/** * Copyright 2010 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 jogamp.graph.curve.opengl; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import java.util.ArrayList; import javax.media.opengl.GL3; import javax.media.opengl.GLContext; import javax.media.opengl.GLUniformData; import javax.media.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.common.nio.Buffers; import com.jogamp.graph.geom.AABBox; import com.jogamp.graph.geom.Triangle; import com.jogamp.graph.geom.Vertex; import com.jogamp.graph.curve.Region; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.opengl.util.glsl.ShaderState; public class VBORegion2PGL3 implements Region{ private int numVertices = 0; private IntBuffer vboIds; private IntBuffer t_vboIds; private ArrayList> triangles = new ArrayList>(); private ArrayList vertices = new ArrayList(); private GLContext context; private int numBuffers = 3; private boolean flipped = false; private boolean dirty = false; private AABBox box = null; private int[] texture = { 0 } ; private int[] fbo = { 0 } ; private int[] rbo_depth = { 0 } ; private boolean texInitialized = false; private int tex_width_c = 0; private int tex_height_c = 0; private ShaderState st; public VBORegion2PGL3(GLContext context, ShaderState st){ this.context =context; this.st = st; } public void update(){ box = new AABBox(); GL3 gl = context.getGL().getGL3(); ShortBuffer indicies = Buffers.newDirectShortBuffer(triangles.size() * 3); for(Triangle t:triangles){ if(t.getVertices()[0].getId() == Integer.MAX_VALUE){ t.getVertices()[0].setId(numVertices++); t.getVertices()[1].setId(numVertices++); t.getVertices()[2].setId(numVertices++); vertices.add(t.getVertices()[0]); vertices.add(t.getVertices()[1]); vertices.add(t.getVertices()[2]); indicies.put((short) t.getVertices()[0].getId()); indicies.put((short) t.getVertices()[1].getId()); indicies.put((short) t.getVertices()[2].getId()); } else{ Vertex v1 = t.getVertices()[0]; Vertex v2 = t.getVertices()[1]; Vertex v3 = t.getVertices()[2]; indicies.put((short) v1.getId()); indicies.put((short) v2.getId()); indicies.put((short) v3.getId()); } } indicies.rewind(); FloatBuffer verticesBuffer = Buffers.newDirectFloatBuffer(vertices.size() * 3); for(Vertex v:vertices){ verticesBuffer.put(v.getX()); if(flipped){ verticesBuffer.put(-1*v.getY()); } else{ verticesBuffer.put(v.getY()); } verticesBuffer.put(v.getZ()); box.resize(v.getX(), -1*v.getY(), v.getZ()); } verticesBuffer.rewind(); FloatBuffer texCoordBuffer = Buffers.newDirectFloatBuffer(vertices.size() * 2); for(Vertex v:vertices){ float[] tex = v.getTexCoord(); texCoordBuffer.put(tex[0]); texCoordBuffer.put(tex[1]); } texCoordBuffer.rewind(); 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(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(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); dirty = false; } public void render(PMVMatrix matrix, int vp_width, int vp_height, int width){ if(null == matrix || vp_width <=0 || vp_height <= 0 || width <= 0){ renderRegion(); } else { if(width != tex_width_c){ texInitialized = false; tex_width_c = width; } if(!texInitialized){ initFBOTexture(matrix,vp_width, vp_height); texInitialized = true; } // System.out.println("Scale: " + matrix.glGetMatrixf().get(1+4*3) +" " + matrix.glGetMatrixf().get(2+4*3)); renderTexture(matrix, vp_width, vp_height); } } private void renderTexture(PMVMatrix matrix, int width, int hight){ GL3 gl = context.getGL().getGL3(); 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]); 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.glEnableVertexAttribArray(VERTEX_POS_INDX); gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL3.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0); gl.glBindBuffer(GL3.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.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2)); gl.glDrawElements(GL3.GL_TRIANGLES, 2 * 3, GL3.GL_UNSIGNED_SHORT, 0); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); } private void setupBoundingBuffers(){ GL3 gl = context.getGL().getGL3(); 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); indicies.rewind(); FloatBuffer verticesBuffer = Buffers.newDirectFloatBuffer(4 * 3); FloatBuffer texCoordBuffer = Buffers.newDirectFloatBuffer(4 * 2); verticesBuffer.put(box.getLow()[0]); verticesBuffer.put(box.getLow()[1]); verticesBuffer.put(box.getLow()[2]); texCoordBuffer.put(5); texCoordBuffer.put(5); verticesBuffer.put(box.getLow()[0]); verticesBuffer.put(box.getHigh()[1]); verticesBuffer.put(box.getLow()[2]); texCoordBuffer.put(5); texCoordBuffer.put(6); verticesBuffer.put(box.getHigh()[0]); verticesBuffer.put(box.getHigh()[1]); verticesBuffer.put(box.getLow()[2]); texCoordBuffer.put(6); texCoordBuffer.put(6); verticesBuffer.put(box.getHigh()[0]); verticesBuffer.put(box.getLow()[1]); verticesBuffer.put(box.getLow()[2]); texCoordBuffer.put(6); texCoordBuffer.put(5); verticesBuffer.rewind(); texCoordBuffer.rewind(); 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(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(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); } private void initFBOTexture(PMVMatrix m, int width, int hight){ tex_height_c = (int)(tex_width_c*box.getHeight()/box.getWidth()); // 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(); if(fbo[0] > 0) { gl.glDeleteFramebuffers(1, fbo, 0); fbo[0] = 0; } if(texture[0]>0) { gl.glDeleteTextures(1, texture, 0); texture[0] = 0; } gl.glGenFramebuffers(1, fbo, 0); gl.glGenTextures(1, texture, 0); 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.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.glFramebufferTexture2D(GL3.GL_DRAW_FRAMEBUFFER, GL3.GL_COLOR_ATTACHMENT0, GL3.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]); int status = gl.glCheckFramebufferStatus(GL3.GL_FRAMEBUFFER); if(status != GL3.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.glViewport(0, 0, tex_width_c, tex_height_c); tex_matrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION); tex_matrix.glLoadIdentity(); tex_matrix.glOrthof(box.getLow()[0], box.getHigh()[0], box.getLow()[1], box.getHigh()[1], -1, 1); if(!st.glUniform(gl, new GLUniformData("mgl_PMVMatrix", 4, 4, tex_matrix.glGetPMvMatrixf()))){ System.out.println("Cnt set tex based mat"); } gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT); renderRegion(); gl.glBindFramebuffer(GL3.GL_FRAMEBUFFER, 0); gl.glBindTexture(GL3.GL_TEXTURE_2D, 0); setupBoundingBuffers(); } private void renderRegion(){ GL3 gl = context.getGL().getGL3(); gl.glBindBuffer(GL3.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.glBindBuffer(GL3.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.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2)); gl.glDrawElements(GL3.GL_TRIANGLES, triangles.size() * 3, GL3.GL_UNSIGNED_SHORT, 0); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); } public void addTriangles(ArrayList> tris) { triangles.addAll(tris); dirty = true; } public int getNumVertices(){ return numVertices; } public void addVertices(ArrayList verts){ vertices.addAll(verts); numVertices = vertices.size(); dirty = true; } public boolean isDirty(){ return dirty; } public void destroy() { GL3 gl = context.getGL().getGL3(); gl.glDeleteBuffers(numBuffers, vboIds); gl.glDeleteFramebuffers(1, fbo, 0); fbo[0] = 0; gl.glDeleteTextures(1, texture, 0); texture[0] = 0; gl.glDeleteRenderbuffers(1, rbo_depth, 0); rbo_depth[0] = 0; } public boolean isFlipped() { return flipped; } public void setFlipped(boolean flipped) { this.flipped = flipped; } }