/** * 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 com.jogamp.graph.curve.opengl; import javax.media.opengl.GL2ES2; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.graph.curve.Region; /** A GLRegion is the OGL binding of one or more OutlineShapes * Defined by its vertices and generated triangles. The Region * defines the final shape of the OutlineShape(s), which shall produced a shaded * region on the screen. * * Implementations of the GLRegion shall take care of the OGL * binding of the depending on its context, profile. * * @see Region, RegionFactory, OutlineShape */ public abstract class GLRegion extends Region { /** * Create a GLRegion using the passed render mode * *
In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit * {@link Region#TWO_PASS_DEFAULT_TEXTURE_UNIT} is being used.
* * @param rs the RenderState to be used * @param renderModes bit-field of modes, e.g. {@link Region#VARIABLE_CURVE_WEIGHT_BIT}, {@link Region#VBAA_RENDERING_BIT} */ public static GLRegion create(int renderModes) { return Region.create(renderModes); } protected GLRegion(int renderModes) { super(renderModes); } /** * Updates a graph region by updating the ogl related * objects for use in rendering if {@link #isDirty()}. *Allocates the ogl related data and initializes it the 1st time.
*
Called by {@link #draw(GL2ES2, RenderState, int, int, int)}.
*/ protected abstract void update(GL2ES2 gl, RegionRenderer renderer); protected abstract void destroyImpl(GL2ES2 gl, RegionRenderer renderer); protected abstract void clearImpl(final GL2ES2 gl, final RegionRenderer renderer); /** * Clears all data, i.e. triangles, vertices etc. */ public void clear(final GL2ES2 gl, final RegionRenderer renderer) { clearImpl(gl, renderer); clearImpl(); } /** * Delete and clear the associated OGL objects. */ public final void destroy(GL2ES2 gl, RegionRenderer renderer) { clear(gl, renderer); destroyImpl(gl, renderer); } /** * Renders the associated OGL objects specifying * current width/hight of window for multi pass rendering * of the region. * @param matrix current {@link PMVMatrix}. * @param renderer the {@link RegionRenderer} to be used * @param texWidth desired texture width for multipass-rendering. * The actual used texture-width is written back when mp rendering is enabled, otherwise the store is untouched. */ public final void draw(GL2ES2 gl, RegionRenderer renderer, int[/*1*/] texWidth) { if(isDirty()) { update(gl, renderer); setDirty(false); } drawImpl(gl, renderer, texWidth); } protected abstract void drawImpl(GL2ES2 gl, RegionRenderer renderer, int[/*1*/] texWidth); }