diff options
author | Sven Gothel <[email protected]> | 2008-06-21 02:33:51 +0000 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2008-06-21 02:33:51 +0000 |
commit | 006acbb9463af33a8b45aa0b3a298604eba72d82 (patch) | |
tree | 2c71662575a2c098b22c4b19b471bb5c732041c5 /src/classes/com/sun/opengl/util/j2d | |
parent | cbc45e816f4ee81031bffce19a99550681462a24 (diff) |
2nd big refactoring.
Goals are orthogonal components for:
- OS Windowing system
- NEWT, X11, Windows, MacOsX
- GL Windowing GLUE
- EGL, GLX, WGL, CGL
- GL profiles
- core and util packages
- generate all Java components from any platform
All above goals are achieved.
TODO:
- Native compilation fix and test
- Check/Fix Win32, MacOSX and the mobile devices
- ..
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1665 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/com/sun/opengl/util/j2d')
3 files changed, 2856 insertions, 0 deletions
diff --git a/src/classes/com/sun/opengl/util/j2d/gl2/GL2Overlay.java b/src/classes/com/sun/opengl/util/j2d/gl2/GL2Overlay.java new file mode 100755 index 000000000..6ba14abe5 --- /dev/null +++ b/src/classes/com/sun/opengl/util/j2d/gl2/GL2Overlay.java @@ -0,0 +1,216 @@ +/* + * Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any kind. ALL + * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, + * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A + * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN + * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR + * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR + * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE + * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, + * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF + * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + * + * Sun gratefully acknowledges that this software was originally authored + * and developed by Kenneth Bradley Russell and Christopher John Kline. + */ + +package com.sun.opengl.util.j2d.gl2; + +import java.awt.Graphics2D; + +import javax.media.opengl.*; +import com.sun.opengl.util.texture.*; + +import com.sun.opengl.util.awt.*; + +/** Provides a Java 2D overlay on top of an arbitrary GLDrawable, + making it easier to do things like draw text and images on top of + an OpenGL scene while still maintaining reasonably good + efficiency. */ + +public class GL2Overlay { + private GLDrawable drawable; + private GL2TextureRenderer renderer; + private boolean contentsLost; + + /** Creates a new Java 2D overlay on top of the specified + GLDrawable. */ + public GL2Overlay(GLDrawable drawable) { + this.drawable = drawable; + } + + /** Creates a {@link java.awt.Graphics2D Graphics2D} instance for + rendering into the overlay. The returned object should be + disposed of using the normal {@link java.awt.Graphics#dispose() + Graphics.dispose()} method once it is no longer being used. + + @return a new {@link java.awt.Graphics2D Graphics2D} object for + rendering into the backing store of this renderer + */ + public Graphics2D createGraphics() { + // Validate the size of the renderer against the current size of + // the drawable + validateRenderer(); + return renderer.createGraphics(); + } + + /** Indicates whether the Java 2D contents of the overlay were lost + since the last time {@link #createGraphics} was called. This + method should be called immediately after calling {@link + #createGraphics} to see whether the entire contents of the + overlay need to be redrawn or just the region the application is + interested in updating. + + @return whether the contents of the overlay were lost since the + last render + */ + public boolean contentsLost() { + return contentsLost; + } + + /** Marks the given region of the overlay as dirty. This region, and + any previously set dirty regions, will be automatically + synchronized with the underlying Texture during the next {@link + #draw draw} or {@link #drawAll drawAll} operation, at which + point the dirty region will be cleared. It is not necessary for + an OpenGL context to be current when this method is called. + + @param x the x coordinate (in Java 2D coordinates -- relative to + upper left) of the region to update + @param y the y coordinate (in Java 2D coordinates -- relative to + upper left) of the region to update + @param width the width of the region to update + @param height the height of the region to update + + @throws GLException If an OpenGL context is not current when this method is called */ + public void markDirty(int x, int y, int width, int height) { + renderer.markDirty(x, y, width, height); + } + + /** Draws the entire contents of the overlay on top of the OpenGL + drawable. This is a convenience method which encapsulates all + portions of the rendering process; if this method is used, + {@link #beginRendering}, {@link #endRendering}, etc. should not + be used. This method should be called while the OpenGL context + for the drawable is current, and after your OpenGL scene has + been rendered. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void drawAll() throws GLException { + beginRendering(); + draw(0, 0, drawable.getWidth(), drawable.getHeight()); + endRendering(); + } + + /** Begins the OpenGL rendering process for the overlay. This is + separated out so advanced applications can render independent + pieces of the overlay to different portions of the drawable. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void beginRendering() throws GLException { + renderer.beginOrthoRendering(drawable.getWidth(), drawable.getHeight()); + } + + /** Ends the OpenGL rendering process for the overlay. This is + separated out so advanced applications can render independent + pieces of the overlay to different portions of the drawable. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void endRendering() throws GLException { + renderer.endOrthoRendering(); + } + + /** Draws the specified sub-rectangle of the overlay on top of the + OpenGL drawable. {@link #beginRendering} and {@link + #endRendering} must be used in conjunction with this method to + achieve proper rendering results. This method should be called + while the OpenGL context for the drawable is current, and after + your OpenGL scene has been rendered. + + @param x the lower-left x coordinate (relative to the lower left + of the overlay) of the rectangle to draw + @param y the lower-left y coordinate (relative to the lower left + of the overlay) of the rectangle to draw + @param width the width of the rectangle to draw + @param height the height of the rectangle to draw + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void draw(int x, int y, int width, int height) throws GLException { + draw(x, y, x, y, width, height); + } + + /** Draws the specified sub-rectangle of the overlay at the + specified x and y coordinate on top of the OpenGL drawable. + {@link #beginRendering} and {@link #endRendering} must be used + in conjunction with this method to achieve proper rendering + results. This method should be called while the OpenGL context + for the drawable is current, and after your OpenGL scene has + been rendered. + + @param screenx the on-screen x coordinate at which to draw the rectangle + @param screeny the on-screen y coordinate (relative to lower left) at + which to draw the rectangle + @param overlayx the x coordinate of the pixel in the overlay of + the lower left portion of the rectangle to draw + @param overlayy the y coordinate of the pixel in the overlay + (relative to lower left) of the lower left portion of the + rectangle to draw + @param width the width of the rectangle to draw + @param height the height of the rectangle to draw + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void draw(int screenx, int screeny, + int overlayx, int overlayy, + int width, int height) throws GLException { + renderer.drawOrthoRect(screenx, screeny, + overlayx, overlayy, + width, height); + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + private void validateRenderer() { + if (renderer == null) { + renderer = new GL2TextureRenderer(drawable.getWidth(), + drawable.getHeight(), + true); + contentsLost = true; + } else if (renderer.getWidth() != drawable.getWidth() || + renderer.getHeight() != drawable.getHeight()) { + renderer.setSize(drawable.getWidth(), drawable.getHeight()); + contentsLost = true; + } else { + contentsLost = false; + } + } +} diff --git a/src/classes/com/sun/opengl/util/j2d/gl2/GL2TextRenderer.java b/src/classes/com/sun/opengl/util/j2d/gl2/GL2TextRenderer.java new file mode 100755 index 000000000..fa42009f9 --- /dev/null +++ b/src/classes/com/sun/opengl/util/j2d/gl2/GL2TextRenderer.java @@ -0,0 +1,1939 @@ +/* + * Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any kind. ALL + * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, + * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A + * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN + * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR + * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR + * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE + * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, + * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF + * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + * + * Sun gratefully acknowledges that this software was originally authored + * and developed by Kenneth Bradley Russell and Christopher John Kline. + */ +package com.sun.opengl.util.j2d.gl2; + +import com.sun.opengl.impl.*; +import com.sun.opengl.impl.packrect.*; +import com.sun.opengl.util.*; +import com.sun.opengl.util.io.*; +import com.sun.opengl.util.texture.*; +import com.sun.opengl.util.texture.awt.*; +import com.sun.opengl.util.gl2.*; +import com.sun.opengl.util.awt.*; +import com.sun.opengl.util.awt.gl2.*; + +import java.awt.AlphaComposite; +import java.awt.Color; +import java.awt.Composite; + +// For debugging purposes +import java.awt.EventQueue; +import java.awt.Font; +import java.awt.Frame; +import java.awt.Graphics2D; +import java.awt.Image; +import java.awt.Point; +import java.awt.RenderingHints; +import java.awt.event.*; +import java.awt.font.*; +import java.awt.geom.*; + +import java.nio.*; + +import java.text.*; + +import java.util.*; + +import javax.media.opengl.*; +import javax.media.opengl.glu.*; +import javax.media.opengl.glu.gl2.*; +import javax.media.opengl.awt.*; +import javax.media.opengl.util.*; + + +/** Renders bitmapped Java 2D text into an OpenGL window with high + performance, full Unicode support, and a simple API. Performs + appropriate caching of text rendering results in an OpenGL texture + internally to avoid repeated font rasterization. The caching is + completely automatic, does not require any user intervention, and + has no visible controls in the public API. <P> + + Using the {@link TextRenderer TextRenderer} is simple. Add a + "<code>TextRenderer renderer;</code>" field to your {@link + javax.media.opengl.GLEventListener GLEventListener}. In your {@link + javax.media.opengl.GLEventListener#init init} method, add: + + <PRE> + renderer = new TextRenderer(new Font("SansSerif", Font.BOLD, 36)); + </PRE> + + <P> In the {@link javax.media.opengl.GLEventListener#display display} method of your + {@link javax.media.opengl.GLEventListener GLEventListener}, add: + <PRE> + renderer.beginRendering(drawable.getWidth(), drawable.getHeight()); + // optionally set the color + renderer.setColor(1.0f, 0.2f, 0.2f, 0.8f); + renderer.draw("Text to draw", xPosition, yPosition); + // ... more draw commands, color changes, etc. + renderer.endRendering(); + </PRE> + + Unless you are sharing textures and display lists between OpenGL + contexts, you do not need to call the {@link #dispose dispose} + method of the TextRenderer; the OpenGL resources it uses + internally will be cleaned up automatically when the OpenGL + context is destroyed. <P> + + <b>Note</b> that the TextRenderer may cause the vertex and texture + coordinate array buffer bindings to change, or to be unbound. This + is important to note if you are using Vertex Buffer Objects (VBOs) + in your application. <P> + + Internally, the renderer uses a rectangle packing algorithm to + pack both glyphs and full Strings' rendering results (which are + variable size) onto a larger OpenGL texture. The internal backing + store is maintained using a {@link + com.sun.opengl.util.j2d.TextureRenderer TextureRenderer}. A least + recently used (LRU) algorithm is used to discard previously + rendered strings; the specific algorithm is undefined, but is + currently implemented by flushing unused Strings' rendering + results every few hundred rendering cycles, where a rendering + cycle is defined as a pair of calls to {@link #beginRendering + beginRendering} / {@link #endRendering endRendering}. + + @author John Burkey + @author Kenneth Russell +*/ +public class GL2TextRenderer { + private static final boolean DEBUG = Debug.debug("TextRenderer"); + + // These are occasionally useful for more in-depth debugging + private static final boolean DISABLE_GLYPH_CACHE = false; + private static final boolean DRAW_BBOXES = false; + + static final int kSize = 256; + + // Every certain number of render cycles, flush the strings which + // haven't been used recently + private static final int CYCLES_PER_FLUSH = 100; + + // The amount of vertical dead space on the backing store before we + // force a compaction + private static final float MAX_VERTICAL_FRAGMENTATION = 0.7f; + static final int kQuadsPerBuffer = 100; + static final int kCoordsPerVertVerts = 3; + static final int kCoordsPerVertTex = 2; + static final int kVertsPerQuad = 4; + static final int kTotalBufferSizeVerts = kQuadsPerBuffer * kVertsPerQuad; + static final int kTotalBufferSizeCoordsVerts = kQuadsPerBuffer * kVertsPerQuad * kCoordsPerVertVerts; + static final int kTotalBufferSizeCoordsTex = kQuadsPerBuffer * kVertsPerQuad * kCoordsPerVertTex; + static final int kTotalBufferSizeBytesVerts = kTotalBufferSizeCoordsVerts * 4; + static final int kTotalBufferSizeBytesTex = kTotalBufferSizeCoordsTex * 4; + static final int kSizeInBytes_OneVertices_VertexData = kCoordsPerVertVerts * 4; + static final int kSizeInBytes_OneVertices_TexData = kCoordsPerVertTex * 4; + private Font font; + private boolean antialiased; + private boolean useFractionalMetrics; + + // Whether we're attempting to use automatic mipmap generation support + private boolean mipmap; + private RectanglePacker packer; + private boolean haveMaxSize; + private RenderDelegate renderDelegate; + private GL2TextureRenderer cachedBackingStore; + private Graphics2D cachedGraphics; + private FontRenderContext cachedFontRenderContext; + private Map /*<String,Rect>*/ stringLocations = new HashMap /*<String,Rect>*/(); + private GlyphProducer mGlyphProducer; + + private int numRenderCycles; + + // Need to keep track of whether we're in a beginRendering() / + // endRendering() cycle so we can re-enter the exact same state if + // we have to reallocate the backing store + private boolean inBeginEndPair; + private boolean isOrthoMode; + private int beginRenderingWidth; + private int beginRenderingHeight; + private boolean beginRenderingDepthTestDisabled; + + // For resetting the color after disposal of the old backing store + private boolean haveCachedColor; + private float cachedR; + private float cachedG; + private float cachedB; + private float cachedA; + private Color cachedColor; + private boolean needToResetColor; + + // For debugging only + private Frame dbgFrame; + + // Debugging purposes only + private boolean debugged; + Pipelined_QuadRenderer mPipelinedQuadRenderer; + + //emzic: added boolean flag + private boolean useVertexArrays = true; + + //emzic: added boolean flag + private boolean isExtensionAvailable_GL_VERSION_1_5; + private boolean checkFor_isExtensionAvailable_GL_VERSION_1_5; + + // Whether GL_LINEAR filtering is enabled for the backing store + private boolean smoothing = true; + + /** Creates a new TextRenderer with the given font, using no + antialiasing or fractional metrics, and the default + RenderDelegate. Equivalent to <code>TextRenderer(font, false, + false)</code>. + + @param font the font to render with + */ + public GL2TextRenderer(Font font) { + this(font, false, false, null, false); + } + + /** Creates a new TextRenderer with the given font, using no + antialiasing or fractional metrics, and the default + RenderDelegate. If <CODE>mipmap</CODE> is true, attempts to use + OpenGL's automatic mipmap generation for better smoothing when + rendering the TextureRenderer's contents at a distance. + Equivalent to <code>TextRenderer(font, false, false)</code>. + + @param font the font to render with + @param mipmap whether to attempt use of automatic mipmap generation + */ + public GL2TextRenderer(Font font, boolean mipmap) { + this(font, false, false, null, mipmap); + } + + /** Creates a new TextRenderer with the given Font, specified font + properties, and default RenderDelegate. The + <code>antialiased</code> and <code>useFractionalMetrics</code> + flags provide control over the same properties at the Java 2D + level. No mipmap support is requested. Equivalent to + <code>TextRenderer(font, antialiased, useFractionalMetrics, + null)</code>. + + @param font the font to render with + @param antialiased whether to use antialiased fonts + @param useFractionalMetrics whether to use fractional font + metrics at the Java 2D level + */ + public GL2TextRenderer(Font font, boolean antialiased, + boolean useFractionalMetrics) { + this(font, antialiased, useFractionalMetrics, null, false); + } + + /** Creates a new TextRenderer with the given Font, specified font + properties, and given RenderDelegate. The + <code>antialiased</code> and <code>useFractionalMetrics</code> + flags provide control over the same properties at the Java 2D + level. The <code>renderDelegate</code> provides more control + over the text rendered. No mipmap support is requested. + + @param font the font to render with + @param antialiased whether to use antialiased fonts + @param useFractionalMetrics whether to use fractional font + metrics at the Java 2D level + @param renderDelegate the render delegate to use to draw the + text's bitmap, or null to use the default one + */ + public GL2TextRenderer(Font font, boolean antialiased, + boolean useFractionalMetrics, RenderDelegate renderDelegate) { + this(font, antialiased, useFractionalMetrics, renderDelegate, false); + } + + /** Creates a new TextRenderer with the given Font, specified font + properties, and given RenderDelegate. The + <code>antialiased</code> and <code>useFractionalMetrics</code> + flags provide control over the same properties at the Java 2D + level. The <code>renderDelegate</code> provides more control + over the text rendered. If <CODE>mipmap</CODE> is true, attempts + to use OpenGL's automatic mipmap generation for better smoothing + when rendering the TextureRenderer's contents at a distance. + + @param font the font to render with + @param antialiased whether to use antialiased fonts + @param useFractionalMetrics whether to use fractional font + metrics at the Java 2D level + @param renderDelegate the render delegate to use to draw the + text's bitmap, or null to use the default one + @param mipmap whether to attempt use of automatic mipmap generation + */ + public GL2TextRenderer(Font font, boolean antialiased, + boolean useFractionalMetrics, RenderDelegate renderDelegate, + boolean mipmap) { + this.font = font; + this.antialiased = antialiased; + this.useFractionalMetrics = useFractionalMetrics; + this.mipmap = mipmap; + + // FIXME: consider adjusting the size based on font size + // (it will already automatically resize if necessary) + packer = new RectanglePacker(new Manager(), kSize, kSize); + + if (renderDelegate == null) { + renderDelegate = new DefaultRenderDelegate(); + } + + this.renderDelegate = renderDelegate; + + mGlyphProducer = new GlyphProducer(font.getNumGlyphs()); + } + + /** Returns the bounding rectangle of the given String, assuming it + was rendered at the origin. See {@link #getBounds(CharSequence) + getBounds(CharSequence)}. */ + public Rectangle2D getBounds(String str) { + return getBounds((CharSequence) str); + } + + /** Returns the bounding rectangle of the given CharSequence, + assuming it was rendered at the origin. The coordinate system of + the returned rectangle is Java 2D's, with increasing Y + coordinates in the downward direction. The relative coordinate + (0, 0) in the returned rectangle corresponds to the baseline of + the leftmost character of the rendered string, in similar + fashion to the results returned by, for example, {@link + java.awt.font.GlyphVector#getVisualBounds}. Most applications + will use only the width and height of the returned Rectangle for + the purposes of centering or justifying the String. It is not + specified which Java 2D bounds ({@link + java.awt.font.GlyphVector#getVisualBounds getVisualBounds}, + {@link java.awt.font.GlyphVector#getPixelBounds getPixelBounds}, + etc.) the returned bounds correspond to, although every effort + is made to ensure an accurate bound. */ + public Rectangle2D getBounds(CharSequence str) { + // FIXME: this should be more optimized and use the glyph cache + Rect r = null; + + if ((r = (Rect) stringLocations.get(str)) != null) { + TextData data = (TextData) r.getUserData(); + + // Reconstitute the Java 2D results based on the cached values + return new Rectangle2D.Double(-data.origin().x, -data.origin().y, + r.w(), r.h()); + } + + // Must return a Rectangle compatible with the layout algorithm -- + // must be idempotent + return normalize(renderDelegate.getBounds(str, font, + getFontRenderContext())); + } + + /** Returns the Font this renderer is using. */ + public Font getFont() { + return font; + } + + /** Returns a FontRenderContext which can be used for external + text-related size computations. This object should be considered + transient and may become invalidated between {@link + #beginRendering beginRendering} / {@link #endRendering + endRendering} pairs. */ + public FontRenderContext getFontRenderContext() { + if (cachedFontRenderContext == null) { + cachedFontRenderContext = getGraphics2D().getFontRenderContext(); + } + + return cachedFontRenderContext; + } + + /** Begins rendering with this {@link TextRenderer TextRenderer} + into the current OpenGL drawable, pushing the projection and + modelview matrices and some state bits and setting up a + two-dimensional orthographic projection with (0, 0) as the + lower-left coordinate and (width, height) as the upper-right + coordinate. Binds and enables the internal OpenGL texture + object, sets the texture environment mode to GL_MODULATE, and + changes the current color to the last color set with this + TextRenderer via {@link #setColor setColor}. This method + disables the depth test and is equivalent to + beginRendering(width, height, true). + + @param width the width of the current on-screen OpenGL drawable + @param height the height of the current on-screen OpenGL drawable + @throws javax.media.opengl.GLException If an OpenGL context is not current when this method is called + */ + public void beginRendering(int width, int height) throws GLException { + beginRendering(width, height, true); + } + + /** Begins rendering with this {@link TextRenderer TextRenderer} + into the current OpenGL drawable, pushing the projection and + modelview matrices and some state bits and setting up a + two-dimensional orthographic projection with (0, 0) as the + lower-left coordinate and (width, height) as the upper-right + coordinate. Binds and enables the internal OpenGL texture + object, sets the texture environment mode to GL_MODULATE, and + changes the current color to the last color set with this + TextRenderer via {@link #setColor setColor}. Disables the depth + test if the disableDepthTest argument is true. + + @param width the width of the current on-screen OpenGL drawable + @param height the height of the current on-screen OpenGL drawable + @param disableDepthTest whether to disable the depth test + @throws GLException If an OpenGL context is not current when this method is called + */ + public void beginRendering(int width, int height, boolean disableDepthTest) + throws GLException { + beginRendering(true, width, height, disableDepthTest); + } + + /** Begins rendering of 2D text in 3D with this {@link TextRenderer + TextRenderer} into the current OpenGL drawable. Assumes the end + user is responsible for setting up the modelview and projection + matrices, and will render text using the {@link #draw3D draw3D} + method. This method pushes some OpenGL state bits, binds and + enables the internal OpenGL texture object, sets the texture + environment mode to GL_MODULATE, and changes the current color + to the last color set with this TextRenderer via {@link + #setColor setColor}. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void begin3DRendering() throws GLException { + beginRendering(false, 0, 0, false); + } + + /** Changes the current color of this TextRenderer to the supplied + one. The default color is opaque white. + + @param color the new color to use for rendering text + @throws GLException If an OpenGL context is not current when this method is called + */ + public void setColor(Color color) throws GLException { + boolean noNeedForFlush = (haveCachedColor && (cachedColor != null) && + color.equals(cachedColor)); + + if (!noNeedForFlush) { + flushGlyphPipeline(); + } + + getBackingStore().setColor(color); + haveCachedColor = true; + cachedColor = color; + } + + /** Changes the current color of this TextRenderer to the supplied + one, where each component ranges from 0.0f - 1.0f. The alpha + component, if used, does not need to be premultiplied into the + color channels as described in the documentation for {@link + com.sun.opengl.util.texture.Texture Texture}, although + premultiplied colors are used internally. The default color is + opaque white. + + @param r the red component of the new color + @param g the green component of the new color + @param b the blue component of the new color + @param a the alpha component of the new color, 0.0f = completely + transparent, 1.0f = completely opaque + @throws GLException If an OpenGL context is not current when this method is called + */ + public void setColor(float r, float g, float b, float a) + throws GLException { + boolean noNeedForFlush = (haveCachedColor && (cachedColor == null) && + (r == cachedR) && (g == cachedG) && (b == cachedB) && + (a == cachedA)); + + if (!noNeedForFlush) { + flushGlyphPipeline(); + } + + getBackingStore().setColor(r, g, b, a); + haveCachedColor = true; + cachedR = r; + cachedG = g; + cachedB = b; + cachedA = a; + cachedColor = null; + } + + /** Draws the supplied CharSequence at the desired location using + the renderer's current color. The baseline of the leftmost + character is at position (x, y) specified in OpenGL coordinates, + where the origin is at the lower-left of the drawable and the Y + coordinate increases in the upward direction. + + @param str the string to draw + @param x the x coordinate at which to draw + @param y the y coordinate at which to draw + @throws GLException If an OpenGL context is not current when this method is called + */ + public void draw(CharSequence str, int x, int y) throws GLException { + draw3D(str, x, y, 0, 1); + } + + /** Draws the supplied String at the desired location using the + renderer's current color. See {@link #draw(CharSequence, int, + int) draw(CharSequence, int, int)}. */ + public void draw(String str, int x, int y) throws GLException { + draw3D(str, x, y, 0, 1); + } + + /** Draws the supplied CharSequence at the desired 3D location using + the renderer's current color. The baseline of the leftmost + character is placed at position (x, y, z) in the current + coordinate system. + + @param str the string to draw + @param x the x coordinate at which to draw + @param y the y coordinate at which to draw + @param z the z coordinate at which to draw + @param scaleFactor a uniform scale factor applied to the width and height of the drawn rectangle + @throws GLException If an OpenGL context is not current when this method is called + */ + public void draw3D(CharSequence str, float x, float y, float z, + float scaleFactor) { + internal_draw3D(str, x, y, z, scaleFactor); + } + + /** Draws the supplied String at the desired 3D location using the + renderer's current color. See {@link #draw3D(CharSequence, + float, float, float, float) draw3D(CharSequence, float, float, + float, float)}. */ + public void draw3D(String str, float x, float y, float z, float scaleFactor) { + internal_draw3D(str, x, y, z, scaleFactor); + } + + /** Returns the pixel width of the given character. */ + public float getCharWidth(char inChar) { + return mGlyphProducer.getGlyphPixelWidth(inChar); + } + + /** Causes the TextRenderer to flush any internal caches it may be + maintaining and draw its rendering results to the screen. This + should be called after each call to draw() if you are setting + OpenGL state such as the modelview matrix between calls to + draw(). */ + public void flush() { + flushGlyphPipeline(); + } + + /** Ends a render cycle with this {@link TextRenderer TextRenderer}. + Restores the projection and modelview matrices as well as + several OpenGL state bits. Should be paired with {@link + #beginRendering beginRendering}. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void endRendering() throws GLException { + endRendering(true); + } + + /** Ends a 3D render cycle with this {@link TextRenderer TextRenderer}. + Restores several OpenGL state bits. Should be paired with {@link + #begin3DRendering begin3DRendering}. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void end3DRendering() throws GLException { + endRendering(false); + } + + /** Disposes of all resources this TextRenderer is using. It is not + valid to use the TextRenderer after this method is called. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void dispose() throws GLException { + packer.dispose(); + packer = null; + cachedBackingStore = null; + cachedGraphics = null; + cachedFontRenderContext = null; + + if (dbgFrame != null) { + dbgFrame.dispose(); + } + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + private static Rectangle2D preNormalize(Rectangle2D src) { + // Need to round to integer coordinates + // Also give ourselves a little slop around the reported + // bounds of glyphs because it looks like neither the visual + // nor the pixel bounds works perfectly well + int minX = (int) Math.floor(src.getMinX()) - 1; + int minY = (int) Math.floor(src.getMinY()) - 1; + int maxX = (int) Math.ceil(src.getMaxX()) + 1; + int maxY = (int) Math.ceil(src.getMaxY()) + 1; + return new Rectangle2D.Double(minX, minY, maxX - minX, maxY - minY); + } + + + private Rectangle2D normalize(Rectangle2D src) { + // Give ourselves a boundary around each entity on the backing + // store in order to prevent bleeding of nearby Strings due to + // the fact that we use linear filtering + + // NOTE that this boundary is quite heuristic and is related + // to how far away in 3D we may view the text -- + // heuristically, 1.5% of the font's height + int boundary = (int) Math.max(1, 0.015 * font.getSize()); + + return new Rectangle2D.Double((int) Math.floor(src.getMinX() - boundary), + (int) Math.floor(src.getMinY() - boundary), + (int) Math.ceil(src.getWidth() + 2 * boundary), + (int) Math.ceil(src.getHeight()) + 2 * boundary); + } + + private GL2TextureRenderer getBackingStore() { + GL2TextureRenderer renderer = (GL2TextureRenderer) packer.getBackingStore(); + + if (renderer != cachedBackingStore) { + // Backing store changed since last time; discard any cached Graphics2D + if (cachedGraphics != null) { + cachedGraphics.dispose(); + cachedGraphics = null; + cachedFontRenderContext = null; + } + + cachedBackingStore = renderer; + } + + return cachedBackingStore; + } + + private Graphics2D getGraphics2D() { + GL2TextureRenderer renderer = getBackingStore(); + + if (cachedGraphics == null) { + cachedGraphics = renderer.createGraphics(); + + // Set up composite, font and rendering hints + cachedGraphics.setComposite(AlphaComposite.Src); + cachedGraphics.setColor(Color.WHITE); + cachedGraphics.setFont(font); + cachedGraphics.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, + (antialiased ? RenderingHints.VALUE_TEXT_ANTIALIAS_ON + : RenderingHints.VALUE_TEXT_ANTIALIAS_OFF)); + cachedGraphics.setRenderingHint(RenderingHints.KEY_FRACTIONALMETRICS, + (useFractionalMetrics + ? RenderingHints.VALUE_FRACTIONALMETRICS_ON + : RenderingHints.VALUE_FRACTIONALMETRICS_OFF)); + } + + return cachedGraphics; + } + + private void beginRendering(boolean ortho, int width, int height, + boolean disableDepthTestForOrtho) { + if (DEBUG && !debugged) { + debug(); + } + + inBeginEndPair = true; + isOrthoMode = ortho; + beginRenderingWidth = width; + beginRenderingHeight = height; + beginRenderingDepthTestDisabled = disableDepthTestForOrtho; + + if (ortho) { + getBackingStore().beginOrthoRendering(width, height, + disableDepthTestForOrtho); + } else { + getBackingStore().begin3DRendering(); + } + + GL2 gl = GLUgl2.getCurrentGL2(); + + // Push client attrib bits used by the pipelined quad renderer + gl.glPushClientAttrib((int) GL2.GL_ALL_CLIENT_ATTRIB_BITS); + + if (!haveMaxSize) { + // Query OpenGL for the maximum texture size and set it in the + // RectanglePacker to keep it from expanding too large + int[] sz = new int[1]; + gl.glGetIntegerv(GL2.GL_MAX_TEXTURE_SIZE, sz, 0); + packer.setMaxSize(sz[0], sz[0]); + haveMaxSize = true; + } + + if (needToResetColor && haveCachedColor) { + if (cachedColor == null) { + getBackingStore().setColor(cachedR, cachedG, cachedB, cachedA); + } else { + getBackingStore().setColor(cachedColor); + } + + needToResetColor = false; + } + + // Disable future attempts to use mipmapping if TextureRenderer + // doesn't support it + if (mipmap && !getBackingStore().isUsingAutoMipmapGeneration()) { + if (DEBUG) { + System.err.println("Disabled mipmapping in TextRenderer"); + } + + mipmap = false; + } + } + + /** + * emzic: here the call to glBindBuffer crashes on certain graphicscard/driver combinations + * this is why the ugly try-catch block has been added, which falls back to the old textrenderer + * + * @param ortho + * @throws GLException + */ + private void endRendering(boolean ortho) throws GLException { + flushGlyphPipeline(); + + inBeginEndPair = false; + + GL2 gl = GLUgl2.getCurrentGL2(); + + // Pop client attrib bits used by the pipelined quad renderer + gl.glPopClientAttrib(); + + // The OpenGL spec is unclear about whether this changes the + // buffer bindings, so preemptively zero out the GL_ARRAY_BUFFER + // binding + if (is15Available(gl)) { + try { + gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0); + } catch (Exception e) { + isExtensionAvailable_GL_VERSION_1_5 = false; + } + } + + if (ortho) { + getBackingStore().endOrthoRendering(); + } else { + getBackingStore().end3DRendering(); + } + + if (++numRenderCycles >= CYCLES_PER_FLUSH) { + numRenderCycles = 0; + + if (DEBUG) { + System.err.println("Clearing unused entries in endRendering()"); + } + + clearUnusedEntries(); + } + } + + private void clearUnusedEntries() { + final java.util.List deadRects = new ArrayList /*<Rect>*/(); + + // Iterate through the contents of the backing store, removing + // text strings that haven't been used recently + packer.visit(new RectVisitor() { + public void visit(Rect rect) { + TextData data = (TextData) rect.getUserData(); + + if (data.used()) { + data.clearUsed(); + } else { + deadRects.add(rect); + } + } + }); + + for (Iterator iter = deadRects.iterator(); iter.hasNext();) { + Rect r = (Rect) iter.next(); + packer.remove(r); + stringLocations.remove(((TextData) r.getUserData()).string()); + + int unicodeToClearFromCache = ((TextData) r.getUserData()).unicodeID; + + if (unicodeToClearFromCache > 0) { + mGlyphProducer.clearCacheEntry(unicodeToClearFromCache); + } + + // if (DEBUG) { + // Graphics2D g = getGraphics2D(); + // g.setComposite(AlphaComposite.Clear); + // g.fillRect(r.x(), r.y(), r.w(), r.h()); + // g.setComposite(AlphaComposite.Src); + // } + } + + // If we removed dead rectangles this cycle, try to do a compaction + float frag = packer.verticalFragmentationRatio(); + + if (!deadRects.isEmpty() && (frag > MAX_VERTICAL_FRAGMENTATION)) { + if (DEBUG) { + System.err.println( + "Compacting TextRenderer backing store due to vertical fragmentation " + + frag); + } + + packer.compact(); + } + + if (DEBUG) { + getBackingStore().markDirty(0, 0, getBackingStore().getWidth(), + getBackingStore().getHeight()); + } + } + + private void internal_draw3D(CharSequence str, float x, float y, float z, + float scaleFactor) { + List/*<Glyph>*/ glyphs = mGlyphProducer.getGlyphs(str); + for (Iterator iter = glyphs.iterator(); iter.hasNext(); ) { + Glyph glyph = (Glyph) iter.next(); + float advance = glyph.draw3D(x, y, z, scaleFactor); + x += advance * scaleFactor; + } + } + + private void flushGlyphPipeline() { + if (mPipelinedQuadRenderer != null) { + mPipelinedQuadRenderer.draw(); + } + } + + private void draw3D_ROBUST(CharSequence str, float x, float y, float z, + float scaleFactor) { + String curStr; + if (str instanceof String) { + curStr = (String) str; + } else { + curStr = str.toString(); + } + + // Look up the string on the backing store + Rect rect = (Rect) stringLocations.get(curStr); + + if (rect == null) { + // Rasterize this string and place it on the backing store + Graphics2D g = getGraphics2D(); + Rectangle2D origBBox = preNormalize(renderDelegate.getBounds(curStr, font, getFontRenderContext())); + Rectangle2D bbox = normalize(origBBox); + Point origin = new Point((int) -bbox.getMinX(), + (int) -bbox.getMinY()); + rect = new Rect(0, 0, (int) bbox.getWidth(), + (int) bbox.getHeight(), + new TextData(curStr, origin, origBBox, -1)); + + packer.add(rect); + stringLocations.put(curStr, rect); + + // Re-fetch the Graphics2D in case the addition of the rectangle + // caused the old backing store to be thrown away + g = getGraphics2D(); + + // OK, should now have an (x, y) for this rectangle; rasterize + // the String + int strx = rect.x() + origin.x; + int stry = rect.y() + origin.y; + + // Clear out the area we're going to draw into + g.setComposite(AlphaComposite.Clear); + g.fillRect(rect.x(), rect.y(), rect.w(), rect.h()); + g.setComposite(AlphaComposite.Src); + + // Draw the string + renderDelegate.draw(g, curStr, strx, stry); + + if (DRAW_BBOXES) { + TextData data = (TextData) rect.getUserData(); + // Draw a bounding box on the backing store + g.drawRect(strx - data.origOriginX(), + stry - data.origOriginY(), + (int) data.origRect().getWidth(), + (int) data.origRect().getHeight()); + g.drawRect(strx - data.origin().x, + stry - data.origin().y, + rect.w(), + rect.h()); + } + + // Mark this region of the TextureRenderer as dirty + getBackingStore().markDirty(rect.x(), rect.y(), rect.w(), + rect.h()); + } + + // OK, now draw the portion of the backing store to the screen + GL2TextureRenderer renderer = getBackingStore(); + + // NOTE that the rectangles managed by the packer have their + // origin at the upper-left but the TextureRenderer's origin is + // at its lower left!!! + TextData data = (TextData) rect.getUserData(); + data.markUsed(); + + Rectangle2D origRect = data.origRect(); + + // Align the leftmost point of the baseline to the (x, y, z) coordinate requested + renderer.draw3DRect(x - (scaleFactor * data.origOriginX()), + y - (scaleFactor * ((float) origRect.getHeight() - data.origOriginY())), z, + rect.x() + (data.origin().x - data.origOriginX()), + renderer.getHeight() - rect.y() - (int) origRect.getHeight() - + (data.origin().y - data.origOriginY()), + (int) origRect.getWidth(), (int) origRect.getHeight(), scaleFactor); + } + + //---------------------------------------------------------------------- + // Debugging functionality + // + private void debug() { + dbgFrame = new Frame("TextRenderer Debug Output"); + + GLCanvas dbgCanvas = new GLCanvas(new GLCapabilities(), null, + GLContext.getCurrent(), null); + dbgCanvas.addGLEventListener(new DebugListener(dbgFrame)); + dbgFrame.add(dbgCanvas); + + final FPSAnimator anim = new FPSAnimator(dbgCanvas, 10); + dbgFrame.addWindowListener(new WindowAdapter() { + public void windowClosing(WindowEvent e) { + // Run this on another thread than the AWT event queue to + // make sure the call to Animator.stop() completes before + // exiting + new Thread(new Runnable() { + public void run() { + anim.stop(); + } + }).start(); + } + }); + dbgFrame.setSize(kSize, kSize); + dbgFrame.setVisible(true); + anim.start(); + debugged = true; + } + + /** Class supporting more full control over the process of rendering + the bitmapped text. Allows customization of whether the backing + store text bitmap is full-color or intensity only, the size of + each individual rendered text rectangle, and the contents of + each individual rendered text string. The default implementation + of this interface uses an intensity-only texture, a + closely-cropped rectangle around the text, and renders text + using the color white, which is modulated by the set color + during the rendering process. */ + public static interface RenderDelegate { + /** Indicates whether the backing store of this TextRenderer + should be intensity-only (the default) or full-color. */ + public boolean intensityOnly(); + + /** Computes the bounds of the given String relative to the + origin. */ + public Rectangle2D getBounds(String str, Font font, + FontRenderContext frc); + + /** Computes the bounds of the given character sequence relative + to the origin. */ + public Rectangle2D getBounds(CharSequence str, Font font, + FontRenderContext frc); + + /** Computes the bounds of the given GlyphVector, already + assumed to have been created for a particular Font, + relative to the origin. */ + public Rectangle2D getBounds(GlyphVector gv, FontRenderContext frc); + + /** Render the passed character sequence at the designated + location using the supplied Graphics2D instance. The + surrounding region will already have been cleared to the RGB + color (0, 0, 0) with zero alpha. The initial drawing context + of the passed Graphics2D will be set to use + AlphaComposite.Src, the color white, the Font specified in the + TextRenderer's constructor, and the rendering hints specified + in the TextRenderer constructor. Changes made by the end user + may be visible in successive calls to this method, but are not + guaranteed to be preserved. Implementors of this method + should reset the Graphics2D's state to that desired each time + this method is called, in particular those states which are + not the defaults. */ + public void draw(Graphics2D graphics, String str, int x, int y); + + /** Render the passed GlyphVector at the designated location using + the supplied Graphics2D instance. The surrounding region will + already have been cleared to the RGB color (0, 0, 0) with zero + alpha. The initial drawing context of the passed Graphics2D + will be set to use AlphaComposite.Src, the color white, the + Font specified in the TextRenderer's constructor, and the + rendering hints specified in the TextRenderer constructor. + Changes made by the end user may be visible in successive + calls to this method, but are not guaranteed to be preserved. + Implementors of this method should reset the Graphics2D's + state to that desired each time this method is called, in + particular those states which are not the defaults. */ + public void drawGlyphVector(Graphics2D graphics, GlyphVector str, + int x, int y); + } + + private static class CharSequenceIterator implements CharacterIterator { + CharSequence mSequence; + int mLength; + int mCurrentIndex; + + CharSequenceIterator() { + } + + CharSequenceIterator(CharSequence sequence) { + initFromCharSequence(sequence); + } + + public void initFromCharSequence(CharSequence sequence) { + mSequence = sequence; + mLength = mSequence.length(); + mCurrentIndex = 0; + } + + public char last() { + mCurrentIndex = Math.max(0, mLength - 1); + + return current(); + } + + public char current() { + if ((mLength == 0) || (mCurrentIndex >= mLength)) { + return CharacterIterator.DONE; + } + + return mSequence.charAt(mCurrentIndex); + } + + public char next() { + mCurrentIndex++; + + return current(); + } + + public char previous() { + mCurrentIndex = Math.max(mCurrentIndex - 1, 0); + + return current(); + } + + public char setIndex(int position) { + mCurrentIndex = position; + + return current(); + } + + public int getBeginIndex() { + return 0; + } + + public int getEndIndex() { + return mLength; + } + + public int getIndex() { + return mCurrentIndex; + } + + public Object clone() { + CharSequenceIterator iter = new CharSequenceIterator(mSequence); + iter.mCurrentIndex = mCurrentIndex; + + return iter; + } + + public char first() { + if (mLength == 0) { + return CharacterIterator.DONE; + } + + mCurrentIndex = 0; + + return current(); + } + } + + // Data associated with each rectangle of text + static class TextData { + // Back-pointer to String this TextData describes, if it + // represents a String rather than a single glyph + private String str; + + // If this TextData represents a single glyph, this is its + // unicode ID + int unicodeID; + + // The following must be defined and used VERY precisely. This is + // the offset from the upper-left corner of this rectangle (Java + // 2D coordinate system) at which the string must be rasterized in + // order to fit within the rectangle -- the leftmost point of the + // baseline. + private Point origin; + + // This represents the pre-normalized rectangle, which fits + // within the rectangle on the backing store. We keep a + // one-pixel border around entries on the backing store to + // prevent bleeding of adjacent letters when using GL_LINEAR + // filtering for rendering. The origin of this rectangle is + // equivalent to the origin above. + private Rectangle2D origRect; + + private boolean used; // Whether this text was used recently + + TextData(String str, Point origin, Rectangle2D origRect, int unicodeID) { + this.str = str; + this.origin = origin; + this.origRect = origRect; + this.unicodeID = unicodeID; + } + + String string() { + return str; + } + + Point origin() { + return origin; + } + + // The following three methods are used to locate the glyph + // within the expanded rectangle coming from normalize() + int origOriginX() { + return (int) -origRect.getMinX(); + } + + int origOriginY() { + return (int) -origRect.getMinY(); + } + + Rectangle2D origRect() { + return origRect; + } + + boolean used() { + return used; + } + + void markUsed() { + used = true; + } + + void clearUsed() { + used = false; + } + } + + class Manager implements BackingStoreManager { + private Graphics2D g; + + public Object allocateBackingStore(int w, int h) { + // FIXME: should consider checking Font's attributes to see + // whether we're likely to need to support a full RGBA backing + // store (i.e., non-default Paint, foreground color, etc.), but + // for now, let's just be more efficient + GL2TextureRenderer renderer; + + if (renderDelegate.intensityOnly()) { + renderer = GL2TextureRenderer.createAlphaOnlyRenderer(w, h, mipmap); + } else { + renderer = new GL2TextureRenderer(w, h, true, mipmap); + } + renderer.setSmoothing(smoothing); + + if (DEBUG) { + System.err.println(" TextRenderer allocating backing store " + + w + " x " + h); + } + + return renderer; + } + + public void deleteBackingStore(Object backingStore) { + ((GL2TextureRenderer) backingStore).dispose(); + } + + public boolean preExpand(Rect cause, int attemptNumber) { + // Only try this one time; clear out potentially obsolete entries + // NOTE: this heuristic and the fact that it clears the used bit + // of all entries seems to cause cycling of entries in some + // situations, where the backing store becomes small compared to + // the amount of text on the screen (see the TextFlow demo) and + // the entries continually cycle in and out of the backing + // store, decreasing performance. If we added a little age + // information to the entries, and only cleared out entries + // above a certain age, this behavior would be eliminated. + // However, it seems the system usually stabilizes itself, so + // for now we'll just keep things simple. Note that if we don't + // clear the used bit here, the backing store tends to increase + // very quickly to its maximum size, at least with the TextFlow + // demo when the text is being continually re-laid out. + if (attemptNumber == 0) { + if (DEBUG) { + System.err.println( + "Clearing unused entries in preExpand(): attempt number " + + attemptNumber); + } + + if (inBeginEndPair) { + // Draw any outstanding glyphs + flush(); + } + + clearUnusedEntries(); + + return true; + } + + return false; + } + + public void additionFailed(Rect cause, int attemptNumber) { + // Heavy hammer -- might consider doing something different + packer.clear(); + stringLocations.clear(); + mGlyphProducer.clearAllCacheEntries(); + + if (DEBUG) { + System.err.println( + " *** Cleared all text because addition failed ***"); + } + } + + public void beginMovement(Object oldBackingStore, Object newBackingStore) { + // Exit the begin / end pair if necessary + if (inBeginEndPair) { + // Draw any outstanding glyphs + flush(); + + GL2 gl = GLUgl2.getCurrentGL2(); + + // Pop client attrib bits used by the pipelined quad renderer + gl.glPopClientAttrib(); + + // The OpenGL spec is unclear about whether this changes the + // buffer bindings, so preemptively zero out the GL_ARRAY_BUFFER + // binding + if (is15Available(gl)) { + try { + gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0); + } catch (Exception e) { + isExtensionAvailable_GL_VERSION_1_5 = false; + } + } + + if (isOrthoMode) { + ((GL2TextureRenderer) oldBackingStore).endOrthoRendering(); + } else { + ((GL2TextureRenderer) oldBackingStore).end3DRendering(); + } + } + + GL2TextureRenderer newRenderer = (GL2TextureRenderer) newBackingStore; + g = newRenderer.createGraphics(); + } + + public void move(Object oldBackingStore, Rect oldLocation, + Object newBackingStore, Rect newLocation) { + GL2TextureRenderer oldRenderer = (GL2TextureRenderer) oldBackingStore; + GL2TextureRenderer newRenderer = (GL2TextureRenderer) newBackingStore; + + if (oldRenderer == newRenderer) { + // Movement on the same backing store -- easy case + g.copyArea(oldLocation.x(), oldLocation.y(), oldLocation.w(), + oldLocation.h(), newLocation.x() - oldLocation.x(), + newLocation.y() - oldLocation.y()); + } else { + // Need to draw from the old renderer's image into the new one + Image img = oldRenderer.getImage(); + g.drawImage(img, newLocation.x(), newLocation.y(), + newLocation.x() + newLocation.w(), + newLocation.y() + newLocation.h(), oldLocation.x(), + oldLocation.y(), oldLocation.x() + oldLocation.w(), + oldLocation.y() + oldLocation.h(), null); + } + } + + public void endMovement(Object oldBackingStore, Object newBackingStore) { + g.dispose(); + + // Sync the whole surface + GL2TextureRenderer newRenderer = (GL2TextureRenderer) newBackingStore; + newRenderer.markDirty(0, 0, newRenderer.getWidth(), + newRenderer.getHeight()); + + // Re-enter the begin / end pair if necessary + if (inBeginEndPair) { + if (isOrthoMode) { + ((GL2TextureRenderer) newBackingStore).beginOrthoRendering(beginRenderingWidth, + beginRenderingHeight, beginRenderingDepthTestDisabled); + } else { + ((GL2TextureRenderer) newBackingStore).begin3DRendering(); + } + + // Push client attrib bits used by the pipelined quad renderer + GL2 gl = GLUgl2.getCurrentGL2(); + gl.glPushClientAttrib((int) GL2.GL_ALL_CLIENT_ATTRIB_BITS); + + if (haveCachedColor) { + if (cachedColor == null) { + ((GL2TextureRenderer) newBackingStore).setColor(cachedR, + cachedG, cachedB, cachedA); + } else { + ((GL2TextureRenderer) newBackingStore).setColor(cachedColor); + } + } + } else { + needToResetColor = true; + } + } + } + + public static class DefaultRenderDelegate implements RenderDelegate { + public boolean intensityOnly() { + return true; + } + + public Rectangle2D getBounds(CharSequence str, Font font, + FontRenderContext frc) { + return getBounds(font.createGlyphVector(frc, + new CharSequenceIterator(str)), + frc); + } + + public Rectangle2D getBounds(String str, Font font, + FontRenderContext frc) { + return getBounds(font.createGlyphVector(frc, str), frc); + } + + public Rectangle2D getBounds(GlyphVector gv, FontRenderContext frc) { + return gv.getVisualBounds(); + } + + public void drawGlyphVector(Graphics2D graphics, GlyphVector str, + int x, int y) { + graphics.drawGlyphVector(str, x, y); + } + + public void draw(Graphics2D graphics, String str, int x, int y) { + graphics.drawString(str, x, y); + } + } + + //---------------------------------------------------------------------- + // Glyph-by-glyph rendering support + // + + // A temporary to prevent excessive garbage creation + private char[] singleUnicode = new char[1]; + + /** A Glyph represents either a single unicode glyph or a + substring of characters to be drawn. The reason for the dual + behavior is so that we can take in a sequence of unicode + characters and partition them into runs of individual glyphs, + but if we encounter complex text and/or unicode sequences we + don't understand, we can render them using the + string-by-string method. <P> + + Glyphs need to be able to re-upload themselves to the backing + store on demand as we go along in the render sequence. + */ + + class Glyph { + // If this Glyph represents an individual unicode glyph, this + // is its unicode ID. If it represents a String, this is -1. + private int unicodeID; + // If the above field isn't -1, then these fields are used. + // The glyph code in the font + private int glyphCode; + // The GlyphProducer which created us + private GlyphProducer producer; + // The advance of this glyph + private float advance; + // The GlyphVector for this single character; this is passed + // in during construction but cleared during the upload + // process + private GlyphVector singleUnicodeGlyphVector; + // The rectangle of this glyph on the backing store, or null + // if it has been cleared due to space pressure + private Rect glyphRectForTextureMapping; + // If this Glyph represents a String, this is the sequence of + // characters + private String str; + // Whether we need a valid advance when rendering this string + // (i.e., whether it has other single glyphs coming after it) + private boolean needAdvance; + + // Creates a Glyph representing an individual Unicode character + public Glyph(int unicodeID, + int glyphCode, + float advance, + GlyphVector singleUnicodeGlyphVector, + GlyphProducer producer) { + this.unicodeID = unicodeID; + this.glyphCode = glyphCode; + this.advance = advance; + this.singleUnicodeGlyphVector = singleUnicodeGlyphVector; + this.producer = producer; + } + + // Creates a Glyph representing a sequence of characters, with + // an indication of whether additional single glyphs are being + // rendered after it + public Glyph(String str, boolean needAdvance) { + this.str = str; + this.needAdvance = needAdvance; + } + + /** Returns this glyph's unicode ID */ + public int getUnicodeID() { + return unicodeID; + } + + /** Returns this glyph's (font-specific) glyph code */ + public int getGlyphCode() { + return glyphCode; + } + + /** Returns the advance for this glyph */ + public float getAdvance() { + return advance; + } + + /** Draws this glyph and returns the (x) advance for this glyph */ + public float draw3D(float inX, float inY, float z, float scaleFactor) { + if (str != null) { + draw3D_ROBUST(str, inX, inY, z, scaleFactor); + if (!needAdvance) { + return 0; + } + // Compute and return the advance for this string + GlyphVector gv = font.createGlyphVector(getFontRenderContext(), str); + float totalAdvance = 0; + for (int i = 0; i < gv.getNumGlyphs(); i++) { + totalAdvance += gv.getGlyphMetrics(i).getAdvance(); + } + return totalAdvance; + } + + // This is the code path taken for individual glyphs + if (glyphRectForTextureMapping == null) { + upload(); + } + + try { + if (mPipelinedQuadRenderer == null) { + mPipelinedQuadRenderer = new Pipelined_QuadRenderer(); + } + + GL2TextureRenderer renderer = getBackingStore(); + // Handles case where NPOT texture is used for backing store + TextureCoords wholeImageTexCoords = renderer.getTexture().getImageTexCoords(); + float xScale = wholeImageTexCoords.right(); + float yScale = wholeImageTexCoords.bottom(); + + Rect rect = glyphRectForTextureMapping; + TextData data = (TextData) rect.getUserData(); + data.markUsed(); + + Rectangle2D origRect = data.origRect(); + + float x = inX - (scaleFactor * data.origOriginX()); + float y = inY - (scaleFactor * ((float) origRect.getHeight() - data.origOriginY())); + + int texturex = rect.x() + (data.origin().x - data.origOriginX()); + int texturey = renderer.getHeight() - rect.y() - (int) origRect.getHeight() - + (data.origin().y - data.origOriginY()); + int width = (int) origRect.getWidth(); + int height = (int) origRect.getHeight(); + + float tx1 = xScale * (float) texturex / (float) renderer.getWidth(); + float ty1 = yScale * (1.0f - + ((float) texturey / (float) renderer.getHeight())); + float tx2 = xScale * (float) (texturex + width) / (float) renderer.getWidth(); + float ty2 = yScale * (1.0f - + ((float) (texturey + height) / (float) renderer.getHeight())); + + mPipelinedQuadRenderer.glTexCoord2f(tx1, ty1); + mPipelinedQuadRenderer.glVertex3f(x, y, z); + mPipelinedQuadRenderer.glTexCoord2f(tx2, ty1); + mPipelinedQuadRenderer.glVertex3f(x + (width * scaleFactor), y, + z); + mPipelinedQuadRenderer.glTexCoord2f(tx2, ty2); + mPipelinedQuadRenderer.glVertex3f(x + (width * scaleFactor), + y + (height * scaleFactor), z); + mPipelinedQuadRenderer.glTexCoord2f(tx1, ty2); + mPipelinedQuadRenderer.glVertex3f(x, + y + (height * scaleFactor), z); + } catch (Exception e) { + e.printStackTrace(); + } + return advance; + } + + /** Notifies this glyph that it's been cleared out of the cache */ + public void clear() { + glyphRectForTextureMapping = null; + } + + private void upload() { + GlyphVector gv = getGlyphVector(); + Rectangle2D origBBox = preNormalize(renderDelegate.getBounds(gv, getFontRenderContext())); + Rectangle2D bbox = normalize(origBBox); + Point origin = new Point((int) -bbox.getMinX(), + (int) -bbox.getMinY()); + Rect rect = new Rect(0, 0, (int) bbox.getWidth(), + (int) bbox.getHeight(), + new TextData(null, origin, origBBox, unicodeID)); + packer.add(rect); + glyphRectForTextureMapping = rect; + Graphics2D g = getGraphics2D(); + // OK, should now have an (x, y) for this rectangle; rasterize + // the glyph + int strx = rect.x() + origin.x; + int stry = rect.y() + origin.y; + + // Clear out the area we're going to draw into + g.setComposite(AlphaComposite.Clear); + g.fillRect(rect.x(), rect.y(), rect.w(), rect.h()); + g.setComposite(AlphaComposite.Src); + + // Draw the string + renderDelegate.drawGlyphVector(g, gv, strx, stry); + + if (DRAW_BBOXES) { + TextData data = (TextData) rect.getUserData(); + // Draw a bounding box on the backing store + g.drawRect(strx - data.origOriginX(), + stry - data.origOriginY(), + (int) data.origRect().getWidth(), + (int) data.origRect().getHeight()); + g.drawRect(strx - data.origin().x, + stry - data.origin().y, + rect.w(), + rect.h()); + } + + // Mark this region of the TextureRenderer as dirty + getBackingStore().markDirty(rect.x(), rect.y(), rect.w(), + rect.h()); + // Re-register ourselves with our producer + producer.register(this); + } + + private GlyphVector getGlyphVector() { + GlyphVector gv = singleUnicodeGlyphVector; + if (gv != null) { + singleUnicodeGlyphVector = null; // Don't need this anymore + return gv; + } + singleUnicode[0] = (char) unicodeID; + return font.createGlyphVector(getFontRenderContext(), singleUnicode); + } + } + + class GlyphProducer { + final int undefined = -2; + FontRenderContext fontRenderContext; + List/*<Glyph>*/ glyphsOutput = new ArrayList/*<Glyph>*/(); + // The mapping from unicode character to font-specific glyph ID + int[] unicodes2Glyphs; + // The mapping from glyph ID to Glyph + Glyph[] glyphCache; + // We re-use this for each incoming string + CharSequenceIterator iter = new CharSequenceIterator(); + + GlyphProducer(int fontLengthInGlyphs) { + unicodes2Glyphs = new int[512]; + glyphCache = new Glyph[fontLengthInGlyphs]; + clearAllCacheEntries(); + } + + public List/*<Glyph>*/ getGlyphs(CharSequence inString) { + glyphsOutput.clear(); + iter.initFromCharSequence(inString); + GlyphVector fullRunGlyphVector = font.createGlyphVector(getFontRenderContext(), + iter); + boolean complex = (fullRunGlyphVector.getLayoutFlags() != 0); + if (complex || DISABLE_GLYPH_CACHE) { + // Punt to the robust version of the renderer + glyphsOutput.add(new Glyph(inString.toString(), false)); + return glyphsOutput; + } + + int lengthInGlyphs = fullRunGlyphVector.getNumGlyphs(); + int i = 0; + while (i < lengthInGlyphs) { + Glyph glyph = getGlyph(inString, fullRunGlyphVector, i); + if (glyph != null) { + glyphsOutput.add(glyph); + i++; + } else { + // Assemble a run of characters that don't fit in + // the cache + StringBuffer buf = new StringBuffer(); + while (i < lengthInGlyphs && + getGlyph(inString, fullRunGlyphVector, i) == null) { + buf.append(inString.charAt(i++)); + } + glyphsOutput.add(new Glyph(buf.toString(), + // Any more glyphs after this run? + i < lengthInGlyphs)); + } + } + return glyphsOutput; + } + + public void clearCacheEntry(int unicodeID) { + int glyphID = unicodes2Glyphs[unicodeID]; + if (glyphID != undefined) { + Glyph glyph = glyphCache[glyphID]; + if (glyph != null) { + glyph.clear(); + } + glyphCache[glyphID] = null; + } + unicodes2Glyphs[unicodeID] = undefined; + } + + public void clearAllCacheEntries() { + for (int i = 0; i < unicodes2Glyphs.length; i++) { + clearCacheEntry(i); + } + } + + public void register(Glyph glyph) { + unicodes2Glyphs[glyph.getUnicodeID()] = glyph.getGlyphCode(); + glyphCache[glyph.getGlyphCode()] = glyph; + } + + public float getGlyphPixelWidth(char unicodeID) { + Glyph glyph = getGlyph(unicodeID); + if (glyph != null) { + return glyph.getAdvance(); + } + + // Have to do this the hard / uncached way + singleUnicode[0] = unicodeID; + GlyphVector gv = font.createGlyphVector(fontRenderContext, + singleUnicode); + return gv.getGlyphMetrics(0).getAdvance(); + } + + // Returns a glyph object for this single glyph. Returns null + // if the unicode or glyph ID would be out of bounds of the + // glyph cache. + private Glyph getGlyph(CharSequence inString, + GlyphVector fullRunGlyphVector, + int index) { + char unicodeID = inString.charAt(index); + + if (unicodeID >= unicodes2Glyphs.length) { + return null; + } + + int glyphID = unicodes2Glyphs[unicodeID]; + if (glyphID != undefined) { + return glyphCache[glyphID]; + } + + // Must fabricate the glyph + singleUnicode[0] = unicodeID; + GlyphVector gv = font.createGlyphVector(getFontRenderContext(), singleUnicode); + return getGlyph(unicodeID, gv, fullRunGlyphVector.getGlyphMetrics(index)); + } + + // It's unclear whether this variant might produce less + // optimal results than if we can see the entire GlyphVector + // for the incoming string + private Glyph getGlyph(int unicodeID) { + if (unicodeID >= unicodes2Glyphs.length) { + return null; + } + + int glyphID = unicodes2Glyphs[unicodeID]; + if (glyphID != undefined) { + return glyphCache[glyphID]; + } + singleUnicode[0] = (char) unicodeID; + GlyphVector gv = font.createGlyphVector(getFontRenderContext(), singleUnicode); + return getGlyph(unicodeID, gv, gv.getGlyphMetrics(0)); + } + + private Glyph getGlyph(int unicodeID, + GlyphVector singleUnicodeGlyphVector, + GlyphMetrics metrics) { + int glyphCode = singleUnicodeGlyphVector.getGlyphCode(0); + // Have seen huge glyph codes (65536) coming out of some fonts in some Unicode situations + if (glyphCode >= glyphCache.length) { + return null; + } + Glyph glyph = new Glyph(unicodeID, + glyphCode, + metrics.getAdvance(), + singleUnicodeGlyphVector, + this); + register(glyph); + return glyph; + } + } + + class Pipelined_QuadRenderer { + int mOutstandingGlyphsVerticesPipeline = 0; + FloatBuffer mTexCoords; + FloatBuffer mVertCoords; + boolean usingVBOs; + int mVBO_For_ResuableTileVertices; + int mVBO_For_ResuableTileTexCoords; + + Pipelined_QuadRenderer() { + GL2 gl = GLUgl2.getCurrentGL2(); + mVertCoords = BufferUtil.newFloatBuffer(kTotalBufferSizeCoordsVerts); + mTexCoords = BufferUtil.newFloatBuffer(kTotalBufferSizeCoordsTex); + + usingVBOs = is15Available(gl); + + if (usingVBOs) { + try { + int[] vbos = new int[2]; + gl.glGenBuffers(2, IntBuffer.wrap(vbos)); + + mVBO_For_ResuableTileVertices = vbos[0]; + mVBO_For_ResuableTileTexCoords = vbos[1]; + + gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, + mVBO_For_ResuableTileVertices); + gl.glBufferData(GL2.GL_ARRAY_BUFFER, kTotalBufferSizeBytesVerts, + null, GL2.GL_STREAM_DRAW); // stream draw because this is a single quad use pipeline + + gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, + mVBO_For_ResuableTileTexCoords); + gl.glBufferData(GL2.GL_ARRAY_BUFFER, kTotalBufferSizeBytesTex, + null, GL2.GL_STREAM_DRAW); // stream draw because this is a single quad use pipeline + } catch (Exception e) { + isExtensionAvailable_GL_VERSION_1_5 = false; + usingVBOs = false; + } + } + } + + public void glTexCoord2f(float v, float v1) { + mTexCoords.put(v); + mTexCoords.put(v1); + } + + public void glVertex3f(float inX, float inY, float inZ) { + mVertCoords.put(inX); + mVertCoords.put(inY); + mVertCoords.put(inZ); + + mOutstandingGlyphsVerticesPipeline++; + + if (mOutstandingGlyphsVerticesPipeline >= kTotalBufferSizeVerts) { + this.draw(); + } + } + + private void draw() { + if (useVertexArrays) { + drawVertexArrays(); + } else { + drawIMMEDIATE(); + } + } + + private void drawVertexArrays() { + if (mOutstandingGlyphsVerticesPipeline > 0) { + GL2 gl = GLUgl2.getCurrentGL2(); + + GL2TextureRenderer renderer = getBackingStore(); + Texture texture = renderer.getTexture(); // triggers texture uploads. Maybe this should be more obvious? + + mVertCoords.rewind(); + mTexCoords.rewind(); + + gl.glEnableClientState(GL2.GL_VERTEX_ARRAY); + + if (usingVBOs) { + gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, + mVBO_For_ResuableTileVertices); + gl.glBufferSubData(GL2.GL_ARRAY_BUFFER, 0, + mOutstandingGlyphsVerticesPipeline * kSizeInBytes_OneVertices_VertexData, + mVertCoords); // upload only the new stuff + gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0); + } else { + gl.glVertexPointer(3, GL2.GL_FLOAT, 0, mVertCoords); + } + + gl.glEnableClientState(GL2.GL_TEXTURE_COORD_ARRAY); + + if (usingVBOs) { + gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, + mVBO_For_ResuableTileTexCoords); + gl.glBufferSubData(GL2.GL_ARRAY_BUFFER, 0, + mOutstandingGlyphsVerticesPipeline * kSizeInBytes_OneVertices_TexData, + mTexCoords); // upload only the new stuff + gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, 0); + } else { + gl.glTexCoordPointer(2, GL2.GL_FLOAT, 0, mTexCoords); + } + + gl.glDrawArrays(GL2.GL_QUADS, 0, + mOutstandingGlyphsVerticesPipeline); + + mVertCoords.rewind(); + mTexCoords.rewind(); + mOutstandingGlyphsVerticesPipeline = 0; + } + } + + private void drawIMMEDIATE() { + if (mOutstandingGlyphsVerticesPipeline > 0) { + GL2TextureRenderer renderer = getBackingStore(); + Texture texture = renderer.getTexture(); // triggers texture uploads. Maybe this should be more obvious? + + GL2 gl = GLUgl2.getCurrentGL2(); + gl.glBegin(GL2.GL_QUADS); + + try { + int numberOfQuads = mOutstandingGlyphsVerticesPipeline / 4; + mVertCoords.rewind(); + mTexCoords.rewind(); + + for (int i = 0; i < numberOfQuads; i++) { + gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get()); + gl.glVertex3f(mVertCoords.get(), mVertCoords.get(), + mVertCoords.get()); + + gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get()); + gl.glVertex3f(mVertCoords.get(), mVertCoords.get(), + mVertCoords.get()); + + gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get()); + gl.glVertex3f(mVertCoords.get(), mVertCoords.get(), + mVertCoords.get()); + + gl.glTexCoord2f(mTexCoords.get(), mTexCoords.get()); + gl.glVertex3f(mVertCoords.get(), mVertCoords.get(), + mVertCoords.get()); + } + } catch (Exception e) { + e.printStackTrace(); + } finally { + gl.glEnd(); + mVertCoords.rewind(); + mTexCoords.rewind(); + mOutstandingGlyphsVerticesPipeline = 0; + } + } + } + } + + class DebugListener implements GLEventListener { + private GLU glu = GLU.createGLU(); + private Frame frame; + + DebugListener(Frame frame) { + this.frame = frame; + } + + public void display(GLAutoDrawable drawable) { + GL2 gl = GLUgl2.getCurrentGL2(); + gl.glClear(GL2.GL_DEPTH_BUFFER_BIT | GL2.GL_COLOR_BUFFER_BIT); + + if (packer == null) { + return; + } + + GL2TextureRenderer rend = getBackingStore(); + final int w = rend.getWidth(); + final int h = rend.getHeight(); + rend.beginOrthoRendering(w, h); + rend.drawOrthoRect(0, 0); + rend.endOrthoRendering(); + + if ((frame.getWidth() != w) || (frame.getHeight() != h)) { + EventQueue.invokeLater(new Runnable() { + public void run() { + frame.setSize(w, h); + } + }); + } + } + + // Unused methods + public void init(GLAutoDrawable drawable) { + } + + public void reshape(GLAutoDrawable drawable, int x, int y, int width, + int height) { + } + + public void displayChanged(GLAutoDrawable drawable, + boolean modeChanged, boolean deviceChanged) { + } + } + + /** + * Sets whether vertex arrays are being used internally for + * rendering, or whether text is rendered using the OpenGL + * immediate mode commands. This is provided as a concession for + * certain graphics cards which have poor vertex array + * performance. Defaults to true. + */ + public void setUseVertexArrays(boolean useVertexArrays) { + this.useVertexArrays = useVertexArrays; + } + + /** + * Indicates whether vertex arrays are being used internally for + * rendering, or whether text is rendered using the OpenGL + * immediate mode commands. Defaults to true. + */ + public boolean getUseVertexArrays() { + return useVertexArrays; + } + + /** + * Sets whether smoothing (i.e., GL_LINEAR filtering) is enabled + * in the backing TextureRenderer of this TextRenderer. A few + * graphics cards do not behave well when this is enabled, + * resulting in fuzzy text. Defaults to true. + */ + public void setSmoothing(boolean smoothing) { + this.smoothing = smoothing; + getBackingStore().setSmoothing(smoothing); + } + + /** + * Indicates whether smoothing is enabled in the backing + * TextureRenderer of this TextRenderer. A few graphics cards do + * not behave well when this is enabled, resulting in fuzzy text. + * Defaults to true. + */ + public boolean getSmoothing() { + return smoothing; + } + + private boolean is15Available(GL gl) { + if (!checkFor_isExtensionAvailable_GL_VERSION_1_5) { + isExtensionAvailable_GL_VERSION_1_5 = gl.isExtensionAvailable("GL_VERSION_1_5"); + checkFor_isExtensionAvailable_GL_VERSION_1_5 = true; + } + return isExtensionAvailable_GL_VERSION_1_5; + } +} diff --git a/src/classes/com/sun/opengl/util/j2d/gl2/GL2TextureRenderer.java b/src/classes/com/sun/opengl/util/j2d/gl2/GL2TextureRenderer.java new file mode 100755 index 000000000..50877194a --- /dev/null +++ b/src/classes/com/sun/opengl/util/j2d/gl2/GL2TextureRenderer.java @@ -0,0 +1,701 @@ +/* + * Copyright (c) 2006 Sun Microsystems, Inc. All Rights Reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any kind. ALL + * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, + * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A + * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN + * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR + * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR + * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR + * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR + * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE + * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, + * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF + * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed or intended for use + * in the design, construction, operation or maintenance of any nuclear + * facility. + * + * Sun gratefully acknowledges that this software was originally authored + * and developed by Kenneth Bradley Russell and Christopher John Kline. + */ + +package com.sun.opengl.util.j2d.gl2; + +import java.awt.Color; +import java.awt.Dimension; +import java.awt.Graphics2D; +import java.awt.Image; +import java.awt.Rectangle; +import java.awt.image.*; + +import javax.media.opengl.*; +import javax.media.opengl.glu.*; +import javax.media.opengl.glu.gl2.*; +import com.sun.opengl.util.texture.*; +import com.sun.opengl.util.texture.spi.*; +import com.sun.opengl.util.texture.awt.*; +import com.sun.opengl.util.gl2.*; +import com.sun.opengl.util.awt.*; +import com.sun.opengl.util.awt.gl2.*; + +/** Provides the ability to render into an OpenGL {@link + com.sun.opengl.util.texture.Texture Texture} using the Java 2D + APIs. This renderer class uses an internal Java 2D image (of + unspecified type) for its backing store and flushes portions of + that image to an OpenGL texture on demand. The resulting OpenGL + texture can then be mapped on to a polygon for display. */ + +public class GL2TextureRenderer { + // For now, we supply only a BufferedImage back-end for this + // renderer. In theory we could use the Java 2D/JOGL bridge to fully + // accelerate the rendering paths, but there are restrictions on + // what work can be done where; for example, Graphics2D-related work + // must not be done on the Queue Flusher Thread, but JOGL's + // OpenGL-related work must be. This implies that the user's code + // would need to be split up into multiple callbacks run from the + // appropriate threads, which would be somewhat unfortunate. + + // Whether we have an alpha channel in the (RGB/A) backing store + private boolean alpha; + + // Whether we're using only a GL_INTENSITY backing store + private boolean intensity; + + // Whether we're attempting to use automatic mipmap generation support + private boolean mipmap; + + // Whether smoothing is enabled for the OpenGL texture (switching + // between GL_LINEAR and GL_NEAREST filtering) + private boolean smoothing = true; + private boolean smoothingChanged; + + // The backing store itself + private BufferedImage image; + + private Texture texture; + private AWTTextureData textureData; + private boolean mustReallocateTexture; + private Rectangle dirtyRegion; + + private GLUgl2 glu = new GLUgl2(); + + // Current color + private float r = 1.0f; + private float g = 1.0f; + private float b = 1.0f; + private float a = 1.0f; + + /** Creates a new renderer with backing store of the specified width + and height. If <CODE>alpha</CODE> is true, allocates an alpha + channel in the backing store image. No mipmap support is + requested. + + @param width the width of the texture to render into + @param height the height of the texture to render into + @param alpha whether to allocate an alpha channel for the texture + */ + public GL2TextureRenderer(int width, int height, boolean alpha) { + this(width, height, alpha, false); + } + + /** Creates a new renderer with backing store of the specified width + and height. If <CODE>alpha</CODE> is true, allocates an alpha channel in the + backing store image. If <CODE>mipmap</CODE> is true, attempts to use OpenGL's + automatic mipmap generation for better smoothing when rendering + the TextureRenderer's contents at a distance. + + @param width the width of the texture to render into + @param height the height of the texture to render into + @param alpha whether to allocate an alpha channel for the texture + @param mipmap whether to attempt use of automatic mipmap generation + */ + public GL2TextureRenderer(int width, int height, boolean alpha, boolean mipmap) { + this(width, height, alpha, false, mipmap); + } + + // Internal constructor to avoid confusion since alpha only makes + // sense when intensity is not set + private GL2TextureRenderer(int width, int height, boolean alpha, boolean intensity, boolean mipmap) { + this.alpha = alpha; + this.intensity = intensity; + this.mipmap = mipmap; + init(width, height); + } + + /** Creates a new renderer with a special kind of backing store + which acts only as an alpha channel. No mipmap support is + requested. Internally, this associates a GL_INTENSITY OpenGL + texture with the backing store. */ + public static GL2TextureRenderer createAlphaOnlyRenderer(int width, int height) { + return createAlphaOnlyRenderer(width, height, false); + } + + /** Creates a new renderer with a special kind of backing store + which acts only as an alpha channel. If <CODE>mipmap</CODE> is + true, attempts to use OpenGL's automatic mipmap generation for + better smoothing when rendering the TextureRenderer's contents + at a distance. Internally, this associates a GL_INTENSITY OpenGL + texture with the backing store. */ + public static GL2TextureRenderer createAlphaOnlyRenderer(int width, int height, boolean mipmap) { + return new GL2TextureRenderer(width, height, false, true, mipmap); + } + + /** Returns the width of the backing store of this renderer. + + @return the width of the backing store of this renderer + */ + public int getWidth() { + return image.getWidth(); + } + + /** Returns the height of the backing store of this renderer. + + @return the height of the backing store of this renderer + */ + public int getHeight() { + return image.getHeight(); + } + + /** Returns the size of the backing store of this renderer in a + newly-allocated {@link java.awt.Dimension Dimension} object. + + @return the size of the backing store of this renderer + */ + public Dimension getSize() { + return getSize(null); + } + + /** Returns the size of the backing store of this renderer. Uses the + {@link java.awt.Dimension Dimension} object if one is supplied, + or allocates a new one if null is passed. + + @param d a {@link java.awt.Dimension Dimension} object in which + to store the results, or null to allocate a new one + + @return the size of the backing store of this renderer + */ + public Dimension getSize(Dimension d) { + if (d == null) + d = new Dimension(); + d.setSize(image.getWidth(), image.getHeight()); + return d; + } + + /** Sets the size of the backing store of this renderer. This may + cause the OpenGL texture object associated with this renderer to + be invalidated; it is not recommended to cache this texture + object outside this class but to instead call {@link #getTexture + getTexture} when it is needed. + + @param width the new width of the backing store of this renderer + @param height the new height of the backing store of this renderer + @throws GLException If an OpenGL context is not current when this method is called + */ + public void setSize(int width, int height) throws GLException { + init(width, height); + } + + /** Sets the size of the backing store of this renderer. This may + cause the OpenGL texture object associated with this renderer to + be invalidated. + + @param d the new size of the backing store of this renderer + @throws GLException If an OpenGL context is not current when this method is called + */ + public void setSize(Dimension d) throws GLException { + setSize(d.width, d.height); + } + + /** Sets whether smoothing is enabled for the OpenGL texture; if so, + uses GL_LINEAR interpolation for the minification and + magnification filters. Defaults to true. Changes to this setting + will not take effect until the next call to {@link + #beginOrthoRendering beginOrthoRendering}. + + @param smoothing whether smoothing is enabled for the OpenGL texture + */ + public void setSmoothing(boolean smoothing) { + this.smoothing = smoothing; + smoothingChanged = true; + } + + /** Returns whether smoothing is enabled for the OpenGL texture; see + {@link #setSmoothing setSmoothing}. Defaults to true. + + @return whether smoothing is enabled for the OpenGL texture + */ + public boolean getSmoothing() { + return smoothing; + } + + /** Creates a {@link java.awt.Graphics2D Graphics2D} instance for + rendering to the backing store of this renderer. The returned + object should be disposed of using the normal {@link + java.awt.Graphics#dispose() Graphics.dispose()} method once it + is no longer being used. + + @return a new {@link java.awt.Graphics2D Graphics2D} object for + rendering into the backing store of this renderer + */ + public Graphics2D createGraphics() { + return image.createGraphics(); + } + + /** Returns the underlying Java 2D {@link java.awt.Image Image} + being rendered into. */ + public Image getImage() { + return image; + } + + /** Marks the given region of the TextureRenderer as dirty. This + region, and any previously set dirty regions, will be + automatically synchronized with the underlying Texture during + the next {@link #getTexture getTexture} operation, at which + point the dirty region will be cleared. It is not necessary for + an OpenGL context to be current when this method is called. + + @param x the x coordinate (in Java 2D coordinates -- relative to + upper left) of the region to update + @param y the y coordinate (in Java 2D coordinates -- relative to + upper left) of the region to update + @param width the width of the region to update + @param height the height of the region to update + */ + public void markDirty(int x, int y, int width, int height) { + Rectangle curRegion = new Rectangle(x, y, width, height); + if (dirtyRegion == null) { + dirtyRegion = curRegion; + } else { + dirtyRegion.add(curRegion); + } + } + + /** Returns the underlying OpenGL Texture object associated with + this renderer, synchronizing any dirty regions of the + TextureRenderer with the underlying OpenGL texture. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public Texture getTexture() throws GLException { + if (dirtyRegion != null) { + sync(dirtyRegion.x, dirtyRegion.y, dirtyRegion.width, dirtyRegion.height); + dirtyRegion = null; + } + + ensureTexture(); + return texture; + } + + /** Disposes all resources associated with this renderer. It is not + valid to use this renderer after calling this method. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void dispose() throws GLException { + if (texture != null) { + texture.dispose(); + texture = null; + } + if (image != null) { + image.flush(); + image = null; + } + } + + /** Convenience method which assists in rendering portions of the + OpenGL texture to the screen, if the application intends to draw + them as a flat overlay on to the screen. Pushes OpenGL state + bits (GL_ENABLE_BIT, GL_DEPTH_BUFFER_BIT and GL_TRANSFORM_BIT); + disables the depth test, back-face culling, and lighting; + enables the texture in this renderer; and sets up the viewing + matrices for orthographic rendering where the coordinates go + from (0, 0) at the lower left to (width, height) at the upper + right. Equivalent to beginOrthoRendering(width, height, true). + {@link #endOrthoRendering} must be used in conjunction with this + method to restore all OpenGL states. + + @param width the width of the current on-screen OpenGL drawable + @param height the height of the current on-screen OpenGL drawable + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void beginOrthoRendering(int width, int height) throws GLException { + beginOrthoRendering(width, height, true); + } + + /** Convenience method which assists in rendering portions of the + OpenGL texture to the screen, if the application intends to draw + them as a flat overlay on to the screen. Pushes OpenGL state + bits (GL_ENABLE_BIT, GL_DEPTH_BUFFER_BIT and GL_TRANSFORM_BIT); + disables the depth test (if the "disableDepthTest" argument is + true), back-face culling, and lighting; enables the texture in + this renderer; and sets up the viewing matrices for orthographic + rendering where the coordinates go from (0, 0) at the lower left + to (width, height) at the upper right. {@link + #endOrthoRendering} must be used in conjunction with this method + to restore all OpenGL states. + + @param width the width of the current on-screen OpenGL drawable + @param height the height of the current on-screen OpenGL drawable + @param disableDepthTest whether the depth test should be disabled + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void beginOrthoRendering(int width, int height, boolean disableDepthTest) throws GLException { + beginRendering(true, width, height, disableDepthTest); + } + + /** Convenience method which assists in rendering portions of the + OpenGL texture to the screen as 2D quads in 3D space. Pushes + OpenGL state (GL_ENABLE_BIT); disables lighting; and enables the + texture in this renderer. Unlike {@link #beginOrthoRendering + beginOrthoRendering}, does not modify the depth test, back-face + culling, lighting, or the modelview or projection matrices. The + user is responsible for setting up the view matrices for correct + results of {@link #draw3DRect draw3DRect}. {@link + #end3DRendering} must be used in conjunction with this method to + restore all OpenGL states. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void begin3DRendering() throws GLException { + beginRendering(false, 0, 0, false); + } + + /** Changes the color of the polygons, and therefore the drawn + images, this TextureRenderer produces. Use of this method is + optional. The TextureRenderer uses the GL_MODULATE texture + environment mode, which causes the portions of the rendered + texture to be multiplied by the color of the rendered + polygons. The polygon color can be varied to achieve effects + like tinting of the overall output or fading in and out by + changing the alpha of the color. <P> + + Each component ranges from 0.0f - 1.0f. The alpha component, if + used, does not need to be premultiplied into the color channels + as described in the documentation for {@link + com.sun.opengl.util.texture.Texture Texture}, although + premultiplied colors are used internally. The default color is + opaque white. + + @param r the red component of the new color + @param g the green component of the new color + @param b the blue component of the new color + @param a the alpha component of the new color, 0.0f = completely + transparent, 1.0f = completely opaque + @throws GLException If an OpenGL context is not current when this method is called + */ + public void setColor(float r, float g, float b, float a) throws GLException { + GL2 gl = GLUgl2.getCurrentGL2(); + this.r = r * a; + this.g = g * a; + this.b = b * a; + this.a = a; + + gl.glColor4f(this.r, this.g, this.b, this.a); + } + + private float[] compArray; + /** Changes the current color of this TextureRenderer to the + supplied one. The default color is opaque white. See {@link + #setColor(float,float,float,float) setColor} for more details. + + @param color the new color to use for rendering + @throws GLException If an OpenGL context is not current when this method is called + */ + public void setColor(Color color) throws GLException { + // Get color's RGBA components as floats in the range [0,1]. + if (compArray == null) { + compArray = new float[4]; + } + color.getRGBComponents(compArray); + setColor(compArray[0], compArray[1], compArray[2], compArray[3]); + } + + /** Draws an orthographically projected rectangle containing all of + the underlying texture to the specified location on the + screen. All (x, y) coordinates are specified relative to the + lower left corner of either the texture image or the current + OpenGL drawable. This method is equivalent to + <code>drawOrthoRect(screenx, screeny, 0, 0, getWidth(), + getHeight());</code>. + + @param screenx the on-screen x coordinate at which to draw the rectangle + @param screeny the on-screen y coordinate (relative to lower left) at + which to draw the rectangle + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void drawOrthoRect(int screenx, int screeny) throws GLException { + drawOrthoRect(screenx, screeny, 0, 0, getWidth(), getHeight()); + } + + /** Draws an orthographically projected rectangle of the underlying + texture to the specified location on the screen. All (x, y) + coordinates are specified relative to the lower left corner of + either the texture image or the current OpenGL drawable. + + @param screenx the on-screen x coordinate at which to draw the rectangle + @param screeny the on-screen y coordinate (relative to lower left) at + which to draw the rectangle + @param texturex the x coordinate of the pixel in the texture of + the lower left portion of the rectangle to draw + @param texturey the y coordinate of the pixel in the texture + (relative to lower left) of the lower left portion of the + rectangle to draw + @param width the width of the rectangle to draw + @param height the height of the rectangle to draw + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void drawOrthoRect(int screenx, int screeny, + int texturex, int texturey, + int width, int height) throws GLException { + draw3DRect(screenx, screeny, 0, texturex, texturey, width, height, 1); + } + + /** Draws a rectangle of the underlying texture to the specified 3D + location. In the current coordinate system, the lower left + corner of the rectangle is placed at (x, y, z), and the upper + right corner is placed at (x + width * scaleFactor, y + height * + scaleFactor, z). The lower left corner of the sub-rectangle of + the texture is (texturex, texturey) and the upper right corner + is (texturex + width, texturey + height). For back-face culling + purposes, the rectangle is drawn with counterclockwise + orientation of the vertices when viewed from the front. + + @param x the x coordinate at which to draw the rectangle + @param y the y coordinate at which to draw the rectangle + @param z the z coordinate at which to draw the rectangle + @param texturex the x coordinate of the pixel in the texture of + the lower left portion of the rectangle to draw + @param texturey the y coordinate of the pixel in the texture + (relative to lower left) of the lower left portion of the + rectangle to draw + @param width the width in texels of the rectangle to draw + @param height the height in texels of the rectangle to draw + @param scaleFactor the scale factor to apply (multiplicatively) + to the size of the drawn rectangle + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void draw3DRect(float x, float y, float z, + int texturex, int texturey, + int width, int height, + float scaleFactor) throws GLException { + GL2 gl = GLUgl2.getCurrentGL2(); + Texture texture = getTexture(); + TextureCoords coords = texture.getSubImageTexCoords(texturex, texturey, + texturex + width, + texturey + height); + gl.glBegin(GL2.GL_QUADS); + gl.glTexCoord2f(coords.left(), coords.bottom()); + gl.glVertex3f(x, y, z); + gl.glTexCoord2f(coords.right(), coords.bottom()); + gl.glVertex3f(x + width * scaleFactor, y, z); + gl.glTexCoord2f(coords.right(), coords.top()); + gl.glVertex3f(x + width * scaleFactor, y + height * scaleFactor, z); + gl.glTexCoord2f(coords.left(), coords.top()); + gl.glVertex3f(x, y + height * scaleFactor, z); + gl.glEnd(); + } + + /** Convenience method which assists in rendering portions of the + OpenGL texture to the screen, if the application intends to draw + them as a flat overlay on to the screen. Must be used if {@link + #beginOrthoRendering} is used to set up the rendering stage for + this overlay. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void endOrthoRendering() throws GLException { + endRendering(true); + } + + /** Convenience method which assists in rendering portions of the + OpenGL texture to the screen as 2D quads in 3D space. Must be + used if {@link #begin3DRendering} is used to set up the + rendering stage for this overlay. + + @throws GLException If an OpenGL context is not current when this method is called + */ + public void end3DRendering() throws GLException { + endRendering(false); + } + + /** Indicates whether automatic mipmap generation is in use for this + TextureRenderer. The result of this method may change from true + to false if it is discovered during allocation of the + TextureRenderer's backing store that automatic mipmap generation + is not supported at the OpenGL level. */ + public boolean isUsingAutoMipmapGeneration() { + return mipmap; + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + private void beginRendering(boolean ortho, int width, int height, boolean disableDepthTestForOrtho) { + GL2 gl = GLUgl2.getCurrentGL2(); + int attribBits = + GL2.GL_ENABLE_BIT | GL2.GL_TEXTURE_BIT | GL2.GL_COLOR_BUFFER_BIT | + (ortho ? (GL2.GL_DEPTH_BUFFER_BIT | GL2.GL_TRANSFORM_BIT) : 0); + gl.glPushAttrib(attribBits); + gl.glDisable(GL2.GL_LIGHTING); + if (ortho) { + if (disableDepthTestForOrtho) { + gl.glDisable(GL2.GL_DEPTH_TEST); + } + gl.glDisable(GL2.GL_CULL_FACE); + gl.glMatrixMode(GL2.GL_PROJECTION); + gl.glPushMatrix(); + gl.glLoadIdentity(); + glu.gluOrtho2D(0, width, 0, height); + gl.glMatrixMode(GL2.GL_MODELVIEW); + gl.glPushMatrix(); + gl.glLoadIdentity(); + gl.glMatrixMode(GL2.GL_TEXTURE); + gl.glPushMatrix(); + gl.glLoadIdentity(); + } + gl.glEnable(GL2.GL_BLEND); + gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE_MINUS_SRC_ALPHA); + Texture texture = getTexture(); + texture.enable(); + texture.bind(); + gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE); + // Change polygon color to last saved + gl.glColor4f(r, g, b, a); + if (smoothingChanged) { + smoothingChanged = false; + if (smoothing) { + texture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR); + if (mipmap) { + texture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR_MIPMAP_LINEAR); + } else { + texture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR); + } + } else { + texture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); + texture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); + } + } + } + + private void endRendering(boolean ortho) { + GL2 gl = GLUgl2.getCurrentGL2(); + Texture texture = getTexture(); + texture.disable(); + if (ortho) { + gl.glMatrixMode(GL2.GL_PROJECTION); + gl.glPopMatrix(); + gl.glMatrixMode(GL2.GL_MODELVIEW); + gl.glPopMatrix(); + gl.glMatrixMode(GL2.GL_TEXTURE); + gl.glPopMatrix(); + } + gl.glPopAttrib(); + } + + private void init(int width, int height) { + // Discard previous BufferedImage if any + if (image != null) { + image.flush(); + image = null; + } + + // Infer the internal format if not an intensity texture + int internalFormat = (intensity ? GL2.GL_INTENSITY : 0); + int imageType = + (intensity ? BufferedImage.TYPE_BYTE_GRAY : + (alpha ? BufferedImage.TYPE_INT_ARGB_PRE : BufferedImage.TYPE_INT_RGB)); + image = new BufferedImage(width, height, imageType); + // Always realllocate the TextureData associated with this + // BufferedImage; it's just a reference to the contents but we + // need it in order to update sub-regions of the underlying + // texture + textureData = new AWTTextureData(internalFormat, 0, mipmap, image); + // For now, always reallocate the underlying OpenGL texture when + // the backing store size changes + mustReallocateTexture = true; + } + + /** Synchronizes the specified region of the backing store down to + the underlying OpenGL texture. If {@link #markDirty markDirty} + is used instead to indicate the regions that are out of sync, + this method does not need to be called. + + @param x the x coordinate (in Java 2D coordinates -- relative to + upper left) of the region to update + @param y the y coordinate (in Java 2D coordinates -- relative to + upper left) of the region to update + @param width the width of the region to update + @param height the height of the region to update + + @throws GLException If an OpenGL context is not current when this method is called + */ + private void sync(int x, int y, int width, int height) throws GLException { + // Force allocation if necessary + boolean canSkipUpdate = ensureTexture(); + + if (!canSkipUpdate) { + // Update specified region. + // NOTE that because BufferedImage-based TextureDatas now don't + // do anything to their contents, the coordinate systems for + // OpenGL and Java 2D actually line up correctly for + // updateSubImage calls, so we don't need to do any argument + // conversion here (i.e., flipping the Y coordinate). + texture.updateSubImage(textureData, 0, x, y, x, y, width, height); + } + } + + // Returns true if the texture was newly allocated, false if not + private boolean ensureTexture() { + if (mustReallocateTexture) { + if (texture != null) { + texture.dispose(); + texture = null; + } + mustReallocateTexture = false; + } + + if (texture == null) { + texture = AWTTextureReader.newTexture(textureData); + if (mipmap && !texture.isUsingAutoMipmapGeneration()) { + // Only try this once + texture.dispose(); + mipmap = false; + textureData.setMipmap(false); + texture = AWTTextureReader.newTexture(textureData); + } + + if (!smoothing) { + // The TextureIO classes default to GL_LINEAR filtering + texture.setTexParameteri(GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_NEAREST); + texture.setTexParameteri(GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_NEAREST); + } + return true; + } + + return false; + } +} |