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(); } } } }