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-rwxr-xr-xsrc/classes/com/sun/opengl/util/gl2/GL2TileRenderer.java601
1 files changed, 0 insertions, 601 deletions
diff --git a/src/classes/com/sun/opengl/util/gl2/GL2TileRenderer.java b/src/classes/com/sun/opengl/util/gl2/GL2TileRenderer.java
deleted file mode 100755
index d36940103..000000000
--- a/src/classes/com/sun/opengl/util/gl2/GL2TileRenderer.java
+++ /dev/null
@@ -1,601 +0,0 @@
-package com.sun.opengl.util.gl2;
-
-import java.awt.Dimension;
-import java.nio.Buffer;
-
-import javax.media.opengl.*;
-import javax.media.opengl.glu.*;
-import javax.media.opengl.glu.gl2.*;
-
-/**
- * A fairly direct port of Brian Paul's tile rendering library, found
- * at <a href = "http://www.mesa3d.org/brianp/TR.html">
- * http://www.mesa3d.org/brianp/TR.html </a> . I've java-fied it, but
- * the functionality is the same.
- *
- * Original code Copyright (C) 1997-2005 Brian Paul. Licensed under
- * BSD-compatible terms with permission of the author. See LICENSE.txt
- * for license information.
- *
- * @author ryanm
- */
-public class GL2TileRenderer
-{
- private static final int DEFAULT_TILE_WIDTH = 256;
-
- private static final int DEFAULT_TILE_HEIGHT = 256;
-
- private static final int DEFAULT_TILE_BORDER = 0;
-
- //
- // Enumeration flags for accessing variables
- //
- // @author ryanm
- //
-
- /**
- * The width of a tile
- */
- public static final int TR_TILE_WIDTH = 0;
- /**
- * The height of a tile
- */
- public static final int TR_TILE_HEIGHT = 1;
- /**
- * The width of the border around the tiles
- */
- public static final int TR_TILE_BORDER = 2;
- /**
- * The width of the final image
- */
- public static final int TR_IMAGE_WIDTH = 3;
- /**
- * The height of the final image
- */
- public static final int TR_IMAGE_HEIGHT = 4;
- /**
- * The number of rows of tiles
- */
- public static final int TR_ROWS = 5;
- /**
- * The number of columns of tiles
- */
- public static final int TR_COLUMNS = 6;
- /**
- * The current row number
- */
- public static final int TR_CURRENT_ROW = 7;
- /**
- * The current column number
- */
- public static final int TR_CURRENT_COLUMN = 8;
- /**
- * The width of the current tile
- */
- public static final int TR_CURRENT_TILE_WIDTH = 9;
- /**
- * The height of the current tile
- */
- public static final int TR_CURRENT_TILE_HEIGHT = 10;
- /**
- * The order that the rows are traversed
- */
- public static final int TR_ROW_ORDER = 11;
-
-
- /**
- * Indicates we are traversing rows from the top to the bottom
- */
- public static final int TR_TOP_TO_BOTTOM = 1;
-
- /**
- * Indicates we are traversing rows from the bottom to the top
- */
- public static final int TR_BOTTOM_TO_TOP = 2;
-
- /* Final image parameters */
- private Dimension imageSize = new Dimension();
-
- private int imageFormat, imageType;
-
- private Buffer imageBuffer;
-
- /* Tile parameters */
- private Dimension tileSize = new Dimension();
-
- private Dimension tileSizeNB = new Dimension();
-
- private int tileBorder;
-
- private int tileFormat, tileType;
-
- private Buffer tileBuffer;
-
- /* Projection parameters */
- private boolean perspective;
-
- private double left;
-
- private double right;
-
- private double bottom;
-
- private double top;
-
- private double near;
-
- private double far;
-
- /* Misc */
- private int rowOrder;
-
- private int rows, columns;
-
- private int currentTile;
-
- private int currentTileWidth, currentTileHeight;
-
- private int currentRow, currentColumn;
-
- private int[] viewportSave = new int[ 4 ];
-
- /**
- * Creates a new TileRenderer object
- */
- public GL2TileRenderer()
- {
- tileSize.width = DEFAULT_TILE_WIDTH;
- tileSize.height = DEFAULT_TILE_HEIGHT;
- tileBorder = DEFAULT_TILE_BORDER;
- rowOrder = TR_BOTTOM_TO_TOP;
- currentTile = -1;
- }
-
- /**
- * Sets up the number of rows and columns needed
- */
- private void setup()
- {
- columns = ( imageSize.width + tileSizeNB.width - 1 ) / tileSizeNB.width;
- rows = ( imageSize.height + tileSizeNB.height - 1 ) / tileSizeNB.height;
- currentTile = 0;
-
- assert columns >= 0;
- assert rows >= 0;
- }
-
- /**
- * Sets the size of the tiles to use in rendering. The actual
- * effective size of the tile depends on the border size, ie (
- * width - 2*border ) * ( height - 2 * border )
- *
- * @param width
- * The width of the tiles. Must not be larger than the GL
- * context
- * @param height
- * The height of the tiles. Must not be larger than the
- * GL context
- * @param border
- * The width of the borders on each tile. This is needed
- * to avoid artifacts when rendering lines or points with
- * thickness > 1.
- */
- public void setTileSize( int width, int height, int border )
- {
- assert ( border >= 0 );
- assert ( width >= 1 );
- assert ( height >= 1 );
- assert ( width >= 2 * border );
- assert ( height >= 2 * border );
-
- tileBorder = border;
- tileSize.width = width;
- tileSize.height = height;
- tileSizeNB.width = width - 2 * border;
- tileSizeNB.height = height - 2 * border;
- setup();
- }
-
- /**
- * Specify a buffer the tiles to be copied to. This is not
- * necessary for the creation of the final image, but useful if you
- * want to inspect each tile in turn.
- *
- * @param format
- * Interpreted as in glReadPixels
- * @param type
- * Interpreted as in glReadPixels
- * @param image
- * The buffer itself. Must be large enough to contain a
- * tile, minus any borders
- */
- public void setTileBuffer( int format, int type, Buffer image )
- {
- tileFormat = format;
- tileType = type;
- tileBuffer = image;
- }
-
- /**
- * Sets the desired size of the final image
- *
- * @param width
- * The width of the final image
- * @param height
- * The height of the final image
- */
- public void setImageSize( int width, int height )
- {
- imageSize.width = width;
- imageSize.height = height;
- setup();
- }
-
- /**
- * Sets the buffer in which to store the final image
- *
- * @param format
- * Interpreted as in glReadPixels
- * @param type
- * Interpreted as in glReadPixels
- * @param image
- * the buffer itself, must be large enough to hold the
- * final image
- */
- public void setImageBuffer( int format, int type, Buffer image )
- {
- imageFormat = format;
- imageType = type;
- imageBuffer = image;
- }
-
- /**
- * Gets the parameters of this TileRenderer object
- *
- * @param param
- * The parameter that is to be retrieved
- * @return the value of the parameter
- */
- public int getParam( int param )
- {
- switch (param) {
- case TR_TILE_WIDTH:
- return tileSize.width;
- case TR_TILE_HEIGHT:
- return tileSize.height;
- case TR_TILE_BORDER:
- return tileBorder;
- case TR_IMAGE_WIDTH:
- return imageSize.width;
- case TR_IMAGE_HEIGHT:
- return imageSize.height;
- case TR_ROWS:
- return rows;
- case TR_COLUMNS:
- return columns;
- case TR_CURRENT_ROW:
- if( currentTile < 0 )
- return -1;
- else
- return currentRow;
- case TR_CURRENT_COLUMN:
- if( currentTile < 0 )
- return -1;
- else
- return currentColumn;
- case TR_CURRENT_TILE_WIDTH:
- return currentTileWidth;
- case TR_CURRENT_TILE_HEIGHT:
- return currentTileHeight;
- case TR_ROW_ORDER:
- return rowOrder;
- default:
- throw new IllegalArgumentException("Invalid enumerant as argument");
- }
- }
-
- /**
- * Sets the order of row traversal
- *
- * @param order
- * The row traversal order, must be
- * eitherTR_TOP_TO_BOTTOM or TR_BOTTOM_TO_TOP
- */
- public void setRowOrder( int order )
- {
- if (order == TR_TOP_TO_BOTTOM || order == TR_BOTTOM_TO_TOP) {
- rowOrder = order;
- } else {
- throw new IllegalArgumentException("Must pass TR_TOP_TO_BOTTOM or TR_BOTTOM_TO_TOP");
- }
- }
-
- /**
- * Sets the context to use an orthographic projection. Must be
- * called before rendering the first tile
- *
- * @param left
- * As in glOrtho
- * @param right
- * As in glOrtho
- * @param bottom
- * As in glOrtho
- * @param top
- * As in glOrtho
- * @param zNear
- * As in glOrtho
- * @param zFar
- * As in glOrtho
- */
- public void trOrtho( double left, double right, double bottom, double top, double zNear,
- double zFar )
- {
- this.perspective = false;
- this.left = left;
- this.right = right;
- this.bottom = bottom;
- this.top = top;
- this.near = zNear;
- this.far = zFar;
- }
-
- /**
- * Sets the perspective projection frustrum. Must be called before
- * rendering the first tile
- *
- * @param left
- * As in glFrustrum
- * @param right
- * As in glFrustrum
- * @param bottom
- * As in glFrustrum
- * @param top
- * As in glFrustrum
- * @param zNear
- * As in glFrustrum
- * @param zFar
- * As in glFrustrum
- */
- public void trFrustum( double left, double right, double bottom, double top, double zNear,
- double zFar )
- {
- this.perspective = true;
- this.left = left;
- this.right = right;
- this.bottom = bottom;
- this.top = top;
- this.near = zNear;
- this.far = zFar;
- }
-
- /**
- * Convenient way to specify a perspective projection
- *
- * @param fovy
- * As in gluPerspective
- * @param aspect
- * As in gluPerspective
- * @param zNear
- * As in gluPerspective
- * @param zFar
- * As in gluPerspective
- */
- public void trPerspective( double fovy, double aspect, double zNear, double zFar )
- {
- double xmin, xmax, ymin, ymax;
- ymax = zNear * Math.tan( fovy * 3.14159265 / 360.0 );
- ymin = -ymax;
- xmin = ymin * aspect;
- xmax = ymax * aspect;
- trFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
- }
-
- /**
- * Begins rendering a tile. The projection matrix stack should be
- * left alone after calling this
- *
- * @param gl
- * The gl context
- */
- public void beginTile( GL2 gl )
- {
- if (currentTile <= 0) {
- setup();
- /*
- * Save user's viewport, will be restored after last tile
- * rendered
- */
- gl.glGetIntegerv( GL2.GL_VIEWPORT, viewportSave, 0 );
- }
-
- /* which tile (by row and column) we're about to render */
- if (rowOrder == TR_BOTTOM_TO_TOP) {
- currentRow = currentTile / columns;
- currentColumn = currentTile % columns;
- } else {
- currentRow = rows - ( currentTile / columns ) - 1;
- currentColumn = currentTile % columns;
- }
- assert ( currentRow < rows );
- assert ( currentColumn < columns );
-
- int border = tileBorder;
-
- int th, tw;
-
- /* Compute actual size of this tile with border */
- if (currentRow < rows - 1) {
- th = tileSize.height;
- } else {
- th = imageSize.height - ( rows - 1 ) * ( tileSizeNB.height ) + 2 * border;
- }
-
- if (currentColumn < columns - 1) {
- tw = tileSize.width;
- } else {
- tw = imageSize.width - ( columns - 1 ) * ( tileSizeNB.width ) + 2 * border;
- }
-
- /* Save tile size, with border */
- currentTileWidth = tw;
- currentTileHeight = th;
-
- gl.glViewport( 0, 0, tw, th );
-
- /* save current matrix mode */
- int[] matrixMode = new int[ 1 ];
- gl.glGetIntegerv( GL2.GL_MATRIX_MODE, matrixMode, 0 );
- gl.glMatrixMode( GL2.GL_PROJECTION );
- gl.glLoadIdentity();
-
- /* compute projection parameters */
- double l =
- left + ( right - left ) * ( currentColumn * tileSizeNB.width - border )
- / imageSize.width;
- double r = l + ( right - left ) * tw / imageSize.width;
- double b =
- bottom + ( top - bottom ) * ( currentRow * tileSizeNB.height - border )
- / imageSize.height;
- double t = b + ( top - bottom ) * th / imageSize.height;
-
- if( perspective ) {
- gl.glFrustum( l, r, b, t, near, far );
- } else {
- gl.glOrtho( l, r, b, t, near, far );
- }
-
- /* restore user's matrix mode */
- gl.glMatrixMode( matrixMode[ 0 ] );
- }
-
- /**
- * Must be called after rendering the scene
- *
- * @param gl
- * the gl context
- * @return true if there are more tiles to be rendered, false if
- * the final image is complete
- */
- public boolean endTile( GL2 gl )
- {
- int[] prevRowLength = new int[ 1 ], prevSkipRows = new int[ 1 ], prevSkipPixels = new int[ 1 ], prevAlignment =
- new int[ 1 ];
-
- assert ( currentTile >= 0 );
-
- // be sure OpenGL rendering is finished
- gl.glFlush();
-
- // save current glPixelStore values
- gl.glGetIntegerv( GL2.GL_PACK_ROW_LENGTH, prevRowLength, 0 );
- gl.glGetIntegerv( GL2.GL_PACK_SKIP_ROWS, prevSkipRows, 0 );
- gl.glGetIntegerv( GL2.GL_PACK_SKIP_PIXELS, prevSkipPixels, 0 );
- gl.glGetIntegerv( GL2.GL_PACK_ALIGNMENT, prevAlignment, 0 );
-
- if( tileBuffer != null ) {
- int srcX = tileBorder;
- int srcY = tileBorder;
- int srcWidth = tileSizeNB.width;
- int srcHeight = tileSizeNB.height;
- gl.glReadPixels( srcX, srcY, srcWidth, srcHeight, tileFormat, tileType, tileBuffer );
- }
-
- if( imageBuffer != null ) {
- int srcX = tileBorder;
- int srcY = tileBorder;
- int srcWidth = currentTileWidth - 2 * tileBorder;
- int srcHeight = currentTileHeight - 2 * tileBorder;
- int destX = tileSizeNB.width * currentColumn;
- int destY = tileSizeNB.height * currentRow;
-
- /* setup pixel store for glReadPixels */
- gl.glPixelStorei( GL2.GL_PACK_ROW_LENGTH, imageSize.width );
- gl.glPixelStorei( GL2.GL_PACK_SKIP_ROWS, destY );
- gl.glPixelStorei( GL2.GL_PACK_SKIP_PIXELS, destX );
- gl.glPixelStorei( GL2.GL_PACK_ALIGNMENT, 1 );
-
- /* read the tile into the final image */
- gl.glReadPixels( srcX, srcY, srcWidth, srcHeight, imageFormat, imageType, imageBuffer );
- }
-
- /* restore previous glPixelStore values */
- gl.glPixelStorei( GL2.GL_PACK_ROW_LENGTH, prevRowLength[ 0 ] );
- gl.glPixelStorei( GL2.GL_PACK_SKIP_ROWS, prevSkipRows[ 0 ] );
- gl.glPixelStorei( GL2.GL_PACK_SKIP_PIXELS, prevSkipPixels[ 0 ] );
- gl.glPixelStorei( GL2.GL_PACK_ALIGNMENT, prevAlignment[ 0 ] );
-
- /* increment tile counter, return 1 if more tiles left to render */
- currentTile++;
- if( currentTile >= rows * columns ) {
- /* restore user's viewport */
- gl.glViewport( viewportSave[ 0 ], viewportSave[ 1 ], viewportSave[ 2 ], viewportSave[ 3 ] );
- currentTile = -1; /* all done */
- return false;
- } else {
- return true;
- }
- }
-
- /**
- * Tile rendering causes problems with using glRasterPos3f, so you
- * should use this replacement instead
- *
- * @param x
- * As in glRasterPos3f
- * @param y
- * As in glRasterPos3f
- * @param z
- * As in glRasterPos3f
- * @param gl
- * The gl context
- * @param glu
- * A GLUgl2 object
- */
- public void trRasterPos3f( float x, float y, float z, GL2 gl, GLUgl2 glu )
- {
- if (currentTile < 0) {
- /* not doing tile rendering right now. Let OpenGL do this. */
- gl.glRasterPos3f( x, y, z );
- } else {
- double[] modelview = new double[ 16 ], proj = new double[ 16 ];
- int[] viewport = new int[ 4 ];
- double[] win = new double[3];
-
- /* Get modelview, projection and viewport */
- gl.glGetDoublev( GL2.GL_MODELVIEW_MATRIX, modelview, 0 );
- gl.glGetDoublev( GL2.GL_PROJECTION_MATRIX, proj, 0 );
- viewport[ 0 ] = 0;
- viewport[ 1 ] = 0;
- viewport[ 2 ] = currentTileWidth;
- viewport[ 3 ] = currentTileHeight;
-
- /* Project object coord to window coordinate */
- if( glu.gluProject( x, y, z, modelview, 0, proj, 0, viewport, 0, win, 0 ) ) {
-
- /* set raster pos to window coord (0,0) */
- gl.glMatrixMode( GL2.GL_MODELVIEW );
- gl.glPushMatrix();
- gl.glLoadIdentity();
- gl.glMatrixMode( GL2.GL_PROJECTION );
- gl.glPushMatrix();
- gl.glLoadIdentity();
- gl.glOrtho( 0.0, currentTileWidth, 0.0, currentTileHeight, 0.0, 1.0 );
- gl.glRasterPos3d( 0.0, 0.0, -win[ 2 ] );
-
- /*
- * Now use empty bitmap to adjust raster position to
- * (winX,winY)
- */
- {
- byte[] bitmap = { 0 };
- gl.glBitmap( 1, 1, 0.0f, 0.0f, ( float ) win[ 0 ], ( float ) win[ 1 ], bitmap , 0 );
- }
-
- /* restore original matrices */
- gl.glPopMatrix(); /* proj */
- gl.glMatrixMode( GL2.GL_MODELVIEW );
- gl.glPopMatrix();
- }
- }
- }
-}