/** * Copyright 2010-2023 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 com.jogamp.graph.ui; import java.util.ArrayList; import java.util.List; import com.jogamp.graph.curve.OutlineShape; import com.jogamp.graph.curve.Region; import com.jogamp.graph.curve.opengl.GLRegion; import com.jogamp.graph.curve.opengl.RegionRenderer; import com.jogamp.graph.ui.layout.Padding; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLProfile; import com.jogamp.opengl.math.Vec3f; import com.jogamp.opengl.math.Vec4f; import com.jogamp.opengl.util.texture.TextureSequence; /** * Graph based {@link GLRegion} {@link Shape} *

* GraphUI is GPU based and resolution independent. *

*

* GraphUI is intended to become an immediate- and retained-mode API. *

* @see Scene */ public abstract class GraphShape extends Shape { protected final int renderModes; protected GLRegion region = null; protected float oshapeSharpness = OutlineShape.DEFAULT_SHARPNESS; private int regionQuality = Region.MAX_QUALITY; private final List dirtyRegions = new ArrayList(); /** * Create a Graph based {@link GLRegion} UI {@link Shape}. * * @param renderModes Graph's {@link Region} render modes, see {@link GLRegion#create(GLProfile, int, TextureSequence) create(..)}. */ public GraphShape(final int renderModes) { super(); this.renderModes = renderModes; } /** Return Graph's {@link Region} render modes, see {@link GLRegion#create(GLProfile, int, TextureSequence) create(..)}. */ public final int getRenderModes() { return renderModes; } /** * Sets the shape's Graph {@link Region}'s quality parameter. Default is {@link Region#MAX_QUALITY}. * @param q Graph {@link Region}'s quality parameter, default is {@link Region#MAX_QUALITY}. * @return this shape for chaining. */ public final GraphShape setQuality(final int q) { this.regionQuality = q; if( null != region ) { region.setQuality(q); } return this; } /** * Return the shape's Graph {@link Region}'s quality parameter. * @see #setQuality(int) */ public final int getQuality() { return regionQuality; } /** * Sets the shape's Graph {@link OutlineShape}'s sharpness parameter. Default is {@link OutlineShape#DEFAULT_SHARPNESS}. * * Method issues {@link #markShapeDirty()}. * * @param sharpness Graph {@link OutlineShape}'s sharpness value, default is {@link OutlineShape#DEFAULT_SHARPNESS}. * @return this shape for chaining. */ public final GraphShape setSharpness(final float sharpness) { this.oshapeSharpness = sharpness; markShapeDirty(); return this; } /** * Return the shape's Graph {@link OutlineShape}'s sharpness value. * @see #setSharpness(float) */ public final float getSharpness() { return oshapeSharpness; } @Override public boolean hasColorChannel() { return Region.hasColorChannel(renderModes) || Region.hasColorTexture(renderModes); } private final void clearDirtyRegions(final GL2ES2 gl) { for(final GLRegion r : dirtyRegions) { r.destroy(gl); } dirtyRegions.clear(); } @Override protected final void clearImpl0(final GL2ES2 gl, final RegionRenderer renderer) { clearImpl(gl, renderer); clearDirtyRegions(gl); if( null != region ) { region.clear(gl); } } @Override protected final void destroyImpl0(final GL2ES2 gl, final RegionRenderer renderer) { destroyImpl(gl, renderer); clearDirtyRegions(gl); if( null != region ) { region.destroy(gl); region = null; } } @Override protected final void drawImpl0(final GL2ES2 gl, final RegionRenderer renderer, final int[] sampleCount, final Vec4f rgba) { if( null != rgba ) { renderer.getRenderState().setColorStatic(rgba); } region.draw(gl, renderer, sampleCount); } /** * Reset the {@link GLRegion} and reserving its buffers to have a free capacity for `vertexCount` and `indexCount` elements. * * In case {@link GLRegion} is `null`, a new instance is being created. * * In case the {@link GLRegion} already exists, it will be either {@link GLRegion#clear(GL2ES2) cleared} if the {@link GL2ES2} `gl` * instance is not `null` or earmarked for deletion at a later time and a new instance is being created. * * Method shall be invoked by the {@link #addShapeToRegion(GLProfile, GL2ES2)} implementation * before actually adding the {@link OutlineShape} to the {@link GLRegion}. * * {@link #addShapeToRegion(GLProfile, GL2ES2)} is capable to determine initial `vertexCount` and `indexCount` buffer sizes, * as it composes the {@link OutlineShape}s to be added. * * {@link #resetGLRegion(GLProfile, GL2ES2, TextureSequence, OutlineShape)} maybe used for convenience. * * @param glp the used GLProfile, never `null` * @param gl the optional current {@link GL2ES2} instance, maybe `null`. * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode. * @param vertexCount the initial {@link GLRegion} vertex buffer size * @param indexCount the initial {@link GLRegion} index buffer size * @see #resetGLRegion(GLProfile, GL2ES2, TextureSequence, OutlineShape) */ protected void resetGLRegion(final GLProfile glp, final GL2ES2 gl, final TextureSequence colorTexSeq, int vertexCount, int indexCount) { if( hasBorder() ) { vertexCount += 8; indexCount += 24; } if( null == region ) { region = GLRegion.create(glp, renderModes, colorTexSeq, vertexCount, indexCount); } else if( null == gl ) { dirtyRegions.add(region); region = GLRegion.create(glp, renderModes, colorTexSeq, vertexCount, indexCount); } else { region.clear(gl); region.setBufferCapacity(vertexCount, indexCount); } } /** * Convenient {@link #resetGLRegion(GLProfile, GL2ES2, TextureSequence, int, int)} variant determining initial * {@link GLRegion} buffer sizes via {@link Region#countOutlineShape(OutlineShape, int[])}. * * @param glp the used GLProfile, never `null` * @param gl the optional current {@link GL2ES2} instance, maybe `null`. * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode. * @param shape the {@link OutlineShape} used to determine {@link GLRegion}'s buffer sizes via {@link Region#countOutlineShape(OutlineShape, int[])} * @see #resetGLRegion(GLProfile, GL2ES2, TextureSequence, int, int) */ protected void resetGLRegion(final GLProfile glp, final GL2ES2 gl, final TextureSequence colorTexSeq, final OutlineShape shape) { final int[/*2*/] vertIndexCount = Region.countOutlineShape(shape, new int[2]); resetGLRegion(glp, gl, colorTexSeq, vertIndexCount[0], vertIndexCount[1]); } @Override protected final void validateImpl(final GLProfile glp, final GL2ES2 gl) { if( null != gl ) { clearDirtyRegions(gl); } if( isShapeDirty() ) { // box has been reset addShapeToRegion(glp, gl); // calls updateGLRegion(..) if( hasBorder() ) { // Also takes padding into account addBorderOutline(); } else if( hasPadding() ) { final Padding p = getPadding(); final Vec3f l = box.getLow(); final Vec3f h = box.getHigh(); box.resize(l.x() - p.left, l.y() - p.bottom, l.z()); box.resize(h.x() + p.right, h.y() + p.top, l.z()); setRotationPivot( box.getCenter() ); } region.setQuality(regionQuality); } else if( isStateDirty() ) { region.markStateDirty(); } } protected void addBorderOutline() { final OutlineShape shape = new OutlineShape(); final Padding dist = null != getPadding() ? getPadding() : new Padding(); final float x1 = box.getMinX() - dist.left; final float x2 = box.getMaxX() + dist.right; final float y1 = box.getMinY() - dist.bottom; final float y2 = box.getMaxY() + dist.top; final float z = box.getCenter().z(); // 0; // box.getMinZ() + 0.025f; { // Outer OutlineShape as Winding.CCW. shape.moveTo(x1, y1, z); shape.lineTo(x2, y1, z); shape.lineTo(x2, y2, z); shape.lineTo(x1, y2, z); shape.lineTo(x1, y1, z); shape.closeLastOutline(true); shape.addEmptyOutline(); } { // Inner OutlineShape as Winding.CW. final float dxy = getBorderThickness(); shape.moveTo(x1+dxy, y1+dxy, z); shape.lineTo(x1+dxy, y2-dxy, z); shape.lineTo(x2-dxy, y2-dxy, z); shape.lineTo(x2-dxy, y1+dxy, z); shape.lineTo(x1+dxy, y1+dxy, z); shape.closeLastOutline(true); } shape.setIsQuadraticNurbs(); shape.setSharpness(oshapeSharpness); region.addOutlineShape(shape, null, getBorderColor()); box.resize(shape.getBounds()); // border <-> shape = padding, and part of shape size setRotationPivot( box.getCenter() ); } protected void clearImpl(final GL2ES2 gl, final RegionRenderer renderer) { } protected void destroyImpl(final GL2ES2 gl, final RegionRenderer renderer) { } protected abstract void addShapeToRegion(GLProfile glp, GL2ES2 gl); }