diff options
author | phil <[email protected]> | 2016-12-05 10:16:02 +1300 |
---|---|---|
committer | phil <[email protected]> | 2016-12-05 10:16:02 +1300 |
commit | 26cbb62dede2a7bdf12b9762a9238e4fe7319399 (patch) | |
tree | fa3841d14383bbc4a1cfc4df8e5e7d921709f4d9 | |
parent | 0114863116086488be3ced67139b0936818ad5bc (diff) |
transparencyAlpha sent through, readOffScreenBuffer supports INT buffer
-rw-r--r-- | src/main/java/org/jogamp/java3d/Jogl2es2Context.java | 1213 | ||||
-rw-r--r-- | src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java | 76 |
2 files changed, 684 insertions, 605 deletions
diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2Context.java b/src/main/java/org/jogamp/java3d/Jogl2es2Context.java index b3f94f4..93bf5f1 100644 --- a/src/main/java/org/jogamp/java3d/Jogl2es2Context.java +++ b/src/main/java/org/jogamp/java3d/Jogl2es2Context.java @@ -1,604 +1,609 @@ -/* Copyright (c) 2016 JogAmp Community. All rights reserved.
- * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
- *
- * This code is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License version 2 only, as
- * published by the Free Software Foundation. Sun designates this
- * particular file as subject to the "Classpath" exception as provided
- * by Sun in the LICENSE file that accompanied this code.
- *
- * This code is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
- * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
- * version 2 for more details (a copy is included in the LICENSE file that
- * accompanied this code).
- *
- * You should have received a copy of the GNU General Public License version
- * 2 along with this work; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
- *
- */
-
-package org.jogamp.java3d;
-
-import java.nio.ByteBuffer;
-import java.util.ArrayList;
-import java.util.HashMap;
-
-import org.jogamp.vecmath.Matrix3d;
-import org.jogamp.vecmath.Matrix4d;
-import org.jogamp.vecmath.Vector3f;
-import org.jogamp.vecmath.Vector4f;
-
-import com.jogamp.opengl.GL2ES2;
-import com.jogamp.opengl.GL2ES3;
-import com.jogamp.opengl.GLContext;
-
-
-public class Jogl2es2Context extends JoglContext
-{
-
- public Jogl2es2Context(GLContext context)
- {
- super(context);
- }
-
- public GL2ES2 gl2es2()
- {
- return context.getGL().getGL2ES2();
- }
-
- public GL2ES3 gl2es3()
- {
- return context.getGL().getGL2ES3();
- }
-
- public JoglShaderObject shaderProgram;
- public int shaderProgramId = -1;
- public ProgramData programData;
-
- @Override
- void setShaderProgram(JoglShaderObject object)
- {
- super.setShaderProgram(object);
- shaderProgram = object;
- shaderProgramId = object == null ? -1 : object.getValue();
- programData = allProgramData.get(shaderProgramId);
- if (programData == null)
- {
- programData = new ProgramData();
- allProgramData.put(shaderProgramId, programData);
- }
-
- }
-
- // all buffers created are recorded for each render pass, and for cleanup
- public ArrayList<GeometryArrayRetained> geoToClearBuffers = new ArrayList<GeometryArrayRetained>();
-
- public SparseArray<GeometryData> allGeometryData = new SparseArray<GeometryData>();
-
- public static class GeometryData
- {
- public int nativeId = -1;
-
- public int geoToIndBuf = -1;
- public int geoToIndBufSize = -1;
- public int[] geoToIndStripBuf = null;
- //public int geoToIndStripSwappedSize = -1;// removed into j3dnotristrips
- public int geoToCoordBuf = -1;
- public int geoToCoordBuf1 = -2;// double buffered for updates
- public int geoToCoordBuf2 = -3;
- public int geoToCoordBuf3 = -3;
- public int geoToCoordBufSize = -1;
- public int geoToColorBuf = -1;
- public int geoToNormalBuf = -1;
- public SparseArray<Integer> geoToTexCoordsBuf = new SparseArray<Integer>();
- public SparseArray<Integer> geoToVertAttribBuf = new SparseArray<Integer>();
-
- //Every thing below relates to interleaved data
- public int coordBufId = -1; // if separate
- public int interleavedBufId = -1;
- public int interleavedStride = 0;
- public int geoToCoordOffset = -1;
- public int geoToColorsOffset = -1;
- public int geoToNormalsOffset = -1;
- public int[] geoToVattrOffset = new int[10];
- public int[] geoToTexCoordOffset = new int[10];
-
- // vertex array object id for this geom
- public int vaoId = -1;
-
- //used to identify each geometry as we see it
- private static int nextNativeId = 0;
-
- public GeometryData()
- {
- nativeId = nextNativeId++;
- nextNativeId = nextNativeId > Integer.MAX_VALUE - 10 ? 0 : nextNativeId;// desperate loop
- }
-
- }
-
- public SparseArray<ProgramData> allProgramData = new SparseArray<ProgramData>();
-
- public static class ProgramData
- {
- public HashMap<String, Integer> progToGenVertAttNameToGenVertAttIndex = new HashMap<String, Integer>();
- public LocationData programToLocationData = null;// null to indicate need to load
- public ByteBuffer programToUBOBB = null;
- public int programToUBOBuf = -1;
- }
-
- public fogData fogData = new fogData();
-
- public glFrontMaterial materialData = new glFrontMaterial();
- // should use getMaximumLights() in pipeline? though it's up to the shader
- public static int MAX_LIGHTS = 32;
- public int maxLights;
- public int numberOfLights;
- public glLightSource[] glLightSource = new glLightSource[MAX_LIGHTS];
-
- //See here http://download.java.net/media/java3d/javadoc/1.3.2/javax/media/j3d/RenderingAttributes.html
- // For coloring implementation details
-
- //only for no lighting, materialDiffuse or vertex colors otherwise
- public Vector4f objectColor = new Vector4f();
-
- public float pointSize = 0;
-
- public int polygonMode = PolygonAttributes.POLYGON_FILL;
-
- public static class RenderingData
- {
- public boolean alphaTestEnabled = false;
- public int alphaTestFunction = RenderingAttributes.ALWAYS;
- public float alphaTestValue = 0;
- public int ignoreVertexColors; //-1 is not set 1,0 bool
- }
-
- public RenderingData renderingData = new RenderingData();
-
- public Vector4f currentAmbientColor = new Vector4f();
-
- public Matrix4d textureTransform = new Matrix4d();
-
- //various ffp matrixes
- public Matrix4d currentModelMat = new Matrix4d();
- public Matrix4d currentViewMat = new Matrix4d();
- public Matrix4d currentModelViewMat = new Matrix4d();
- public Matrix4d currentModelViewMatInverse = new Matrix4d();
- public Matrix4d currentModelViewProjMat = new Matrix4d();
- public Matrix3d currentNormalMat = new Matrix3d();
- public Matrix4d currentProjMat = new Matrix4d();
- public Matrix4d currentProjMatInverse = new Matrix4d();
-
- /**
- * On shader creation the various FFP locations are discovered and recorded for use later
- * @author phil
- *
- */
- public static class LocationData
- {
- //normal uniform data
- public int glProjectionMatrix = -1;
- public int glProjectionMatrixInverse = -1;
- public int glModelMatrix = -1;
- public int glViewMatrix = -1;
- public int glModelViewMatrix = -1;
- public int glModelViewMatrixInverse = -1;
- public int glModelViewProjectionMatrix = -1;
- public int glNormalMatrix = -1;
- public int ignoreVertexColors = -1;
- public int glLightModelambient = -1;
- public int objectColor = -1;
- public int alphaTestEnabled = -1;
- public int alphaTestFunction = -1;
- public int alphaTestValue = -1;
- public int textureTransform = -1;
-
- public fogDataLocs fogData = new fogDataLocs();
-
- public glFrontMaterialLocs glFrontMaterial = new glFrontMaterialLocs();
- public int numberOfLights = -1;
- public glLightSourceLocs[] glLightSource = new glLightSourceLocs[MAX_LIGHTS];
-
- public int glVertex = -1;
- public int glColor = -1;
- public int glNormal = -1;
-
- public int[] glMultiTexCoord = new int[16];
- public SparseArray<Integer> genAttIndexToLoc = new SparseArray<Integer>();
-
- }
-
- /**
- * below here are openGL state tracking to reduce unnecessary native calls
- * Note this is NOT like the "new" or so called current staet above taht needs to be st in the FFP
- * call, this is the old or previously set data, that might not need to be updated
- * @author phil
- *
- */
- public static class GL_State
- {
- public boolean depthBufferEnableOverride;
- public boolean depthBufferEnable;
- public int depthTestFunction;
- public boolean depthBufferWriteEnableOverride;
- public boolean depthBufferWriteEnable;
- public boolean userStencilAvailable;
- public boolean stencilEnable;
- public boolean glDepthMask;
- public boolean glEnableGL_STENCIL_TEST;
- public int stencilFailOp;
- public int stencilZFailOp;
- public int stencilZPassOp;
- public int stencilFunction;
- public int stencilReferenceValue;
- public int stencilCompareMask;
- public int stencilWriteMask;
- public int[] setGLSLUniform1i = new int[500];
- public int[] clearer1 = new int[500];
- public float[] setGLSLUniform1f = new float[500];
- public float[] clearer2 = new float[500];
- public boolean glEnableGL_BLEND;
- public int srcBlendFunction;
- public int dstBlendFunction;
- public int glActiveTexture;
- public int currentProgramId;
- public int[] glBindTextureGL_TEXTURE_2D = new int[35000];// indexed based on current glActiveTexture
- public int[] clearer3 = new int[35000];
- public int cullFace;
- public float polygonOffsetFactor;
- public float polygonOffset;
-
- public int ignoreVertexColors; //-1 indicates not set yet, always set
- public Vector4f glLightModelambient = new Vector4f();
- public Vector4f objectColor = new Vector4f();
- public Matrix4d textureTransform = new Matrix4d();
- public Matrix4d modelMatrix = new Matrix4d();
- public Matrix4d glModelViewMatrix = new Matrix4d();
- public Matrix4d glModelViewMatrixInverse = new Matrix4d();
- public Matrix4d glModelViewProjectionMatrix = new Matrix4d();
- public Matrix3d glNormalMatrix = new Matrix3d();
- public boolean alphaTestEnabled = false;
- public int alphaTestFunction;
- public float alphaTestValue;
-
- public fogData fogData = new fogData();
- public glFrontMaterial glFrontMaterial = new glFrontMaterial();
- public int numberOfLights = -1;
- public glLightSource[] glLightSource = new glLightSource[MAX_LIGHTS];
-
- public void clear()
- {
- depthBufferEnableOverride = false;
- depthBufferEnable = false;
- depthTestFunction = -1;
- depthBufferWriteEnableOverride = false;
- depthBufferWriteEnable = false;
- userStencilAvailable = false;
- stencilEnable = false;
- glDepthMask = false;
- glEnableGL_STENCIL_TEST = false;
- stencilFailOp = -1;
- stencilZFailOp = -1;
- stencilZPassOp = -1;
- stencilFunction = -1;
- stencilReferenceValue = -1;
- stencilCompareMask = -1;
- stencilWriteMask = -1;
- System.arraycopy(clearer1, 0, setGLSLUniform1i, 0, setGLSLUniform1i.length);
- System.arraycopy(clearer2, 0, setGLSLUniform1f, 0, setGLSLUniform1f.length);
- glEnableGL_BLEND = false;
- srcBlendFunction = -1;
- dstBlendFunction = -1;
- glActiveTexture = -1;
- currentProgramId = -1;
- System.arraycopy(clearer3, 0, glBindTextureGL_TEXTURE_2D, 0, glBindTextureGL_TEXTURE_2D.length);
- cullFace = -1;
- polygonOffsetFactor = -1;
- polygonOffset = -1;
- ignoreVertexColors = -1;
- glLightModelambient.set(-999f, -999f, -999f, -999f);
- objectColor.set(-999f, -999f, -999f, -999f);
- textureTransform.setIdentity();
- modelMatrix.setIdentity();
- glModelViewMatrix.setIdentity();
- glModelViewMatrixInverse.setIdentity();
- glModelViewProjectionMatrix.setIdentity();
- glNormalMatrix.setIdentity();
- alphaTestEnabled = false;
- alphaTestFunction = -1;
- alphaTestValue = -99f;
-
- fogData.clear();
- glFrontMaterial.clear();
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (glLightSource[i] != null)
- glLightSource[i].clear();
- }
- }
- }
-
- public GL_State gl_state = new GL_State();
-
- /**
- * program used on last run through of FFP, so nearly like gl_state above, just a desperate attempt
- * to see if the uniform locations have changed even if a new shader is being used
- */
- public int prevShaderProgram;
-
- // The per frame stats
- public Jogl2es2PerFrameStats perFrameStats = new Jogl2es2PerFrameStats();
-
- private int statsFrame = 0;
- private int STATS_OUTPUT_FRAME_FREQ = 50;
-
- public void outputPerFrameData()
- {
- statsFrame++;
- if (statsFrame % STATS_OUTPUT_FRAME_FREQ == 0)
- {
- statsFrame = 0;
- System.out.println("======================================================");
- perFrameStats.outputPerFrameData();
- }
- // clear for next frame
- perFrameStats = new Jogl2es2PerFrameStats();
- perFrameStats.endOfPrevFrameTime = System.nanoTime();
- }
-
- // texture and raster fill variables
-
- // raster vao and buf are not in the by geom bucket because I don't get given geom
- // background has to be created and destroyed
-
- public int simpleTextureShaderProgramId = -1;
- public int simpleTextureShaderProgramVertLoc = -1;
- public int simpleTextureShaderProgramTexCoordLoc = -1;
- public int simpleTextureShaderProgramBaseMapLoc = -1;
-
- // just a singleton of the handy matrix/array operations
- public Jogl2es2MatrixUtil matrixUtil = new Jogl2es2MatrixUtil();
-
- /////////////////////////////////////S H A D E R S T R U C T S /////////////////////////////////////////////////////
-
- // in the shader as follows
- // struct material
- // {
- // int lightEnabled;
- // vec4 ambient;
- // vec4 diffuse;
- // vec4 emission;
- // vec3 specular;
- // float shininess;
- // };
- // uniform material glFrontMaterial;
- public static class glFrontMaterial
- {
- public int lightEnabled = -1;
- public Vector4f ambient = new Vector4f();
- public Vector4f diffuse = new Vector4f();
- public Vector3f emission = new Vector3f();
- public Vector3f specular = new Vector3f();
- public float shininess;
-
- public void clear()
- {
- lightEnabled = -1;
- ambient.set(-999f, -999f, -999f, -999f);
- diffuse.set(-999f, -999f, -999f, -999f);
- emission.set(-999f, -999f, -999f);
- specular.set(-999f, -999f, -999f);
- shininess = -99;
- }
-
- public void set(glFrontMaterial ogfm)
- {
- lightEnabled = ogfm.lightEnabled;
- ambient.set(ogfm.ambient);
- diffuse.set(ogfm.diffuse);
- emission.set(ogfm.emission);
- specular.set(ogfm.specular);
- shininess = ogfm.shininess;
- }
-
- @Override
- public boolean equals(Object o)
- {
- if (o instanceof glFrontMaterial)
- {
- glFrontMaterial ogfm = (glFrontMaterial) o;
- return ogfm.lightEnabled == lightEnabled && ogfm.ambient.equals(ambient) && ogfm.diffuse.equals(diffuse)
- && ogfm.emission.equals(emission) && ogfm.specular.equals(specular) && ogfm.shininess == shininess;
- }
- else
- {
- return false;
- }
- }
- }
-
- public static class glFrontMaterialLocs
- {
- public int lightEnabled = -1;
- public int ambient = -1;
- public int diffuse = -1;
- public int emission = -1;
- public int specular = -1;
- public int shininess = -1;
-
- public boolean present()
- {
- return lightEnabled != -1 || ambient != -1 || diffuse != -1 || emission != -1 || specular != -1 || shininess != -1;
- }
- }
- // struct lightSource
- // {
- // vec4 position;
- // vec4 diffuse;
- // vec4 specular;
- // float constantAttenuation, linearAttenuation, quadraticAttenuation;
- // float spotCutoff, spotExponent;
- // vec3 spotDirection;
- // };
- //
- // uniform int numberOfLights;
- // const int maxLights = 2;
- // uniform lightSource glLightSource[maxLights];
-
- //see https://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Multiple_Lights
- public static class glLightSource
- {
- public int enabled = -1;
- public int prevLightSlot = -1;
- public Vector4f position = new Vector4f();
- //public Vector4f ambient = new Vector4f();//removed as an oddity
- public Vector4f diffuse = new Vector4f();
- public Vector4f specular = new Vector4f();
- public float constantAttenuation;
- public float linearAttenuation;
- public float quadraticAttenuation;
- public float spotCutoff;
- public float spotExponent;
- public Vector3f spotDirection = new Vector3f();
-
- public void clear()
- {
- enabled = -1;
- prevLightSlot = -1;
- position.set(-999f, -999f, -999f, -999f);
- diffuse.set(-999f, -999f, -999f, -999f);
- specular.set(-999f, -999f, -999f, -999f);
- constantAttenuation = -99;
- linearAttenuation = -99;
- quadraticAttenuation = -99;
- spotCutoff = -99;
- spotExponent = -99;
- spotDirection.set(-999f, -999f, -999f);
- }
-
- public void set(glLightSource ogfm)
- {
- enabled = ogfm.enabled;
- prevLightSlot = ogfm.prevLightSlot;
- position.set(ogfm.position);
- diffuse.set(ogfm.diffuse);
- specular.set(ogfm.specular);
- constantAttenuation = ogfm.constantAttenuation;
- linearAttenuation = ogfm.linearAttenuation;
- quadraticAttenuation = ogfm.quadraticAttenuation;
- spotCutoff = ogfm.spotCutoff;
- spotExponent = ogfm.spotExponent;
- spotDirection.set(ogfm.spotDirection);
- }
-
- @Override
- public boolean equals(Object o)
- {
- if (o instanceof glLightSource)
- {
- glLightSource ogfm = (glLightSource) o;
- return enabled == ogfm.enabled && prevLightSlot == ogfm.prevLightSlot && ogfm.position.equals(position)
- && ogfm.diffuse.equals(diffuse) && ogfm.specular.equals(specular) && ogfm.constantAttenuation == constantAttenuation
- && ogfm.linearAttenuation == linearAttenuation && ogfm.quadraticAttenuation == quadraticAttenuation
- && ogfm.spotCutoff == spotCutoff && ogfm.spotExponent == spotExponent && ogfm.spotDirection.equals(spotDirection);
- }
- else
- {
- return false;
- }
- }
- }
-
- public static class glLightSourceLocs
- {
- public int position = -1;
- public int diffuse = -1;
- public int specular = -1;
- public int constantAttenuation = -1;
- public int linearAttenuation = -1;
- public int quadraticAttenuation = -1;
- public int spotCutoff = -1;
- public int spotExponent = -1;
- public int spotDirection = -1;
-
- public boolean present()
- {
- return position != -1 || diffuse != -1 || specular != -1 || constantAttenuation != -1 || linearAttenuation != -1
- || quadraticAttenuation != -1 || spotCutoff != -1 || spotExponent != -1 || spotDirection != -1;
- }
- }
-
- // in the shader as follows
- // struct fogDataStruct
- // {
- // int fogEnabled;
- // vec4 expColor;
- // float expDensity;
- // vec4 linearColor;
- // float linearStart;
- // float linearEnd;
- // };
- // uniform fogDataStruct fogData;
- public static class fogData
- {
- public int fogEnabled = -1;
- public Vector3f expColor = new Vector3f();
- public float expDensity;
- public Vector3f linearColor = new Vector3f();
- public float linearStart;
- public float linearEnd;
-
- public void clear()
- {
- fogEnabled = -1;
- expColor.set(-999f, -999f, -999f);
- expDensity = -99;
- linearColor.set(-999f, -999f, -999f);
- linearStart = -99;
- linearEnd = -99;
- }
-
- public void set(fogData ogfm)
- {
- fogEnabled = ogfm.fogEnabled;
- expColor.set(ogfm.expColor);
- expDensity = ogfm.expDensity;
- linearColor.set(ogfm.linearColor);
- linearStart = ogfm.linearStart;
- linearEnd = ogfm.linearEnd;
- }
-
- @Override
- public boolean equals(Object o)
- {
- if (o instanceof fogData)
- {
- fogData ogfm = (fogData) o;
- return ogfm.fogEnabled == fogEnabled && ogfm.expColor.equals(expColor) && ogfm.expDensity == expDensity
- && ogfm.linearColor.equals(linearColor) && ogfm.linearStart == linearStart && ogfm.linearEnd == linearEnd;
- }
- else
- {
- return false;
- }
- }
- }
-
- public static class fogDataLocs
- {
- public int fogEnabled = -1;
- public int expColor = -1;
- public int expDensity = -1;
- public int linearColor = -1;
- public int linearStart = -1;
- public int linearEnd = -1;
-
- public boolean present()
- {
- return fogEnabled != -1 || expColor != -1 || expDensity != -1 || linearColor != -1 || linearStart != -1 || linearEnd != -1;
- }
- }
-}
+/* Copyright (c) 2016 JogAmp Community. All rights reserved. + * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. + * + * This code is free software; you can redistribute it and/or modify it + * under the terms of the GNU General Public License version 2 only, as + * published by the Free Software Foundation. Sun designates this + * particular file as subject to the "Classpath" exception as provided + * by Sun in the LICENSE file that accompanied this code. + * + * This code is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or + * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License + * version 2 for more details (a copy is included in the LICENSE file that + * accompanied this code). + * + * You should have received a copy of the GNU General Public License version + * 2 along with this work; if not, write to the Free Software Foundation, + * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. + * + */ + +package org.jogamp.java3d; + +import java.nio.ByteBuffer; +import java.util.ArrayList; +import java.util.HashMap; + +import org.jogamp.vecmath.Matrix3d; +import org.jogamp.vecmath.Matrix4d; +import org.jogamp.vecmath.Vector3f; +import org.jogamp.vecmath.Vector4f; + +import com.jogamp.opengl.GL2ES2; +import com.jogamp.opengl.GL2ES3; +import com.jogamp.opengl.GLContext; + + +public class Jogl2es2Context extends JoglContext +{ + + public Jogl2es2Context(GLContext context) + { + super(context); + } + + public GL2ES2 gl2es2() + { + return context.getGL().getGL2ES2(); + } + + public GL2ES3 gl2es3() + { + return context.getGL().getGL2ES3(); + } + + public JoglShaderObject shaderProgram; + public int shaderProgramId = -1; + public ProgramData programData; + + @Override + void setShaderProgram(JoglShaderObject object) + { + super.setShaderProgram(object); + shaderProgram = object; + shaderProgramId = object == null ? -1 : object.getValue(); + programData = allProgramData.get(shaderProgramId); + if (programData == null) + { + programData = new ProgramData(); + allProgramData.put(shaderProgramId, programData); + } + + } + + // all buffers created are recorded for each render pass, and for cleanup + public ArrayList<GeometryArrayRetained> geoToClearBuffers = new ArrayList<GeometryArrayRetained>(); + + public SparseArray<GeometryData> allGeometryData = new SparseArray<GeometryData>(); + + public static class GeometryData + { + public int nativeId = -1; + + public int geoToIndBuf = -1; + public int geoToIndBufSize = -1; + public int[] geoToIndStripBuf = null; + //public int geoToIndStripSwappedSize = -1;// removed into j3dnotristrips + public int geoToCoordBuf = -1; + public int geoToCoordBuf1 = -2;// double buffered for updates + public int geoToCoordBuf2 = -3; + public int geoToCoordBuf3 = -3; + public int geoToCoordBufSize = -1; + public int geoToColorBuf = -1; + public int geoToNormalBuf = -1; + public SparseArray<Integer> geoToTexCoordsBuf = new SparseArray<Integer>(); + public SparseArray<Integer> geoToVertAttribBuf = new SparseArray<Integer>(); + + //Every thing below relates to interleaved data + public int coordBufId = -1; // if separate + public int interleavedBufId = -1; + public int interleavedStride = 0; + public int geoToCoordOffset = -1; + public int geoToColorsOffset = -1; + public int geoToNormalsOffset = -1; + public int[] geoToVattrOffset = new int[10]; + public int[] geoToTexCoordOffset = new int[10]; + + // vertex array object id for this geom + public int vaoId = -1; + + //used to identify each geometry as we see it + private static int nextNativeId = 0; + + public GeometryData() + { + nativeId = nextNativeId++; + nextNativeId = nextNativeId > Integer.MAX_VALUE - 10 ? 0 : nextNativeId;// desperate loop + } + + } + + public SparseArray<ProgramData> allProgramData = new SparseArray<ProgramData>(); + + public static class ProgramData + { + public HashMap<String, Integer> progToGenVertAttNameToGenVertAttIndex = new HashMap<String, Integer>(); + public LocationData programToLocationData = null;// null to indicate need to load + public ByteBuffer programToUBOBB = null; + public int programToUBOBuf = -1; + } + + public fogData fogData = new fogData(); + + public glFrontMaterial materialData = new glFrontMaterial(); + // should use getMaximumLights() in pipeline? though it's up to the shader + public static int MAX_LIGHTS = 32; + public int maxLights; + public int numberOfLights; + public glLightSource[] glLightSource = new glLightSource[MAX_LIGHTS]; + + //See here http://download.java.net/media/java3d/javadoc/1.3.2/javax/media/j3d/RenderingAttributes.html + // For coloring implementation details + + //only for no lighting, materialDiffuse or vertex colors otherwise + public Vector4f objectColor = new Vector4f(); + + public float pointSize = 0; + + public int polygonMode = PolygonAttributes.POLYGON_FILL; + + public static class RenderingData + { + public boolean alphaTestEnabled = false; + public int alphaTestFunction = RenderingAttributes.ALWAYS; + public float alphaTestValue = 0; + public int ignoreVertexColors; //-1 is not set 1,0 bool + } + + public RenderingData renderingData = new RenderingData(); + + public float transparencyAlpha = 0; + + public Vector4f currentAmbientColor = new Vector4f(); + + public Matrix4d textureTransform = new Matrix4d(); + + //various ffp matrixes + public Matrix4d currentModelMat = new Matrix4d(); + public Matrix4d currentViewMat = new Matrix4d(); + public Matrix4d currentModelViewMat = new Matrix4d(); + public Matrix4d currentModelViewMatInverse = new Matrix4d(); + public Matrix4d currentModelViewProjMat = new Matrix4d(); + public Matrix3d currentNormalMat = new Matrix3d(); + public Matrix4d currentProjMat = new Matrix4d(); + public Matrix4d currentProjMatInverse = new Matrix4d(); + + /** + * On shader creation the various FFP locations are discovered and recorded for use later + * @author phil + * + */ + public static class LocationData + { + //normal uniform data + public int glProjectionMatrix = -1; + public int glProjectionMatrixInverse = -1; + public int glModelMatrix = -1; + public int glViewMatrix = -1; + public int glModelViewMatrix = -1; + public int glModelViewMatrixInverse = -1; + public int glModelViewProjectionMatrix = -1; + public int glNormalMatrix = -1; + public int ignoreVertexColors = -1; + public int glLightModelambient = -1; + public int objectColor = -1; + public int transparencyAlpha = -1; + public int alphaTestEnabled = -1; + public int alphaTestFunction = -1; + public int alphaTestValue = -1; + public int textureTransform = -1; + + public fogDataLocs fogData = new fogDataLocs(); + + public glFrontMaterialLocs glFrontMaterial = new glFrontMaterialLocs(); + public int numberOfLights = -1; + public glLightSourceLocs[] glLightSource = new glLightSourceLocs[MAX_LIGHTS]; + + public int glVertex = -1; + public int glColor = -1; + public int glNormal = -1; + + public int[] glMultiTexCoord = new int[16]; + public SparseArray<Integer> genAttIndexToLoc = new SparseArray<Integer>(); + + } + + /** + * below here are openGL state tracking to reduce unnecessary native calls + * Note this is NOT like the "new" or so called current staet above taht needs to be st in the FFP + * call, this is the old or previously set data, that might not need to be updated + * @author phil + * + */ + public static class GL_State + { + public boolean depthBufferEnableOverride; + public boolean depthBufferEnable; + public int depthTestFunction; + public boolean depthBufferWriteEnableOverride; + public boolean depthBufferWriteEnable; + public boolean userStencilAvailable; + public boolean stencilEnable; + public boolean glDepthMask; + public boolean glEnableGL_STENCIL_TEST; + public int stencilFailOp; + public int stencilZFailOp; + public int stencilZPassOp; + public int stencilFunction; + public int stencilReferenceValue; + public int stencilCompareMask; + public int stencilWriteMask; + public int[] setGLSLUniform1i = new int[500]; + public int[] clearer1 = new int[500]; + public float[] setGLSLUniform1f = new float[500]; + public float[] clearer2 = new float[500]; + public boolean glEnableGL_BLEND; + public int srcBlendFunction; + public int dstBlendFunction; + public int glActiveTexture; + public int currentProgramId; + public int[] glBindTextureGL_TEXTURE_2D = new int[35000];// indexed based on current glActiveTexture + public int[] clearer3 = new int[35000]; + public int cullFace; + public float polygonOffsetFactor; + public float polygonOffset; + + public int ignoreVertexColors; //-1 indicates not set yet, always set + public Vector4f glLightModelambient = new Vector4f(); + public Vector4f objectColor = new Vector4f(); + public float transparencyAlpha; + public Matrix4d textureTransform = new Matrix4d(); + public Matrix4d modelMatrix = new Matrix4d(); + public Matrix4d glModelViewMatrix = new Matrix4d(); + public Matrix4d glModelViewMatrixInverse = new Matrix4d(); + public Matrix4d glModelViewProjectionMatrix = new Matrix4d(); + public Matrix3d glNormalMatrix = new Matrix3d(); + public boolean alphaTestEnabled = false; + public int alphaTestFunction; + public float alphaTestValue; + + public fogData fogData = new fogData(); + public glFrontMaterial glFrontMaterial = new glFrontMaterial(); + public int numberOfLights = -1; + public glLightSource[] glLightSource = new glLightSource[MAX_LIGHTS]; + + public void clear() + { + depthBufferEnableOverride = false; + depthBufferEnable = false; + depthTestFunction = -1; + depthBufferWriteEnableOverride = false; + depthBufferWriteEnable = false; + userStencilAvailable = false; + stencilEnable = false; + glDepthMask = false; + glEnableGL_STENCIL_TEST = false; + stencilFailOp = -1; + stencilZFailOp = -1; + stencilZPassOp = -1; + stencilFunction = -1; + stencilReferenceValue = -1; + stencilCompareMask = -1; + stencilWriteMask = -1; + System.arraycopy(clearer1, 0, setGLSLUniform1i, 0, setGLSLUniform1i.length); + System.arraycopy(clearer2, 0, setGLSLUniform1f, 0, setGLSLUniform1f.length); + glEnableGL_BLEND = false; + srcBlendFunction = -1; + dstBlendFunction = -1; + glActiveTexture = -1; + currentProgramId = -1; + System.arraycopy(clearer3, 0, glBindTextureGL_TEXTURE_2D, 0, glBindTextureGL_TEXTURE_2D.length); + cullFace = -1; + polygonOffsetFactor = -1; + polygonOffset = -1; + ignoreVertexColors = -1; + glLightModelambient.set(-999f, -999f, -999f, -999f); + objectColor.set(-999f, -999f, -999f, -999f); + transparencyAlpha = -1; + textureTransform.setIdentity(); + modelMatrix.setIdentity(); + glModelViewMatrix.setIdentity(); + glModelViewMatrixInverse.setIdentity(); + glModelViewProjectionMatrix.setIdentity(); + glNormalMatrix.setIdentity(); + alphaTestEnabled = false; + alphaTestFunction = -1; + alphaTestValue = -99f; + + fogData.clear(); + glFrontMaterial.clear(); + for (int i = 0; i < MAX_LIGHTS; i++) + { + if (glLightSource[i] != null) + glLightSource[i].clear(); + } + } + } + + public GL_State gl_state = new GL_State(); + + /** + * program used on last run through of FFP, so nearly like gl_state above, just a desperate attempt + * to see if the uniform locations have changed even if a new shader is being used + */ + public int prevShaderProgram; + + // The per frame stats + public Jogl2es2PerFrameStats perFrameStats = new Jogl2es2PerFrameStats(); + + private int statsFrame = 0; + private int STATS_OUTPUT_FRAME_FREQ = 50; + + public void outputPerFrameData() + { + statsFrame++; + if (statsFrame % STATS_OUTPUT_FRAME_FREQ == 0) + { + statsFrame = 0; + System.out.println("======================================================"); + perFrameStats.outputPerFrameData(); + } + // clear for next frame + perFrameStats = new Jogl2es2PerFrameStats(); + perFrameStats.endOfPrevFrameTime = System.nanoTime(); + } + + // texture and raster fill variables + + // raster vao and buf are not in the by geom bucket because I don't get given geom + // background has to be created and destroyed + + public int simpleTextureShaderProgramId = -1; + public int simpleTextureShaderProgramVertLoc = -1; + public int simpleTextureShaderProgramTexCoordLoc = -1; + public int simpleTextureShaderProgramBaseMapLoc = -1; + + // just a singleton of the handy matrix/array operations + public Jogl2es2MatrixUtil matrixUtil = new Jogl2es2MatrixUtil(); + + /////////////////////////////////////S H A D E R S T R U C T S ///////////////////////////////////////////////////// + + // in the shader as follows + // struct material + // { + // int lightEnabled; + // vec4 ambient; + // vec4 diffuse; + // vec4 emission; + // vec3 specular; + // float shininess; + // }; + // uniform material glFrontMaterial; + public static class glFrontMaterial + { + public int lightEnabled = -1; + public Vector4f ambient = new Vector4f(); + public Vector4f diffuse = new Vector4f(); + public Vector3f emission = new Vector3f(); + public Vector3f specular = new Vector3f(); + public float shininess; + + public void clear() + { + lightEnabled = -1; + ambient.set(-999f, -999f, -999f, -999f); + diffuse.set(-999f, -999f, -999f, -999f); + emission.set(-999f, -999f, -999f); + specular.set(-999f, -999f, -999f); + shininess = -99; + } + + public void set(glFrontMaterial ogfm) + { + lightEnabled = ogfm.lightEnabled; + ambient.set(ogfm.ambient); + diffuse.set(ogfm.diffuse); + emission.set(ogfm.emission); + specular.set(ogfm.specular); + shininess = ogfm.shininess; + } + + @Override + public boolean equals(Object o) + { + if (o instanceof glFrontMaterial) + { + glFrontMaterial ogfm = (glFrontMaterial) o; + return ogfm.lightEnabled == lightEnabled && ogfm.ambient.equals(ambient) && ogfm.diffuse.equals(diffuse) + && ogfm.emission.equals(emission) && ogfm.specular.equals(specular) && ogfm.shininess == shininess; + } + else + { + return false; + } + } + } + + public static class glFrontMaterialLocs + { + public int lightEnabled = -1; + public int ambient = -1; + public int diffuse = -1; + public int emission = -1; + public int specular = -1; + public int shininess = -1; + + public boolean present() + { + return lightEnabled != -1 || ambient != -1 || diffuse != -1 || emission != -1 || specular != -1 || shininess != -1; + } + } + // struct lightSource + // { + // vec4 position; + // vec4 diffuse; + // vec4 specular; + // float constantAttenuation, linearAttenuation, quadraticAttenuation; + // float spotCutoff, spotExponent; + // vec3 spotDirection; + // }; + // + // uniform int numberOfLights; + // const int maxLights = 2; + // uniform lightSource glLightSource[maxLights]; + + //see https://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Multiple_Lights + public static class glLightSource + { + public int enabled = -1; + public int prevLightSlot = -1; + public Vector4f position = new Vector4f(); + //public Vector4f ambient = new Vector4f();//removed as an oddity + public Vector4f diffuse = new Vector4f(); + public Vector4f specular = new Vector4f(); + public float constantAttenuation; + public float linearAttenuation; + public float quadraticAttenuation; + public float spotCutoff; + public float spotExponent; + public Vector3f spotDirection = new Vector3f(); + + public void clear() + { + enabled = -1; + prevLightSlot = -1; + position.set(-999f, -999f, -999f, -999f); + diffuse.set(-999f, -999f, -999f, -999f); + specular.set(-999f, -999f, -999f, -999f); + constantAttenuation = -99; + linearAttenuation = -99; + quadraticAttenuation = -99; + spotCutoff = -99; + spotExponent = -99; + spotDirection.set(-999f, -999f, -999f); + } + + public void set(glLightSource ogfm) + { + enabled = ogfm.enabled; + prevLightSlot = ogfm.prevLightSlot; + position.set(ogfm.position); + diffuse.set(ogfm.diffuse); + specular.set(ogfm.specular); + constantAttenuation = ogfm.constantAttenuation; + linearAttenuation = ogfm.linearAttenuation; + quadraticAttenuation = ogfm.quadraticAttenuation; + spotCutoff = ogfm.spotCutoff; + spotExponent = ogfm.spotExponent; + spotDirection.set(ogfm.spotDirection); + } + + @Override + public boolean equals(Object o) + { + if (o instanceof glLightSource) + { + glLightSource ogfm = (glLightSource) o; + return enabled == ogfm.enabled && prevLightSlot == ogfm.prevLightSlot && ogfm.position.equals(position) + && ogfm.diffuse.equals(diffuse) && ogfm.specular.equals(specular) && ogfm.constantAttenuation == constantAttenuation + && ogfm.linearAttenuation == linearAttenuation && ogfm.quadraticAttenuation == quadraticAttenuation + && ogfm.spotCutoff == spotCutoff && ogfm.spotExponent == spotExponent && ogfm.spotDirection.equals(spotDirection); + } + else + { + return false; + } + } + } + + public static class glLightSourceLocs + { + public int position = -1; + public int diffuse = -1; + public int specular = -1; + public int constantAttenuation = -1; + public int linearAttenuation = -1; + public int quadraticAttenuation = -1; + public int spotCutoff = -1; + public int spotExponent = -1; + public int spotDirection = -1; + + public boolean present() + { + return position != -1 || diffuse != -1 || specular != -1 || constantAttenuation != -1 || linearAttenuation != -1 + || quadraticAttenuation != -1 || spotCutoff != -1 || spotExponent != -1 || spotDirection != -1; + } + } + + // in the shader as follows + // struct fogDataStruct + // { + // int fogEnabled; + // vec4 expColor; + // float expDensity; + // vec4 linearColor; + // float linearStart; + // float linearEnd; + // }; + // uniform fogDataStruct fogData; + public static class fogData + { + public int fogEnabled = -1; + public Vector3f expColor = new Vector3f(); + public float expDensity; + public Vector3f linearColor = new Vector3f(); + public float linearStart; + public float linearEnd; + + public void clear() + { + fogEnabled = -1; + expColor.set(-999f, -999f, -999f); + expDensity = -99; + linearColor.set(-999f, -999f, -999f); + linearStart = -99; + linearEnd = -99; + } + + public void set(fogData ogfm) + { + fogEnabled = ogfm.fogEnabled; + expColor.set(ogfm.expColor); + expDensity = ogfm.expDensity; + linearColor.set(ogfm.linearColor); + linearStart = ogfm.linearStart; + linearEnd = ogfm.linearEnd; + } + + @Override + public boolean equals(Object o) + { + if (o instanceof fogData) + { + fogData ogfm = (fogData) o; + return ogfm.fogEnabled == fogEnabled && ogfm.expColor.equals(expColor) && ogfm.expDensity == expDensity + && ogfm.linearColor.equals(linearColor) && ogfm.linearStart == linearStart && ogfm.linearEnd == linearEnd; + } + else + { + return false; + } + } + } + + public static class fogDataLocs + { + public int fogEnabled = -1; + public int expColor = -1; + public int expDensity = -1; + public int linearColor = -1; + public int linearStart = -1; + public int linearEnd = -1; + + public boolean present() + { + return fogEnabled != -1 || expColor != -1 || expDensity != -1 || linearColor != -1 || linearStart != -1 || linearEnd != -1; + } + } +} diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java b/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java index 3e2ba74..e3ed085 100644 --- a/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java +++ b/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java @@ -3149,6 +3149,20 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline } } + // always bind object color, the shader can decide to use it if it's no lighting and no vertex colors + if (locs.transparencyAlpha != -1) + { + if (!MINIMISE_NATIVE_CALLS_FFP + || (shaderProgramId != ctx.prevShaderProgram || ctx.gl_state.transparencyAlpha != ctx.transparencyAlpha)) + { + gl.glUniform1f(locs.transparencyAlpha, ctx.transparencyAlpha); + if (DO_OUTPUT_ERRORS) + outputErrors(ctx); + if (MINIMISE_NATIVE_CALLS_FFP) + ctx.gl_state.transparencyAlpha = ctx.transparencyAlpha; + } + } + // count of enabled lights currentEnabledLights if (locs.numberOfLights != -1) { @@ -3322,6 +3336,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline locs.ignoreVertexColors = gl.glGetUniformLocation(shaderProgramId, "ignoreVertexColors"); locs.glLightModelambient = gl.glGetUniformLocation(shaderProgramId, "glLightModelambient"); locs.objectColor = gl.glGetUniformLocation(shaderProgramId, "objectColor"); + locs.transparencyAlpha = gl.glGetUniformLocation(shaderProgramId, "transparencyAlpha"); locs.alphaTestEnabled = gl.glGetUniformLocation(shaderProgramId, "alphaTestEnabled"); locs.alphaTestFunction = gl.glGetUniformLocation(shaderProgramId, "alphaTestFunction"); locs.alphaTestValue = gl.glGetUniformLocation(shaderProgramId, "alphaTestValue"); @@ -5301,6 +5316,8 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline GL2ES2 gl = ((Jogl2es2Context) ctx).gl2es2(); Jogl2es2Context joglesctx = ((Jogl2es2Context) ctx); + joglesctx.transparencyAlpha = alpha; + if ((transparencyMode < TransparencyAttributes.SCREEN_DOOR) || ((((geometryType & RenderMolecule.LINE) != 0) || (polygonMode == PolygonAttributes.POLYGON_LINE)) && lineAA) || ((((geometryType & RenderMolecule.POINT) != 0) || (polygonMode == PolygonAttributes.POLYGON_POINT)) && pointAA)) @@ -5348,6 +5365,9 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline GL2ES2 gl = ((Jogl2es2Context) ctx).gl2es2(); Jogl2es2Context joglesctx = ((Jogl2es2Context) ctx); + + joglesctx.transparencyAlpha = 1.0f; + if (((((geometryType & RenderMolecule.LINE) != 0) || (polygonMode == PolygonAttributes.POLYGON_LINE)) && lineAA) || ((((geometryType & RenderMolecule.POINT) != 0) || (polygonMode == PolygonAttributes.POLYGON_POINT)) && pointAA)) { @@ -7901,7 +7921,61 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline throw new AssertionError("illegal format " + format); } - gl.glReadPixels(0, 0, width, height, type, GL.GL_UNSIGNED_BYTE, ByteBuffer.wrap((byte[]) data)); + ByteBuffer buf = null; + if (dataType == ImageComponentRetained.IMAGE_DATA_TYPE_BYTE_ARRAY) + { + buf = ByteBuffer.wrap((byte[]) data); + } + else + { + buf = (ByteBuffer) data; + } + + gl.glReadPixels(0, 0, width, height, type, GL.GL_UNSIGNED_BYTE, buf); + if (DO_OUTPUT_ERRORS) + outputErrors(ctx); + } + else if ((dataType == ImageComponentRetained.IMAGE_DATA_TYPE_INT_ARRAY) + || (dataType == ImageComponentRetained.IMAGE_DATA_TYPE_INT_BUFFER)) + { + switch (format) + { + // GL_BGR + case ImageComponentRetained.TYPE_INT_BGR: + type = GL2.GL_BGR;// not ok + break; + case ImageComponentRetained.TYPE_INT_RGB: + type = GL.GL_RGB;//ok + break; + case ImageComponentRetained.TYPE_INT_ARGB: + type = GL.GL_RGBA;// this a valid case for GL2ES2 + break; + + /* + * This method only supports 3 and 4 components formats and INT + * types. + */ + case ImageComponentRetained.TYPE_BYTE_LA: + case ImageComponentRetained.TYPE_BYTE_GRAY: + case ImageComponentRetained.TYPE_USHORT_GRAY: + case ImageComponentRetained.TYPE_BYTE_BGR: + case ImageComponentRetained.TYPE_BYTE_RGB: + case ImageComponentRetained.TYPE_BYTE_RGBA: + default: + throw new AssertionError("illegal format " + format); + } + + IntBuffer buf = null; + if (dataType == ImageComponentRetained.IMAGE_DATA_TYPE_INT_ARRAY) + { + buf = IntBuffer.wrap((int[]) data); + } + else + { + buf = (IntBuffer) data; + } + + gl.glReadPixels(0, 0, width, height, type, GL.GL_UNSIGNED_BYTE, buf); if (DO_OUTPUT_ERRORS) outputErrors(ctx); } |