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/**
* Copyright 2010-2023 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 com.jogamp.opengl.GLArrayData;
import com.jogamp.opengl.util.GLArrayDataClient;
import com.jogamp.opengl.util.GLArrayDataEditable;
import com.jogamp.opengl.GLProfile;
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.glsl.ShaderProgram;
import com.jogamp.opengl.util.texture.TextureSequence;
import com.jogamp.graph.curve.Region;
import com.jogamp.graph.font.Font;
import java.io.PrintStream;
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 {
/**
* Heuristics with TestTextRendererNEWT00 text_1 + text_2 = 1334 chars
* - FreeSans ~ vertices 64/char, indices 33/char
* - Ubuntu Light ~ vertices 100/char, indices 50/char
* - FreeSerif ~ vertices 115/char, indices 61/char
*
* Now let's assume a minimum of 10 chars will be rendered
*/
/**
* Default initial vertices count based on 10 chars w/ FreeSans @ 64 vertices/char avg.
*/
public static final int defaultVerticesCount = 10*64;
/**
* Default initial indices count based on 10 chars w/ FreeSans @ 33 indices/char avg.
*/
public static final int defaultIndicesCount = 10*33;
// private static final float growthFactor = 1.2f; // avg +5% size but 15% more overhead (34% total)
protected static final float growthFactor = GLArrayDataClient.DEFAULT_GROWTH_FACTOR; // avg +20% size, but 15% less CPU overhead compared to 1.2 (19% total)
/**
* 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 glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile.
* @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.
* @param initialVerticesCount initial number of vertices in the render-buffer
* @param initialIndicesCount initial number of indices in the render-buffer
*/
public static GLRegion create(final GLProfile glp, int renderModes, final TextureSequence colorTexSeq, final int initialVerticesCount, final int initialIndicesCount) {
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(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount);
} else if( isMSAA(renderModes) ) {
return new VBORegion2PMSAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount);
} else {
return new VBORegionSPES2(glp, renderModes, colorTexSeq, initialVerticesCount, initialIndicesCount);
}
}
/**
* 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 glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile.
* @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(final GLProfile glp, final int renderModes, final TextureSequence colorTexSeq) {
return GLRegion.create(glp, renderModes, colorTexSeq, defaultVerticesCount, defaultIndicesCount);
}
/**
* Create a GLRegion using the passed render mode and pre-calculating its buffer sizes
* using given font's {@link Font#processString(com.jogamp.graph.curve.OutlineShape.Visitor2, CharSequence)}
* to {@link #countOutlineShape(OutlineShape, int[])}.
*
* <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 glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile.
* @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.
* @param font Font used to {@link Font#processString(com.jogamp.graph.curve.OutlineShape.Visitor2, CharSequence)} to {@link #countOutlineShape(OutlineShape, int[]) to count initial number of vertices and indices}
* @param str the string used to to {@link #countOutlineShape(OutlineShape, int[]) to count initial number of vertices and indices}
*/
public static GLRegion create(final GLProfile glp, int renderModes, final TextureSequence colorTexSeq, final Font font, final CharSequence str) {
if( null != colorTexSeq ) {
renderModes |= Region.COLORTEXTURE_RENDERING_BIT;
} else if( Region.hasColorTexture(renderModes) ) {
throw new IllegalArgumentException("COLORTEXTURE_RENDERING_BIT set but null TextureSequence");
}
GLRegion region;
if( isVBAA(renderModes) ) {
region = new VBORegion2PVBAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, 0, 0);
} else if( isMSAA(renderModes) ) {
region = new VBORegion2PMSAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, 0, 0);
} else {
region = new VBORegionSPES2(glp, renderModes, colorTexSeq, 0, 0);
}
final int[] vertIndexCount = { 0, 0 };
final OutlineShape.Visitor2 visitor = new OutlineShape.Visitor2() {
@Override
public final void visit(final OutlineShape shape) {
region.countOutlineShape(shape, vertIndexCount);
} };
font.processString(visitor, str);
region.setBufferCapacity(vertIndexCount[0], vertIndexCount[1]);
return region;
}
private final int gl_idx_type;
protected final TextureSequence colorTexSeq;
protected GLRegion(final GLProfile glp, final int renderModes, final TextureSequence colorTexSeq) {
super(renderModes, glp.isGL2ES3() /* use_int32_idx */);
this.gl_idx_type = usesI32Idx() ? GL.GL_UNSIGNED_INT : GL.GL_UNSIGNED_SHORT;
this.colorTexSeq = colorTexSeq;
}
protected final int glIdxType() { return this.gl_idx_type; }
/**
* 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);
protected static void printAndCount(final PrintStream out, final String name, final GLArrayData data, final int[] size, final int[] capacity) {
out.print(name+"[");
if( null != data ) {
out.print(data.fillStatsToString());
size[0] += data.getByteCount();
capacity[0] += data.getByteCapacity();
out.print("]");
} else {
out.print("null]");
}
}
/**
* Clears all buffers, i.e. triangles, vertices etc and and resets states accordingly, see {@link GLArrayDataEditable#clear(GL)}.
* <p>
* This method does not actually erase the data in the buffer and will most often be used when erasing the underlying memory is suitable.
* </p>
*
* @param gl the current {@link GL2ES2} object
* @return this {@link GLRegion} for chaining.
* @see GLArrayDataEditable#clear(GL)
*/
public GLRegion clear(final GL2ES2 gl) {
clearImpl(gl);
clearImpl();
return this;
}
/**
* Delete and clear the associated OGL objects.
* <p>
* The {@link ShaderProgram}s references are nullified but not {@link ShaderProgram#destroy(GL2ES2) destroyed}
* as they are owned by {@link RegionRenderer}.
* </p>
*/
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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