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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;
    }
}