/** * Copyright 2011-2024 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 com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLException; import com.jogamp.opengl.GLUniformData; import jogamp.common.os.PlatformPropsImpl; import jogamp.graph.curve.opengl.shader.UniformNames; import com.jogamp.graph.curve.Region; import com.jogamp.math.Vec4f; import com.jogamp.math.geom.Frustum; import com.jogamp.math.util.PMVMatrix4f; import com.jogamp.opengl.util.GLArrayDataWrapper; import com.jogamp.opengl.util.glsl.ShaderProgram; /** * The RenderState is owned by {@link RegionRenderer}. * * It holds rendering state data like {@link PMVMatrix4f}, viewport, * but also the current {@link #getColorStatic(float[]) static color}. */ public class RenderState { private static final String thisKey = "jogamp.graph.curve.RenderState" ; /** * Bitfield hint, {@link #hintBitsSet(int) if set} * stating enabled {@link GL#GL_BLEND}, otherwise disabled. *

* Shall be set via {@link #setHintBits(int)} and cleared via {@link #clearHintBits(int)}. *

*

* If set, {@link GLRegion#draw(GL2ES2, RegionRenderer) GLRegion's draw-method} * will set the proper {@link GL#glBlendFuncSeparate(int, int, int, int) blend-function} * and the clear-color to transparent-black in case of {@link Region#isTwoPass(int) multipass} FBO rendering. *

*

* Shall be set by custom code, e.g. via {@link RegionRenderer}'s * enable and disable {@link RegionRenderer.GLCallback} as done in * {@link RegionRenderer#defaultBlendEnable} and {@link RegionRenderer#defaultBlendDisable}. *

*/ public static final int BITHINT_BLENDING_ENABLED = 1 << 0 ; /** * Bitfield hint, {@link #hintBitsSet(int) if set} * stating globally enabled {@link GL#GL_DEPTH_TEST}, otherwise disabled. *

* Shall be set via {@link #setHintBits(int)} and cleared via {@link #clearHintBits(int)}. *

*

* {@link GLRegion#draw(GL2ES2, RegionRenderer) GLRegion's draw-method} * may toggle depth test, and reset it's state according to this hint. *

*

* Shall be set by custom code, e.g. after {@link RenderState} or {@link RegionRenderer} construction. *

*/ public static final int BITHINT_GLOBAL_DEPTH_TEST_ENABLED = 1 << 1 ; public static final int DEBUG_LINESTRIP = 1 << 0 ; public static final RenderState getRenderState(final GL2ES2 gl) { return (RenderState) gl.getContext().getAttachedObject(thisKey); } private final int id; private final PMVMatrix4f pmvMatrix; private final float[] weight; private final FloatBuffer weightBuffer; private final float[] colorStatic; private final FloatBuffer colorStaticBuffer; /** Pass2 AA-quality rendering {@value} for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT}. */ private int aaQuality; /** Default pass2 AA sample count {@value} for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT} or {@link Region#MSAA_RENDERING_BIT}. */ private int sampleCount; /** Optional clipping {@link Frustum}, which shall be pre-multiplied with the Mv-matrix. Null if unused. */ private final Frustum clipFrustum; private boolean useClipFrustum; private int hintBits; private int debugBits; private ShaderProgram sp; private static synchronized int getNextID() { return nextID++; } private static int nextID = 1; /** * Representation of {@link RenderState} data per {@link ShaderProgram} * as {@link GLUniformData}. *

* FIXME: Utilize 'ARB_Uniform_Buffer_Object' where available! *

*/ public static class ProgramLocal { public final GLUniformData gcu_PMVMatrix01; public final GLUniformData gcu_Weight; public final GLUniformData gcu_ColorStatic; private int rsId = -1; public ProgramLocal() { gcu_PMVMatrix01 = GLUniformData.creatEmptyMatrix(UniformNames.gcu_PMVMatrix01, 4, 4); gcu_Weight = GLUniformData.creatEmptyVector(UniformNames.gcu_Weight, 1); gcu_ColorStatic = GLUniformData.creatEmptyVector(UniformNames.gcu_ColorStatic, 4); } public final int getRenderStateId() { return rsId; } /** *

* Since {@link RenderState} data is being used in multiple * {@link ShaderProgram}s the data must always be written. *

* @param gl * @param updateLocation * @param renderModes * @param setPMVMat01 TODO * @param throwOnError TODO * @return true if no error occurred, i.e. all locations found, otherwise false. */ public final boolean update(final GL2ES2 gl, final RenderState rs, final boolean updateLocation, final int renderModes, final boolean setPMVMat01, final boolean pass1, final boolean throwOnError) { if( rs.id() != rsId ) { // Assignment of Renderstate buffers to uniforms (no copy, direct reference) gcu_PMVMatrix01.setData(rs.pmvMatrix.getSyncPMv()); gcu_Weight.setData(rs.weightBuffer); gcu_ColorStatic.setData(rs.colorStaticBuffer); rsId = rs.id(); } boolean res = true; if( null != rs.sp && rs.sp.inUse() ) { if( setPMVMat01 ) { final boolean r0 = rs.updateUniformDataLoc(gl, updateLocation, true, gcu_PMVMatrix01, throwOnError); res = res && r0; } if( pass1 ) { if( Region.hasVariableWeight( renderModes ) ) { final boolean r0 = rs.updateUniformDataLoc(gl, updateLocation, true, gcu_Weight, throwOnError); res = res && r0; } { final boolean r0 = rs.updateUniformDataLoc(gl, updateLocation, true, gcu_ColorStatic, throwOnError); res = res && r0; } } } return res; } public StringBuilder toString(StringBuilder sb, final boolean alsoUnlocated) { if(null==sb) { sb = new StringBuilder(); } sb.append("ProgramLocal[rsID ").append(rsId).append(PlatformPropsImpl.NEWLINE); // pmvMatrix.toString(sb, "%.2f"); sb.append(gcu_PMVMatrix01).append(", ").append(PlatformPropsImpl.NEWLINE); sb.append(gcu_ColorStatic).append(", "); sb.append(gcu_Weight).append("]"); return sb; } @Override public String toString() { return toString(null, false).toString(); } } /** * Create a RenderState, a composition of RegionRenderer * @param sharedPMVMatrix optional shared PMVMatrix4f, if null using a local instance */ /* pp */ RenderState(final PMVMatrix4f sharedPMVMatrix) { this.id = getNextID(); this.pmvMatrix = null != sharedPMVMatrix ? sharedPMVMatrix : new PMVMatrix4f(); this.weight = new float[1]; this.weightBuffer = FloatBuffer.wrap(weight); this.colorStatic = new float[] { 1, 1, 1, 1 }; this.colorStaticBuffer = FloatBuffer.wrap(colorStatic); this.aaQuality = Region.DEFAULT_AA_QUALITY; this.sampleCount = Region.DEFAULT_AA_SAMPLE_COUNT; this.clipFrustum = new Frustum(); this.useClipFrustum = false; this.hintBits = 0; this.debugBits = 0; this.sp = null; } public final int id() { return id; } /** Return the current {@link ShaderProgram} */ public final ShaderProgram getShaderProgram() { return sp; } /** Return whether the current {@link ShaderProgram} is {@link ShaderProgram#inUse() in use}. */ public final boolean isShaderProgramInUse() { return null != sp ? sp.inUse() : false; } /** * Sets the current {@link ShaderProgram} and enables it. * * If the given {@link ShaderProgram} is not {@link #getShaderProgram() the current}, method returns true, otherwise false. * * @param gl * @param spNext the next current {@link ShaderProgram} to be set and enabled * @return true if a new shader program is being used and hence external uniform-data and -location, * as well as the attribute-location must be updated, otherwise false. */ public final boolean setShaderProgram(final GL2ES2 gl, final ShaderProgram spNext) { if( spNext.equals(this.sp) ) { spNext.useProgram(gl, true); return false; } if( null != this.sp ) { this.sp.notifyNotInUse(); } this.sp = spNext; spNext.useProgram(gl, true); return true; } /** Borrow the current {@link PMVMatrix4f}. */ public final PMVMatrix4f getMatrix() { return pmvMatrix; } public static boolean isWeightValid(final float v) { return 0.0f <= v && v <= 1.9f ; } public final float getWeight() { return weight[0]; } public final void setWeight(final float v) { if( !isWeightValid(v) ) { throw new IllegalArgumentException("Weight out of range"); } weight[0] = v; } public final Vec4f getColorStatic(final Vec4f rgbaColor) { return rgbaColor.set(colorStatic); } public final void setColorStatic(final Vec4f rgbaColor){ colorStatic[0] = rgbaColor.x(); colorStatic[1] = rgbaColor.y(); colorStatic[2] = rgbaColor.z(); colorStatic[3] = rgbaColor.w(); } public final void setColorStatic(final float r, final float g, final float b, final float a){ colorStatic[0] = r; colorStatic[1] = g; colorStatic[2] = b; colorStatic[3] = a; } /** Sets pass2 AA-quality rendering value clipped to the range [{@link Region#MIN_AA_QUALITY}..{@link Region#MAX_AA_QUALITY}] for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT}. */ public final int setAAQuality(final int v) { final int q=Region.clipAAQuality(v); this.aaQuality=q; return q;} /** Returns pass2 AA-quality rendering value for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT}. */ public final int getAAQuality() { return this.aaQuality; } /** Sets pass2 AA sample count clipped to the range [{@link Region#MIN_AA_SAMPLE_COUNT}..{@link Region#MAX_AA_SAMPLE_COUNT}] for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link #VBAA_RENDERING_BIT} or {@link Region#MSAA_RENDERING_BIT}. */ public final int setSampleCount(final int v) { final int s=Region.clipAASampleCount(v); this.sampleCount=s; return s;} /** Returns pass2 AA sample count for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link #VBAA_RENDERING_BIT} or {@link Region#MSAA_RENDERING_BIT}. */ public final int getSampleCount() { return this.sampleCount; } /** Set the optional clipping {@link Frustum}, which shall be pre-multiplied with the Mv-matrix or null to disable. */ public final void setClipFrustum(final Frustum clipFrustum) { if( null != clipFrustum ) { this.clipFrustum.set(clipFrustum); this.useClipFrustum=true; } else { this.useClipFrustum=false; } } /** Returns the optional Mv-premultiplied clipping {@link Frustum} or null if unused. */ public final Frustum getClipFrustum() { return useClipFrustum ? this.clipFrustum : null; } public final int getHintBits() { return this.hintBits; } public final boolean hintBitsSet(final int mask) { return mask == ( hintBits & mask ); } public final void setHintBits(final int mask) { hintBits |= mask; } public final void clearHintBits(final int mask) { hintBits &= ~mask; } public final int getDebugBits() { return this.debugBits; } public final boolean debugBitsSet(final int mask) { return mask == ( debugBits & mask ); } public final void setDebugBits(final int mask) { debugBits |= mask; } public final void clearDebugBits(final int mask) { debugBits &= ~mask; } /** * * @param gl * @param updateLocation * @param data * @param throwOnError TODO * @return true if no error occured, i.e. all locations found, otherwise false. */ public final boolean updateUniformLoc(final GL2ES2 gl, final boolean updateLocation, final GLUniformData data, final boolean throwOnError) { if( updateLocation || 0 > data.getLocation() ) { final boolean ok = 0 <= data.setLocation(gl, sp.program()); if( throwOnError && !ok ) { sp.dumpSource(System.err); throw new GLException("Could not locate "+data.getName()+" in "+sp+", "+data); } return ok; } else { return true; } } /** * * @param gl * @param updateLocation * @param updateData TODO * @param data * @param throwOnError TODO * @return true if no error occured, i.e. all locations found, otherwise false. */ public final boolean updateUniformDataLoc(final GL2ES2 gl, boolean updateLocation, boolean updateData, final GLUniformData data, final boolean throwOnError) { updateLocation = updateLocation || 0 > data.getLocation(); if( updateLocation ) { updateData = 0 <= data.setLocation(gl, sp.program()); if( throwOnError && !updateData ) { sp.dumpSource(System.err); throw new GLException("Could not locate "+data.getName()+" in "+sp+", "+data); } } if( updateData ){ gl.glUniform(data); return true; } else { return !updateLocation; } } /** * @param gl * @param data * @param throwOnError TODO * @return true if no error occured, i.e. all locations found, otherwise false. */ public final boolean updateAttributeLoc(final GL2ES2 gl, final boolean updateLocation, final GLArrayDataWrapper data, final boolean throwOnError) { if( updateLocation || 0 > data.getLocation() ) { final boolean ok = 0 <= data.setLocation(gl, sp.program()); if( throwOnError && !ok ) { sp.dumpSource(System.err); throw new GLException("Could not locate "+data.getName()+" in "+sp+", "+data); } return ok; } else { return true; } } /** * Only nullifies {@link ShaderProgram} reference owned by {@link RegionRenderer}. */ /* pp */ void destroy() { sp = null; // owned by RegionRenderer } public final RenderState attachTo(final GL2ES2 gl) { return (RenderState) gl.getContext().attachObject(thisKey, this); } public final boolean detachFrom(final GL2ES2 gl) { final RenderState _rs = (RenderState) gl.getContext().getAttachedObject(thisKey); if(_rs == this) { gl.getContext().detachObject(thisKey); return true; } return false; } @Override public String toString() { return "RenderState["+sp+"]"; } }