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/**
* Copyright 2010 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 jogamp.graph.curve.opengl;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;
import javax.media.opengl.GL3;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
import com.jogamp.common.nio.Buffers;
import com.jogamp.graph.geom.AABBox;
import com.jogamp.graph.geom.Triangle;
import com.jogamp.graph.geom.Vertex;
import com.jogamp.graph.curve.Region;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderState;
public class VBORegion2PGL3 implements Region{
private int numVertices = 0;
private IntBuffer vboIds;
private IntBuffer t_vboIds;
private ArrayList<Triangle<Vertex>> triangles = new ArrayList<Triangle<Vertex>>();
private ArrayList<Vertex> vertices = new ArrayList<Vertex>();
private GLContext context;
private int numBuffers = 3;
private boolean flipped = false;
private boolean dirty = false;
private AABBox box = null;
private int[] texture = { 0 } ;
private int[] fbo = { 0 } ;
private int[] rbo_depth = { 0 } ;
private boolean texInitialized = false;
private int tex_width_c = 0;
private int tex_height_c = 0;
private ShaderState st;
public VBORegion2PGL3(GLContext context, ShaderState st){
this.context =context;
this.st = st;
}
public void update(){
box = new AABBox();
GL3 gl = context.getGL().getGL3();
ShortBuffer indicies = Buffers.newDirectShortBuffer(triangles.size() * 3);
for(Triangle<Vertex> t:triangles){
if(t.getVertices()[0].getId() == Integer.MAX_VALUE){
t.getVertices()[0].setId(numVertices++);
t.getVertices()[1].setId(numVertices++);
t.getVertices()[2].setId(numVertices++);
vertices.add(t.getVertices()[0]);
vertices.add(t.getVertices()[1]);
vertices.add(t.getVertices()[2]);
indicies.put((short) t.getVertices()[0].getId());
indicies.put((short) t.getVertices()[1].getId());
indicies.put((short) t.getVertices()[2].getId());
}
else{
Vertex v1 = t.getVertices()[0];
Vertex v2 = t.getVertices()[1];
Vertex v3 = t.getVertices()[2];
indicies.put((short) v1.getId());
indicies.put((short) v2.getId());
indicies.put((short) v3.getId());
}
}
indicies.rewind();
FloatBuffer verticesBuffer = Buffers.newDirectFloatBuffer(vertices.size() * 3);
for(Vertex v:vertices){
verticesBuffer.put(v.getX());
if(flipped){
verticesBuffer.put(-1*v.getY());
}
else{
verticesBuffer.put(v.getY());
}
verticesBuffer.put(v.getZ());
box.resize(v.getX(), -1*v.getY(), v.getZ());
}
verticesBuffer.rewind();
FloatBuffer texCoordBuffer = Buffers.newDirectFloatBuffer(vertices.size() * 2);
for(Vertex v:vertices){
float[] tex = v.getTexCoord();
texCoordBuffer.put(tex[0]);
texCoordBuffer.put(tex[1]);
}
texCoordBuffer.rewind();
vboIds = IntBuffer.allocate(numBuffers);
gl.glGenBuffers(numBuffers, vboIds);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(0)); // vertices
gl.glBufferData(GL3.GL_ARRAY_BUFFER, numVertices * 3 * Buffers.SIZEOF_FLOAT, verticesBuffer, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(1)); //texture
gl.glBufferData(GL3.GL_ARRAY_BUFFER, numVertices * 2 * Buffers.SIZEOF_FLOAT, texCoordBuffer, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2)); //triangles
gl.glBufferData(GL3.GL_ELEMENT_ARRAY_BUFFER, triangles.size()* 3 * Buffers.SIZEOF_SHORT, indicies, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, 0);
dirty = false;
}
public void render(PMVMatrix matrix, int vp_width, int vp_height, int width){
if(null == matrix || vp_width <=0 || vp_height <= 0 || width <= 0){
renderRegion();
}
else {
if(width != tex_width_c){
texInitialized = false;
tex_width_c = width;
}
if(!texInitialized){
initFBOTexture(matrix,vp_width, vp_height);
texInitialized = true;
}
// System.out.println("Scale: " + matrix.glGetMatrixf().get(1+4*3) +" " + matrix.glGetMatrixf().get(2+4*3));
renderTexture(matrix, vp_width, vp_height);
}
}
private void renderTexture(PMVMatrix matrix, int width, int hight){
GL3 gl = context.getGL().getGL3();
gl.glViewport(0, 0, width, hight);
if(!st.glUniform(gl, new GLUniformData("mgl_PMVMatrix", 4, 4, matrix.glGetPMvMatrixf()))){
System.out.println("Cnt set tex based mat");
}
gl.glEnable(GL3.GL_TEXTURE_2D);
gl.glActiveTexture(GL3.GL_TEXTURE0);
gl.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
st.glUniform(gl, new GLUniformData("texture", texture[0]));
int loc = gl.glGetUniformLocation(st.shaderProgram().id(), "texture");
gl.glUniform1i(loc, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(0));
gl.glEnableVertexAttribArray(VERTEX_POS_INDX);
gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL3.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(1));
gl.glEnableVertexAttribArray(TEX_COORD);
gl.glVertexAttribPointer(TEX_COORD, 2, GL3.GL_FLOAT, false, 2 * Buffers.SIZEOF_FLOAT, 0);
gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2));
gl.glDrawElements(GL3.GL_TRIANGLES, 2 * 3, GL3.GL_UNSIGNED_SHORT, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
}
private void setupBoundingBuffers(){
GL3 gl = context.getGL().getGL3();
ShortBuffer indicies = Buffers.newDirectShortBuffer(6);
indicies.put((short) 0); indicies.put((short) 1); indicies.put((short) 3);
indicies.put((short) 1); indicies.put((short) 2); indicies.put((short) 3);
indicies.rewind();
FloatBuffer verticesBuffer = Buffers.newDirectFloatBuffer(4 * 3);
FloatBuffer texCoordBuffer = Buffers.newDirectFloatBuffer(4 * 2);
verticesBuffer.put(box.getLow()[0]);
verticesBuffer.put(box.getLow()[1]);
verticesBuffer.put(box.getLow()[2]);
texCoordBuffer.put(5);
texCoordBuffer.put(5);
verticesBuffer.put(box.getLow()[0]);
verticesBuffer.put(box.getHigh()[1]);
verticesBuffer.put(box.getLow()[2]);
texCoordBuffer.put(5);
texCoordBuffer.put(6);
verticesBuffer.put(box.getHigh()[0]);
verticesBuffer.put(box.getHigh()[1]);
verticesBuffer.put(box.getLow()[2]);
texCoordBuffer.put(6);
texCoordBuffer.put(6);
verticesBuffer.put(box.getHigh()[0]);
verticesBuffer.put(box.getLow()[1]);
verticesBuffer.put(box.getLow()[2]);
texCoordBuffer.put(6);
texCoordBuffer.put(5);
verticesBuffer.rewind();
texCoordBuffer.rewind();
t_vboIds = IntBuffer.allocate(3);
gl.glGenBuffers(numBuffers, t_vboIds);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(0)); // vertices
gl.glBufferData(GL3.GL_ARRAY_BUFFER, 4 * 3 * Buffers.SIZEOF_FLOAT, verticesBuffer, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, t_vboIds.get(1)); //texture
gl.glBufferData(GL3.GL_ARRAY_BUFFER, 4 * 2 * Buffers.SIZEOF_FLOAT, texCoordBuffer, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, t_vboIds.get(2)); //triangles
gl.glBufferData(GL3.GL_ELEMENT_ARRAY_BUFFER, 4 * 3 * Buffers.SIZEOF_SHORT, indicies, GL3.GL_STATIC_DRAW);
gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, 0);
}
private void initFBOTexture(PMVMatrix m, int width, int hight){
tex_height_c = (int)(tex_width_c*box.getHeight()/box.getWidth());
// tex_height_c = tex_width_c;
System.out.println("FBO Size: "+tex_height_c+"x"+tex_width_c);
System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5));
GL3 gl = context.getGL().getGL3();
if(fbo[0] > 0) {
gl.glDeleteFramebuffers(1, fbo, 0);
fbo[0] = 0;
}
if(texture[0]>0) {
gl.glDeleteTextures(1, texture, 0);
texture[0] = 0;
}
gl.glGenFramebuffers(1, fbo, 0);
gl.glGenTextures(1, texture, 0);
gl.glGenRenderbuffers(1,rbo_depth, 0);
System.out.println("FBO: fbo " + fbo[0] + ", tex " + texture[0] + ", depth " + rbo_depth[0]);
gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
gl.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
gl.glTexImage2D(GL3.GL_TEXTURE_2D, 0, GL3.GL_RGBA, tex_width_c,
tex_height_c, 0, GL3.GL_RGBA, GL3.GL_UNSIGNED_BYTE, null);
gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_LINEAR);
gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_LINEAR);
gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_WRAP_S, GL3.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_WRAP_T, GL3.GL_CLAMP_TO_EDGE);
gl.glFramebufferTexture2D(GL3.GL_DRAW_FRAMEBUFFER, GL3.GL_COLOR_ATTACHMENT0,
GL3.GL_TEXTURE_2D, texture[0], 0);
// Set up the depth buffer
gl.glBindRenderbuffer(GL3.GL_RENDERBUFFER, rbo_depth[0]);
gl.glRenderbufferStorage(GL3.GL_RENDERBUFFER, GL3.GL_DEPTH_COMPONENT, tex_width_c, tex_height_c);
gl.glFramebufferRenderbuffer(GL3.GL_FRAMEBUFFER, GL3.GL_DEPTH_COMPONENT, GL3.GL_RENDERBUFFER, rbo_depth[0]);
int status = gl.glCheckFramebufferStatus(GL3.GL_FRAMEBUFFER);
if(status != GL3.GL_FRAMEBUFFER_COMPLETE){
System.err.println("Cant Create R2T pass!");
}
//render texture
PMVMatrix tex_matrix = new PMVMatrix();
gl.glBindFramebuffer(GL3.GL_DRAW_FRAMEBUFFER, fbo[0]);
gl.glViewport(0, 0, tex_width_c, tex_height_c);
tex_matrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
tex_matrix.glLoadIdentity();
tex_matrix.glOrthof(box.getLow()[0], box.getHigh()[0], box.getLow()[1], box.getHigh()[1], -1, 1);
if(!st.glUniform(gl, new GLUniformData("mgl_PMVMatrix", 4, 4, tex_matrix.glGetPMvMatrixf()))){
System.out.println("Cnt set tex based mat");
}
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
renderRegion();
gl.glBindFramebuffer(GL3.GL_FRAMEBUFFER, 0);
gl.glBindTexture(GL3.GL_TEXTURE_2D, 0);
setupBoundingBuffers();
}
private void renderRegion(){
GL3 gl = context.getGL().getGL3();
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(0));
gl.glEnableVertexAttribArray(VERTEX_POS_INDX);
gl.glVertexAttribPointer(VERTEX_POS_INDX, 3, GL3.GL_FLOAT, false, 3 * Buffers.SIZEOF_FLOAT, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vboIds.get(1));
gl.glEnableVertexAttribArray(TEX_COORD);
gl.glVertexAttribPointer(TEX_COORD, 2, GL3.GL_FLOAT, false, 2 * Buffers.SIZEOF_FLOAT, 0);
gl.glBindBuffer(GL3.GL_ELEMENT_ARRAY_BUFFER, vboIds.get(2));
gl.glDrawElements(GL3.GL_TRIANGLES, triangles.size() * 3, GL3.GL_UNSIGNED_SHORT, 0);
gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
}
public void addTriangles(ArrayList<Triangle<Vertex>> tris) {
triangles.addAll(tris);
dirty = true;
}
public int getNumVertices(){
return numVertices;
}
public void addVertices(ArrayList<Vertex> verts){
vertices.addAll(verts);
numVertices = vertices.size();
dirty = true;
}
public boolean isDirty(){
return dirty;
}
public void destroy() {
GL3 gl = context.getGL().getGL3();
gl.glDeleteBuffers(numBuffers, vboIds);
gl.glDeleteFramebuffers(1, fbo, 0);
fbo[0] = 0;
gl.glDeleteTextures(1, texture, 0);
texture[0] = 0;
gl.glDeleteRenderbuffers(1, rbo_depth, 0);
rbo_depth[0] = 0;
}
public boolean isFlipped() {
return flipped;
}
public void setFlipped(boolean flipped) {
this.flipped = flipped;
}
}
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