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-rw-r--r--src/jogamp/graph/curve/opengl/VBORegion2PES2.java (renamed from src/jogamp/graph/curve/opengl/VBORegion2PGL3.java)129
1 files changed, 66 insertions, 63 deletions
diff --git a/src/jogamp/graph/curve/opengl/VBORegion2PGL3.java b/src/jogamp/graph/curve/opengl/VBORegion2PES2.java
index 066f43afc..c424c4ddd 100644
--- a/src/jogamp/graph/curve/opengl/VBORegion2PGL3.java
+++ b/src/jogamp/graph/curve/opengl/VBORegion2PES2.java
@@ -32,7 +32,9 @@ import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;
-import javax.media.opengl.GL3;
+import javax.media.opengl.GL2ES2;
+// FIXME: Subsume GL2GL3.GL_DRAW_FRAMEBUFFER -> GL2ES2.GL_DRAW_FRAMEBUFFER !
+import javax.media.opengl.GL2GL3;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
@@ -47,7 +49,7 @@ import com.jogamp.graph.curve.Region;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderState;
-public class VBORegion2PGL3 implements Region{
+public class VBORegion2PES2 implements Region{
private int numVertices = 0;
private IntBuffer vboIds;
@@ -74,7 +76,7 @@ public class VBORegion2PGL3 implements Region{
private ShaderState st;
- public VBORegion2PGL3(GLContext context, ShaderState st){
+ public VBORegion2PES2(GLContext context, ShaderState st){
this.context =context;
this.st = st;
}
@@ -82,7 +84,7 @@ public class VBORegion2PGL3 implements Region{
public void update(){
box = new AABBox();
- GL3 gl = context.getGL().getGL3();
+ GL2ES2 gl = context.getGL().getGL2ES2();
ShortBuffer indicies = Buffers.newDirectShortBuffer(triangles.size() * 3);
for(Triangle t:triangles){
@@ -141,17 +143,17 @@ public class VBORegion2PGL3 implements Region{
vboIds = IntBuffer.allocate(numBuffers);
gl.glGenBuffers(numBuffers, vboIds);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(0)); // vertices
- gl.glBufferData(GL3.GL_ARRAY_BUFFER, numVertices * 3 * Buffers.SIZEOF_FLOAT, verticesBuffer, GL3.GL_STATIC_DRAW);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboIds.get(0)); // vertices
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, numVertices * 3 * Buffers.SIZEOF_FLOAT, verticesBuffer, GL2ES2.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(1)); //texture
- gl.glBufferData(GL3.GL_ARRAY_BUFFER, numVertices * 2 * Buffers.SIZEOF_FLOAT, texCoordBuffer, GL3.GL_STATIC_DRAW);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboIds.get(1)); //texture
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, numVertices * 2 * Buffers.SIZEOF_FLOAT, texCoordBuffer, GL2ES2.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
- gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2)); //triangles
- gl.glBufferData(GL3.GL_ELEMENT_ARRAY_BUFFER, triangles.size()* 3 * Buffers.SIZEOF_SHORT, indicies, GL3.GL_STATIC_DRAW);
- gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2)); //triangles
+ gl.glBufferData(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, triangles.size()* 3 * Buffers.SIZEOF_SHORT, indicies, GL2ES2.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, 0);
dirty = false;
}
@@ -175,36 +177,37 @@ public class VBORegion2PGL3 implements Region{
}
private void renderTexture(PMVMatrix matrix, int width, int hight){
- GL3 gl = context.getGL().getGL3();
+ GL2ES2 gl = context.getGL().getGL2ES2();
gl.glViewport(0, 0, width, hight);
if(!st.glUniform(gl, new GLUniformData("mgl_PMVMatrix", 4, 4, matrix.glGetPMvMatrixf()))){
System.out.println("Cnt set tex based mat");
}
- gl.glEnable(GL3.GL_TEXTURE_2D);
- gl.glActiveTexture(GL3.GL_TEXTURE0);
- gl.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
+ gl.glEnable(GL2ES2.GL_TEXTURE_2D);
+ gl.glActiveTexture(GL2ES2.GL_TEXTURE0);
+ gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, texture[0]);
st.glUniform(gl, new GLUniformData("texture", texture[0]));
int loc = gl.glGetUniformLocation(st.shaderProgram().id(), "texture");
gl.glUniform1i(loc, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(0));
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, t_vboIds.get(0));
gl.glEnableVertexAttribArray(VERTEX_POS_INDX);
- gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL3.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0);
+ gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL2ES2.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(1));
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, t_vboIds.get(1));
gl.glEnableVertexAttribArray(TEX_COORD);
- gl.glVertexAttribPointer(TEX_COORD, 2, GL3.GL_FLOAT, false, 2 * Buffers.SIZEOF_FLOAT, 0);
+ gl.glVertexAttribPointer(TEX_COORD, 2, GL2ES2.GL_FLOAT, false, 2 * Buffers.SIZEOF_FLOAT, 0);
- gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2));
- gl.glDrawElements(GL3.GL_TRIANGLES, 2 * 3, GL3.GL_UNSIGNED_SHORT, 0);
+ gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2));
+ gl.glDrawElements(GL2ES2.GL_TRIANGLES, 2 * 3, GL2ES2.GL_UNSIGNED_SHORT, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
}
private void setupBoundingBuffers(){
- GL3 gl = context.getGL().getGL3();
+ GL2ES2 gl = context.getGL().getGL2ES2();
+
ShortBuffer indicies = Buffers.newDirectShortBuffer(6);
indicies.put((short) 0); indicies.put((short) 1); indicies.put((short) 3);
indicies.put((short) 1); indicies.put((short) 2); indicies.put((short) 3);
@@ -246,17 +249,17 @@ public class VBORegion2PGL3 implements Region{
t_vboIds = IntBuffer.allocate(3);
gl.glGenBuffers(numBuffers, t_vboIds);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(0)); // vertices
- gl.glBufferData(GL3.GL_ARRAY_BUFFER, 4 * 3 * Buffers.SIZEOF_FLOAT, verticesBuffer, GL3.GL_STATIC_DRAW);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, t_vboIds.get(0)); // vertices
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, 4 * 3 * Buffers.SIZEOF_FLOAT, verticesBuffer, GL2ES2.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(1)); //texture
- gl.glBufferData(GL3.GL_ARRAY_BUFFER, 4 * 2 * Buffers.SIZEOF_FLOAT, texCoordBuffer, GL3.GL_STATIC_DRAW);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, t_vboIds.get(1)); //texture
+ gl.glBufferData(GL2ES2.GL_ARRAY_BUFFER, 4 * 2 * Buffers.SIZEOF_FLOAT, texCoordBuffer, GL2ES2.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
- gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2)); //triangles
- gl.glBufferData(GL3.GL_ELEMENT_ARRAY_BUFFER, 4 * 3 * Buffers.SIZEOF_SHORT, indicies, GL3.GL_STATIC_DRAW);
- gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2)); //triangles
+ gl.glBufferData(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, 4 * 3 * Buffers.SIZEOF_SHORT, indicies, GL2ES2.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, 0);
}
private void initFBOTexture(PMVMatrix m, int width, int hight){
@@ -264,7 +267,7 @@ public class VBORegion2PGL3 implements Region{
// tex_height_c = tex_width_c;
System.out.println("FBO Size: "+tex_height_c+"x"+tex_width_c);
System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5));
- GL3 gl = context.getGL().getGL3();
+ GL2ES2 gl = context.getGL().getGL2ES2();
if(fbo[0] > 0) {
gl.glDeleteFramebuffers(1, fbo, 0);
@@ -280,32 +283,32 @@ public class VBORegion2PGL3 implements Region{
gl.glGenRenderbuffers(1,rbo_depth, 0);
System.out.println("FBO: fbo " + fbo[0] + ", tex " + texture[0] + ", depth " + rbo_depth[0]);
- gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
- gl.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
- gl.glTexImage2D(GL3.GL_TEXTURE_2D, 0, GL3.GL_RGBA, tex_width_c,
- tex_height_c, 0, GL3.GL_RGBA, GL3.GL_UNSIGNED_BYTE, null);
+ gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
+ gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, texture[0]);
+ gl.glTexImage2D(GL2ES2.GL_TEXTURE_2D, 0, GL2ES2.GL_RGBA, tex_width_c,
+ tex_height_c, 0, GL2ES2.GL_RGBA, GL2ES2.GL_UNSIGNED_BYTE, null);
- gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_LINEAR);
- gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_LINEAR);
- gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_WRAP_S, GL3.GL_CLAMP_TO_EDGE);
- gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_WRAP_T, GL3.GL_CLAMP_TO_EDGE);
+ gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_MIN_FILTER, GL2ES2.GL_LINEAR);
+ gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_MAG_FILTER, GL2ES2.GL_LINEAR);
+ gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_WRAP_S, GL2ES2.GL_CLAMP_TO_EDGE);
+ gl.glTexParameterf(GL2ES2.GL_TEXTURE_2D, GL2ES2.GL_TEXTURE_WRAP_T, GL2ES2.GL_CLAMP_TO_EDGE);
- gl.glFramebufferTexture2D(GL3.GL_DRAW_FRAMEBUFFER, GL3.GL_COLOR_ATTACHMENT0,
- GL3.GL_TEXTURE_2D, texture[0], 0);
+ gl.glFramebufferTexture2D(GL2GL3.GL_DRAW_FRAMEBUFFER, GL2ES2.GL_COLOR_ATTACHMENT0,
+ GL2ES2.GL_TEXTURE_2D, texture[0], 0);
// Set up the depth buffer
- gl.glBindRenderbuffer(GL3.GL_RENDERBUFFER, rbo_depth[0]);
- gl.glRenderbufferStorage(GL3.GL_RENDERBUFFER, GL3.GL_DEPTH_COMPONENT, tex_width_c, tex_height_c);
- gl.glFramebufferRenderbuffer(GL3.GL_FRAMEBUFFER, GL3.GL_DEPTH_COMPONENT, GL3.GL_RENDERBUFFER, rbo_depth[0]);
+ gl.glBindRenderbuffer(GL2ES2.GL_RENDERBUFFER, rbo_depth[0]);
+ gl.glRenderbufferStorage(GL2ES2.GL_RENDERBUFFER, GL2ES2.GL_DEPTH_COMPONENT, tex_width_c, tex_height_c);
+ gl.glFramebufferRenderbuffer(GL2ES2.GL_FRAMEBUFFER, GL2ES2.GL_DEPTH_COMPONENT, GL2ES2.GL_RENDERBUFFER, rbo_depth[0]);
- int status = gl.glCheckFramebufferStatus(GL3.GL_FRAMEBUFFER);
- if(status != GL3.GL_FRAMEBUFFER_COMPLETE){
+ int status = gl.glCheckFramebufferStatus(GL2ES2.GL_FRAMEBUFFER);
+ if(status != GL2ES2.GL_FRAMEBUFFER_COMPLETE){
System.err.println("Cant Create R2T pass!");
}
//render texture
PMVMatrix tex_matrix = new PMVMatrix();
- gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
+ gl.glBindFramebuffer(GL2GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
gl.glViewport(0, 0, tex_width_c, tex_height_c);
tex_matrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
tex_matrix.glLoadIdentity();
@@ -316,30 +319,30 @@ public class VBORegion2PGL3 implements Region{
}
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- gl.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
+ gl.glClear(GL2ES2.GL_COLOR_BUFFER_BIT | GL2ES2.GL_DEPTH_BUFFER_BIT);
renderRegion();
- gl.glBindFramebuffer(GL3.GL_FRAMEBUFFER, 0);
- gl.glBindTexture(GL3.GL_TEXTURE_2D, 0);
+ gl.glBindFramebuffer(GL2ES2.GL_FRAMEBUFFER, 0);
+ gl.glBindTexture(GL2ES2.GL_TEXTURE_2D, 0);
setupBoundingBuffers();
}
private void renderRegion(){
- GL3 gl = context.getGL().getGL3();
+ GL2ES2 gl = context.getGL().getGL2ES2();
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(0));
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboIds.get(0));
gl.glEnableVertexAttribArray(VERTEX_POS_INDX);
- gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL3.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0);
+ gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL2ES2.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(1));
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboIds.get(1));
gl.glEnableVertexAttribArray(TEX_COORD);
- gl.glVertexAttribPointer(TEX_COORD, 2, GL3.GL_FLOAT, false, 2 * Buffers.SIZEOF_FLOAT, 0);
+ gl.glVertexAttribPointer(TEX_COORD, 2, GL2ES2.GL_FLOAT, false, 2 * Buffers.SIZEOF_FLOAT, 0);
- gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2));
- gl.glDrawElements(GL3.GL_TRIANGLES, triangles.size() * 3, GL3.GL_UNSIGNED_SHORT, 0);
+ gl.glBindBuffer(GL2ES2.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2));
+ gl.glDrawElements(GL2ES2.GL_TRIANGLES, triangles.size() * 3, GL2ES2.GL_UNSIGNED_SHORT, 0);
- gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0);
}
public void addTriangles(ArrayList<Triangle> tris) {
@@ -362,7 +365,7 @@ public class VBORegion2PGL3 implements Region{
}
public void destroy() {
- GL3 gl = context.getGL().getGL3();
+ GL2ES2 gl = context.getGL().getGL2ES2();
gl.glDeleteBuffers(numBuffers, vboIds);
gl.glDeleteFramebuffers(1, fbo, 0);
fbo[0] = 0;