From 62e63c50cc24e43778ef06ee8f2b02d46b863a0c Mon Sep 17 00:00:00 2001 From: Kenneth Russel Date: Tue, 30 Dec 2008 16:26:14 +0000 Subject: Renamed TileRenderer back to JOGL 1.0 naming convention. Updated demos. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/branches/JOGL_2_SANDBOX@1831 232f8b59-042b-4e1e-8c03-345bb8c30851 --- .../com/sun/opengl/util/gl2/GL2TileRenderer.java | 601 --------------------- 1 file changed, 601 deletions(-) delete mode 100755 src/classes/com/sun/opengl/util/gl2/GL2TileRenderer.java (limited to 'src') 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 - * http://www.mesa3d.org/brianp/TR.html . 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(); - } - } - } -} -- cgit v1.2.3