/** * Copyright 2012 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.texture; import javax.media.opengl.GL; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLRunnable; import javax.media.opengl.GLEventListener; import com.jogamp.opengl.util.TimeFrameI; /** * Protocol for texture sequences, like animations, movies, etc. *

* Ensure to respect the texture coordinates provided by * {@link TextureFrame}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getImageTexCoords() getImageTexCoords()}. *

* The user's shader shall be fitted for this implementation. * Assuming we use a base shader code w/o headers using ShaderCode. * (Code copied from unit test / demo TexCubeES2) *
 *
    static final String[] es2_prelude = { "#version 100\n", "precision mediump float;\n" };
    static final String gl2_prelude = "#version 110\n";
    static final String shaderBasename = "texsequence_xxx";  // the base shader code w/o headers
    static final String myTextureLookupName = "myTexture2D"; // the desired texture lookup function

    private void initShader(GL2ES2 gl, TextureSequence texSeq) {
        // Create & Compile the shader objects
        ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TexCubeES2.class,
                                            "shader", "shader/bin", shaderBasename, true);
        ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TexCubeES2.class,
                                            "shader", "shader/bin", shaderBasename, true);

        // Prelude shader code w/ GLSL profile specifics [ 1. pre-proc, 2. other ]
        int rsFpPos;
        if(gl.isGLES2()) {
            // insert ES2 version string in beginning
            rsVp.insertShaderSource(0, 0, es2_prelude[0]);
            rsFpPos = rsFp.insertShaderSource(0, 0, es2_prelude[0]);
        } else {
            // insert GL2 version string in beginning
            rsVp.insertShaderSource(0, 0, gl2_prelude);
            rsFpPos = rsFp.insertShaderSource(0, 0, gl2_prelude);
        }
        // insert required extensions as determined by TextureSequence implementation.
        rsFpPos = rsFp.insertShaderSource(0, rsFpPos, texSeq.getRequiredExtensionsShaderStub());
        if(gl.isGLES2()) {
            // insert ES2 default precision declaration
            rsFpPos = rsFp.insertShaderSource(0, rsFpPos, es2_prelude[1]);
        }
        // negotiate the texture lookup function name
        final String texLookupFuncName = texSeq.getTextureLookupFunctionName(myTextureLookupName);

        // in case a fixed lookup function is being chosen, replace the name in our code
        rsFp.replaceInShaderSource(myTextureLookupName, texLookupFuncName);

        // Cache the TextureSequence shader details in StringBuilder:
        final StringBuilder sFpIns = new StringBuilder();

        // .. declaration of the texture sampler using the implementation specific type
        sFpIns.append("uniform ").append(texSeq.getTextureSampler2DType()).append(" mgl_ActiveTexture;\n");

        // .. the actual texture lookup function, maybe null in case a built-in function is being used
        sFpIns.append(texSeq.getTextureLookupFragmentShaderImpl());

        // Now insert the TextureShader details in our shader after the given tag:
        rsFp.insertShaderSource(0, "TEXTURE-SEQUENCE-CODE-BEGIN", 0, sFpIns);

        // Create & Link the shader program
        ShaderProgram sp = new ShaderProgram();
        sp.add(rsVp);
        sp.add(rsFp);
        if(!sp.link(gl, System.err)) {
            throw new GLException("Couldn't link program: "+sp);
        }
        ...
 * 
* The above procedure might look complicated, however, it allows most flexibility and * workarounds to also deal with GLSL bugs. * */ public interface TextureSequence { public static final String samplerExternalOES = "samplerExternalOES"; public static final String sampler2D = "sampler2D"; /** * Texture holder interface, maybe specialized by implementation * to associated related data. */ public static class TextureFrame extends TimeFrameI { public TextureFrame(final Texture t, final int pts, final int duration) { super(pts, duration); texture = t; } public TextureFrame(final Texture t) { texture = t; } public final Texture getTexture() { return texture; } @Override public String toString() { return "TextureFrame[pts " + pts + " ms, l " + duration + " ms, texID "+ (null != texture ? texture.getTextureObject() : 0) + "]"; } protected final Texture texture; } /** * Event listener to notify users of updates regarding the {@link TextureSequence}. *

* Implementations sending events down to all listeners, * while not necessarily making the user's OpenGL context current. *

*

* Events may be sent from a 3rd-party thread, possibly holding another, maybe shared, OpenGL context current.
* Hence a user shall not issue any OpenGL, time consuming * or {@link TextureSequence} operations directly.
* Instead, the user shall: *

*

* */ public interface TexSeqEventListener { /** * Signaling listeners that a new {@link TextureFrame} is available. *

* User shall utilize {@link TextureSequence#getNextTexture(GL)} to dequeue it to maintain * a consistent queue. *

* @param ts the event source * @param newFrame the newly enqueued frame * @param when system time in msec. **/ public void newFrameAvailable(T ts, TextureFrame newFrame, long when); } /** Returns the texture target used by implementation. */ public int getTextureTarget(); /** Return the texture unit used to render the current frame. */ public int getTextureUnit(); public int[] getTextureMinMagFilter(); public int[] getTextureWrapST(); /** * Returns true if texture source is ready and a texture is available * via {@link #getNextTexture(GL)} and {@link #getLastTexture()}. */ public boolean isTextureAvailable(); /** * Returns the last updated texture. *

* In case the instance is just initialized, it shall return a TextureFrame * object with valid attributes. The texture content may be undefined * until the first call of {@link #getNextTexture(GL)}.
*

* Not blocking. * * @throws IllegalStateException if instance is not initialized */ public TextureFrame getLastTexture() throws IllegalStateException ; /** * Returns the next texture to be rendered. *

* Implementation shall return the next frame if available, may block if a next frame may arrive soon. * Otherwise implementation shall return the last frame. *

*

* Shall return null in case no next or last frame is available. *

* * @throws IllegalStateException if instance is not initialized */ public TextureFrame getNextTexture(GL gl) throws IllegalStateException ; /** * In case a shader extension is required, based on the implementation * and the runtime GL profile, this method returns the preprocessor macros, e.g.: *
     * #extension GL_OES_EGL_image_external : enable
     * 
* * @throws IllegalStateException if instance is not initialized */ public String getRequiredExtensionsShaderStub() throws IllegalStateException ; /** * Returns either sampler2D or samplerExternalOES * depending on {@link #getLastTexture()}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getTarget() getTarget()}. * * @throws IllegalStateException if instance is not initialized **/ public String getTextureSampler2DType() throws IllegalStateException ; /** * @param desiredFuncName desired lookup function name. If null or ignored by the implementation, * a build-in name is returned. * @return the final lookup function name * * @see {@link #getTextureLookupFragmentShaderImpl()} * * @throws IllegalStateException if instance is not initialized */ public String getTextureLookupFunctionName(String desiredFuncName) throws IllegalStateException ; /** * Returns the complete texture2D lookup function code of type *
     *   vec4 funcName(in getTextureSampler2DType() image, in vec2 texCoord) {
     *      vec4 texColor = do_something_with(image, texCoord);
     *      return texColor;
     *   }
     * 
*

* funcName can be negotiated and queried via {@link #getTextureLookupFunctionName(String)}. *

* Note: This function may return an empty string in case a build-in lookup * function is being chosen. If the implementation desires so, * {@link #getTextureLookupFunctionName(String)} will ignore the desired function name * and returns the build-in lookup function name. *

* @see #getTextureLookupFunctionName(String) * @see #getTextureSampler2DType() * * @throws IllegalStateException if instance is not initialized */ public String getTextureLookupFragmentShaderImpl() throws IllegalStateException; /** * Returns the hash code of the strings: * *

* Returns zero if {@link #isTextureAvailable() texture is not available}. *

* The returned hash code allows selection of a matching shader program for this {@link TextureSequence} instance. *

*

*

* Implementation shall cache the resulting hash code, * which must be reset to zero if {@link #isTextureAvailable() texture is not available}. *

*/ public int getTextureFragmentShaderHashCode(); }