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authorSven Gothel <[email protected]>2012-12-16 07:47:04 +0100
committerSven Gothel <[email protected]>2012-12-16 07:47:04 +0100
commite92823cddc54b0f4fa71e234061a21de6ee5248c (patch)
treeeaee49829bbaa1dd2fe4e073f00eb8e20caeb81d /src/jogl/classes/jogamp/opengl
parent74c254d42bb2389dc9bf257898053700c8c72568 (diff)
GLJPanel: Impl. is GLProfile agnostic; Use GLDrawableFactory.createOffscreenDrawable(..) for common OffscreenBackend (dropping pbuffer/software); Flip FBO w/ GLSL texture renderer.
- Implementation is GLProfile agnostic - Shall work on ES2, GL2, .. etc - Use GLDrawableFactory.createOffscreenDrawable(..) for common OffscreenBackend (dropping pbuffer/software) - Leave offscreen selection to common factory code, favoring FBO - Flip FBO w/ GLSL texture renderer - Faster on low CPU machines - Enabled if GL2ES2 and FBO offscreen
Diffstat (limited to 'src/jogl/classes/jogamp/opengl')
-rw-r--r--src/jogl/classes/jogamp/opengl/GLAutoDrawableBase.java2
-rw-r--r--src/jogl/classes/jogamp/opengl/GLDrawableHelper.java16
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/GLSLTextureRaster.java195
3 files changed, 208 insertions, 5 deletions
diff --git a/src/jogl/classes/jogamp/opengl/GLAutoDrawableBase.java b/src/jogl/classes/jogamp/opengl/GLAutoDrawableBase.java
index 68fbe3dd5..cbb7cd699 100644
--- a/src/jogl/classes/jogamp/opengl/GLAutoDrawableBase.java
+++ b/src/jogl/classes/jogamp/opengl/GLAutoDrawableBase.java
@@ -228,7 +228,7 @@ public abstract class GLAutoDrawableBase implements GLAutoDrawable, FPSCounter {
// Catch dispose GLExceptions by GLEventListener, just 'print' them
// so we can continue with the destruction.
try {
- helper.disposeGL(this, context);
+ helper.disposeGL(this, context, true);
} catch (GLException gle) {
gle.printStackTrace();
}
diff --git a/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java b/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java
index 0f8b6b816..dc5d50cf2 100644
--- a/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java
+++ b/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java
@@ -398,7 +398,7 @@ public class GLDrawableHelper {
* </p>
* <p>
* Please consider using {@link #disposeAllGLEventListener(GLAutoDrawable, GLContext, boolean)}
- * or {@link #disposeGL(GLAutoDrawable, GLContext)}
+ * or {@link #disposeGL(GLAutoDrawable, GLContext, boolean)}
* for correctness, i.e. encapsulating all calls w/ makeCurrent etc.
* </p>
* @param autoDrawable
@@ -826,12 +826,16 @@ public class GLDrawableHelper {
/**
* Principal helper method which runs
* {@link #disposeAllGLEventListener(GLAutoDrawable, boolean) disposeAllGLEventListener(autoDrawable, false)}
- * with the context made current <b>and</b> destroys the context afterwards while holding the lock.
+ * with the context made current.
+ * <p>
+ * If <code>destroyContext</code> is <code>true</code> the context is destroyed in the end while holding the lock.<br/>
+ * </p>
* @param autoDrawable
* @param context
+ * @param destroyContext destroy context in the end while holding the lock
*/
public final void disposeGL(final GLAutoDrawable autoDrawable,
- final GLContext context) {
+ final GLContext context, boolean destroyContext) {
// Support for recursive makeCurrent() calls as well as calling
// other drawables' display() methods from within another one's
GLContext lastContext = GLContext.getCurrent();
@@ -858,7 +862,11 @@ public class GLDrawableHelper {
}
} finally {
try {
- context.destroy();
+ if(destroyContext) {
+ context.destroy();
+ } else {
+ context.release();
+ }
flushGLRunnables();
} catch (Exception e) {
System.err.println("Catched: "+e.getMessage());
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/GLSLTextureRaster.java b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLTextureRaster.java
new file mode 100644
index 000000000..20c251635
--- /dev/null
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/GLSLTextureRaster.java
@@ -0,0 +1,195 @@
+/**
+ * Copyright 2012 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions 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.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+
+package jogamp.opengl.util.glsl;
+
+import java.nio.FloatBuffer;
+
+import com.jogamp.opengl.util.GLArrayDataServer;
+import com.jogamp.opengl.util.PMVMatrix;
+import com.jogamp.opengl.util.glsl.ShaderCode;
+import com.jogamp.opengl.util.glsl.ShaderProgram;
+
+import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GLArrayData;
+import javax.media.opengl.GLException;
+import javax.media.opengl.GLUniformData;
+import javax.media.opengl.fixedfunc.GLMatrixFunc;
+
+public class GLSLTextureRaster {
+ private final boolean textureVertFlipped;
+ private final int textureUnit;
+
+ private ShaderProgram sp;
+ private PMVMatrix pmvMatrix;
+ private GLUniformData pmvMatrixUniform;
+ private GLUniformData activeTexUniform;
+ private GLArrayDataServer interleavedVBO;
+
+ public GLSLTextureRaster(int textureUnit, boolean textureVertFlipped) {
+ this.textureVertFlipped = textureVertFlipped;
+ this.textureUnit = textureUnit;
+ }
+
+ public int getTextureUnit() { return textureUnit; }
+
+ static final String shaderBasename = "texture01_xxx";
+ static final String shaderSrcPath = "../../shader";
+ static final String shaderBinPath = "../../shader/bin";
+
+ public void init(GL2ES2 gl) {
+ // Create & Compile the shader objects
+ final ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(),
+ shaderSrcPath, shaderBinPath, shaderBasename, true);
+ final ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(),
+ shaderSrcPath, shaderBinPath, shaderBasename, true);
+ rsVp.defaultShaderCustomization(gl, true, ShaderCode.es2_default_precision_vp);
+ rsFp.defaultShaderCustomization(gl, true, ShaderCode.es2_default_precision_fp);
+
+ // Create & Link the shader program
+ sp = new ShaderProgram();
+ sp.add(rsVp);
+ sp.add(rsFp);
+ if(!sp.link(gl, System.err)) {
+ throw new GLException("Couldn't link program: "+sp);
+ }
+ sp.useProgram(gl, true);
+
+ // setup mgl_PMVMatrix
+ pmvMatrix = new PMVMatrix();
+ pmvMatrix.glMatrixMode(PMVMatrix.GL_PROJECTION);
+ pmvMatrix.glLoadIdentity();
+ pmvMatrix.glMatrixMode(PMVMatrix.GL_MODELVIEW);
+ pmvMatrix.glLoadIdentity();
+ pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); // P, Mv
+ if( pmvMatrixUniform.setLocation(gl, sp.program()) < 0 ) {
+ throw new GLException("Couldn't locate "+pmvMatrixUniform+" in shader: "+sp);
+ }
+ gl.glUniform(pmvMatrixUniform);
+
+ activeTexUniform = new GLUniformData("mgl_Texture0", textureUnit);
+ if( activeTexUniform.setLocation(gl, sp.program()) < 0 ) {
+ throw new GLException("Couldn't locate "+activeTexUniform+" in shader: "+sp);
+ }
+ gl.glUniform(activeTexUniform);
+
+ final float[] s_quadTexCoords;
+ if( textureVertFlipped ) {
+ s_quadTexCoords = s_quadTexCoords01;
+ } else {
+ s_quadTexCoords = s_quadTexCoords00;
+ }
+
+ interleavedVBO = GLArrayDataServer.createGLSLInterleaved(3+2, GL.GL_FLOAT, false, 2*4, GL.GL_STATIC_DRAW);
+ {
+ final GLArrayData vArrayData = interleavedVBO.addGLSLSubArray("mgl_Vertex", 3, GL.GL_ARRAY_BUFFER);
+ if( vArrayData.setLocation(gl, sp.program()) < 0 ) {
+ throw new GLException("Couldn't locate "+vArrayData+" in shader: "+sp);
+ }
+ final GLArrayData tArrayData = interleavedVBO.addGLSLSubArray("mgl_MultiTexCoord", 2, GL.GL_ARRAY_BUFFER);
+ if( tArrayData.setLocation(gl, sp.program()) < 0 ) {
+ throw new GLException("Couldn't locate "+tArrayData+" in shader: "+sp);
+ }
+ final FloatBuffer ib = (FloatBuffer)interleavedVBO.getBuffer();
+ for(int i=0; i<4; i++) {
+ ib.put(s_quadVertices, i*3, 3);
+ ib.put(s_quadTexCoords, i*2, 2);
+ }
+ }
+ interleavedVBO.seal(gl, true);
+ interleavedVBO.enableBuffer(gl, false);
+
+ sp.useProgram(gl, false);
+ }
+
+ public void reshape(GL2ES2 gl, int x, int y, int width, int height) {
+ if(null != sp) {
+ pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
+ pmvMatrix.glLoadIdentity();
+ pmvMatrix.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 10.0f);
+
+ pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
+ pmvMatrix.glLoadIdentity();
+
+ sp.useProgram(gl, true);
+ gl.glUniform(pmvMatrixUniform);
+ sp.useProgram(gl, false);
+ }
+ }
+
+ public void dispose(GL2ES2 gl) {
+ if(null != pmvMatrixUniform) {
+ pmvMatrixUniform = null;
+ }
+ if(null != pmvMatrix) {
+ pmvMatrix.destroy();
+ pmvMatrix=null;
+ }
+ if(null != interleavedVBO) {
+ interleavedVBO.destroy(gl);
+ interleavedVBO=null;
+ }
+ if(null != sp) {
+ sp.destroy(gl);
+ sp=null;
+ }
+ }
+
+ public void display(GL2ES2 gl) {
+ if(null != sp) {
+ sp.useProgram(gl, true);
+ interleavedVBO.enableBuffer(gl, true);
+
+ gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4);
+
+ interleavedVBO.enableBuffer(gl, false);
+ sp.useProgram(gl, false);
+ }
+ }
+
+ private static final float[] s_quadVertices = {
+ -1f, -1f, 0f, // LB
+ 1f, -1f, 0f, // RB
+ -1f, 1f, 0f, // LT
+ 1f, 1f, 0f // RT
+ };
+ private static final float[] s_quadTexCoords00 = {
+ 0f, 0f, // LB
+ 1f, 0f, // RB
+ 0f, 1f, // LT
+ 1f, 1f // RT
+ };
+ private static final float[] s_quadTexCoords01 = {
+ 0f, 1f, // LB
+ 1f, 1f, // RB
+ 0f, 0f, // LT
+ 1f, 0f // RT
+ };
+}
+