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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.opengl;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import jogamp.graph.curve.opengl.VBORegion2PMSAAES2;
import jogamp.graph.curve.opengl.VBORegion2PVBAAES2;
import jogamp.graph.curve.opengl.VBORegionSPES2;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.texture.TextureSequence;
import com.jogamp.graph.curve.Region;
import com.jogamp.graph.curve.OutlineShape;
/** A GLRegion is the OGL binding of one or more OutlineShapes
* Defined by its vertices and generated triangles. The Region
* defines the final shape of the OutlineShape(s), which shall produced a shaded
* region on the screen.
*
* Implementations of the GLRegion shall take care of the OGL
* binding of the depending on its context, profile.
*
* @see Region
* @see OutlineShape
*/
public abstract class GLRegion extends Region {
/**
* Create a GLRegion using the passed render mode
*
* <p> In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit
* {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.</p>
* @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT}
* @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode.
*/
public static GLRegion create(int renderModes, final TextureSequence colorTexSeq) {
if( null != colorTexSeq ) {
renderModes |= Region.COLORTEXTURE_RENDERING_BIT;
} else if( Region.hasColorTexture(renderModes) ) {
throw new IllegalArgumentException("COLORTEXTURE_RENDERING_BIT set but null TextureSequence");
}
if( isVBAA(renderModes) ) {
return new VBORegion2PVBAAES2(renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT);
} else if( isMSAA(renderModes) ) {
return new VBORegion2PMSAAES2(renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT);
} else {
return new VBORegionSPES2(renderModes, colorTexSeq);
}
}
protected final TextureSequence colorTexSeq;
protected GLRegion(final int renderModes, final TextureSequence colorTexSeq) {
super(renderModes);
this.colorTexSeq = colorTexSeq;
}
/**
* Updates a graph region by updating the ogl related
* objects for use in rendering if {@link #isShapeDirty()}.
* <p>Allocates the ogl related data and initializes it the 1st time.<p>
* <p>Called by {@link #draw(GL2ES2, RenderState, int, int, int)}.</p>
*/
protected abstract void updateImpl(final GL2ES2 gl);
protected abstract void destroyImpl(final GL2ES2 gl);
protected abstract void clearImpl(final GL2ES2 gl);
/**
* Clears all data, i.e. triangles, vertices etc.
*/
public void clear(final GL2ES2 gl) {
clearImpl(gl);
clearImpl();
}
/**
* Delete and clear the associated OGL objects.
*/
public final void destroy(final GL2ES2 gl) {
clear(gl);
destroyImpl(gl);
}
/**
* Renders the associated OGL objects specifying
* current width/hight of window for multi pass rendering
* of the region.
* <p>
* User shall consider {@link RegionRenderer#enable(GL2ES2, boolean) enabling}
* the renderer beforehand and {@link RegionRenderer#enable(GL2ES2, boolean) disabling}
* it afterwards when used in conjunction with other renderer.
* </p>
* <p>
* Users shall also consider setting the {@link GL#glClearColor(float, float, float, float) clear-color}
* appropriately:
* <ul>
* <li>If {@link GL#GL_BLEND blending} is enabled, <i>RGB</i> shall be set to text color, otherwise
* blending will reduce the alpha seam's contrast and the font will appear thinner.</li>
* <li>If {@link GL#GL_BLEND blending} is disabled, <i>RGB</i> shall be set to the actual desired background.</li>
* </ul>
* The <i>alpha</i> component shall be set to zero.
* Note: If {@link GL#GL_BLEND blending} is enabled, the
* {@link RegionRenderer} might need to be
* {@link RegionRenderer#create(RenderState, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback) created}
* with the appropriate {@link RegionRenderer.GLCallback callbacks}.
* </p>
* @param matrix current {@link PMVMatrix}.
* @param renderer the {@link RegionRenderer} to be used
* @param sampleCount desired multisampling sample count for msaa-rendering.
* The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched.
* @see RegionRenderer#enable(GL2ES2, boolean)
*/
public final void draw(final GL2ES2 gl, final RegionRenderer renderer, final int[/*1*/] sampleCount) {
if( isShapeDirty() ) {
updateImpl(gl);
}
drawImpl(gl, renderer, sampleCount);
clearDirtyBits(DIRTY_SHAPE|DIRTY_STATE);
}
protected abstract void drawImpl(final GL2ES2 gl, final RegionRenderer renderer, final int[/*1*/] sampleCount);
}
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