From e59cf7acffc1713d7b50dbf817fd07bf24f7205f Mon Sep 17 00:00:00 2001 From: phil Date: Wed, 16 Nov 2016 12:54:57 +1300 Subject: textureFillBackground and textureFillRaster added back to gl2es2pipeline --- .../java/org/jogamp/java3d/Jogl2es2Context.java | 18 +- .../org/jogamp/java3d/Jogl2es2DEPPipeline.java | 75 +- .../java/org/jogamp/java3d/Jogl2es2Pipeline.java | 828 +++++++++++++++++---- 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 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 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 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 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 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 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. -- cgit v1.2.3