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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 com.jogamp.graph.curve;
import java.util.ArrayList;
import jogamp.opengl.Debug;
import com.jogamp.graph.geom.AABBox;
import com.jogamp.graph.geom.Triangle;
import com.jogamp.graph.geom.Vertex;
public abstract class Region {
public static final boolean DEBUG = Debug.debug("graph.curve");
public static final boolean DEBUG_INSTANCE = false;
/** Two pass region rendering, slower and more resource hungry (FBO), but AA is perfect.
* Otherwise the default fast one pass MSAA region rendering is being used. */
public static final int TWO_PASS_RENDERING_BIT = 1 << 0;
/** Use non uniform weights [0.0 .. 1.9] for curve region rendering.
* Otherwise the default weight 1.0 for Bezier curve region rendering is being applied. */
public static final int VARIABLE_CURVE_WEIGHT_BIT = 1 << 1;
public static final int TWO_PASS_DEFAULT_TEXTURE_UNIT = 0;
private final int renderModes;
private boolean dirty = true;
protected int numVertices = 0;
protected boolean flipped = false;
protected final AABBox box = new AABBox();
protected ArrayList<Triangle> triangles = new ArrayList<Triangle>();
protected ArrayList<Vertex> vertices = new ArrayList<Vertex>();
public static boolean usesTwoPassRendering(int renderModes) {
return 0 != ( renderModes & Region.TWO_PASS_RENDERING_BIT );
}
public static boolean usesVariableCurveWeight(int renderModes) {
return 0 != ( renderModes & Region.VARIABLE_CURVE_WEIGHT_BIT );
}
protected Region(int regionRenderModes) {
this.renderModes = regionRenderModes;
}
public final int getRenderModes() { return renderModes; }
public boolean usesTwoPassRendering() { return Region.usesTwoPassRendering(renderModes); }
public boolean usesVariableCurveWeight() { return Region.usesVariableCurveWeight(renderModes); }
/** Get the current number of vertices associated
* with this region. This number is not necessary equal to
* the OGL bound number of vertices.
* @return vertices count
*/
public final int getNumVertices(){
return numVertices;
}
/** Adds a {@link Triangle} object to the Region
* This triangle will be bound to OGL objects
* on the next call to {@code update}
* @param tri a triangle object
*
* @see update(GL2ES2)
*/
public void addTriangle(Triangle tri) {
triangles.add(tri);
setDirty(true);
}
/** Adds a list of {@link Triangle} objects to the Region
* These triangles are to be binded to OGL objects
* on the next call to {@code update}
* @param tris an arraylist of triangle objects
*
* @see update(GL2ES2)
*/
public void addTriangles(ArrayList<Triangle> tris) {
triangles.addAll(tris);
setDirty(true);
}
/** Adds a {@link Vertex} object to the Region
* This vertex will be bound to OGL objects
* on the next call to {@code update}
* @param vert a vertex objects
*
* @see update(GL2ES2)
*/
public void addVertex(Vertex vert) {
vertices.add(vert);
numVertices++;
setDirty(true);
}
/** Adds a list of {@link Vertex} objects to the Region
* These vertices are to be binded to OGL objects
* on the next call to {@code update}
* @param verts an arraylist of vertex objects
*
* @see update(GL2ES2)
*/
public void addVertices(ArrayList<Vertex> verts) {
vertices.addAll(verts);
numVertices = vertices.size();
setDirty(true);
}
public final AABBox getBounds(){
return box;
}
/** Set if the y coordinate of the region should be flipped
* {@code y=-y} used mainly for fonts since they use opposite vertex
* as origion
* @param flipped flag if the coordinate is flipped defaults to false.
*/
public void setFlipped(boolean flipped) {
this.flipped = flipped;
}
public final boolean isFlipped() {
return flipped;
}
/** Check if this region is dirty. A region is marked dirty
* when new Vertices, Triangles, and or Lines are added after a
* call to update()
* @return true if region is Dirty, false otherwise
*
* @see update(GL2ES2)
*/
public final boolean isDirty() {
return dirty;
}
protected final void setDirty(boolean v) {
dirty = v;
}
}
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