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/*
* Copyright 2006-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
*/
package javax.media.j3d;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GLContext;
/**
* Graphics context objects for Jogl rendering pipeline.
*/
class JoglContext implements Context {
private GLContext context;
// Properties we need to keep track of for efficiency
private int maxTexCoordSets;
private float alphaClearValue;
private int currentTextureUnit;
private int currentCombinerUnit;
private boolean hasMultisample;
// Needed for vertex attribute implementation
private JoglShaderObject shaderProgram;
// Only used when GLSL shader library is active
private int glslVertexAttrOffset;
JoglContext(GLContext context) {
this.context = context;
}
GLContext getGLContext() {
return context;
}
int getMaxTexCoordSets() { return maxTexCoordSets; }
void setMaxTexCoordSets(int val) { maxTexCoordSets = val; }
float getAlphaClearValue() { return alphaClearValue; }
void setAlphaClearValue(float val) { alphaClearValue = val; }
int getCurrentTextureUnit() { return currentTextureUnit; }
void setCurrentTextureUnit(int val) { currentTextureUnit = val; }
int getCurrentCombinerUnit() { return currentCombinerUnit; }
void setCurrentCombinerUnit(int val) { currentCombinerUnit = val; }
boolean getHasMultisample() { return hasMultisample; }
void setHasMultisample(boolean val){ hasMultisample = val; }
void vertexAttrPointer(GL gl, int index, int size, int type, int stride, Buffer pointer) {
gl.getGL2().glVertexAttribPointerARB(index + glslVertexAttrOffset, size,
type, false, stride, pointer);
}
void enableVertexAttrArray(GL gl, int index) {
gl.getGL2().glEnableVertexAttribArrayARB(index + glslVertexAttrOffset);
}
void disableVertexAttrArray(GL gl, int index) {
gl.getGL2().glDisableVertexAttribArrayARB(index + glslVertexAttrOffset);
}
void vertexAttr1fv(GL gl, int index, FloatBuffer buf) {
gl.getGL2().glVertexAttrib1fvARB(index + glslVertexAttrOffset, buf);
}
void vertexAttr2fv(GL gl, int index, FloatBuffer buf) {
gl.getGL2().glVertexAttrib2fvARB(index + glslVertexAttrOffset, buf);
}
void vertexAttr3fv(GL gl, int index, FloatBuffer buf) {
gl.getGL2().glVertexAttrib3fvARB(index + glslVertexAttrOffset, buf);
}
void vertexAttr4fv(GL gl, int index, FloatBuffer buf) {
gl.getGL2().glVertexAttrib4fvARB(index + glslVertexAttrOffset, buf);
}
// Used in vertex attribute implementation
JoglShaderObject getShaderProgram() { return shaderProgram; }
void setShaderProgram(JoglShaderObject object) { shaderProgram = object; }
// Only used when GLSL shaders are in use
int getGLSLVertexAttrOffset() { return glslVertexAttrOffset; }
void setGLSLVertexAttrOffset(int offset) { glslVertexAttrOffset = offset; }
}
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