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authorphil <[email protected]>2016-11-16 12:54:57 +1300
committerphil <[email protected]>2016-11-16 12:54:57 +1300
commite59cf7acffc1713d7b50dbf817fd07bf24f7205f (patch)
tree6ac480af4f40497e2cc569d1cf52a8720fa839ed /src/main
parentfaedd8431ccd3461b73300ef0a925a2f0f3ac8cf (diff)
textureFillBackground and textureFillRaster added back to gl2es2pipeline
Diffstat (limited to 'src/main')
-rw-r--r--src/main/java/org/jogamp/java3d/Jogl2es2Context.java18
-rw-r--r--src/main/java/org/jogamp/java3d/Jogl2es2DEPPipeline.java75
-rw-r--r--src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java828
3 files changed, 714 insertions, 207 deletions
diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2Context.java b/src/main/java/org/jogamp/java3d/Jogl2es2Context.java
index 6ed3add..c355687 100644
--- a/src/main/java/org/jogamp/java3d/Jogl2es2Context.java
+++ b/src/main/java/org/jogamp/java3d/Jogl2es2Context.java
@@ -128,7 +128,6 @@ public class Jogl2es2Context extends JoglContext
public int programToUBOBuf = -1;
}
-
public fogData fogData = new fogData();
public glFrontMaterial materialData = new glFrontMaterial();
@@ -136,9 +135,7 @@ public class Jogl2es2Context extends JoglContext
public static int MAX_LIGHTS = 32;
public int maxLights;
public int numberOfLights;
- public glLightSource[] glLightSource = new glLightSource[MAX_LIGHTS];
-
-
+ 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
@@ -313,7 +310,7 @@ public class Jogl2es2Context extends JoglContext
alphaTestEnabled = false;
alphaTestFunction = -1;
alphaTestValue = -99f;
-
+
fogData.clear();
glFrontMaterial.clear();
for (int i = 0; i < MAX_LIGHTS; i++)
@@ -352,6 +349,17 @@ public class Jogl2es2Context extends JoglContext
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();
diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2DEPPipeline.java b/src/main/java/org/jogamp/java3d/Jogl2es2DEPPipeline.java
index 22a6976..c92a485 100644
--- a/src/main/java/org/jogamp/java3d/Jogl2es2DEPPipeline.java
+++ b/src/main/java/org/jogamp/java3d/Jogl2es2DEPPipeline.java
@@ -308,7 +308,31 @@ abstract class Jogl2es2DEPPipeline extends Pipeline
//
// Canvas3D methods - native wrappers
//
+ @Override
+ @Deprecated
+ void freeDisplayList(Context ctx, int id)
+ {
+ throw new UnsupportedOperationException("DisplayLists in use!. When using the gl2es2pipeline you should can use \n"
+ + "System.setProperty(\"j3d.displaylist\", \"false\"); to avoid this issue. \n"
+ + "Please note the recommended solution is to use NIO buffers. \n" + VALID_FORMAT_MESSAGE);
+ }
+
+ @Override
+ @Deprecated
+ // nothing seems to call this in Canvas3D either
+ void texturemapping(Context ctx, int px, int py, int minX, int minY, int maxX, int maxY, int texWidth, int texHeight, int rasWidth,
+ int format, int objectId, byte[] imageYdown, int winWidth, int winHeight)
+ {
+ throw new UnsupportedOperationException("texturemapping not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
+ }
+ @Override
+ @Deprecated
+ // nothing seems to call this in Canvas3D either
+ boolean initTexturemapping(Context ctx, int texWidth, int texHeight, int objectId)
+ {
+ throw new UnsupportedOperationException("texturemapping not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
+ }
// This is the native method for doing accumulation.
@Override
@Deprecated
@@ -354,33 +378,6 @@ abstract class Jogl2es2DEPPipeline extends Pipeline
// The following three methods are used in multi-pass case
- @Override
- @Deprecated
- void textureFillBackground(Context ctx, float texMinU, float texMaxU, float texMinV, float texMaxV, float mapMinX, float mapMaxX,
- float mapMinY, float mapMaxY, boolean useBilinearFilter)
- {
- throw new UnsupportedOperationException("textureFillBackground not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
-
- }
-
- @Override
- @Deprecated
- void textureFillRaster(Context ctx, float texMinU, float texMaxU, float texMinV, float texMaxV, float mapMinX, float mapMaxX,
- float mapMinY, float mapMaxY, float mapZ, float alpha, boolean useBilinearFilter)
- {
-
- throw new UnsupportedOperationException("textureFillRaster not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
- }
-
- @Override
- @Deprecated
- void executeRasterDepth(Context ctx, float posX, float posY, float posZ, int srcOffsetX, int srcOffsetY, int rasterWidth,
- int rasterHeight, int depthWidth, int depthHeight, int depthFormat, Object depthData)
- {
- throw new UnsupportedOperationException("executeRasterDepth not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
-
- }
-
// used for display Lists
@Override
@Deprecated
@@ -409,29 +406,5 @@ abstract class Jogl2es2DEPPipeline extends Pipeline
+ "Please note the recommended solution is to use NIO buffers. \n" + VALID_FORMAT_MESSAGE);
}
- @Override
- @Deprecated
- void freeDisplayList(Context ctx, int id)
- {
- throw new UnsupportedOperationException("DisplayLists in use!. When using the gl2es2pipeline you should can use \n"
- + "System.setProperty(\"j3d.displaylist\", \"false\"); to avoid this issue. \n"
- + "Please note the recommended solution is to use NIO buffers. \n" + VALID_FORMAT_MESSAGE);
- }
- @Override
- @Deprecated
- // nothing seems to call this in Canvas3D either
- void texturemapping(Context ctx, int px, int py, int minX, int minY, int maxX, int maxY, int texWidth, int texHeight, int rasWidth,
- int format, int objectId, byte[] imageYdown, int winWidth, int winHeight)
- {
- throw new UnsupportedOperationException("texturemapping not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
- }
-
- @Override
- @Deprecated
- // nothing seems to call this in Canvas3D either
- boolean initTexturemapping(Context ctx, int texWidth, int texHeight, int objectId)
- {
- throw new UnsupportedOperationException("texturemapping not supported in the GL2ES2 pipeline.\n" + VALID_FORMAT_MESSAGE);
- }
}
diff --git a/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java b/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java
index e614784..8cc5e3d 100644
--- a/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java
+++ b/src/main/java/org/jogamp/java3d/Jogl2es2Pipeline.java
@@ -52,12 +52,11 @@ import java.util.regex.Matcher;
import java.util.regex.Pattern;
import org.jogamp.java3d.Jogl2es2Context.GeometryData;
-import org.jogamp.java3d.Jogl2es2Context.glLightSource;
-import org.jogamp.java3d.Jogl2es2Context.glLightSourceLocs;
import org.jogamp.java3d.Jogl2es2Context.LocationData;
import org.jogamp.java3d.Jogl2es2Context.ProgramData;
+import org.jogamp.java3d.Jogl2es2Context.glLightSource;
+import org.jogamp.java3d.Jogl2es2Context.glLightSourceLocs;
import org.jogamp.vecmath.SingularMatrixException;
-import org.jogamp.vecmath.Vector3f;
import org.jogamp.vecmath.Vector4f;
import com.jogamp.common.nio.Buffers;
@@ -98,7 +97,8 @@ import com.jogamp.opengl.Threading;
*/
class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
- private static final boolean DO_OUTPUT_ERRORS = false;
+ //Note this is VERY expensive and should be false unless debugging
+ private static final boolean DO_OUTPUT_ERRORS = true;
// Currently prints for entry points already implemented
static final boolean VERBOSE = false;
// Debugging output for graphics configuration selection
@@ -494,9 +494,9 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToCoordBuf2 = tmp[1];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.SIZE / 8), verts, GL2ES2.GL_DYNAMIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.BYTES), verts, GL2ES2.GL_DYNAMIC_DRAW);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.SIZE / 8), verts, GL2ES2.GL_DYNAMIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.BYTES), verts, GL2ES2.GL_DYNAMIC_DRAW);
gd.geoToCoordBufSize = verts.remaining();
@@ -532,14 +532,14 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
// update 1 but set to draw 2
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.SIZE / 8), verts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.BYTES), verts);
gd.geoToCoordBuf = gd.geoToCoordBuf2;
}
else
{
// update 2 but set to draw 1
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.SIZE / 8), verts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.BYTES), verts);
gd.geoToCoordBuf = gd.geoToCoordBuf1;
}
@@ -568,7 +568,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
clrs.position(0);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToColorBuf);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, clrs.remaining() * Float.SIZE / 8, clrs);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, clrs.remaining() * Float.BYTES, clrs);
}
}
@@ -782,7 +782,6 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
}
if (DO_OUTPUT_ERRORS)
-
outputErrors(ctx);
}
@@ -1108,11 +1107,9 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToCoordBuf2 = tmp[1];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts,
- GL2ES2.GL_DYNAMIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, GL2ES2.GL_DYNAMIC_DRAW);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts,
- GL2ES2.GL_DYNAMIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, GL2ES2.GL_DYNAMIC_DRAW);
gd.geoToCoordBufSize = fverts.remaining();
@@ -1148,14 +1145,14 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
// update 1 but set to draw 2
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.SIZE / 8), fverts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.BYTES), fverts);
gd.geoToCoordBuf = gd.geoToCoordBuf2;
}
else
{
// update 2 but set to draw 1
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.SIZE / 8), fverts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.BYTES), fverts);
gd.geoToCoordBuf = gd.geoToCoordBuf1;
}
@@ -1193,7 +1190,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
fclrs.position(0);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToColorBuf);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, fclrs.remaining() * Float.SIZE / 8, fclrs);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, fclrs.remaining() * Float.BYTES, fclrs);
}
}
if (normalsDefined && locs.glNormal != -1)
@@ -1204,7 +1201,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
norms.position(0);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToNormalBuf);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, norms.remaining() * Float.SIZE / 8, norms);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, norms.remaining() * Float.BYTES, norms);
}
}
@@ -1224,7 +1221,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
HashMap<Integer, Integer> bufIds = gd.geoToVertAttribBuf;
Integer bufId = bufIds.get(index);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, bufId.intValue());
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, vertexAttrs.remaining() * Float.SIZE / 8, vertexAttrs);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, vertexAttrs.remaining() * Float.BYTES, vertexAttrs);
}
}
}
@@ -1246,7 +1243,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
HashMap<Integer, Integer> bufIds = gd.geoToTexCoordsBuf;
Integer bufId = bufIds.get(texUnit);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, bufId.intValue());
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, buf.remaining() * Float.SIZE / 8, buf);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, buf.remaining() * Float.BYTES, buf);
}
}
}
@@ -1803,9 +1800,9 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToCoordBuf2 = tmp[1];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.SIZE / 8), verts, GL2ES2.GL_DYNAMIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.BYTES), verts, GL2ES2.GL_DYNAMIC_DRAW);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.SIZE / 8), verts, GL2ES2.GL_DYNAMIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.BYTES), verts, GL2ES2.GL_DYNAMIC_DRAW);
gd.geoToCoordBufSize = verts.remaining();
@@ -1841,14 +1838,14 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
// update 1 but set to draw 2
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.SIZE / 8), verts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.BYTES), verts);
gd.geoToCoordBuf = gd.geoToCoordBuf2;
}
else
{
// update 2 but set to draw 1
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.SIZE / 8), verts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (verts.remaining() * Float.BYTES), verts);
gd.geoToCoordBuf = gd.geoToCoordBuf1;
}
@@ -1877,7 +1874,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
clrs.position(0);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToColorBuf);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, clrs.remaining() * Float.SIZE / 8, clrs);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, clrs.remaining() * Float.BYTES, clrs);
}
}
@@ -2043,9 +2040,8 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gl.glGenBuffers(strip_len, stripInd, 0);
int offset = initialIndexIndex;
- ByteBuffer bb = ByteBuffer.allocateDirect(indexCoord.length * 2);
- bb.order(ByteOrder.nativeOrder());
- ShortBuffer indicesBuffer = bb.asShortBuffer();
+ ShortBuffer indicesBuffer = ByteBuffer.allocateDirect(indexCoord.length * 2).order(ByteOrder.nativeOrder())
+ .asShortBuffer();
for (int s = 0; s < indexCoord.length; s++)
indicesBuffer.put(s, (short) indexCoord[s]);
for (int i = 0; i < strip_len; i++)
@@ -2106,9 +2102,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
if (gd.geoToIndBuf == -1)
{
// create and fill index buffer
- ByteBuffer bb = ByteBuffer.allocateDirect(indexCoord.length * 2);
- bb.order(ByteOrder.nativeOrder());
- ShortBuffer indBuf = bb.asShortBuffer();
+ ShortBuffer indBuf = ByteBuffer.allocateDirect(indexCoord.length * 2).order(ByteOrder.nativeOrder()).asShortBuffer();
for (int s = 0; s < indexCoord.length; s++)
indBuf.put(s, (short) indexCoord[s]);
indBuf.position(initialIndexIndex);
@@ -2444,12 +2438,10 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToCoordBuf2 = tmp[1];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts,
- GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, GL2ES2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts,
- GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, GL2ES2.GL_STATIC_DRAW);
gd.geoToCoordBufSize = fverts.remaining();
@@ -2485,7 +2477,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
// update 1 but set to draw 2
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.SIZE / 8), fverts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.BYTES), fverts);
gd.geoToCoordBuf = gd.geoToCoordBuf2;
}
@@ -2493,7 +2485,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
// update 2 but set to draw 1
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.SIZE / 8), fverts);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, (fverts.remaining() * Float.BYTES), fverts);
gd.geoToCoordBuf = gd.geoToCoordBuf1;
}
@@ -2530,7 +2522,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
fclrs.position(0);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToColorBuf);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, fclrs.remaining() * Float.SIZE / 8, fclrs);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, fclrs.remaining() * Float.BYTES, fclrs);
}
}
if (normalsDefined && locs.glNormal != -1)
@@ -2541,7 +2533,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
{
norms.position(0);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToNormalBuf);
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, norms.remaining() * Float.SIZE / 8, norms);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, norms.remaining() * Float.BYTES, norms);
}
}
@@ -2561,7 +2553,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
HashMap<Integer, Integer> bufIds = gd.geoToVertAttribBuf;
Integer bufId = bufIds.get(index);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, bufId.intValue());
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, vertexAttrs.remaining() * Float.SIZE / 8, vertexAttrs);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, vertexAttrs.remaining() * Float.BYTES, vertexAttrs);
}
}
}
@@ -2583,7 +2575,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
HashMap<Integer, Integer> bufIds = gd.geoToTexCoordsBuf;
Integer bufId = bufIds.get(texUnit);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, bufId.intValue());
- gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, buf.remaining() * Float.SIZE / 8, buf);
+ gl.glBufferSubData(GL2ES2.GL_ARRAY_BUFFER, 0, buf.remaining() * Float.BYTES, buf);
}
}
}
@@ -2795,9 +2787,8 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gl.glGenBuffers(strip_len, stripInd, 0);
int offset = initialIndexIndex;
- ByteBuffer bb = ByteBuffer.allocateDirect(indexCoord.length * 2);
- bb.order(ByteOrder.nativeOrder());
- ShortBuffer indicesBuffer = bb.asShortBuffer();
+ ShortBuffer indicesBuffer = ByteBuffer.allocateDirect(indexCoord.length * 2).order(ByteOrder.nativeOrder())
+ .asShortBuffer();
for (int s = 0; s < indexCoord.length; s++)
indicesBuffer.put(s, (short) indexCoord[s]);
for (int i = 0; i < strip_len; i++)
@@ -2875,9 +2866,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
if (gd.geoToIndBuf == -1)
{
// create and fill index buffer
- ByteBuffer bb = ByteBuffer.allocateDirect(indexCoord.length * 2);
- bb.order(ByteOrder.nativeOrder());
- ShortBuffer indBuf = bb.asShortBuffer();
+ ShortBuffer indBuf = ByteBuffer.allocateDirect(indexCoord.length * 2).order(ByteOrder.nativeOrder()).asShortBuffer();
for (int s = 0; s < indexCoord.length; s++)
indBuf.put(s, (short) indexCoord[s]);
indBuf.position(initialIndexIndex);
@@ -3394,7 +3383,6 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
// record for the next loop through FFP
ctx.prevShaderProgram = shaderProgramId;
if (DO_OUTPUT_ERRORS)
-
outputErrors(ctx);
}
@@ -3408,7 +3396,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
private static void loadLocs(Jogl2es2Context ctx, GL2ES2 gl)
{
ProgramData pd = ctx.programData;
- int shaderProgramId = ctx.shaderProgramId;
+
if (pd.programToLocationData == null)
{
LocationData locs = new LocationData();
@@ -3416,86 +3404,94 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
if (OUTPUT_PER_FRAME_STATS)
ctx.perFrameStats.programToLocationData++;
- // Removed if(ATTEMPT_UBO && gl.isGL2ES3())...
-
- locs.glProjectionMatrix = gl.glGetUniformLocation(shaderProgramId, "glProjectionMatrix");
- locs.glProjectionMatrixInverse = gl.glGetUniformLocation(shaderProgramId, "glProjectionMatrixInverse");
- locs.glModelMatrix = gl.glGetUniformLocation(shaderProgramId, "glModelMatrix");
- locs.glViewMatrix = gl.glGetUniformLocation(shaderProgramId, "glViewMatrix");
- locs.glModelViewMatrix = gl.glGetUniformLocation(shaderProgramId, "glModelViewMatrix");
- locs.glModelViewMatrixInverse = gl.glGetUniformLocation(shaderProgramId, "glModelViewMatrixInverse");
- locs.glModelViewProjectionMatrix = gl.glGetUniformLocation(shaderProgramId, "glModelViewProjectionMatrix");
- locs.glNormalMatrix = gl.glGetUniformLocation(shaderProgramId, "glNormalMatrix");
- locs.ignoreVertexColors = gl.glGetUniformLocation(shaderProgramId, "ignoreVertexColors");
- locs.glLightModelambient = gl.glGetUniformLocation(shaderProgramId, "glLightModelambient");
- locs.objectColor = gl.glGetUniformLocation(shaderProgramId, "objectColor");
- locs.alphaTestEnabled = gl.glGetUniformLocation(shaderProgramId, "alphaTestEnabled");
- locs.alphaTestFunction = gl.glGetUniformLocation(shaderProgramId, "alphaTestFunction");
- locs.alphaTestValue = gl.glGetUniformLocation(shaderProgramId, "alphaTestValue");
- locs.textureTransform = gl.glGetUniformLocation(shaderProgramId, "textureTransform");
-
- locs.fogData.fogEnabled = gl.glGetUniformLocation(shaderProgramId, "fogData.fogEnabled");
- locs.fogData.expColor = gl.glGetUniformLocation(shaderProgramId, "fogData.expColor");
- locs.fogData.expDensity = gl.glGetUniformLocation(shaderProgramId, "fogData.expDensity");
- locs.fogData.linearColor = gl.glGetUniformLocation(shaderProgramId, "fogData.linearColor");
- locs.fogData.linearStart = gl.glGetUniformLocation(shaderProgramId, "fogData.linearStart");
- locs.fogData.linearEnd = gl.glGetUniformLocation(shaderProgramId, "fogData.linearEnd");
-
- locs.glFrontMaterial.lightEnabled = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.lightEnabled");
- locs.glFrontMaterial.ambient = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.ambient");
- locs.glFrontMaterial.diffuse = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.diffuse");
- locs.glFrontMaterial.emission = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.emission");
- locs.glFrontMaterial.specular = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.specular");
- locs.glFrontMaterial.shininess = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.shininess");
-
- locs.numberOfLights = gl.glGetUniformLocation(shaderProgramId, "numberOfLights");
-
- //lights, notice the vertex attribute is made of a string concat
- // possibly in es you can't use an array of struct to get locs?
- for (int i = 0; i < locs.glLightSource.length; i++)
- {
- locs.glLightSource[i] = new glLightSourceLocs();
- locs.glLightSource[i].position = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].position");
- locs.glLightSource[i].diffuse = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].diffuse");
- locs.glLightSource[i].specular = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].specular");
- locs.glLightSource[i].constantAttenuation = gl.glGetUniformLocation(shaderProgramId,
- "glLightSource[" + i + "].constantAttenuation");
- locs.glLightSource[i].linearAttenuation = gl.glGetUniformLocation(shaderProgramId,
- "glLightSource[" + i + "].linearAttenuation");
- locs.glLightSource[i].quadraticAttenuation = gl.glGetUniformLocation(shaderProgramId,
- "glLightSource[" + i + "].quadraticAttenuation");
- locs.glLightSource[i].spotCutoff = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].spotCutoff");
- locs.glLightSource[i].spotExponent = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].spotExponent");
- locs.glLightSource[i].spotDirection = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].spotDirection");
- }
-
- ///////ATTRIBUTES!!!!!!!!///////////////////
- locs.glVertex = gl.glGetAttribLocation(shaderProgramId, "glVertex");
- locs.glColor = gl.glGetAttribLocation(shaderProgramId, "glColor");
- locs.glNormal = gl.glGetAttribLocation(shaderProgramId, "glNormal");
-
- // tex coords, notice the vertex attribute is made of a string concat
- for (int i = 0; i < locs.glMultiTexCoord.length; i++)
- {
- locs.glMultiTexCoord[i] = gl.glGetAttribLocation(shaderProgramId, "glMultiTexCoord" + i);
- }
-
- // generic attributes, notice allocated on a program basis not per geom
- HashMap<String, Integer> attToIndex = pd.progToGenVertAttNameToGenVertAttIndex;
- if (attToIndex != null)
- {
- for (String attrib : attToIndex.keySet())
- {
- int index = attToIndex.get(attrib);
- int attribLoc = gl.glGetAttribLocation(shaderProgramId, attrib);
- locs.genAttIndexToLoc.put(index, new Integer(attribLoc));
+ int shaderProgramId = ctx.shaderProgramId;
+ // shader program can be disabled, but locs still called
+ if (shaderProgramId != -1)
+ {
+ // Removed if(ATTEMPT_UBO && gl.isGL2ES3())...
+
+ locs.glProjectionMatrix = gl.glGetUniformLocation(shaderProgramId, "glProjectionMatrix");
+ locs.glProjectionMatrixInverse = gl.glGetUniformLocation(shaderProgramId, "glProjectionMatrixInverse");
+ locs.glModelMatrix = gl.glGetUniformLocation(shaderProgramId, "glModelMatrix");
+ locs.glViewMatrix = gl.glGetUniformLocation(shaderProgramId, "glViewMatrix");
+ locs.glModelViewMatrix = gl.glGetUniformLocation(shaderProgramId, "glModelViewMatrix");
+ locs.glModelViewMatrixInverse = gl.glGetUniformLocation(shaderProgramId, "glModelViewMatrixInverse");
+ locs.glModelViewProjectionMatrix = gl.glGetUniformLocation(shaderProgramId, "glModelViewProjectionMatrix");
+ locs.glNormalMatrix = gl.glGetUniformLocation(shaderProgramId, "glNormalMatrix");
+ locs.ignoreVertexColors = gl.glGetUniformLocation(shaderProgramId, "ignoreVertexColors");
+ locs.glLightModelambient = gl.glGetUniformLocation(shaderProgramId, "glLightModelambient");
+ locs.objectColor = gl.glGetUniformLocation(shaderProgramId, "objectColor");
+ locs.alphaTestEnabled = gl.glGetUniformLocation(shaderProgramId, "alphaTestEnabled");
+ locs.alphaTestFunction = gl.glGetUniformLocation(shaderProgramId, "alphaTestFunction");
+ locs.alphaTestValue = gl.glGetUniformLocation(shaderProgramId, "alphaTestValue");
+ locs.textureTransform = gl.glGetUniformLocation(shaderProgramId, "textureTransform");
+
+ locs.fogData.fogEnabled = gl.glGetUniformLocation(shaderProgramId, "fogData.fogEnabled");
+ locs.fogData.expColor = gl.glGetUniformLocation(shaderProgramId, "fogData.expColor");
+ locs.fogData.expDensity = gl.glGetUniformLocation(shaderProgramId, "fogData.expDensity");
+ locs.fogData.linearColor = gl.glGetUniformLocation(shaderProgramId, "fogData.linearColor");
+ locs.fogData.linearStart = gl.glGetUniformLocation(shaderProgramId, "fogData.linearStart");
+ locs.fogData.linearEnd = gl.glGetUniformLocation(shaderProgramId, "fogData.linearEnd");
+
+ locs.glFrontMaterial.lightEnabled = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.lightEnabled");
+ locs.glFrontMaterial.ambient = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.ambient");
+ locs.glFrontMaterial.diffuse = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.diffuse");
+ locs.glFrontMaterial.emission = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.emission");
+ locs.glFrontMaterial.specular = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.specular");
+ locs.glFrontMaterial.shininess = gl.glGetUniformLocation(shaderProgramId, "glFrontMaterial.shininess");
+
+ locs.numberOfLights = gl.glGetUniformLocation(shaderProgramId, "numberOfLights");
+
+ //lights, notice the vertex attribute is made of a string concat
+ // possibly in es you can't use an array of struct to get locs?
+ for (int i = 0; i < locs.glLightSource.length; i++)
+ {
+ locs.glLightSource[i] = new glLightSourceLocs();
+ locs.glLightSource[i].position = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].position");
+ locs.glLightSource[i].diffuse = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].diffuse");
+ locs.glLightSource[i].specular = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].specular");
+ locs.glLightSource[i].constantAttenuation = gl.glGetUniformLocation(shaderProgramId,
+ "glLightSource[" + i + "].constantAttenuation");
+ locs.glLightSource[i].linearAttenuation = gl.glGetUniformLocation(shaderProgramId,
+ "glLightSource[" + i + "].linearAttenuation");
+ locs.glLightSource[i].quadraticAttenuation = gl.glGetUniformLocation(shaderProgramId,
+ "glLightSource[" + i + "].quadraticAttenuation");
+ locs.glLightSource[i].spotCutoff = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].spotCutoff");
+ locs.glLightSource[i].spotExponent = gl.glGetUniformLocation(shaderProgramId, "glLightSource[" + i + "].spotExponent");
+ locs.glLightSource[i].spotDirection = gl.glGetUniformLocation(shaderProgramId,
+ "glLightSource[" + i + "].spotDirection");
+ }
+
+ ///////ATTRIBUTES!!!!!!!!///////////////////
+ locs.glVertex = gl.glGetAttribLocation(shaderProgramId, "glVertex");
+ locs.glColor = gl.glGetAttribLocation(shaderProgramId, "glColor");
+ locs.glNormal = gl.glGetAttribLocation(shaderProgramId, "glNormal");
+
+ // tex coords, notice the vertex attribute is made of a string concat
+ for (int i = 0; i < locs.glMultiTexCoord.length; i++)
+ {
+ locs.glMultiTexCoord[i] = gl.glGetAttribLocation(shaderProgramId, "glMultiTexCoord" + i);
+ }
+
+ // generic attributes, notice allocated on a program basis not per geom
+ HashMap<String, Integer> attToIndex = pd.progToGenVertAttNameToGenVertAttIndex;
+ if (attToIndex != null)
+ {
+ for (String attrib : attToIndex.keySet())
+ {
+ int index = attToIndex.get(attrib);
+ int attribLoc = gl.glGetAttribLocation(shaderProgramId, attrib);
+ locs.genAttIndexToLoc.put(index, new Integer(attribLoc));
+ }
}
+
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
}
pd.programToLocationData = locs;
}
- if (DO_OUTPUT_ERRORS)
- outputErrors(ctx);
+
}
private static GeometryData loadAllBuffers(Jogl2es2Context ctx, GL2ES2 gl, GeometryArrayRetained geo, boolean ignoreVertexColors,
@@ -3529,10 +3525,10 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToCoordBuf2 = tmp[1];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
int usage = morphable ? GL2ES2.GL_DYNAMIC_DRAW : GL2ES2.GL_STATIC_DRAW;
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts, usage);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, usage);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts, usage);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, usage);
}
else
{
@@ -3542,7 +3538,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf);
int usage = morphable ? GL2ES2.GL_DYNAMIC_DRAW : GL2ES2.GL_STATIC_DRAW;
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts, usage);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, usage);
}
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
@@ -3575,7 +3571,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToColorBuf = tmp[0];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToColorBuf);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, fclrs.remaining() * Float.SIZE / 8, fclrs, GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, fclrs.remaining() * Float.BYTES, fclrs, GL2ES2.GL_STATIC_DRAW);
}
else
{
@@ -3640,10 +3636,10 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToCoordBuf2 = tmp[1];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf1);
int usage = morphable ? GL2ES2.GL_DYNAMIC_DRAW : GL2ES2.GL_STATIC_DRAW;
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts, usage);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, usage);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf2);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts, usage);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, usage);
}
else
{
@@ -3653,7 +3649,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToCoordBuf);
int usage = morphable ? GL2ES2.GL_DYNAMIC_DRAW : GL2ES2.GL_STATIC_DRAW;
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.SIZE / 8), fverts, usage);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (fverts.remaining() * Float.BYTES), fverts, usage);
}
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
@@ -3681,7 +3677,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToColorBuf = tmp[0];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToColorBuf);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, fclrs.remaining() * Float.SIZE / 8, fclrs, GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, fclrs.remaining() * Float.BYTES, fclrs, GL2ES2.GL_STATIC_DRAW);
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
@@ -3702,7 +3698,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
gd.geoToNormalBuf = tmp[0];
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, gd.geoToNormalBuf);
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, norms.remaining() * Float.SIZE / 8, norms, GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, norms.remaining() * Float.BYTES, norms, GL2ES2.GL_STATIC_DRAW);
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
@@ -3735,7 +3731,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
bufIds.put(index, bufId);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, bufId.intValue());
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, vertexAttrs.remaining() * Float.SIZE / 8, vertexAttrs, GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, vertexAttrs.remaining() * Float.BYTES, vertexAttrs, GL2ES2.GL_STATIC_DRAW);
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
@@ -3774,7 +3770,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
bufId = new Integer(tmp[0]);
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, bufId.intValue());
- gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, buf.remaining() * Float.SIZE / 8, buf, GL2ES2.GL_STATIC_DRAW);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, buf.remaining() * Float.BYTES, buf, GL2ES2.GL_STATIC_DRAW);
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
bufIds.put(texUnit, bufId);
@@ -4130,11 +4126,11 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
int shaderHandle = 0;
if (shaderType == Shader.SHADER_TYPE_VERTEX)
{
- shaderHandle = (int) gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
+ shaderHandle = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
}
else if (shaderType == Shader.SHADER_TYPE_FRAGMENT)
{
- shaderHandle = (int) gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
+ shaderHandle = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
}
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
@@ -4215,7 +4211,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
if (OUTPUT_PER_FRAME_STATS)
((Jogl2es2Context) ctx).perFrameStats.createGLSLShaderProgram++;
- int shaderProgramHandle = (int) gl.glCreateProgram();
+ int shaderProgramHandle = gl.glCreateProgram();
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
if (shaderProgramHandle == 0)
@@ -4287,8 +4283,8 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
if (OUTPUT_PER_FRAME_STATS)
((Jogl2es2Context) ctx).perFrameStats.bindGLSLVertexAttrName++;
- // GL2ES2 gl = context(ctx).getGL().getGL2ES2();
- // gl.glBindAttribLocation(unbox(shaderProgramId), attrIndex + VirtualUniverse.mc.glslVertexAttrOffset, attrName);
+ //GL2ES2 gl = context(ctx).getGL().getGL2ES2();
+ //gl.glBindAttribLocation(unbox(shaderProgramId), attrIndex + VirtualUniverse.mc.glslVertexAttrOffset, attrName);
// record this for later, we'll get real locations in the locationData setup
int progId = unbox(shaderProgramId);
@@ -4411,28 +4407,29 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
private boolean USE_NULL_SHADER_WARNING_GIVEN = false;
@Override
- ShaderError useGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId)
+ ShaderError useGLSLShaderProgram(Context ctx, ShaderProgramId inShaderProgramId)
{
+ int shaderProgramId = unbox(inShaderProgramId);
if (VERBOSE)
- System.err.println("JoglPipeline.useGLSLShaderProgram(shaderProgramId=" + unbox(shaderProgramId) + ")");
+ System.err.println("JoglPipeline.useGLSLShaderProgram(shaderProgramId=" + shaderProgramId + ")");
Jogl2es2Context joglesContext = (Jogl2es2Context) ctx;
if (OUTPUT_PER_FRAME_STATS)
{
- if (joglesContext.gl_state.currentProgramId == unbox(shaderProgramId))
+ if (joglesContext.gl_state.currentProgramId == shaderProgramId)
{
joglesContext.perFrameStats.redundantUseProgram++;
}
else
{
joglesContext.perFrameStats.useGLSLShaderProgram++;
- joglesContext.perFrameStats.usedPrograms.add(shaderProgramId);
+ joglesContext.perFrameStats.usedPrograms.add(inShaderProgramId);
}
}
- if (!MINIMISE_NATIVE_SHADER || joglesContext.gl_state.currentProgramId != unbox(shaderProgramId))
+ if (!MINIMISE_NATIVE_SHADER || joglesContext.gl_state.currentProgramId != shaderProgramId)
{
- if (shaderProgramId == null)
+ if (shaderProgramId == -1)
{
if (!USE_NULL_SHADER_WARNING_GIVEN)
System.err.println("Null shader passed for use");
@@ -4441,15 +4438,15 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
GL2ES2 gl = joglesContext.gl2es2();
- gl.glUseProgram(unbox(shaderProgramId));
+ gl.glUseProgram(shaderProgramId);
if (DO_OUTPUT_ERRORS)
outputErrors(ctx);
- joglesContext.setShaderProgram((JoglShaderObject) shaderProgramId);
+ joglesContext.setShaderProgram((JoglShaderObject) inShaderProgramId);
loadLocs(joglesContext, gl);
if (MINIMISE_NATIVE_SHADER)
- joglesContext.gl_state.currentProgramId = unbox(shaderProgramId);
+ joglesContext.gl_state.currentProgramId = shaderProgramId;
}
return null;
@@ -4461,7 +4458,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
private static int unbox(ShaderAttrLoc loc)
{
if (loc == null)
- return 0;
+ return -1;
return ((JoglShaderObject) loc).getValue();
}
@@ -4909,7 +4906,6 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
// native method for setting Material when no material is present
@Override
-
void updateMaterialColor(Context ctx, float r, float g, float b, float a)
{
if (VERBOSE)
@@ -6726,6 +6722,7 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
if (VERBOSE)
System.err.println("JoglPipeline.setRenderMode()");
+ //TODO: why is this not done in swap or sync?
// UGLY HACK the render mode is set to Canvas3D.FIELD_ALL after all
// geoms are drawn
// so I take the opportunity to unbind the vertex array
@@ -7241,6 +7238,66 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
cv.texture3DDepthMax = tmp[0];*/
}
+ /*
+ * Function to disable most rendering attributes when doing a 2D
+ * clear, image copy, or image composite operation. Note that the
+ * caller must save/restore the attributes with
+ * pushAttrib(GL_ENABLE_BIT|...) and popAttrib()
+ */
+ private static void disableAttribFor2D(GL2ES2 gl)
+ {
+ //Only a few of these exist for ES2
+ //alpha, fog, lighting material are all shader ops
+ //gl.glDisable(GL2.GL_ALPHA_TEST);
+ gl.glDisable(GL.GL_BLEND);
+ //gl.glDisable(GL.GL_COLOR_LOGIC_OP);
+ //gl.glDisable(GL2.GL_COLOR_MATERIAL);
+ gl.glDisable(GL.GL_CULL_FACE);
+ gl.glDisable(GL.GL_DEPTH_TEST);
+ //gl.glDisable(GL2.GL_FOG);
+ //gl.glDisable(GL2.GL_LIGHTING);
+ gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
+ //gl.glDisable(GL2.GL_POLYGON_STIPPLE);
+ gl.glDisable(GL.GL_STENCIL_TEST);
+ //gl.glDisable(GL.GL_TEXTURE_2D);
+ //gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
+ //gl.glDisable(GL2.GL_TEXTURE_GEN_R);
+ //gl.glDisable(GL2.GL_TEXTURE_GEN_S);
+ //gl.glDisable(GL2.GL_TEXTURE_GEN_T);
+
+ //for (int i = 0; i < 6; i++) {
+ // gl.glDisable(GL2.GL_CLIP_PLANE0 + i);
+ //}
+
+ //gl.glDisable(GL2.GL_TEXTURE_3D);
+ //gl.glDisable(GL.GL_TEXTURE_CUBE_MAP);
+
+ // FIXME: GL_NV_register_combiners
+ // if (gl.isExtensionAvailable("GL_NV_register_combiners")) {
+ // gl.glDisable(GL.GL_REGISTER_COMBINERS_NV);
+ // }
+ // FIXME: GL_SGI_texture_color_table
+ // if (gl.isExtensionAvailable("GL_SGI_texture_color_table")) {
+ // gl.glDisable(GL.GL_TEXTURE_COLOR_TABLE_SGI);
+ // }
+ }
+
+ private static void disableAttribForRaster(GL2ES2 gl)
+ {
+
+ //gl.glDisable(GL2.GL_COLOR_MATERIAL);
+ gl.glDisable(GL.GL_CULL_FACE);
+ //gl.glDisable(GL2.GL_LIGHTING);
+ gl.glDisable(GL.GL_POLYGON_OFFSET_FILL);
+ //gl.glDisable(GL2.GL_POLYGON_STIPPLE);
+
+ // TODO: Disable if Raster.CLIP_POSITION is true
+ // for (int i = 0; i < 6; i++) {
+ // gl.glDisable(GL2.GL_CLIP_PLANE0 + i);
+ // }
+
+ }
+
// Not needed generally as transpose can be called on the inteface with gl
private static void copyTranspose(double[] src, double[] dst)
{
@@ -7285,6 +7342,475 @@ class Jogl2es2Pipeline extends Jogl2es2DEPPipeline
outputErrors(ctx);
}
+ private static int createSimpleTextureShaderProgram(Context ctx)
+ {
+ if (VERBOSE)
+ System.err.println("JoglPipeline.createSimpleTextureShaderProgram()");
+
+ // now create and set shader
+ String vertexProgram = "#version 120\n";
+ vertexProgram += "attribute vec2 glMultiTexCoord0;\n";
+ vertexProgram += "attribute vec4 glVertex;\n";
+ vertexProgram += "varying vec2 glTexCoord0;\n";
+ vertexProgram += "void main( void ){\n";
+ vertexProgram += "gl_Position = glVertex;\n";
+ vertexProgram += "glTexCoord0 = glMultiTexCoord0.st;\n";
+ vertexProgram += "}";
+
+ String fragmentProgram = "#version 120\n";
+ fragmentProgram += "precision mediump float;\n";
+ fragmentProgram += "varying vec2 glTexCoord0;\n";
+ fragmentProgram += "uniform sampler2D BaseMap;\n";
+ fragmentProgram += "void main( void ){\n ";
+ fragmentProgram += "vec4 baseMap = texture2D( BaseMap, glTexCoord0.st );\n";
+ fragmentProgram += "gl_FragColor = baseMap;\n";
+ //fragmentProgram += "gl_FragColor = vec4(1,1,0.5,1);\n";
+ fragmentProgram += "}";
+
+ int programId = createShaderProgram(ctx, vertexProgram, fragmentProgram);
+
+ // now record the locations
+ Jogl2es2Context jctx = (Jogl2es2Context) ctx;
+ GL2ES2 gl = jctx.gl2es2();
+ jctx.simpleTextureShaderProgramVertLoc = gl.glGetAttribLocation(programId, "glVertex");
+ jctx.simpleTextureShaderProgramTexCoordLoc = gl.glGetAttribLocation(programId, "glMultiTexCoord0");
+ jctx.simpleTextureShaderProgramBaseMapLoc = gl.glGetUniformLocation(programId, "BaseMap");
+
+ return programId;
+ }
+
+ private static int createShaderProgram(Context ctx, String vertexProgram, String fragmentProgram)
+ {
+ if (VERBOSE)
+ System.err.println("JoglPipeline.createShaderProgram()");
+
+ Jogl2es2Context jctx = (Jogl2es2Context) ctx;
+ GL2ES2 gl = jctx.gl2es2();
+
+ int shaderHandleV = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
+ int shaderHandleF = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
+
+ int shaderProgramHandle = gl.glCreateProgram();
+
+ gl.glAttachShader(shaderProgramHandle, shaderHandleV);
+ gl.glAttachShader(shaderProgramHandle, shaderHandleF);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ gl.glShaderSource(shaderHandleV, 1, new String[] { vertexProgram }, null, 0);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glCompileShader(shaderHandleV);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ int[] status = new int[1];
+ gl.glGetShaderiv(shaderHandleV, GL2ES2.GL_COMPILE_STATUS, status, 0);
+ if (status[0] == 0)
+ {
+ String detailMsg = getShaderInfoLog(gl, shaderHandleV);
+ System.err.println(detailMsg);
+ }
+ gl.glShaderSource(shaderHandleF, 1, new String[] { fragmentProgram }, null, 0);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glCompileShader(shaderHandleF);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glGetShaderiv(shaderHandleF, GL2ES2.GL_COMPILE_STATUS, status, 0);
+ if (status[0] == 0)
+ {
+ String detailMsg = getShaderInfoLog(gl, shaderHandleF);
+ System.err.println(detailMsg);
+ }
+
+ gl.glLinkProgram(shaderProgramHandle);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ gl.glGetProgramiv(shaderProgramHandle, GL2ES2.GL_LINK_STATUS, status, 0);
+ if (status[0] == 0)
+ {
+ String detailMsg = getProgramInfoLog(gl, shaderProgramHandle);
+ System.err.println(detailMsg);
+ }
+
+ return shaderProgramHandle;
+ }
+
+ @Override
+ void textureFillBackground(Context ctx, float texMinU, float texMaxU, float texMinV, float texMaxV, float mapMinX, float mapMaxX,
+ float mapMinY, float mapMaxY, boolean useBilinearFilter)
+ {
+ if (VERBOSE)
+ System.err.println("JoglPipeline.textureFillBackground()");
+
+ Jogl2es2Context jctx = (Jogl2es2Context) ctx;
+ GL2ES2 gl = jctx.gl2es2();
+
+ disableAttribFor2D(gl);
+
+ // Setup filter mode if needed
+ if (useBilinearFilter)
+ {
+ // System.err.println("JoglPipeline - Raster : use bilinear filter\n");
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ //gl.glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ //TODO: alpha value!! make sure blending on and use the alpha value in shader
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ //gl.glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0); //note [0,1] not the normal [-1,1]
+
+ //NOTE .order(ByteOrder.nativeOrder())!!!
+ int vcount = 6;
+ FloatBuffer verts = ByteBuffer.allocateDirect(Float.BYTES * 3 * vcount).order(ByteOrder.nativeOrder()).asFloatBuffer();
+ FloatBuffer tcs = ByteBuffer.allocateDirect(Float.BYTES * 2 * vcount).order(ByteOrder.nativeOrder()).asFloatBuffer();
+
+ // add a Z so we stay closer to textureFillRaster
+ float mapZ = 0f;
+
+ texMinV = 1 - texMinV;//Y-up has flipped them
+ texMaxV = 1 - texMaxV;//Y-up has flipped them
+
+ //CCW windings for fun (cull face should make unnecessary
+ tcs.put(texMinU).put(texMinV);
+ verts.put(mapMinX).put(mapMinY).put(mapZ);
+ tcs.put(texMaxU).put(texMaxV);
+ verts.put(mapMaxX).put(mapMaxY).put(mapZ);
+ tcs.put(texMinU).put(texMaxV);
+ verts.put(mapMinX).put(mapMaxY).put(mapZ);
+
+ tcs.put(texMinU).put(texMinV);
+ verts.put(mapMinX).put(mapMinY).put(mapZ);
+ tcs.put(texMaxU).put(texMinV);
+ verts.put(mapMaxX).put(mapMinY).put(mapZ);
+ tcs.put(texMaxU).put(texMaxV);
+ verts.put(mapMaxX).put(mapMaxY).put(mapZ);
+
+ verts.position(0);
+ tcs.position(0);
+
+ int[] tmp = new int[2];
+ gl.glGenBuffers(2, tmp, 0);
+ int vertBufId = tmp[0];
+ int tcBufId = tmp[1];
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vertBufId);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.BYTES), verts, GL2ES2.GL_STREAM_DRAW);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, tcBufId);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (tcs.remaining() * Float.BYTES), tcs, GL2ES2.GL_STREAM_DRAW);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ if (jctx.simpleTextureShaderProgramId == -1)
+ jctx.simpleTextureShaderProgramId = createSimpleTextureShaderProgram(ctx);
+
+ gl.glUseProgram(jctx.simpleTextureShaderProgramId);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ jctx.prevShaderProgram = jctx.simpleTextureShaderProgramId;
+
+ boolean bindingRequired = true;
+
+ // always create a new one
+ int vaoId = -1;
+ if (jctx.gl2es3() != null)
+ {
+ if (vaoId == -1)
+ {
+ int[] tmp2 = new int[1];
+ jctx.gl2es3().glGenVertexArrays(1, tmp2, 0);
+ vaoId = tmp2[0];
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+ else
+ {
+ bindingRequired = false;
+ }
+ jctx.gl2es3().glBindVertexArray(vaoId);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ if (bindingRequired)
+ {
+ if (jctx.simpleTextureShaderProgramVertLoc != -1)
+ {
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vertBufId);
+ gl.glVertexAttribPointer(jctx.simpleTextureShaderProgramVertLoc, 3, GL2ES2.GL_FLOAT, false, 0, 0);
+ gl.glEnableVertexAttribArray(jctx.simpleTextureShaderProgramVertLoc);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ if (jctx.simpleTextureShaderProgramTexCoordLoc != -1)
+ {
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, tcBufId);
+ gl.glVertexAttribPointer(jctx.simpleTextureShaderProgramTexCoordLoc, 2, GL2ES2.GL_FLOAT, false, 0, 0);
+ gl.glEnableVertexAttribArray(jctx.simpleTextureShaderProgramTexCoordLoc);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ if (jctx.simpleTextureShaderProgramBaseMapLoc != -1)
+ {
+ gl.glUniform1i(jctx.simpleTextureShaderProgramBaseMapLoc, 0);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, vcount);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ // clean u as we have to recreate each pass
+ if (vaoId != -1)
+ jctx.gl2es3().glDeleteVertexArrays(1, new int[] { vaoId }, 0);
+
+ if (vertBufId != -1)
+ gl.glDeleteBuffers(1, new int[] { vertBufId }, 0);
+
+ if (tcBufId != -1)
+ gl.glDeleteBuffers(1, new int[] { tcBufId }, 0);
+ }
+
+ @Override
+ void textureFillRaster(Context ctx, float texMinU, float texMaxU, float texMinV, float texMaxV, float mapMinX, float mapMaxX,
+ float mapMinY, float mapMaxY, float mapZ, float alpha, boolean useBilinearFilter)
+ {
+
+ if (VERBOSE)
+ System.err.println("JoglPipeline.textureFillRaster()");
+
+ Jogl2es2Context jctx = (Jogl2es2Context) ctx;
+ GL2ES2 gl = jctx.gl2es2();
+
+ disableAttribForRaster(gl);
+
+ // Setup filter mode if needed
+ if (useBilinearFilter)
+ {
+ // System.err.println("JoglPipeline - Raster : use bilinear filter\n");
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
+ gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ //gl.glColor4f(1.0f, 1.0f, 1.0f, alpha);
+ //TODO: alpha value!! make sure blending on and use the alpha value in shader
+
+ gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ //gl.glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0); //note [0,1] not the normal [-1,1]
+
+ //NOTE .order(ByteOrder.nativeOrder())!!!
+ int vcount = 6;
+ FloatBuffer verts = ByteBuffer.allocateDirect(Float.BYTES * 3 * vcount).order(ByteOrder.nativeOrder()).asFloatBuffer();
+ FloatBuffer tcs = ByteBuffer.allocateDirect(Float.BYTES * 2 * vcount).order(ByteOrder.nativeOrder()).asFloatBuffer();
+
+ texMinV = 1 - texMinV;//Y-up has flipped them?
+ texMaxV = 1 - texMaxV;//Y-up has flipped them
+
+ //CCW windings for fun (cull face should make unnecessary
+ tcs.put(texMinU).put(texMinV);
+ verts.put(mapMinX).put(mapMinY).put(mapZ);
+ tcs.put(texMaxU).put(texMaxV);
+ verts.put(mapMaxX).put(mapMaxY).put(mapZ);
+ tcs.put(texMinU).put(texMaxV);
+ verts.put(mapMinX).put(mapMaxY).put(mapZ);
+
+ tcs.put(texMinU).put(texMinV);
+ verts.put(mapMinX).put(mapMinY).put(mapZ);
+ tcs.put(texMaxU).put(texMinV);
+ verts.put(mapMaxX).put(mapMinY).put(mapZ);
+ tcs.put(texMaxU).put(texMaxV);
+ verts.put(mapMaxX).put(mapMaxY).put(mapZ);
+
+ verts.position(0);
+ tcs.position(0);
+
+ int[] tmp = new int[2];
+ gl.glGenBuffers(2, tmp, 0);
+ int vertBufId = tmp[0];
+ int tcBufId = tmp[1];
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vertBufId);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (verts.remaining() * Float.BYTES), verts, GL2ES2.GL_STREAM_DRAW);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, tcBufId);
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, (tcs.remaining() * Float.BYTES), tcs, GL2ES2.GL_STREAM_DRAW);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ if (jctx.simpleTextureShaderProgramId == -1)
+ jctx.simpleTextureShaderProgramId = createSimpleTextureShaderProgram(ctx);
+
+ gl.glUseProgram(jctx.simpleTextureShaderProgramId);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ jctx.prevShaderProgram = jctx.simpleTextureShaderProgramId;
+
+ boolean bindingRequired = true;
+
+ // always create a new one
+ int vaoId = -1;
+ if (jctx.gl2es3() != null)
+ {
+ if (vaoId == -1)
+ {
+ int[] tmp2 = new int[1];
+ jctx.gl2es3().glGenVertexArrays(1, tmp2, 0);
+ vaoId = tmp2[0];
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+ else
+ {
+ bindingRequired = false;
+ }
+ jctx.gl2es3().glBindVertexArray(vaoId);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ if (bindingRequired)
+ {
+ if (jctx.simpleTextureShaderProgramVertLoc != -1)
+ {
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vertBufId);
+ gl.glVertexAttribPointer(jctx.simpleTextureShaderProgramVertLoc, 3, GL2ES2.GL_FLOAT, false, 0, 0);
+ gl.glEnableVertexAttribArray(jctx.simpleTextureShaderProgramVertLoc);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ if (jctx.simpleTextureShaderProgramTexCoordLoc != -1)
+ {
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, tcBufId);
+ gl.glVertexAttribPointer(jctx.simpleTextureShaderProgramTexCoordLoc, 2, GL2ES2.GL_FLOAT, false, 0, 0);
+ gl.glEnableVertexAttribArray(jctx.simpleTextureShaderProgramTexCoordLoc);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ if (jctx.simpleTextureShaderProgramBaseMapLoc != -1)
+ {
+ gl.glUniform1i(jctx.simpleTextureShaderProgramBaseMapLoc, 0);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+ }
+
+ gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, vcount);
+ if (DO_OUTPUT_ERRORS)
+ outputErrors(ctx);
+
+ // clean u as we have to recreate each pass
+ if (vaoId != -1)
+ jctx.gl2es3().glDeleteVertexArrays(1, new int[] { vaoId }, 0);
+
+ if (vertBufId != -1)
+ gl.glDeleteBuffers(1, new int[] { vertBufId }, 0);
+
+ if (tcBufId != -1)
+ gl.glDeleteBuffers(1, new int[] { tcBufId }, 0);
+
+ }
+
+ @Override
+ void executeRasterDepth(Context ctx, float posX, float posY, float posZ, int srcOffsetX, int srcOffsetY, int rasterWidth,
+ int rasterHeight, int depthWidth, int depthHeight, int depthFormat, Object depthData)
+ {
+ if (VERBOSE)
+ System.err.println("JoglPipeline.executeRasterDepth()");
+ GLContext context = context(ctx);
+ GL2 gl = context.getGL().getGL2();
+
+ gl.glRasterPos3f(posX, posY, posZ);
+
+ int[] drawBuf = new int[1];
+ gl.glGetIntegerv(GL2.GL_DRAW_BUFFER, drawBuf, 0);
+ /* disable draw buffer */
+ gl.glDrawBuffer(GL.GL_NONE);
+
+ /*
+ * raster position is upper left corner, default for Java3D
+ * ImageComponent currently has the data reverse in Y
+ */
+ gl.glPixelZoom(1.0f, -1.0f);
+ gl.glPixelStorei(GL2.GL_UNPACK_ROW_LENGTH, depthWidth);
+ if (srcOffsetX >= 0)
+ {
+ gl.glPixelStorei(GL2.GL_UNPACK_SKIP_PIXELS, srcOffsetX);
+ if (srcOffsetX + rasterWidth > depthWidth)
+ {
+ rasterWidth = depthWidth - srcOffsetX;
+ }
+ }
+ else
+ {
+ rasterWidth += srcOffsetX;
+ if (rasterWidth > depthWidth)
+ {
+ rasterWidth = depthWidth;
+ }
+ }
+ if (srcOffsetY >= 0)
+ {
+ gl.glPixelStorei(GL2.GL_UNPACK_SKIP_ROWS, srcOffsetY);
+ if (srcOffsetY + rasterHeight > depthHeight)
+ {
+ rasterHeight = depthHeight - srcOffsetY;
+ }
+ }
+ else
+ {
+ rasterHeight += srcOffsetY;
+ if (rasterHeight > depthHeight)
+ {
+ rasterHeight = depthHeight;
+ }
+ }
+
+ if (depthFormat == DepthComponentRetained.DEPTH_COMPONENT_TYPE_INT)
+ {
+ gl.glDrawPixels(rasterWidth, rasterHeight, GL2.GL_DEPTH_COMPONENT, GL.GL_UNSIGNED_INT, IntBuffer.wrap((int[]) depthData));
+ }
+ else
+ { /* DepthComponentRetained.DEPTH_COMPONENT_TYPE_FLOAT */
+ gl.glDrawPixels(rasterWidth, rasterHeight, GL2.GL_DEPTH_COMPONENT, GL.GL_FLOAT, FloatBuffer.wrap((float[]) depthData));
+ }
+
+ /* re-enable draw buffer */
+ gl.glDrawBuffer(drawBuf[0]);
+
+ gl.glPixelStorei(GL2.GL_UNPACK_ROW_LENGTH, 0);
+ gl.glPixelStorei(GL2.GL_UNPACK_SKIP_PIXELS, 0);
+ gl.glPixelStorei(GL2.GL_UNPACK_SKIP_ROWS, 0);
+
+ }
+
/**
* This native method makes sure that the rendering for this canvas gets
* done now.