/** * Copyright 2013 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.opengl.util; import java.nio.Buffer; import java.nio.ByteBuffer; import javax.media.opengl.GL; import javax.media.opengl.GLContext; import com.jogamp.common.nio.Buffers; import com.jogamp.opengl.util.texture.TextureData; /** * OpenGL pixel data buffer, allowing user to provide buffers via their {@link GLPixelBufferProvider} implementation. *

* {@link GLPixelBufferProvider} produces a {@link GLPixelBuffer}. *

*

* You may use {@link #defaultProvider}. *

*/ public class GLPixelBuffer { /** Allows user to interface with another toolkit to define {@link GLPixelAttributes} and memory buffer to produce {@link TextureData}. */ public static interface GLPixelBufferProvider { /** Called first to determine {@link GLPixelAttributes}. */ GLPixelAttributes getAttributes(GL gl, int componentCount); /** * Allocates a new {@link GLPixelBuffer} object. *

* Being called to gather the initial {@link GLPixelBuffer}, * or a new replacement {@link GLPixelBuffer} if {@link GLPixelBuffer#requiresNewBuffer(GL, int, int, int)}. *

*

* The minimum required {@link Buffer#remaining() remaining} byte size equals to minByteSize, if > 0, * otherwise utilize {@link GLBuffers#sizeof(GL, int[], int, int, int, int, int, boolean)} * to calculate it. *

* * @param gl the corresponding current GL context object * @param pixelAttributes the desired {@link GLPixelAttributes} * @param width in pixels * @param height in pixels * @param depth in pixels * @param pack true for read mode GPU -> CPU, otherwise false for write mode CPU -> GPU * @param minByteSize if > 0, the pre-calculated minimum byte-size for the resulting buffer, otherwise ignore. */ GLPixelBuffer allocate(GL gl, GLPixelAttributes pixelAttributes, int width, int height, int depth, boolean pack, int minByteSize); } /** Single {@link GLPixelBuffer} provider. */ public static interface SingletonGLPixelBufferProvider extends GLPixelBufferProvider { /** Return the last {@link #allocate(GL, GLPixelAttributes, int, int, int, boolean, int) allocated} {@link GLPixelBuffer} w/ {@link GLPixelAttributes#componentCount}. */ GLPixelBuffer getSingleBuffer(GLPixelAttributes pixelAttributes); /** * Initializes the single {@link GLPixelBuffer} w/ a given size, if not yet {@link #allocate(GL, GLPixelAttributes, int, int, int, boolean, int) allocated}. * @return the newly initialized single {@link GLPixelBuffer}, or null if already allocated. */ GLPixelBuffer initSingleton(int componentCount, int width, int height, int depth, boolean pack); } /** * Default {@link GLPixelBufferProvider} utilizing best match for {@link GLPixelAttributes} * and {@link GLPixelBufferProvider#allocate(GL, GLPixelAttributes, int, int, int, boolean, int) allocating} a {@link ByteBuffer}. */ public static GLPixelBufferProvider defaultProvider = new GLPixelBufferProvider() { @Override public GLPixelAttributes getAttributes(GL gl, int componentCount) { final GLContext ctx = gl.getContext(); final int dFormat, dType; if(gl.isGL2GL3() && 3 == componentCount) { dFormat = GL.GL_RGB; dType = GL.GL_UNSIGNED_BYTE; } else { dFormat = ctx.getDefaultPixelDataFormat(); dType = ctx.getDefaultPixelDataType(); } return new GLPixelAttributes(componentCount, dFormat, dType); } /** * {@inheritDoc} *

* Returns an NIO {@link ByteBuffer}. *

*/ @Override public GLPixelBuffer allocate(GL gl, GLPixelAttributes pixelAttributes, int width, int height, int depth, boolean pack, int minByteSize) { if( minByteSize > 0 ) { return new GLPixelBuffer(pixelAttributes, width, height, depth, pack, Buffers.newDirectByteBuffer(minByteSize)); } else { int[] tmp = { 0 }; final int byteSize = GLBuffers.sizeof(gl, tmp, pixelAttributes.bytesPerPixel, width, height, depth, pack); return new GLPixelBuffer(pixelAttributes, width, height, depth, pack, Buffers.newDirectByteBuffer(byteSize)); } } }; /** Pixel attributes. */ public static class GLPixelAttributes { /** Undefined instance of {@link GLPixelAttributes}, having componentCount:=0, format:=0 and type:= 0. */ public static final GLPixelAttributes UNDEF = new GLPixelAttributes(0, 0, 0); /** Pixel source component count, i.e. number of meaningful components. */ public final int componentCount; /** The OpenGL pixel data format */ public final int format; /** The OpenGL pixel data type */ public final int type; /** The OpenGL pixel size in bytes */ public final int bytesPerPixel; /** * Deriving {@link #componentCount} via GL dataFormat, i.e. {@link GLBuffers#componentCount(int)} if > 0. * @param dataFormat GL data format * @param dataType GL data type */ public GLPixelAttributes(int dataFormat, int dataType) { this(0 < dataFormat ? GLBuffers.componentCount(dataFormat) : 0, dataFormat, dataType); } /** * Using user specified source {@link #componentCount}. * @param componentCount source component count * @param dataFormat GL data format * @param dataType GL data type */ public GLPixelAttributes(int componentCount, int dataFormat, int dataType) { this.componentCount = componentCount; this.format = dataFormat; this.type = dataType; this.bytesPerPixel = ( 0 < dataFormat && 0 < dataType ) ? GLBuffers.bytesPerPixel(dataFormat, dataType) : 0; } public String toString() { return "PixelAttributes[comp "+componentCount+", fmt 0x"+Integer.toHexString(format)+", type 0x"+Integer.toHexString(type)+", bytesPerPixel "+bytesPerPixel+"]"; } } /** The {@link GLPixelAttributes}. */ public final GLPixelAttributes pixelAttributes; /** Width in pixels. */ public final int width; /** Height in pixels. */ public final int height; /** Depth in pixels. */ public final int depth; /** Data packing direction. If true for read mode GPU -> CPU, false for write mode CPU -> GPU. */ public final boolean pack; /** Byte size of the buffer. Actually the number of {@link Buffer#remaining()} bytes when passed in ctor. */ public final int byteSize; /** * Buffer holding the pixel data. If {@link #rewind()}, it holds byteSize {@link Buffer#remaining()} bytes. *

* By default the {@link Buffer} is a {@link ByteBuffer}, due to {@link DefProvider#allocate(GL, GLPixelAttributes, int, int, int, boolean, int)}. * However, other {@link GLPixelBufferProvider} may utilize different {@link Buffer} types. *

*/ public final Buffer buffer; /** Buffer element size in bytes. */ public final int bufferElemSize; private boolean disposed = false; public StringBuffer toString(StringBuffer sb) { if(null == sb) { sb = new StringBuffer(); } sb.append(pixelAttributes).append(", dim ").append(width).append("x").append(height).append("x").append(depth).append(", pack ").append(pack) .append(", disposed ").append(disposed).append(", valid ").append(isValid()).append(", buffer[sz [bytes ").append(byteSize).append(", elemSize ").append(bufferElemSize).append(", ").append(buffer).append("]"); return sb; } public String toString() { return "GLPixelBuffer["+toString(null).toString()+"]"; } public GLPixelBuffer(GLPixelAttributes pixelAttributes, int width, int height, int depth, boolean pack, Buffer buffer) { this.pixelAttributes = pixelAttributes; this.width = width; this.height = height; this.depth = depth; this.pack = pack; this.buffer = buffer; this.byteSize = Buffers.remainingBytes(buffer); this.bufferElemSize = Buffers.sizeOfBufferElem(buffer); } /** Is not {@link #dispose() disposed} and has {@link #byteSize} > 0. */ public boolean isValid() { return !disposed && 0 < byteSize; } public Buffer rewind() { return buffer.rewind(); } /** Returns the byte position of the {@link #buffer}. */ public int position() { return buffer.position() * bufferElemSize; } /** Sets the byte position of the {@link #buffer}. */ public Buffer position(int bytePos) { return buffer.position( bytePos / bufferElemSize ); } public Buffer flip() { return buffer.flip(); } public Buffer clear() { return buffer.clear(); } /** * Returns true, if {@link #isValid() invalid} or implementation requires a new buffer based on the new size * due to pixel alignment or byte size, otherwise false. *

* It is assumed that pixelAttributes, depth and pack stays the same! *

*

* The minimum required byte size equals to minByteSize, if > 0, * otherwise utilize {@link GLBuffers#sizeof(GL, int[], int, int, int, int, int, boolean) GLBuffers.sizeof(..)} * to calculate it. *

* @param gl the corresponding current GL context object * @param newWidth new width in pixels * @param newHeight new height in pixels * @param minByteSize if > 0, the pre-calculated minimum byte-size for the resulting buffer, otherwise ignore. * @see GLPixelBufferProvider#allocate(GL, GLPixelAttributes, int, int, int, boolean, int) */ public boolean requiresNewBuffer(GL gl, int newWidth, int newHeight, int minByteSize) { return !isValid() || byteSize < minByteSize; } /** Dispose resources. See {@link #isValid()}. */ public void dispose() { disposed = true; buffer.clear(); } }