/** * 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 java.nio.FloatBuffer; import javax.media.opengl.GL; import javax.media.opengl.GL2ES2; import javax.media.opengl.GLException; import javax.media.opengl.fixedfunc.GLMatrixFunc; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderState; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.graph.curve.Region; /** * OpenGL {@link Region} renderer *
* All OpenGL related operations regarding {@link Region}s * are passed through an instance of this class. *
*/ public abstract class RegionRenderer { protected static final boolean DEBUG = Region.DEBUG; protected static final boolean DEBUG_INSTANCE = Region.DEBUG_INSTANCE; public interface GLCallback { /** * @param gl a current GL object * @param renderer {@link RegionRenderer} calling this method. */ void run(GL gl, RegionRenderer renderer); } /** * Default {@link GL#GL_BLEND} enable {@link GLCallback}, * turning on the {@link GL#GL_BLEND} state and setting up * {@link GL#glBlendFunc(int, int) glBlendFunc}({@link GL#GL_SRC_ALPHA}, {@link GL#GL_ONE_MINUS_SRC_ALPHA}). ** Implementation also sets {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}. *
* @see #create(RenderState, int, GLCallback, GLCallback) * @see #enable(GL2ES2, boolean) */ public static final GLCallback defaultBlendEnable = new GLCallback() { @Override public void run(final GL gl, final RegionRenderer renderer) { gl.glEnable(GL.GL_BLEND); gl.glBlendEquation(GL.GL_FUNC_ADD); // default gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA); renderer.rs.setHintMask(RenderState.BITHINT_BLENDING_ENABLED); } }; /** * Default {@link GL#GL_BLEND} disable {@link GLCallback}, * simply turning off the {@link GL#GL_BLEND} state. ** Implementation also clears {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}. *
* @see #create(RenderState, int, GLCallback, GLCallback) * @see #enable(GL2ES2, boolean) */ public static final GLCallback defaultBlendDisable = new GLCallback() { @Override public void run(final GL gl, final RegionRenderer renderer) { renderer.rs.clearHintMask(RenderState.BITHINT_BLENDING_ENABLED); gl.glDisable(GL.GL_BLEND); } }; public static boolean isWeightValid(float v) { return 0.0f <= v && v <= 1.9f ; } /** * Create a Hardware accelerated Region Renderer. *
* The optional {@link GLCallback}s enableCallback
and disableCallback
* maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable}
* can be utilized to enable and disable {@link GL#GL_BLEND}.
*
null
will be issued at
* {@link #init(GL2ES2) init(gl)} and {@link #enable(GL2ES2, boolean) enable(gl, true)}.
* @param disableCallback optional {@link GLCallback}, if not null
will be issued at
* {@link #enable(GL2ES2, boolean) enable(gl, false)}.
* @return an instance of Region Renderer
* @see #enable(GL2ES2, boolean)
*/
public static RegionRenderer create(final RenderState rs, final int renderModes,
final GLCallback enableCallback, final GLCallback disableCallback) {
return new jogamp.graph.curve.opengl.RegionRendererImpl01(rs, renderModes, enableCallback, disableCallback);
}
private final int renderModes;
private final RenderState rs;
private final GLCallback enableCallback;
private final GLCallback disableCallback;
private int vp_width;
private int vp_height;
private boolean initialized;
private boolean vboSupported = false;
public final boolean isInitialized() { return initialized; }
/** Return width of current viewport */
public final int getWidth() { return vp_width; }
/** Return height of current viewport */
public final int getHeight() { return vp_height; }
public final float getWeight() { return rs.getWeight().floatValue(); }
public final float getAlpha() { return rs.getAlpha().floatValue(); }
public final PMVMatrix getMatrix() { return rs.pmvMatrix(); }
/**
* Implementation shall load, compile and link the shader program and leave it active.
* @param gl referencing the current GLContext to which the ShaderState is bound to
* @return
*/
protected abstract boolean initImpl(GL2ES2 gl);
/** Delete and clean the associated OGL objects */
protected abstract void destroyImpl(GL2ES2 gl);
//////////////////////////////////////
/**
* @param rs the used {@link RenderState}
* @param renderModes bit-field of modes
*/
protected RegionRenderer(final RenderState rs, final int renderModes, final GLCallback enableCallback, final GLCallback disableCallback) {
this.rs = rs;
this.renderModes = renderModes;
this.enableCallback = enableCallback;
this.disableCallback = disableCallback;
}
public final int getRenderModes() {
return renderModes;
}
public final boolean usesVariableCurveWeight() { return Region.isNonUniformWeight(renderModes); }
/**
* @return true if Region's renderModes contains all bits as this Renderer's renderModes
* except {@link Region#VARIABLE_CURVE_WEIGHT_BIT}, otherwise false.
*/
public final boolean areRenderModesCompatible(final Region region) {
final int cleanRenderModes = getRenderModes() & ( Region.VARIABLE_CURVE_WEIGHT_BIT );
return cleanRenderModes == ( region.getRenderModes() & cleanRenderModes );
}
public final boolean isVBOSupported() { return vboSupported; }
/**
* Initialize shader and bindings for GPU based rendering bound to the given GL object's GLContext
* if not initialized yet.
* Leaves the renderer enabled, ie ShaderState.
*Shall be called by a {@code draw()} method, e.g. {@link RegionRenderer#draw(GL2ES2, Region, int)}
* * @param gl referencing the current GLContext to which the ShaderState is bound to * @throws GLException if initialization failed */ public final void init(GL2ES2 gl) throws GLException { if(initialized){ return; } vboSupported = gl.isFunctionAvailable("glGenBuffers") && gl.isFunctionAvailable("glBindBuffer") && gl.isFunctionAvailable("glBufferData") && gl.isFunctionAvailable("glDrawElements") && gl.isFunctionAvailable("glVertexAttribPointer") && gl.isFunctionAvailable("glDeleteBuffers"); if(DEBUG) { System.err.println("TextRendererImpl01: VBO Supported = " + isVBOSupported()); } if(!vboSupported){ throw new GLException("VBO not supported"); } rs.attachTo(gl); if( null != enableCallback ) { enableCallback.run(gl, this); } initialized = initImpl(gl); if(!initialized) { throw new GLException("Shader initialization failed"); } if(!rs.getShaderState().uniform(gl, rs.getPMVMatrix())) { throw new GLException("Error setting PMVMatrix in shader: "+rs.getShaderState()); } if( Region.isNonUniformWeight( getRenderModes() ) ) { if(!rs.getShaderState().uniform(gl, rs.getWeight())) { throw new GLException("Error setting weight in shader: "+rs.getShaderState()); } } if(!rs.getShaderState().uniform(gl, rs.getAlpha())) { throw new GLException("Error setting global alpha in shader: "+rs.getShaderState()); } if(!rs.getShaderState().uniform(gl, rs.getColorStatic())) { throw new GLException("Error setting global color in shader: "+rs.getShaderState()); } } public final void destroy(GL2ES2 gl) { if(!initialized){ if(DEBUG_INSTANCE) { System.err.println("TextRenderer: Not initialized!"); } return; } rs.getShaderState().useProgram(gl, false); destroyImpl(gl); rs.destroy(gl); initialized = false; } public final RenderState getRenderState() { return rs; } public final ShaderState getShaderState() { return rs.getShaderState(); } /** * Enabling or disabling the {@link RenderState#getShaderState() RenderState}'s * {@link ShaderState#useProgram(GL2ES2, boolean) ShaderState program}. ** In case enable and disable {@link GLCallback}s are setup via {@link #create(RenderState, int, GLCallback, GLCallback)}, * they will be called before toggling the shader program. *
* @see #create(RenderState, int, GLCallback, GLCallback) */ public final void enable(GL2ES2 gl, boolean enable) { if( enable ) { if( null != enableCallback ) { enableCallback.run(gl, this); } } else { if( null != disableCallback ) { disableCallback.run(gl, this); } } rs.getShaderState().useProgram(gl, enable); } public final void setWeight(GL2ES2 gl, float v) { if( !isWeightValid(v) ) { throw new IllegalArgumentException("Weight out of range"); } rs.getWeight().setData(v); if(null != gl && rs.getShaderState().inUse() && Region.isNonUniformWeight( getRenderModes() ) ) { rs.getShaderState().uniform(gl, rs.getWeight()); } } public final void setAlpha(GL2ES2 gl, float alpha_t) { rs.getAlpha().setData(alpha_t); if(null != gl && rs.getShaderState().inUse()) { rs.getShaderState().uniform(gl, rs.getAlpha()); } } public final void getColorStatic(float[] rgb) { FloatBuffer fb = (FloatBuffer) rs.getColorStatic().getBuffer(); rgb[0] = fb.get(0); rgb[1] = fb.get(1); rgb[2] = fb.get(2); } public final void setColorStatic(GL2ES2 gl, float r, float g, float b){ FloatBuffer fb = (FloatBuffer) rs.getColorStatic().getBuffer(); fb.put(0, r); fb.put(1, g); fb.put(2, b); if(null != gl && rs.getShaderState().inUse()) { rs.getShaderState().uniform(gl, rs.getColorStatic()); } } public final void updateMatrix(GL2ES2 gl) { if(initialized && null != gl && rs.getShaderState().inUse()) { rs.getShaderState().uniform(gl, rs.getPMVMatrix()); } } /** No PMVMatrix operation is performed here. PMVMatrix will be updated if gl is not null. */ public final boolean reshapeNotify(GL2ES2 gl, int width, int height) { this.vp_width = width; this.vp_height = height; updateMatrix(gl); return true; } public final boolean reshapePerspective(GL2ES2 gl, float angle, int width, int height, float near, float far) { this.vp_width = width; this.vp_height = height; final float ratio = (float)width/(float)height; final PMVMatrix p = rs.pmvMatrix(); p.glMatrixMode(GLMatrixFunc.GL_PROJECTION); p.glLoadIdentity(); p.gluPerspective(angle, ratio, near, far); updateMatrix(gl); return true; } public final boolean reshapeOrtho(GL2ES2 gl, int width, int height, float near, float far) { this.vp_width = width; this.vp_height = height; final PMVMatrix p = rs.pmvMatrix(); p.glMatrixMode(GLMatrixFunc.GL_PROJECTION); p.glLoadIdentity(); p.glOrthof(0, width, 0, height, near, far); updateMatrix(gl); return true; } protected String getVertexShaderName() { return "curverenderer" + getImplVersion(); } protected String getFragmentShaderName() { final String version = getImplVersion(); final String pass; if( Region.isVBAA(renderModes) ) { pass = "-2pass_vbaa"; } else if( Region.isMSAA(renderModes) ) { pass = "-2pass_msaa"; } else { pass = "-1pass_norm" ; } final String weight = Region.isNonUniformWeight(renderModes) ? "-weight" : "" ; return "curverenderer" + version + pass + weight; } // FIXME: Really required to have sampler2D def. precision ? If not, we can drop getFragmentShaderPrecision(..) and use default ShaderCode .. public static final String es2_precision_fp = "\nprecision mediump float;\nprecision mediump int;\nprecision mediump sampler2D;\n"; protected String getFragmentShaderPrecision(GL2ES2 gl) { if( gl.isGLES() ) { return es2_precision_fp; } if( ShaderCode.requiresGL3DefaultPrecision(gl) ) { return ShaderCode.gl3_default_precision_fp; } return null; } protected String getImplVersion() { return "01"; } }