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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 java.io.IOException;
import java.util.Iterator;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLException;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
import jogamp.graph.curve.opengl.shader.AttributeNames;
import com.jogamp.opengl.GLExtensions;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.common.util.IntObjectHashMap;
import com.jogamp.graph.curve.Region;
/**
* OpenGL {@link Region} renderer
* <p>
* All OpenGL related operations regarding {@link Region}s
* are passed through an instance of this class.
* </p>
*/
public class RegionRenderer {
protected static final boolean DEBUG = Region.DEBUG;
protected static final boolean DEBUG_INSTANCE = Region.DEBUG_INSTANCE;
public interface GLCallback {
/**
* @param gl a current GL object
* @param renderer {@link RegionRenderer} calling this method.
*/
void run(GL gl, RegionRenderer renderer);
}
/**
* Default {@link GL#GL_BLEND} <i>enable</i> {@link GLCallback},
* turning on the {@link GL#GL_BLEND} state and setting up
* {@link GL#glBlendFunc(int, int) glBlendFunc}({@link GL#GL_SRC_ALPHA}, {@link GL#GL_ONE_MINUS_SRC_ALPHA}).
* <p>
* Implementation also sets {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}.
* </p>
* @see #create(RenderState, GLCallback, GLCallback)
* @see #enable(GL2ES2, boolean)
*/
public static final GLCallback defaultBlendEnable = new GLCallback() {
@Override
public void run(final GL gl, final RegionRenderer renderer) {
gl.glEnable(GL.GL_BLEND);
gl.glBlendEquation(GL.GL_FUNC_ADD); // default
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
renderer.rs.setHintMask(RenderState.BITHINT_BLENDING_ENABLED);
}
};
/**
* Default {@link GL#GL_BLEND} <i>disable</i> {@link GLCallback},
* simply turning off the {@link GL#GL_BLEND} state.
* <p>
* Implementation also clears {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}.
* </p>
* @see #create(RenderState, GLCallback, GLCallback)
* @see #enable(GL2ES2, boolean)
*/
public static final GLCallback defaultBlendDisable = new GLCallback() {
@Override
public void run(final GL gl, final RegionRenderer renderer) {
renderer.rs.clearHintMask(RenderState.BITHINT_BLENDING_ENABLED);
gl.glDisable(GL.GL_BLEND);
}
};
/**
* Create a Hardware accelerated Region Renderer.
* <p>
* The optional {@link GLCallback}s <code>enableCallback</code> and <code>disableCallback</code>
* maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.<br/>
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable}
* can be utilized to enable and disable {@link GL#GL_BLEND}.
* </p>
* @param rs the used {@link RenderState}
* @param enableCallback optional {@link GLCallback}, if not <code>null</code> will be issued at
* {@link #init(GL2ES2, int) init(gl)} and {@link #enable(GL2ES2, boolean) enable(gl, true)}.
* @param disableCallback optional {@link GLCallback}, if not <code>null</code> will be issued at
* {@link #enable(GL2ES2, boolean) enable(gl, false)}.
* @return an instance of Region Renderer
* @see #enable(GL2ES2, boolean)
*/
public static RegionRenderer create(final RenderState rs, final GLCallback enableCallback,
final GLCallback disableCallback) {
return new RegionRenderer(rs, enableCallback, disableCallback);
}
private final RenderState rs;
private final GLCallback enableCallback;
private final GLCallback disableCallback;
private int vp_width;
private int vp_height;
private boolean initialized;
private boolean vboSupported = false;
public final boolean isInitialized() { return initialized; }
/** Return width of current viewport */
public final int getWidth() { return vp_width; }
/** Return height of current viewport */
public final int getHeight() { return vp_height; }
public final PMVMatrix getMatrix() { return rs.getMatrix(); }
public final PMVMatrix getMatrixMutable() { return rs.getMatrixMutable(); }
public final void setMatrixDirty() { rs.setMatrixDirty(); }
public final boolean isMatrixDirty() { return rs.isMatrixDirty(); }
//////////////////////////////////////
/**
* @param rs the used {@link RenderState}
*/
protected RegionRenderer(final RenderState rs, final GLCallback enableCallback, final GLCallback disableCallback) {
this.rs = rs;
this.enableCallback = enableCallback;
this.disableCallback = disableCallback;
}
public final boolean isVBOSupported() { return vboSupported; }
/**
* Initialize shader and bindings for GPU based rendering bound to the given GL object's GLContext
* if not initialized yet.
* <p>Leaves the renderer enabled, ie ShaderState.</p>
* <p>Shall be called by a {@code draw()} method, e.g. {@link RegionRenderer#draw(GL2ES2, Region, int)}</p>
*
* @param gl referencing the current GLContext to which the ShaderState is bound to
* @param renderModes TODO
* @throws GLException if initialization failed
*/
public final void init(final GL2ES2 gl, final int renderModes) throws GLException {
if(initialized){
return;
}
vboSupported = gl.isFunctionAvailable("glGenBuffers") &&
gl.isFunctionAvailable("glBindBuffer") &&
gl.isFunctionAvailable("glBufferData") &&
gl.isFunctionAvailable("glDrawElements") &&
gl.isFunctionAvailable("glVertexAttribPointer") &&
gl.isFunctionAvailable("glDeleteBuffers");
if(DEBUG) {
System.err.println("TextRendererImpl01: VBO Supported = " + isVBOSupported());
}
if(!vboSupported){
throw new GLException("VBO not supported");
}
rs.attachTo(gl);
if( null != enableCallback ) {
enableCallback.run(gl, this);
}
useShaderProgram(gl, renderModes, true, 0, 0);
initialized = rs.update(gl, true, renderModes, true);
if(!initialized) {
throw new GLException("Shader initialization failed");
}
}
public final void destroy(GL2ES2 gl) {
if(!initialized){
if(DEBUG_INSTANCE) {
System.err.println("TextRenderer: Not initialized!");
}
return;
}
for(final Iterator<IntObjectHashMap.Entry> i = shaderPrograms.iterator(); i.hasNext(); ) {
final ShaderProgram sp = (ShaderProgram) i.next().getValue();
sp.destroy(gl);
}
shaderPrograms.clear();
rs.destroy(gl);
initialized = false;
}
public final RenderState getRenderState() { return rs; }
/**
* Enabling or disabling the {@link #getRenderState() RenderState}'s
* {@link RenderState#getShaderProgram() shader program}.
* <p>
* In case enable and disable {@link GLCallback}s are setup via {@link #create(RenderState, GLCallback, GLCallback)},
* they will be called before toggling the shader program.
* </p>
* @see #create(RenderState, GLCallback, GLCallback)
*/
public final void enable(GL2ES2 gl, boolean enable) {
if( enable ) {
if( null != enableCallback ) {
enableCallback.run(gl, this);
}
} else {
if( null != disableCallback ) {
disableCallback.run(gl, this);
}
}
if( !enable ) {
final ShaderProgram sp = rs.getShaderProgram();
if( null != sp ) {
sp.useProgram(gl, false);
}
}
}
/** No PMVMatrix operation is performed here. PMVMatrix is marked dirty. */
public final void reshapeNotify(int width, int height) {
this.vp_width = width;
this.vp_height = height;
rs.setMatrixDirty();
}
public final void reshapePerspective(float angle, int width, int height, float near, float far) {
this.vp_width = width;
this.vp_height = height;
final float ratio = (float)width/(float)height;
final PMVMatrix p = rs.getMatrixMutable();
p.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
p.glLoadIdentity();
p.gluPerspective(angle, ratio, near, far);
}
public final void reshapeOrtho(int width, int height, float near, float far) {
this.vp_width = width;
this.vp_height = height;
final PMVMatrix p = rs.getMatrixMutable();
p.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
p.glLoadIdentity();
p.glOrthof(0, width, 0, height, near, far);
}
//
// Shader Management
//
private static final String SHADER_SRC_SUB = "";
private static final String SHADER_BIN_SUB = "bin";
private static String USE_COLOR_CHANNEL = "#define USE_COLOR_CHANNEL 1\n";
private static String USE_COLOR_TEXTURE = "#define USE_COLOR_TEXTURE 1\n";
private static String DEF_SAMPLE_COUNT = "#define SAMPLE_COUNT ";
private String getVersionedShaderName() {
return "curverenderer01";
}
// FIXME: Really required to have sampler2D def. precision ? If not, we can drop getFragmentShaderPrecision(..) and use default ShaderCode ..
private static final String es2_precision_fp = "\nprecision mediump float;\nprecision mediump int;\nprecision mediump sampler2D;\n";
private final String getFragmentShaderPrecision(GL2ES2 gl) {
if( gl.isGLES() ) {
return es2_precision_fp;
}
if( ShaderCode.requiresGL3DefaultPrecision(gl) ) {
return ShaderCode.gl3_default_precision_fp;
}
return null;
}
private static enum ShaderModeSelector1 {
/** Pass-1: Curve Simple */
PASS1_SIMPLE("curve", "_simple", 0),
/** Pass-1: Curve Varying Weight */
PASS1_WEIGHT("curve", "_weight", 0),
/** Pass-2: MSAA */
PASS2_MSAA("msaa", "", 0),
/** Pass-2: VBAA Flipquad3, 1 sample */
PASS2_VBAA_QUAL0_SAMPLES1("vbaa", "_flipquad3", 1),
/** Pass-2: VBAA Flipquad3, 2 samples */
PASS2_VBAA_QUAL0_SAMPLES2("vbaa", "_flipquad3", 2),
/** Pass-2: VBAA Flipquad3, 4 samples */
PASS2_VBAA_QUAL0_SAMPLES4("vbaa", "_flipquad3", 4),
/** Pass-2: VBAA Flipquad3, 8 samples */
PASS2_VBAA_QUAL0_SAMPLES8("vbaa", "_flipquad3", 8),
/** Pass-2: VBAA All-Equal, 2 samples */
PASS2_VBAA_QUAL1_SAMPLES2("vbaa", "_allequal", 2),
/** Pass-2: VBAA All-Equal, 4 samples */
PASS2_VBAA_QUAL1_SAMPLES4("vbaa", "_allequal", 4),
/** Pass-2: VBAA All-Equal, 6 samples */
PASS2_VBAA_QUAL1_SAMPLES6("vbaa", "_allequal", 6),
/** Pass-2: VBAA All-Equal, 8 samples */
PASS2_VBAA_QUAL1_SAMPLES8("vbaa", "_allequal", 8);
public final String tech;
public final String sub;
public final int sampleCount;
ShaderModeSelector1(final String tech, final String sub, final int sampleCount) {
this.tech = tech;
this.sub= sub;
this.sampleCount = sampleCount;
}
public static ShaderModeSelector1 selectPass1(final int renderModes) {
return Region.hasVariableWeight(renderModes) ? PASS1_WEIGHT : PASS1_SIMPLE;
}
public static ShaderModeSelector1 selectPass2(final int renderModes, final int quality, final int sampleCount) {
if( Region.isMSAA(renderModes) ) {
return PASS2_MSAA;
} else if( Region.isVBAA(renderModes) ) {
if( 0 == quality ) {
if( sampleCount < 2 ) {
return PASS2_VBAA_QUAL0_SAMPLES1;
} else if( sampleCount < 4 ) {
return PASS2_VBAA_QUAL0_SAMPLES2;
} else if( sampleCount < 8 ) {
return PASS2_VBAA_QUAL0_SAMPLES4;
} else {
return PASS2_VBAA_QUAL0_SAMPLES8;
}
} else {
if( sampleCount < 4 ) {
return PASS2_VBAA_QUAL1_SAMPLES2;
} else if( sampleCount < 6 ) {
return PASS2_VBAA_QUAL1_SAMPLES4;
} else if( sampleCount < 8 ) {
return PASS2_VBAA_QUAL1_SAMPLES6;
} else {
return PASS2_VBAA_QUAL1_SAMPLES8;
}
}
} else {
return null;
}
}
}
private final IntObjectHashMap shaderPrograms = new IntObjectHashMap();
private static final int HIGH_MASK = Region.COLORCHANNEL_RENDERING_BIT | Region.COLORTEXTURE_RENDERING_BIT;
/**
* @param gl
* @param renderModes
* @param pass1
* @param quality
* @param sampleCount
* @return true if a new shader program is being used and hence external uniform-data and -location,
* as well as the attribute-location must be updated, otherwise false.
*/
public final boolean useShaderProgram(final GL2ES2 gl, final int renderModes,
final boolean pass1, final int quality, final int sampleCount) {
final ShaderModeSelector1 sel1 = pass1 ? ShaderModeSelector1.selectPass1(renderModes) :
ShaderModeSelector1.selectPass2(renderModes, quality, sampleCount);
final int shaderKey = sel1.ordinal() | ( HIGH_MASK & renderModes );
/**
if(DEBUG) {
System.err.printf("RegionRendererImpl01.useShaderProgram.0: renderModes %s, sel1 %s, key 0x%X (pass1 %b, q %d, samples %d) - Thread %s%n",
Region.getRenderModeString(renderModes), sel1, shaderKey, pass1, quality, sampleCount, Thread.currentThread());
} */
ShaderProgram sp = (ShaderProgram) shaderPrograms.get( shaderKey );
if( null != sp ) {
final boolean spChanged = getRenderState().setShaderProgram(gl, sp);
if(DEBUG) {
if( spChanged ) {
System.err.printf("RegionRendererImpl01.useShaderProgram.X1: GOT renderModes %s, sel1 %s, key 0x%X (changed)%n", Region.getRenderModeString(renderModes), sel1, shaderKey);
}
}
return spChanged;
}
final String versionedBaseName = getVersionedShaderName();
final String vertexShaderName;
if( Region.isTwoPass( renderModes ) ) {
vertexShaderName = versionedBaseName+"-pass"+(pass1?1:2);
} else {
vertexShaderName = versionedBaseName+"-single";
}
final ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, AttributeNames.class, SHADER_SRC_SUB, SHADER_BIN_SUB, vertexShaderName, true);
final ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, AttributeNames.class, SHADER_SRC_SUB, SHADER_BIN_SUB, versionedBaseName+"-segment-head", true);
int posVp = rsVp.defaultShaderCustomization(gl, true, true);
// rsFp.defaultShaderCustomization(gl, true, true);
int posFp = rsFp.addGLSLVersion(gl);
if( gl.isGLES2() && ! gl.isGLES3() ) {
posFp = rsFp.insertShaderSource(0, posFp, ShaderCode.createExtensionDirective(GLExtensions.OES_standard_derivatives, ShaderCode.ENABLE));
}
final String rsFpDefPrecision = getFragmentShaderPrecision(gl);
if( null != rsFpDefPrecision ) {
rsFp.insertShaderSource(0, posFp, rsFpDefPrecision);
}
if( Region.hasColorChannel( renderModes ) ) {
posVp = rsVp.insertShaderSource(0, posVp, USE_COLOR_CHANNEL);
posFp = rsFp.insertShaderSource(0, posFp, USE_COLOR_CHANNEL);
}
if( Region.hasColorTexture( renderModes ) ) {
posVp = rsVp.insertShaderSource(0, posVp, USE_COLOR_TEXTURE);
posFp = rsFp.insertShaderSource(0, posFp, USE_COLOR_TEXTURE);
}
if( !pass1 ) {
posFp = rsFp.insertShaderSource(0, posFp, DEF_SAMPLE_COUNT+sel1.sampleCount+"\n");
}
final String passS = pass1 ? "-pass1-" : "-pass2-";
final String shaderSegment = versionedBaseName+passS+sel1.tech+sel1.sub+".glsl";
if(DEBUG) {
System.err.printf("RegionRendererImpl01.useShaderProgram.1: segment %s%n", shaderSegment);
}
try {
posFp = rsFp.insertShaderSource(0, -1, AttributeNames.class, shaderSegment);
} catch (IOException ioe) {
throw new RuntimeException("Failed to read: "+shaderSegment, ioe);
}
if( 0 > posFp ) {
throw new RuntimeException("Failed to read: "+shaderSegment);
}
posFp = rsFp.insertShaderSource(0, -1, "}\n");
sp = new ShaderProgram();
sp.add(rsVp);
sp.add(rsFp);
if( !sp.init(gl) ) {
throw new GLException("RegionRenderer: Couldn't init program: "+sp);
}
if( !sp.link(gl, System.err) ) {
throw new GLException("could not link program: "+sp);
}
getRenderState().setShaderProgram(gl, sp);
shaderPrograms.put(shaderKey, sp);
if(DEBUG) {
System.err.printf("RegionRendererImpl01.useShaderProgram.X1: PUT renderModes %s, sel1 %s, key 0x%X -> SP %s (changed)%n",
Region.getRenderModeString(renderModes), sel1, shaderKey, sp);
}
return true;
}
}
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