
/** Machine Epsilon for float precision. **/
protected static float FLOAT_EPS = Float.MIN_VALUE;
// Calculation of the Machine Epsilon for float precision. From:
// http://en.wikipedia.org/wiki/Machine_epsilon#Approximation_using_Java
static {
float eps = 1.0f;
do {
eps /= 2.0f;
} while ((float)(1.0 + (eps / 2.0)) != 1.0);
FLOAT_EPS = eps;
}
/**
* Set to true if the host system is big endian (PowerPC, MIPS, SPARC), false
* if little endian (x86 Intel for Mac or PC).
*/
protected static boolean BIG_ENDIAN =
ByteOrder.nativeOrder() == ByteOrder.BIG_ENDIAN;
protected static final String SHADER_PREPROCESSOR_DIRECTIVE =
"#ifdef GL_ES\n" +
"precision mediump float;\n" +
"precision mediump int;\n" +
"#endif\n";
///////////////////////////////////////////////////////////
// OpenGL constants
public static final int FALSE = GL.GL_FALSE;
public static final int TRUE = GL.GL_TRUE;
public static final int LESS = GL.GL_LESS;
public static final int LEQUAL = GL.GL_LEQUAL;
public static final int CCW = GL.GL_CCW;
public static final int CW = GL.GL_CW;
public static final int CULL_FACE = GL.GL_CULL_FACE;
public static final int FRONT = GL.GL_FRONT;
public static final int BACK = GL.GL_BACK;
public static final int FRONT_AND_BACK = GL.GL_FRONT_AND_BACK;
public static final int VIEWPORT = GL.GL_VIEWPORT;
public static final int SCISSOR_TEST = GL.GL_SCISSOR_TEST;
public static final int DEPTH_TEST = GL.GL_DEPTH_TEST;
public static final int DEPTH_WRITEMASK = GL.GL_DEPTH_WRITEMASK;
public static final int COLOR_BUFFER_BIT = GL.GL_COLOR_BUFFER_BIT;
public static final int DEPTH_BUFFER_BIT = GL.GL_DEPTH_BUFFER_BIT;
public static final int STENCIL_BUFFER_BIT = GL.GL_STENCIL_BUFFER_BIT;
public static final int FUNC_ADD = GL.GL_FUNC_ADD;
public static final int FUNC_MIN = GL2.GL_MIN;
public static final int FUNC_MAX = GL2.GL_MAX;
public static final int FUNC_REVERSE_SUBTRACT = GL.GL_FUNC_REVERSE_SUBTRACT;
public static final int TEXTURE_2D = GL.GL_TEXTURE_2D;
public static final int TEXTURE_RECTANGLE = GL2.GL_TEXTURE_RECTANGLE;
public static final int TEXTURE_BINDING_2D = GL.GL_TEXTURE_BINDING_2D;
public static final int TEXTURE_BINDING_RECTANGLE =
GL2.GL_TEXTURE_BINDING_RECTANGLE;
public static final int RGB = GL.GL_RGB;
public static final int RGBA = GL.GL_RGBA;
public static final int ALPHA = GL.GL_ALPHA;
public static final int UNSIGNED_INT = GL.GL_UNSIGNED_INT;
public static final int UNSIGNED_BYTE = GL.GL_UNSIGNED_BYTE;
public static final int UNSIGNED_SHORT = GL.GL_UNSIGNED_SHORT;
public static final int FLOAT = GL.GL_FLOAT;
public static final int NEAREST = GL.GL_NEAREST;
public static final int LINEAR = GL.GL_LINEAR;
public static final int LINEAR_MIPMAP_NEAREST = GL.GL_LINEAR_MIPMAP_NEAREST;
public static final int LINEAR_MIPMAP_LINEAR = GL.GL_LINEAR_MIPMAP_LINEAR;
public static final int CLAMP_TO_EDGE = GL.GL_CLAMP_TO_EDGE;
public static final int REPEAT = GL.GL_REPEAT;
public static final int RGBA8 = GL.GL_RGBA8;
public static final int DEPTH24_STENCIL8 = GL.GL_DEPTH24_STENCIL8;
public static final int DEPTH_COMPONENT = GL2.GL_DEPTH_COMPONENT;
public static final int DEPTH_COMPONENT16 = GL.GL_DEPTH_COMPONENT16;
public static final int DEPTH_COMPONENT24 = GL.GL_DEPTH_COMPONENT24;
public static final int DEPTH_COMPONENT32 = GL.GL_DEPTH_COMPONENT32;
public static final int STENCIL_INDEX = GL2.GL_STENCIL_INDEX;
public static final int STENCIL_INDEX1 = GL.GL_STENCIL_INDEX1;
public static final int STENCIL_INDEX4 = GL.GL_STENCIL_INDEX4;
public static final int STENCIL_INDEX8 = GL.GL_STENCIL_INDEX8;
public static final int ARRAY_BUFFER = GL.GL_ARRAY_BUFFER;
public static final int ELEMENT_ARRAY_BUFFER = GL.GL_ELEMENT_ARRAY_BUFFER;
public static final int SAMPLES = GL.GL_SAMPLES;
public static final int FRAMEBUFFER_COMPLETE =
GL.GL_FRAMEBUFFER_COMPLETE;
public static final int FRAMEBUFFER_INCOMPLETE_ATTACHMENT =
GL.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT =
GL.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT;
public static final int FRAMEBUFFER_INCOMPLETE_DIMENSIONS =
GL.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS;
public static final int FRAMEBUFFER_INCOMPLETE_FORMATS =
GL.GL_FRAMEBUFFER_INCOMPLETE_FORMATS;
public static final int FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER =
GL2.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER;
public static final int FRAMEBUFFER_INCOMPLETE_READ_BUFFER =
GL2.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER;
public static final int FRAMEBUFFER_UNSUPPORTED =
GL.GL_FRAMEBUFFER_UNSUPPORTED;
public static final int STATIC_DRAW = GL.GL_STATIC_DRAW;
public static final int DYNAMIC_DRAW = GL.GL_DYNAMIC_DRAW;
public static final int STREAM_DRAW = GL2.GL_STREAM_DRAW;
public static final int READ_ONLY = GL2.GL_READ_ONLY;
public static final int WRITE_ONLY = GL2.GL_WRITE_ONLY;
public static final int READ_WRITE = GL2.GL_READ_WRITE;
public static final int TRIANGLE_FAN = GL.GL_TRIANGLE_FAN;
public static final int TRIANGLE_STRIP = GL.GL_TRIANGLE_STRIP;
public static final int TRIANGLES = GL.GL_TRIANGLES;
public static final int VENDOR = GL.GL_VENDOR;
public static final int RENDERER = GL.GL_RENDERER;
public static final int VERSION = GL.GL_VERSION;
public static final int EXTENSIONS = GL.GL_EXTENSIONS;
public static final int SHADING_LANGUAGE_VERSION =
GL2ES2.GL_SHADING_LANGUAGE_VERSION;
public static final int MAX_TEXTURE_SIZE = GL.GL_MAX_TEXTURE_SIZE;
public static final int MAX_SAMPLES = GL2.GL_MAX_SAMPLES;
public static final int ALIASED_LINE_WIDTH_RANGE =
GL.GL_ALIASED_LINE_WIDTH_RANGE;
public static final int ALIASED_POINT_SIZE_RANGE =
GL.GL_ALIASED_POINT_SIZE_RANGE;
public static final int DEPTH_BITS = GL.GL_DEPTH_BITS;
public static final int STENCIL_BITS = GL.GL_STENCIL_BITS;
public static final int TESS_WINDING_NONZERO = GLU.GLU_TESS_WINDING_NONZERO;
public static final int TESS_WINDING_ODD = GLU.GLU_TESS_WINDING_ODD;
public static final int TEXTURE0 = GL.GL_TEXTURE0;
public static final int TEXTURE1 = GL.GL_TEXTURE1;
public static final int TEXTURE2 = GL.GL_TEXTURE2;
public static final int TEXTURE3 = GL.GL_TEXTURE3;
public static final int TEXTURE_MIN_FILTER = GL.GL_TEXTURE_MIN_FILTER;
public static final int TEXTURE_MAG_FILTER = GL.GL_TEXTURE_MAG_FILTER;
public static final int TEXTURE_WRAP_S = GL.GL_TEXTURE_WRAP_S;
public static final int TEXTURE_WRAP_T = GL.GL_TEXTURE_WRAP_T;
public static final int BLEND = GL.GL_BLEND;
public static final int ONE = GL.GL_ONE;
public static final int ZERO = GL.GL_ZERO;
public static final int SRC_ALPHA = GL.GL_SRC_ALPHA;
public static final int DST_ALPHA = GL.GL_DST_ALPHA;
public static final int ONE_MINUS_SRC_ALPHA = GL.GL_ONE_MINUS_SRC_ALPHA;
public static final int ONE_MINUS_DST_COLOR = GL.GL_ONE_MINUS_DST_COLOR;
public static final int ONE_MINUS_SRC_COLOR = GL.GL_ONE_MINUS_SRC_COLOR;
public static final int DST_COLOR = GL.GL_DST_COLOR;
public static final int SRC_COLOR = GL.GL_SRC_COLOR;
public static final int FRAMEBUFFER = GL.GL_FRAMEBUFFER;
public static final int COLOR_ATTACHMENT0 = GL.GL_COLOR_ATTACHMENT0;
public static final int COLOR_ATTACHMENT1 = GL2.GL_COLOR_ATTACHMENT1;
public static final int COLOR_ATTACHMENT2 = GL2.GL_COLOR_ATTACHMENT2;
public static final int COLOR_ATTACHMENT3 = GL2.GL_COLOR_ATTACHMENT3;
public static final int RENDERBUFFER = GL.GL_RENDERBUFFER;
public static final int DEPTH_ATTACHMENT = GL.GL_DEPTH_ATTACHMENT;
public static final int STENCIL_ATTACHMENT = GL.GL_STENCIL_ATTACHMENT;
public static final int READ_FRAMEBUFFER = GL2.GL_READ_FRAMEBUFFER;
public static final int DRAW_FRAMEBUFFER = GL2.GL_DRAW_FRAMEBUFFER;
public static final int VERTEX_SHADER = GL2.GL_VERTEX_SHADER;
public static final int FRAGMENT_SHADER = GL2.GL_FRAGMENT_SHADER;
public static final int INFO_LOG_LENGTH = GL2.GL_INFO_LOG_LENGTH;
public static final int SHADER_SOURCE_LENGTH = GL2.GL_SHADER_SOURCE_LENGTH;
public static final int COMPILE_STATUS = GL2.GL_COMPILE_STATUS;
public static final int LINK_STATUS = GL2.GL_LINK_STATUS;
public static final int VALIDATE_STATUS = GL2.GL_VALIDATE_STATUS;
public static final int MULTISAMPLE = GL.GL_MULTISAMPLE;
public static final int POINT_SMOOTH = GL2.GL_POINT_SMOOTH;
public static final int LINE_SMOOTH = GL.GL_LINE_SMOOTH;
public static final int POLYGON_SMOOTH = GL2.GL_POLYGON_SMOOTH;
/** Basic GL functionality, common to all profiles */
public GL gl;
/** GLU interface **/
public GLU glu;
/** The rendering context (holds rendering state info) */
public GLContext context;
/** The AWT canvas where OpenGL rendering takes place */
public Canvas canvas;
/** GLES2 functionality (shaders, etc) */
protected GL2ES2 gl2;
/** GL2 desktop functionality (blit framebuffer, map buffer range,
* multisampled renerbuffers) */
protected GL2 gl2x;
/** The PGraphics object using this interface */
protected PGraphicsOpenGL pg;
/** Whether OpenGL has been initialized or not */
protected boolean initialized;
/** Windowing toolkit */
protected static int toolkit = NEWT;
protected static boolean enable_screen_FBO_macosx = false;
protected static boolean enable_screen_FBO_windows = false;
protected static boolean enable_screen_FBO_linux = false;
protected static boolean enable_screen_FBO_other = false;
/** Selected GL profile */
protected GLProfile profile;
/** The capabilities of the OpenGL rendering surface */
protected GLCapabilitiesImmutable capabilities;
/** The rendering surface */
protected GLDrawable drawable;
/** The AWT-OpenGL canvas */
protected GLCanvas canvasAWT;
/** The NEWT-OpenGL canvas */
protected NewtCanvasAWT canvasNEWT;
/** The NEWT window */
protected GLWindow window;
/** The listener that fires the frame rendering in Processing */
protected PGLListener listener;
/** Animator to drive the rendering thread in NEWT */
protected PGLAnimator animator;
/** Desired target framerate */
protected float targetFramerate = 60;
protected boolean setFramerate = false;
/** Which texturing targets are enabled */
protected static boolean[] texturingTargets = { false, false };
/** Which textures are bound to each target */
protected static int[] boundTextures = { 0, 0 };
///////////////////////////////////////////////////////////
// FBO for anti-aliased rendering
protected int drawTexName;
protected int drawTexWidth, drawTexHeight;
protected FBObject drawFBO;
/*
protected static final boolean ENABLE_OSX_SCREEN_FBO = false;
protected static final int MIN_OSX_VER_FOR_SCREEN_FBO = 6;
protected static final int MIN_SAMPLES_FOR_SCREEN_FBO = 1;
protected boolean needScreenFBO = false;
protected int fboWidth, fboHeight;
protected int numSamples;
protected boolean multisample;
protected boolean packedDepthStencil;
protected int backTex, frontTex;
protected int[] glColorTex = { 0, 0 };
protected int[] glColorFbo = { 0 };
protected int[] glMultiFbo = { 0 };
protected int[] glColorRenderBuffer = { 0 };
protected int[] glPackedDepthStencil = { 0 };
protected int[] glDepthBuffer = { 0 };
protected int[] glStencilBuffer = { 0 };
protected int contextHashCode;
*/
///////////////////////////////////////////////////////////
// Texture rendering
protected boolean loadedTex2DShader = false;
protected int tex2DShaderProgram;
protected int tex2DVertShader;
protected int tex2DFragShader;
protected GLContext tex2DShaderContext;
protected int tex2DVertLoc;
protected int tex2DTCoordLoc;
protected boolean loadedTexRectShader = false;
protected int texRectShaderProgram;
protected int texRectVertShader;
protected int texRectFragShader;
protected GLContext texRectShaderContext;
protected int texRectVertLoc;
protected int texRectTCoordLoc;
protected float[] texCoords = {
// X, Y, U, V
-1.0f, -1.0f, 0.0f, 0.0f,
+1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, +1.0f, 0.0f, 1.0f,
+1.0f, +1.0f, 1.0f, 1.0f
};
protected FloatBuffer texData;
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);" +
"}";
///////////////////////////////////////////////////////////
// 1-pixel color, depth, stencil buffers
protected IntBuffer colorBuffer;
protected FloatBuffer depthBuffer;
protected ByteBuffer stencilBuffer;
///////////////////////////////////////////////////////////
// Initialization, finalization
public PGL(PGraphicsOpenGL pg) {
this.pg = pg;
glu = new GLU();
initialized = false;
}
protected 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;
}
}
protected void initPrimarySurface(int antialias) {
if (profile == null) {
profile = GLProfile.getDefault();
} else {
// Restarting...
if (canvasAWT != null) {
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) {
caps.setSampleBuffers(true);
caps.setNumSamples(antialias);
} else {
caps.setSampleBuffers(false);
}
if (PApplet.platform == PConstants.MACOSX) {
caps.setFBO(enable_screen_FBO_macosx);
} else if (PApplet.platform == PConstants.WINDOWS) {
caps.setFBO(enable_screen_FBO_windows);
} else if (PApplet.platform == PConstants.LINUX) {
caps.setFBO(enable_screen_FBO_linux);
} else {
caps.setFBO(enable_screen_FBO_other);
}
caps.setDepthBits(24);
//caps.setStencilBits(8);
caps.setAlphaBits(8);
caps.setBackgroundOpaque(true);
caps.setOnscreen(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);
capabilities = canvasAWT.getChosenGLCapabilities();
canvas = canvasAWT;
canvasNEWT = null;
} else if (toolkit == NEWT) {
window = GLWindow.create(caps);
canvasNEWT = new NewtCanvasAWT(window);
canvasNEWT.setBounds(0, 0, pg.width, pg.height);
canvasNEWT.setBackground(Color.GRAY);
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;
System.out.println(capabilities);
}
initialized = true;
}
protected void initOffscreenSurface(PGL primary) {
context = primary.context;
capabilities = primary.capabilities;
drawable = null;
initialized = true;
}
protected void updatePrimary() {
if (!setFramerate) {
setFrameRate(targetFramerate);
}
}
protected void updateOffscreen(PGL primary) {
gl = primary.gl;
gl2 = primary.gl2;
gl2x = primary.gl2x;
}
protected int primaryReadFramebuffer() {
if (capabilities.isFBO()) {
return context.getDefaultReadFramebuffer();
} else {
return 0;
}
}
protected int primaryDrawFramebuffer() {
if (capabilities.isFBO()) {
return context.getDefaultDrawFramebuffer();
} else {
return 0;
}
}
protected int primaryDrawBuffer() {
if (capabilities.isFBO()) {
return GL.GL_COLOR_ATTACHMENT0;
} else {
return GL.GL_BACK;
}
}
protected int primaryReadBuffer() {
if (capabilities.isFBO()) {
return GL.GL_COLOR_ATTACHMENT0;
} else {
return GL.GL_BACK;
}
}
protected boolean primaryIsFboBacked() {
return capabilities.isFBO();
}
protected int getFboTexTarget() {
return GL.GL_TEXTURE_2D;
}
protected int getFboTexName() {
return drawTexName;
}
protected int getFboWidth() {
return drawTexWidth;
}
protected int getFboHeight() {
return drawTexHeight;
}
/*
protected 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);
}
protected 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;
}
}
protected void forceUpdate() {
if (0 < capabilities.getNumSamples()) {
drawFBO.syncSamplingSink(gl);
drawFBO.bind(gl);
}
}
protected void bindBackBufferTex() {
/*
if (!texturingIsEnabled(GL.GL_TEXTURE_2D)) {
enableTexturing(GL.GL_TEXTURE_2D);
}
gl.glBindTexture(GL.GL_TEXTURE_2D, glColorTex[backTex]);
*/
}
protected void unbindBackBufferTex() {
/*
if (textureIsBound(GL.GL_TEXTURE_2D, glColorTex[backTex])) {
// We don't want to unbind another texture
// that might be bound instead of this one.
if (!texturingIsEnabled(GL.GL_TEXTURE_2D)) {
enableTexturing(GL.GL_TEXTURE_2D);
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
disableTexturing(GL.GL_TEXTURE_2D);
} else {
gl.glBindTexture(GL.GL_TEXTURE_2D, 0);
}
}
*/
}
///////////////////////////////////////////////////////////
// Frame rendering
protected void beginOnscreenDraw(boolean clear) {
/*
if (glColorFbo[0] != 0) {
gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, glColorFbo[0]);
gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
GL.GL_COLOR_ATTACHMENT0,
GL.GL_TEXTURE_2D,
glColorTex[frontTex], 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 {
if (gl2x != null) gl2x.glDrawBuffer(GL.GL_COLOR_ATTACHMENT0);
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
}
}
*/
}
protected 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[frontTex], 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]);
// Disabling back-buffer for the time being.
// // Blitting the front texture into the back texture.
// gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
// GL.GL_COLOR_ATTACHMENT0,
// GL.GL_TEXTURE_2D,
// glColorTex[backTex], 0);
// drawTexture(GL.GL_TEXTURE_2D, glColorTex[frontTex], fboWidth, fboHeight,
// 0, 0, pg.width, pg.height, 0, 0, pg.width, pg.height);
//
// // Leave the front texture as current
// gl.glFramebufferTexture2D(GL.GL_FRAMEBUFFER,
// GL.GL_COLOR_ATTACHMENT0,
// GL.GL_TEXTURE_2D,
// glColorTex[frontTex], 0);
// TODO: check if the screen FBO should be left bound instead
PGraphicsOpenGL.screenFramebuffer.glFbo = glColorFbo[0];
// Swapping front and back textures.
// int temp = frontTex;
// frontTex = backTex;
// backTex = temp;
}
*/
}
protected void beginOffscreenDraw(boolean clear) {
}
protected void endOffscreenDraw(boolean clear0) {
}
protected boolean canDraw() {
return initialized && pg.parent.isDisplayable();
}
protected void requestDraw() {
if (initialized) {
try {
if (toolkit == AWT) {
canvasAWT.display();
} else if (toolkit == NEWT) {
animator.requestDisplay();
}
} catch (GLException e) {
// Unwrap GLException so that only the causing exception is shown.
Throwable tr = e.getCause();
if (tr instanceof RuntimeException) {
throw (RuntimeException)tr;
} else {
throw new RuntimeException(tr);
}
}
}
}
//////////////////////////////////////////////////////////////////////////////
// Caps query
public String getString(int name) {
return gl.glGetString(name);
}
public void getIntegerv(int name, int[] values, int offset) {
gl.glGetIntegerv(name, values, offset);
}
public void getBooleanv(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 enable(int cap) {
if (-1 < cap) {
gl.glEnable(cap);
}
}
public void disable(int cap) {
if (-1 < cap) {
gl.glDisable(cap);
}
}
///////////////////////////////////////////////////////////
// Render control
public void flush() {
gl.glFlush();
}
public void finish() {
gl.glFinish();
}
///////////////////////////////////////////////////////////
// Error handling
public int getError() {
return gl.glGetError();
}
public String errorString(int err) {
return glu.gluErrorString(err);
}
///////////////////////////////////////////////////////////
// Rendering options
public void frontFace(int mode) {
gl.glFrontFace(mode);
}
public void cullFace(int mode) {
gl.glCullFace(mode);
}
public void depthMask(boolean flag) {
gl.glDepthMask(flag);
}
public void depthFunc(int func) {
gl.glDepthFunc(func);
}
///////////////////////////////////////////////////////////
// Textures
public void genTextures(int n, int[] ids, int offset) {
gl.glGenTextures(n, ids, offset);
}
public void deleteTextures(int n, int[] ids, int offset) {
gl.glDeleteTextures(n, ids, offset);
}
public void activeTexture(int unit) {
gl.glActiveTexture(unit);
}
public void bindTexture(int target, int id) {
gl.glBindTexture(target, id);
if (target == TEXTURE_2D) {
boundTextures[0] = id;
} else if (target == TEXTURE_RECTANGLE) {
boundTextures[1] = id;
}
}
public void texImage2D(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 texSubImage2D(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 texParameteri(int target, int param, int value) {
gl.glTexParameteri(target, param, value);
}
public void getTexParameteriv(int target, int param, int[] values,
int offset) {
gl.glGetTexParameteriv(target, param, values, offset);
}
public void generateMipmap(int target) {
gl.glGenerateMipmap(target);
}
///////////////////////////////////////////////////////////
// Vertex Buffers
public void genBuffers(int n, int[] ids, int offset) {
gl.glGenBuffers(n, ids, offset);
}
public void deleteBuffers(int n, int[] ids, int offset) {
gl.glDeleteBuffers(n, ids, offset);
}
public void bindBuffer(int target, int id) {
gl.glBindBuffer(target, id);
}
public void bufferData(int target, int size, Buffer data, int usage) {
gl.glBufferData(target, size, data, usage);
}
public void bufferSubData(int target, int offset, int size, Buffer data) {
gl.glBufferSubData(target, offset, size, data);
}
public void drawArrays(int mode, int first, int count) {
gl.glDrawArrays(mode, first, count);
}
public void drawElements(int mode, int count, int type, int offset) {
gl.glDrawElements(mode, count, type, offset);
}
public void enableVertexAttribArray(int loc) {
gl2.glEnableVertexAttribArray(loc);
}
public void disableVertexAttribArray(int loc) {
gl2.glDisableVertexAttribArray(loc);
}
public void vertexAttribPointer(int loc, int size, int type,
boolean normalized, int stride, int offset) {
gl2.glVertexAttribPointer(loc, size, type, normalized, stride, offset);
}
public void vertexAttribPointer(int loc, int size, int type,
boolean normalized, int stride, Buffer data) {
gl2.glVertexAttribPointer(loc, size, type, normalized, stride, data);
}
public ByteBuffer mapBuffer(int target, int access) {
return gl2.glMapBuffer(target, access);
}
public ByteBuffer mapBufferRange(int target, int offset, int length,
int access) {
if (gl2x != null) {
return gl2x.glMapBufferRange(target, offset, length, access);
} else {
return null;
}
}
public void unmapBuffer(int target) {
gl2.glUnmapBuffer(target);
}
///////////////////////////////////////////////////////////
// Framebuffers, renderbuffers
public void genFramebuffers(int n, int[] ids, int offset) {
gl.glGenFramebuffers(n, ids, offset);
}
public void deleteFramebuffers(int n, int[] ids, int offset) {
gl.glDeleteFramebuffers(n, ids, offset);
}
public void genRenderbuffers(int n, int[] ids, int offset) {
gl.glGenRenderbuffers(n, ids, offset);
}
public void deleteRenderbuffers(int n, int[] ids, int offset) {
gl.glDeleteRenderbuffers(n, ids, offset);
}
public void bindFramebuffer(int target, int id) {
gl.glBindFramebuffer(target, id);
}
public void blitFramebuffer(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 framebufferTexture2D(int target, int attachment, int texTarget,
int texId, int level) {
gl.glFramebufferTexture2D(target, attachment, texTarget, texId, level);
}
public void bindRenderbuffer(int target, int id) {
gl.glBindRenderbuffer(target, id);
}
public void renderbufferStorageMultisample(int target, int samples,
int format, int width, int height){
if (gl2x != null) {
gl2x.glRenderbufferStorageMultisample(target, samples, format,
width, height);
}
}
public void renderbufferStorage(int target, int format,
int width, int height) {
gl.glRenderbufferStorage(target, format, width, height);
}
public void framebufferRenderbuffer(int target, int attachment,
int rendbufTarget, int rendbufId) {
gl.glFramebufferRenderbuffer(target, attachment, rendbufTarget, rendbufId);
}
public int checkFramebufferStatus(int target) {
return gl.glCheckFramebufferStatus(target);
}
///////////////////////////////////////////////////////////
// Shaders
public int createProgram() {
return gl2.glCreateProgram();
}
public void deleteProgram(int id) {
gl2.glDeleteProgram(id);
}
public int createShader(int type) {
return gl2.glCreateShader(type);
}
public void deleteShader(int id) {
gl2.glDeleteShader(id);
}
public void linkProgram(int prog) {
gl2.glLinkProgram(prog);
}
public void validateProgram(int prog) {
gl2.glValidateProgram(prog);
}
public void useProgram(int prog) {
gl2.glUseProgram(prog);
}
public int getAttribLocation(int prog, String name) {
return gl2.glGetAttribLocation(prog, name);
}
public int getUniformLocation(int prog, String name) {
return gl2.glGetUniformLocation(prog, name);
}
public void uniform1i(int loc, int value) {
gl2.glUniform1i(loc, value);
}
public void uniform2i(int loc, int value0, int value1) {
gl2.glUniform2i(loc, value0, value1);
}
public void uniform3i(int loc, int value0, int value1, int value2) {
gl2.glUniform3i(loc, value0, value1, value2);
}
public void uniform4i(int loc, int value0, int value1, int value2,
int value3) {
gl2.glUniform4i(loc, value0, value1, value2, value3);
}
public void uniform1f(int loc, float value) {
gl2.glUniform1f(loc, value);
}
public void uniform2f(int loc, float value0, float value1) {
gl2.glUniform2f(loc, value0, value1);
}
public void uniform3f(int loc, float value0, float value1, float value2) {
gl2.glUniform3f(loc, value0, value1, value2);
}
public void uniform4f(int loc, float value0, float value1, float value2,
float value3) {
gl2.glUniform4f(loc, value0, value1, value2, value3);
}
public void uniform1iv(int loc, int count, int[] v, int offset) {
gl2.glUniform1iv(loc, count, v, offset);
}
public void uniform2iv(int loc, int count, int[] v, int offset) {
gl2.glUniform2iv(loc, count, v, offset);
}
public void uniform3iv(int loc, int count, int[] v, int offset) {
gl2.glUniform3iv(loc, count, v, offset);
}
public void uniform4iv(int loc, int count, int[] v, int offset) {
gl2.glUniform4iv(loc, count, v, offset);
}
public void uniform1fv(int loc, int count, float[] v, int offset) {
gl2.glUniform1fv(loc, count, v, offset);
}
public void uniform2fv(int loc, int count, float[] v, int offset) {
gl2.glUniform2fv(loc, count, v, offset);
}
public void uniform3fv(int loc, int count, float[] v, int offset) {
gl2.glUniform3fv(loc, count, v, offset);
}
public void uniform4fv(int loc, int count, float[] v, int offset) {
gl2.glUniform4fv(loc, count, v, offset);
}
public void uniformMatrix2fv(int loc, int count, boolean transpose,
float[] mat, int offset) {
gl2.glUniformMatrix2fv(loc, count, transpose, mat, offset);
}
public void uniformMatrix3fv(int loc, int count, boolean transpose,
float[] mat, int offset) {
gl2.glUniformMatrix3fv(loc, count, transpose, mat, offset);
}
public void uniformMatrix4fv(int loc, int count, boolean transpose,
float[] mat, int offset) {
gl2.glUniformMatrix4fv(loc, count, transpose, mat, offset);
}
public void vertexAttrib1f(int loc, float value) {
gl2.glVertexAttrib1f(loc, value);
}
public void vertexAttrib2f(int loc, float value0, float value1) {
gl2.glVertexAttrib2f(loc, value0, value1);
}
public void vertexAttrib3f(int loc, float value0, float value1, float value2){
gl2.glVertexAttrib3f(loc, value0, value1, value2);
}
public void vertexAttrib4f(int loc, float value0, float value1, float value2,
float value3) {
gl2.glVertexAttrib4f(loc, value0, value1, value2, value3);
}
public void vertexAttrib1fv(int loc, float[] v, int offset) {
gl2.glVertexAttrib1fv(loc, v, offset);
}
public void vertexAttrib2fv(int loc, float[] v, int offset) {
gl2.glVertexAttrib2fv(loc, v, offset);
}
public void vertexAttrib3fv(int loc, float[] v, int offset) {
gl2.glVertexAttrib3fv(loc, v, offset);
}
public void vertexAttrib4fv(int loc, float[] v, int offset) {
gl2.glVertexAttrib4fv(loc, v, offset);
}
public void shaderSource(int id, String source) {
gl2.glShaderSource(id, 1, new String[] { source }, (int[]) null, 0);
}
public void compileShader(int id) {
gl2.glCompileShader(id);
}
public void attachShader(int prog, int shader) {
gl2.glAttachShader(prog, shader);
}
public void getShaderiv(int shader, int pname, int[] params, int offset) {
gl2.glGetShaderiv(shader, pname, params, offset);
}
public String getShaderInfoLog(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 getProgramiv(int prog, int pname, int[] params, int offset) {
gl2.glGetProgramiv(prog, pname, params, offset);
}
public String getProgramInfoLog(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 viewport(int x, int y, int width, int height) {
gl.glViewport(x, y, width, height);
}
///////////////////////////////////////////////////////////
// Clipping (scissor test)
public void scissor(int x, int y, int w, int h) {
gl.glScissor(x, y, w, h);
}
///////////////////////////////////////////////////////////
// Blending
public void blendEquation(int eq) {
gl.glBlendEquation(eq);
}
public void blendFunc(int srcFactor, int dstFactor) {
gl.glBlendFunc(srcFactor, dstFactor);
}
///////////////////////////////////////////////////////////
// Pixels
public void readBuffer(int buf) {
if (gl2x != null) {
gl2x.glReadBuffer(buf);
}
}
public void readPixels(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 drawBuffer(int buf) {
if (gl2x != null) {
gl2x.glDrawBuffer(buf);
}
}
public void clearDepth(float d) {
gl.glClearDepthf(d);
}
public void clearStencil(int s) {
gl.glClearStencil(s);
}
public void colorMask(boolean wr, boolean wg, boolean wb, boolean wa) {
gl.glColorMask(wr, wg, wb, wa);
}
public void clearColor(float r, float g, float b, float a) {
gl.glClearColor(r, g, b, a);
}
public void clear(int mask) {
gl.glClear(mask);
}
///////////////////////////////////////////////////////////
// Context interface
protected Context createEmptyContext() {
return new Context();
}
protected Context getCurrentContext() {
return new Context(context);
}
protected class Context {
protected int id;
Context() {
id = -1;
}
Context(GLContext context) {
if (context != null) {
id = context.hashCode();
} else {
id = -1;
}
}
boolean current() {
return equal(context);
}
boolean equal(GLContext context) {
if (id == -1 || context == null) {
// A null context means a still non-created resource,
// so it is considered equal to the argument.
return true;
} else {
return id == context.hashCode();
}
}
int id() {
return id;
}
}
///////////////////////////////////////////////////////////
// Tessellator interface
protected Tessellator createTessellator(TessellatorCallback callback) {
return new Tessellator(callback);
}
protected 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 {
@Override
public void begin(int type) {
callback.begin(type);
}
@Override
public void end() {
callback.end();
}
@Override
public void vertex(Object data) {
callback.vertex(data);
}
@Override
public void combine(double[] coords, Object[] data,
float[] weight, Object[] outData) {
callback.combine(coords, data, weight, outData);
}
@Override
public void error(int errnum) {
callback.error(errnum);
}
}
}
protected String tessError(int err) {
return glu.gluErrorString(err);
}
protected 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
protected boolean contextIsCurrent(Context other) {
return other == null || other.current();
}
protected void enableTexturing(int target) {
enable(target);
if (target == TEXTURE_2D) {
texturingTargets[0] = true;
} else if (target == TEXTURE_RECTANGLE) {
texturingTargets[1] = true;
}
}
protected void disableTexturing(int target) {
disable(target);
if (target == TEXTURE_2D) {
texturingTargets[0] = false;
} else if (target == TEXTURE_RECTANGLE) {
texturingTargets[1] = false;
}
}
protected boolean texturingIsEnabled(int target) {
if (target == TEXTURE_2D) {
return texturingTargets[0];
} else if (target == TEXTURE_RECTANGLE) {
return texturingTargets[1];
} else {
return false;
}
}
protected boolean textureIsBound(int target, int id) {
if (target == TEXTURE_2D) {
return boundTextures[0] == id;
} else if (target == TEXTURE_RECTANGLE) {
return boundTextures[1] == id;
} else {
return false;
}
}
protected void initTexture(int target, int format, int width, int height) {
int[] texels = new int[width * height];
texSubImage2D(target, 0, 0, 0, width, height, format, UNSIGNED_BYTE,
IntBuffer.wrap(texels));
}
protected void copyToTexture(int target, int format, int id, int x, int y,
int w, int h, IntBuffer buffer) {
activeTexture(TEXTURE0);
boolean enabledTex = false;
if (!texturingIsEnabled(target)) {
enableTexturing(target);
enabledTex = true;
}
bindTexture(target, id);
texSubImage2D(target, 0, x, y, w, h, format, UNSIGNED_BYTE, buffer);
bindTexture(target, 0);
if (enabledTex) {
disableTexturing(target);
}
}
protected 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);
}
protected 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 == TEXTURE_2D) {
drawTexture2D(id, width, height,
texX0, texY0, texX1, texY1,
scrX0, scrY0, scrX1, scrY1);
} else if (target == TEXTURE_RECTANGLE) {
drawTextureRect(id, width, height,
texX0, texY0, texX1, texY1,
scrX0, scrY0, scrX1, scrY1);
}
}
protected 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(VERTEX_SHADER, texVertShaderSource);
tex2DFragShader = createShader(FRAGMENT_SHADER, tex2DFragShaderSource);
if (0 < tex2DVertShader && 0 < tex2DFragShader) {
tex2DShaderProgram = createProgram(tex2DVertShader, tex2DFragShader);
}
if (0 < tex2DShaderProgram) {
tex2DVertLoc = getAttribLocation(tex2DShaderProgram, "inVertex");
tex2DTCoordLoc = getAttribLocation(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];
getBooleanv(DEPTH_TEST, depthTest, 0);
disable(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];
getBooleanv(DEPTH_WRITEMASK, depthMask, 0);
depthMask(false);
useProgram(tex2DShaderProgram);
enableVertexAttribArray(tex2DVertLoc);
enableVertexAttribArray(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);
activeTexture(TEXTURE0);
boolean enabledTex = false;
if (!texturingIsEnabled(TEXTURE_2D)) {
enableTexturing(TEXTURE_2D);
enabledTex = true;
}
bindTexture(TEXTURE_2D, id);
bindBuffer(ARRAY_BUFFER, 0); // Making sure that no VBO is bound at this point.
texData.position(0);
vertexAttribPointer(tex2DVertLoc, 2, FLOAT, false, 4 * SIZEOF_FLOAT,
texData);
texData.position(2);
vertexAttribPointer(tex2DTCoordLoc, 2, FLOAT, false, 4 * SIZEOF_FLOAT,
texData);
drawArrays(TRIANGLE_STRIP, 0, 4);
bindTexture(TEXTURE_2D, 0);
if (enabledTex) {
disableTexturing(TEXTURE_2D);
}
disableVertexAttribArray(tex2DVertLoc);
disableVertexAttribArray(tex2DTCoordLoc);
useProgram(0);
if (depthTest[0]) {
enable(DEPTH_TEST);
} else {
disable(DEPTH_TEST);
}
depthMask(depthMask[0]);
}
}
protected 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(VERTEX_SHADER, texVertShaderSource);
texRectFragShader = createShader(FRAGMENT_SHADER, texRectFragShaderSource);
if (0 < texRectVertShader && 0 < texRectFragShader) {
texRectShaderProgram = createProgram(texRectVertShader,
texRectFragShader);
}
if (0 < texRectShaderProgram) {
texRectVertLoc = getAttribLocation(texRectShaderProgram, "inVertex");
texRectTCoordLoc = getAttribLocation(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];
getBooleanv(DEPTH_TEST, depthTest, 0);
disable(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];
getBooleanv(DEPTH_WRITEMASK, depthMask, 0);
depthMask(false);
useProgram(texRectShaderProgram);
enableVertexAttribArray(texRectVertLoc);
enableVertexAttribArray(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);
activeTexture(TEXTURE0);
boolean enabledTex = false;
if (!texturingIsEnabled(TEXTURE_RECTANGLE)) {
enableTexturing(TEXTURE_RECTANGLE);
enabledTex = true;
}
bindTexture(TEXTURE_RECTANGLE, id);
bindBuffer(ARRAY_BUFFER, 0); // Making sure that no VBO is bound at this point.
texData.position(0);
vertexAttribPointer(texRectVertLoc, 2, FLOAT, false, 4 * SIZEOF_FLOAT,
texData);
texData.position(2);
vertexAttribPointer(texRectTCoordLoc, 2, FLOAT, false, 4 * SIZEOF_FLOAT,
texData);
drawArrays(TRIANGLE_STRIP, 0, 4);
bindTexture(TEXTURE_RECTANGLE, 0);
if (enabledTex) {
disableTexturing(TEXTURE_RECTANGLE);
}
disableVertexAttribArray(texRectVertLoc);
disableVertexAttribArray(texRectTCoordLoc);
useProgram(0);
if (depthTest[0]) {
enable(DEPTH_TEST);
} else {
disable(DEPTH_TEST);
}
depthMask(depthMask[0]);
}
}
protected int getColorValue(int scrX, int scrY) {
if (colorBuffer == null) {
colorBuffer = IntBuffer.allocate(1);
}
colorBuffer.rewind();
readPixels(scrX, pg.height - scrY - 1, 1, 1, RGBA, UNSIGNED_BYTE,
colorBuffer);
return colorBuffer.get();
}
protected float getDepthValue(int scrX, int scrY) {
if (depthBuffer == null) {
depthBuffer = FloatBuffer.allocate(1);
}
depthBuffer.rewind();
readPixels(scrX, pg.height - scrY - 1, 1, 1, DEPTH_COMPONENT, FLOAT,
depthBuffer);
return depthBuffer.get(0);
}
protected byte getStencilValue(int scrX, int scrY) {
if (stencilBuffer == null) {
stencilBuffer = ByteBuffer.allocate(1);
}
readPixels(scrX, pg.height - scrY - 1, 1, 1, STENCIL_INDEX,
GL.GL_UNSIGNED_BYTE, stencilBuffer);
return stencilBuffer.get(0);
}
// bit shifting this might be more efficient
protected 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.
*/
protected 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.
*/
protected 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).
*/
protected 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.
*/
protected 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).
*/
protected 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.
*/
protected 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).
*/
protected 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.
*/
protected 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++;
}
}
}
}
protected int createShader(int shaderType, String source) {
int shader = createShader(shaderType);
if (shader != 0) {
shaderSource(shader, source);
compileShader(shader);
int[] compiled = new int[1];
getShaderiv(shader, COMPILE_STATUS, compiled, 0);
if (compiled[0] == FALSE) {
System.err.println("Could not compile shader " + shaderType + ":");
System.err.println(getShaderInfoLog(shader));
deleteShader(shader);
shader = 0;
}
}
return shader;
}
protected int createProgram(int vertexShader, int fragmentShader) {
int program = createProgram();
if (program != 0) {
attachShader(program, vertexShader);
attachShader(program, fragmentShader);
linkProgram(program);
int[] linked = new int[1];
getProgramiv(program, LINK_STATUS, linked, 0);
if (linked[0] == FALSE) {
System.err.println("Could not link program: ");
System.err.println(getProgramInfoLog(program));
deleteProgram(program);
program = 0;
}
}
return program;
}
protected boolean validateFramebuffer() {
int status = checkFramebufferStatus(FRAMEBUFFER);
if (status == FRAMEBUFFER_COMPLETE) {
return true;
} else if (status == FRAMEBUFFER_INCOMPLETE_ATTACHMENT) {
throw new RuntimeException(
"GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (" +
Integer.toHexString(status) + ")");
} else if (status == FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT) {
throw new RuntimeException(
"GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT (" +
Integer.toHexString(status) + ")");
} else if (status == FRAMEBUFFER_INCOMPLETE_DIMENSIONS) {
throw new RuntimeException("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS (" +
Integer.toHexString(status) + ")");
} else if (status == FRAMEBUFFER_INCOMPLETE_FORMATS) {
throw new RuntimeException("GL_FRAMEBUFFER_INCOMPLETE_FORMATS (" +
Integer.toHexString(status) + ")");
} else if (status == FRAMEBUFFER_UNSUPPORTED) {
throw new RuntimeException("GL_FRAMEBUFFER_UNSUPPORTED" +
Integer.toHexString(status));
} else {
throw new RuntimeException("unknown framebuffer error (" +
Integer.toHexString(status) + ")");
}
}
protected static ByteBuffer allocateDirectByteBuffer(int size) {
return ByteBuffer.allocateDirect(size * SIZEOF_BYTE).
order(ByteOrder.nativeOrder());
}
protected static IntBuffer allocateDirectIntBuffer(int size) {
return ByteBuffer.allocateDirect(size * SIZEOF_INT).
order(ByteOrder.nativeOrder()).asIntBuffer();
}
protected static FloatBuffer allocateDirectFloatBuffer(int size) {
return ByteBuffer.allocateDirect(size * SIZEOF_FLOAT).
order(ByteOrder.nativeOrder()).asFloatBuffer();
}
protected int[] getGLVersion() {
String version = gl.glGetString(GL.GL_VERSION).trim();
int[] res = {0, 0, 0};
String[] parts = version.split(" ");
for (int i = 0; i < parts.length; i++) {
if (0 < parts[i].indexOf(".")) {
String nums[] = parts[i].split("\\.");
try {
res[0] = Integer.parseInt(nums[0]);
} catch (NumberFormatException e) { }
if (1 < nums.length) {
try {
res[1] = Integer.parseInt(nums[1]);
} catch (NumberFormatException e) { }
}
if (2 < nums.length) {
try {
res[2] = Integer.parseInt(nums[2]);
} catch (NumberFormatException e) { }
}
break;
}
}
return res;
}
///////////////////////////////////////////////////////////
// Java specific stuff
protected class PGLListener implements GLEventListener {
@Override
// http://www.opengl.org/wiki/Default_Framebuffer
public void display(GLAutoDrawable adrawable) {
drawable = adrawable;
context = adrawable.getContext();
if (capabilities.isFBO()) {
GLFBODrawable fboDrawable = null;
if (toolkit == AWT) {
GLCanvas drCanvas = (GLCanvas)adrawable;
fboDrawable = (GLFBODrawable)drCanvas.getDelegatedDrawable();
// FBObject fboFront = dr.getFBObject(GL.GL_FRONT);
// FBObject.Colorbuffer colorBuf = fboFront.getColorbuffer(0);
// FBObject.TextureAttachment texFront = (FBObject.TextureAttachment) colorBuf;
// System.out.println("front texture: " + texFront.getName());
} else {
GLWindow drWindow = (GLWindow)adrawable;
fboDrawable = (GLFBODrawable)drWindow.getDelegatedDrawable();
}
FBObject.TextureAttachment texAttach = null;
if (fboDrawable != null) {
//fboBack = fboDrawable.getFBObject(GL.GL_BACK);
//fboFront = fboDrawable.getFBObject(GL.GL_FRONT);
//FBObject.Colorbuffer colorBuf = fboFront.getSamplingSinkFBO().getColorbuffer(0);
//texAttach = (FBObject.TextureAttachment) colorBuf;
//texAttach = fboBack.getSamplingSink();
drawFBO = fboDrawable.getFBObject(GL.GL_BACK);
if (0 < capabilities.getNumSamples()) {
// When using multisampled FBO,the back buffer is the MSAA
// surface so it cannot read from, the one to use is the front.
texAttach = fboDrawable.getTextureBuffer(GL.GL_FRONT);
} else {
// W/out multisampling, rendering is done on the back buffer.
texAttach = fboDrawable.getTextureBuffer(GL.GL_BACK);
}
}
if (texAttach != null) {
drawTexName = texAttach.getName();
drawTexWidth = texAttach.getWidth();
drawTexHeight = texAttach.getHeight();
}
}
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();
gl = context.getGL();
String extensions = gl.glGetString(GL.GL_EXTENSIONS);
if (-1 == extensions.indexOf("_framebuffer_object")) {
throw new RuntimeException("No framebuffer objects available");
}
if (-1 == extensions.indexOf("_vertex_buffer_object")) {
throw new RuntimeException("No vertex buffer objects available");
}
if (-1 == extensions.indexOf("_vertex_shader")) {
throw new RuntimeException("No vertex shaders available");
}
if (-1 == extensions.indexOf("_fragment_shader")) {
throw new RuntimeException("No fragment shaders available");
}
}
@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;
@Override
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;
@Override
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; }
}
}