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package com.sun.opengl.util;
import java.awt.Dimension;
import java.nio.Buffer;
import javax.media.opengl.*;
import javax.media.opengl.glu.*;
/**
* A fairly direct port of Brian Paul's tile rendering library, found
* at <a href = "http://www.mesa3d.org/brianp/TR.html">
* http://www.mesa3d.org/brianp/TR.html </a> . I've java-fied it, but
* the functionality is the same.
*
* Original code Copyright (C) 1997-2005 Brian Paul. Licensed under
* BSD-compatible terms with permission of the author. See LICENSE.txt
* for license information.
*
* @author ryanm
*/
public class TileRenderer
{
private static final int DEFAULT_TILE_WIDTH = 256;
private static final int DEFAULT_TILE_HEIGHT = 256;
private static final int DEFAULT_TILE_BORDER = 0;
//
// Enumeration flags for accessing variables
//
// @author ryanm
//
/**
* The width of a tile
*/
public static final int TR_TILE_WIDTH = 0;
/**
* The height of a tile
*/
public static final int TR_TILE_HEIGHT = 1;
/**
* The width of the border around the tiles
*/
public static final int TR_TILE_BORDER = 2;
/**
* The width of the final image
*/
public static final int TR_IMAGE_WIDTH = 3;
/**
* The height of the final image
*/
public static final int TR_IMAGE_HEIGHT = 4;
/**
* The number of rows of tiles
*/
public static final int TR_ROWS = 5;
/**
* The number of columns of tiles
*/
public static final int TR_COLUMNS = 6;
/**
* The current row number
*/
public static final int TR_CURRENT_ROW = 7;
/**
* The current column number
*/
public static final int TR_CURRENT_COLUMN = 8;
/**
* The width of the current tile
*/
public static final int TR_CURRENT_TILE_WIDTH = 9;
/**
* The height of the current tile
*/
public static final int TR_CURRENT_TILE_HEIGHT = 10;
/**
* The order that the rows are traversed
*/
public static final int TR_ROW_ORDER = 11;
/**
* Indicates we are traversing rows from the top to the bottom
*/
public static final int TR_TOP_TO_BOTTOM = 1;
/**
* Indicates we are traversing rows from the bottom to the top
*/
public static final int TR_BOTTOM_TO_TOP = 2;
/* Final image parameters */
private Dimension imageSize = new Dimension();
private int imageFormat, imageType;
private Buffer imageBuffer;
/* Tile parameters */
private Dimension tileSize = new Dimension();
private Dimension tileSizeNB = new Dimension();
private int tileBorder;
private int tileFormat, tileType;
private Buffer tileBuffer;
/* Projection parameters */
private boolean perspective;
private double left;
private double right;
private double bottom;
private double top;
private double near;
private double far;
/* Misc */
private int rowOrder;
private int rows, columns;
private int currentTile;
private int currentTileWidth, currentTileHeight;
private int currentRow, currentColumn;
private int[] viewportSave = new int[ 4 ];
/**
* Creates a new TileRenderer object
*/
public TileRenderer()
{
tileSize.width = DEFAULT_TILE_WIDTH;
tileSize.height = DEFAULT_TILE_HEIGHT;
tileBorder = DEFAULT_TILE_BORDER;
rowOrder = TR_BOTTOM_TO_TOP;
currentTile = -1;
}
/**
* Sets up the number of rows and columns needed
*/
private void setup()
{
columns = ( imageSize.width + tileSizeNB.width - 1 ) / tileSizeNB.width;
rows = ( imageSize.height + tileSizeNB.height - 1 ) / tileSizeNB.height;
currentTile = 0;
assert columns >= 0;
assert rows >= 0;
}
/**
* Sets the size of the tiles to use in rendering. The actual
* effective size of the tile depends on the border size, ie (
* width - 2*border ) * ( height - 2 * border )
*
* @param width
* The width of the tiles. Must not be larger than the GL
* context
* @param height
* The height of the tiles. Must not be larger than the
* GL context
* @param border
* The width of the borders on each tile. This is needed
* to avoid artifacts when rendering lines or points with
* thickness > 1.
*/
public void setTileSize( int width, int height, int border )
{
assert ( border >= 0 );
assert ( width >= 1 );
assert ( height >= 1 );
assert ( width >= 2 * border );
assert ( height >= 2 * border );
tileBorder = border;
tileSize.width = width;
tileSize.height = height;
tileSizeNB.width = width - 2 * border;
tileSizeNB.height = height - 2 * border;
setup();
}
/**
* Specify a buffer the tiles to be copied to. This is not
* necessary for the creation of the final image, but useful if you
* want to inspect each tile in turn.
*
* @param format
* Interpreted as in glReadPixels
* @param type
* Interpreted as in glReadPixels
* @param image
* The buffer itself. Must be large enough to contain a
* tile, minus any borders
*/
public void setTileBuffer( int format, int type, Buffer image )
{
tileFormat = format;
tileType = type;
tileBuffer = image;
}
/**
* Sets the desired size of the final image
*
* @param width
* The width of the final image
* @param height
* The height of the final image
*/
public void setImageSize( int width, int height )
{
imageSize.width = width;
imageSize.height = height;
setup();
}
/**
* Sets the buffer in which to store the final image
*
* @param format
* Interpreted as in glReadPixels
* @param type
* Interpreted as in glReadPixels
* @param image
* the buffer itself, must be large enough to hold the
* final image
*/
public void setImageBuffer( int format, int type, Buffer image )
{
imageFormat = format;
imageType = type;
imageBuffer = image;
}
/**
* Gets the parameters of this TileRenderer object
*
* @param param
* The parameter that is to be retrieved
* @return the value of the parameter
*/
public int getParam( int param )
{
switch (param) {
case TR_TILE_WIDTH:
return tileSize.width;
case TR_TILE_HEIGHT:
return tileSize.height;
case TR_TILE_BORDER:
return tileBorder;
case TR_IMAGE_WIDTH:
return imageSize.width;
case TR_IMAGE_HEIGHT:
return imageSize.height;
case TR_ROWS:
return rows;
case TR_COLUMNS:
return columns;
case TR_CURRENT_ROW:
if( currentTile < 0 )
return -1;
else
return currentRow;
case TR_CURRENT_COLUMN:
if( currentTile < 0 )
return -1;
else
return currentColumn;
case TR_CURRENT_TILE_WIDTH:
return currentTileWidth;
case TR_CURRENT_TILE_HEIGHT:
return currentTileHeight;
case TR_ROW_ORDER:
return rowOrder;
default:
throw new IllegalArgumentException("Invalid enumerant as argument");
}
}
/**
* Sets the order of row traversal
*
* @param order
* The row traversal order, must be
* eitherTR_TOP_TO_BOTTOM or TR_BOTTOM_TO_TOP
*/
public void setRowOrder( int order )
{
if (order == TR_TOP_TO_BOTTOM || order == TR_BOTTOM_TO_TOP) {
rowOrder = order;
} else {
throw new IllegalArgumentException("Must pass TR_TOP_TO_BOTTOM or TR_BOTTOM_TO_TOP");
}
}
/**
* Sets the context to use an orthographic projection. Must be
* called before rendering the first tile
*
* @param left
* As in glOrtho
* @param right
* As in glOrtho
* @param bottom
* As in glOrtho
* @param top
* As in glOrtho
* @param zNear
* As in glOrtho
* @param zFar
* As in glOrtho
*/
public void trOrtho( double left, double right, double bottom, double top, double zNear,
double zFar )
{
this.perspective = false;
this.left = left;
this.right = right;
this.bottom = bottom;
this.top = top;
this.near = zNear;
this.far = zFar;
}
/**
* Sets the perspective projection frustrum. Must be called before
* rendering the first tile
*
* @param left
* As in glFrustrum
* @param right
* As in glFrustrum
* @param bottom
* As in glFrustrum
* @param top
* As in glFrustrum
* @param zNear
* As in glFrustrum
* @param zFar
* As in glFrustrum
*/
public void trFrustum( double left, double right, double bottom, double top, double zNear,
double zFar )
{
this.perspective = true;
this.left = left;
this.right = right;
this.bottom = bottom;
this.top = top;
this.near = zNear;
this.far = zFar;
}
/**
* Convenient way to specify a perspective projection
*
* @param fovy
* As in gluPerspective
* @param aspect
* As in gluPerspective
* @param zNear
* As in gluPerspective
* @param zFar
* As in gluPerspective
*/
public void trPerspective( double fovy, double aspect, double zNear, double zFar )
{
double xmin, xmax, ymin, ymax;
ymax = zNear * Math.tan( fovy * 3.14159265 / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
trFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
/**
* Begins rendering a tile. The projection matrix stack should be
* left alone after calling this
*
* @param gl
* The gl context
*/
public void beginTile( GL gl )
{
if (currentTile <= 0) {
setup();
/*
* Save user's viewport, will be restored after last tile
* rendered
*/
gl.glGetIntegerv( GL.GL_VIEWPORT, viewportSave, 0 );
}
/* which tile (by row and column) we're about to render */
if (rowOrder == TR_BOTTOM_TO_TOP) {
currentRow = currentTile / columns;
currentColumn = currentTile % columns;
} else {
currentRow = rows - ( currentTile / columns ) - 1;
currentColumn = currentTile % columns;
}
assert ( currentRow < rows );
assert ( currentColumn < columns );
int border = tileBorder;
int th, tw;
/* Compute actual size of this tile with border */
if (currentRow < rows - 1) {
th = tileSize.height;
} else {
th = imageSize.height - ( rows - 1 ) * ( tileSizeNB.height ) + 2 * border;
}
if (currentColumn < columns - 1) {
tw = tileSize.width;
} else {
tw = imageSize.width - ( columns - 1 ) * ( tileSizeNB.width ) + 2 * border;
}
/* Save tile size, with border */
currentTileWidth = tw;
currentTileHeight = th;
gl.glViewport( 0, 0, tw, th );
/* save current matrix mode */
int[] matrixMode = new int[ 1 ];
gl.glGetIntegerv( GL.GL_MATRIX_MODE, matrixMode, 0 );
gl.glMatrixMode( GL.GL_PROJECTION );
gl.glLoadIdentity();
/* compute projection parameters */
double l =
left + ( right - left ) * ( currentColumn * tileSizeNB.width - border )
/ imageSize.width;
double r = l + ( right - left ) * tw / imageSize.width;
double b =
bottom + ( top - bottom ) * ( currentRow * tileSizeNB.height - border )
/ imageSize.height;
double t = b + ( top - bottom ) * th / imageSize.height;
if( perspective ) {
gl.glFrustum( l, r, b, t, near, far );
} else {
gl.glOrtho( l, r, b, t, near, far );
}
/* restore user's matrix mode */
gl.glMatrixMode( matrixMode[ 0 ] );
}
/**
* Must be called after rendering the scene
*
* @param gl
* the gl context
* @return true if there are more tiles to be rendered, false if
* the final image is complete
*/
public boolean endTile( GL gl )
{
int[] prevRowLength = new int[ 1 ], prevSkipRows = new int[ 1 ], prevSkipPixels = new int[ 1 ], prevAlignment =
new int[ 1 ];
assert ( currentTile >= 0 );
// be sure OpenGL rendering is finished
gl.glFlush();
// save current glPixelStore values
gl.glGetIntegerv( GL.GL_PACK_ROW_LENGTH, prevRowLength, 0 );
gl.glGetIntegerv( GL.GL_PACK_SKIP_ROWS, prevSkipRows, 0 );
gl.glGetIntegerv( GL.GL_PACK_SKIP_PIXELS, prevSkipPixels, 0 );
gl.glGetIntegerv( GL.GL_PACK_ALIGNMENT, prevAlignment, 0 );
if( tileBuffer != null ) {
int srcX = tileBorder;
int srcY = tileBorder;
int srcWidth = tileSizeNB.width;
int srcHeight = tileSizeNB.height;
gl.glReadPixels( srcX, srcY, srcWidth, srcHeight, tileFormat, tileType, tileBuffer );
}
if( imageBuffer != null ) {
int srcX = tileBorder;
int srcY = tileBorder;
int srcWidth = currentTileWidth - 2 * tileBorder;
int srcHeight = currentTileHeight - 2 * tileBorder;
int destX = tileSizeNB.width * currentColumn;
int destY = tileSizeNB.height * currentRow;
/* setup pixel store for glReadPixels */
gl.glPixelStorei( GL.GL_PACK_ROW_LENGTH, imageSize.width );
gl.glPixelStorei( GL.GL_PACK_SKIP_ROWS, destY );
gl.glPixelStorei( GL.GL_PACK_SKIP_PIXELS, destX );
gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, 1 );
/* read the tile into the final image */
gl.glReadPixels( srcX, srcY, srcWidth, srcHeight, imageFormat, imageType, imageBuffer );
}
/* restore previous glPixelStore values */
gl.glPixelStorei( GL.GL_PACK_ROW_LENGTH, prevRowLength[ 0 ] );
gl.glPixelStorei( GL.GL_PACK_SKIP_ROWS, prevSkipRows[ 0 ] );
gl.glPixelStorei( GL.GL_PACK_SKIP_PIXELS, prevSkipPixels[ 0 ] );
gl.glPixelStorei( GL.GL_PACK_ALIGNMENT, prevAlignment[ 0 ] );
/* increment tile counter, return 1 if more tiles left to render */
currentTile++;
if( currentTile >= rows * columns ) {
/* restore user's viewport */
gl.glViewport( viewportSave[ 0 ], viewportSave[ 1 ], viewportSave[ 2 ], viewportSave[ 3 ] );
currentTile = -1; /* all done */
return false;
} else {
return true;
}
}
/**
* Tile rendering causes problems with using glRasterPos3f, so you
* should use this replacement instead
*
* @param x
* As in glRasterPos3f
* @param y
* As in glRasterPos3f
* @param z
* As in glRasterPos3f
* @param gl
* The gl context
* @param glu
* A GLU object
*/
public void trRasterPos3f( float x, float y, float z, GL gl, GLU glu )
{
if (currentTile < 0) {
/* not doing tile rendering right now. Let OpenGL do this. */
gl.glRasterPos3f( x, y, z );
} else {
double[] modelview = new double[ 16 ], proj = new double[ 16 ];
int[] viewport = new int[ 4 ];
double[] win = new double[3];
/* Get modelview, projection and viewport */
gl.glGetDoublev( GL.GL_MODELVIEW_MATRIX, modelview, 0 );
gl.glGetDoublev( GL.GL_PROJECTION_MATRIX, proj, 0 );
viewport[ 0 ] = 0;
viewport[ 1 ] = 0;
viewport[ 2 ] = currentTileWidth;
viewport[ 3 ] = currentTileHeight;
/* Project object coord to window coordinate */
if( glu.gluProject( x, y, z, modelview, 0, proj, 0, viewport, 0, win, 0 ) ) {
/* set raster pos to window coord (0,0) */
gl.glMatrixMode( GL.GL_MODELVIEW );
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glMatrixMode( GL.GL_PROJECTION );
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glOrtho( 0.0, currentTileWidth, 0.0, currentTileHeight, 0.0, 1.0 );
gl.glRasterPos3d( 0.0, 0.0, -win[ 2 ] );
/*
* Now use empty bitmap to adjust raster position to
* (winX,winY)
*/
{
byte[] bitmap = { 0 };
gl.glBitmap( 1, 1, 0.0f, 0.0f, ( float ) win[ 0 ], ( float ) win[ 1 ], bitmap , 0 );
}
/* restore original matrices */
gl.glPopMatrix(); /* proj */
gl.glMatrixMode( GL.GL_MODELVIEW );
gl.glPopMatrix();
}
}
}
}
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