/** * 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.
*
* 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 GLdataFormat
, 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.
*