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/**
* Copyright 2011-2024 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.nio.FloatBuffer;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.GLUniformData;
import jogamp.common.os.PlatformPropsImpl;
import jogamp.graph.curve.opengl.shader.UniformNames;
import com.jogamp.graph.curve.Region;
import com.jogamp.math.Vec4f;
import com.jogamp.math.geom.Frustum;
import com.jogamp.math.util.PMVMatrix4f;
import com.jogamp.opengl.util.GLArrayDataWrapper;
import com.jogamp.opengl.util.glsl.ShaderProgram;
/**
* The RenderState is owned by {@link RegionRenderer}.
*
* It holds rendering state data like {@link PMVMatrix4f}, viewport,
* but also the current {@link #getColorStatic(float[]) static color}.
*/
public class RenderState {
private static final String thisKey = "jogamp.graph.curve.RenderState" ;
/**
* Bitfield hint, {@link #isHintMaskSet(int) if set}
* stating <i>enabled</i> {@link GL#GL_BLEND}, otherwise <i>disabled</i>.
* <p>
* Shall be set via {@link #setHintMask(int)} and cleared via {@link #clearHintMask(int)}.
* </p>
* <p>
* If set, {@link GLRegion#draw(GL2ES2, RegionRenderer) GLRegion's draw-method}
* will set the proper {@link GL#glBlendFuncSeparate(int, int, int, int) blend-function}
* and the clear-color to <i>transparent-black</i> in case of {@link Region#isTwoPass(int) multipass} FBO rendering.
* </p>
* <p>
* Shall be set by custom code, e.g. via {@link RegionRenderer}'s
* enable and disable {@link RegionRenderer.GLCallback} as done in
* {@link RegionRenderer#defaultBlendEnable} and {@link RegionRenderer#defaultBlendDisable}.
* </p>
*/
public static final int BITHINT_BLENDING_ENABLED = 1 << 0 ;
/**
* Bitfield hint, {@link #isHintMaskSet(int) if set}
* stating globally <i>enabled</i> {@link GL#GL_DEPTH_TEST}, otherwise <i>disabled</i>.
* <p>
* Shall be set via {@link #setHintMask(int)} and cleared via {@link #clearHintMask(int)}.
* </p>
* <p>
* {@link GLRegion#draw(GL2ES2, RegionRenderer) GLRegion's draw-method}
* may toggle depth test, and reset it's state according to this hint.
* </p>
* <p>
* Shall be set by custom code, e.g. after {@link RenderState} or {@link RegionRenderer} construction.
* </p>
*/
public static final int BITHINT_GLOBAL_DEPTH_TEST_ENABLED = 1 << 1 ;
public static final RenderState getRenderState(final GL2ES2 gl) {
return (RenderState) gl.getContext().getAttachedObject(thisKey);
}
private final int id;
private final PMVMatrix4f pmvMatrix;
private final float[] weight;
private final FloatBuffer weightBuffer;
private final float[] colorStatic;
private final FloatBuffer colorStaticBuffer;
/** Pass2 AA-quality rendering {@value} for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT}. */
private int aaQuality;
/** Default pass2 AA sample count {@value} for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT} or {@link Region#MSAA_RENDERING_BIT}. */
private int sampleCount;
/** Optional clipping {@link Frustum}, which shall be pre-multiplied with the Mv-matrix. Null if unused. */
private final Frustum clipFrustum;
private boolean useClipFrustum;
private int hintBitfield;
private ShaderProgram sp;
private static synchronized int getNextID() {
return nextID++;
}
private static int nextID = 1;
/**
* Representation of {@link RenderState} data per {@link ShaderProgram}
* as {@link GLUniformData}.
* <p>
* FIXME: Utilize 'ARB_Uniform_Buffer_Object' where available!
* </p>
*/
public static class ProgramLocal {
public final GLUniformData gcu_PMVMatrix01;
public final GLUniformData gcu_Weight;
public final GLUniformData gcu_ColorStatic;
private int rsId = -1;
public ProgramLocal() {
gcu_PMVMatrix01 = GLUniformData.creatEmptyMatrix(UniformNames.gcu_PMVMatrix01, 4, 4);
gcu_Weight = GLUniformData.creatEmptyVector(UniformNames.gcu_Weight, 1);
gcu_ColorStatic = GLUniformData.creatEmptyVector(UniformNames.gcu_ColorStatic, 4);
}
public final int getRenderStateId() { return rsId; }
/**
* <p>
* Since {@link RenderState} data is being used in multiple
* {@link ShaderProgram}s the data must always be written.
* </p>
* @param gl
* @param updateLocation
* @param renderModes
* @param setPMVMat01 TODO
* @param throwOnError TODO
* @return true if no error occurred, i.e. all locations found, otherwise false.
*/
public final boolean update(final GL2ES2 gl, final RenderState rs, final boolean updateLocation, final int renderModes,
final boolean setPMVMat01, final boolean pass1, final boolean throwOnError) {
if( rs.id() != rsId ) {
// Assignment of Renderstate buffers to uniforms (no copy, direct reference)
gcu_PMVMatrix01.setData(rs.pmvMatrix.getSyncPMv());
gcu_Weight.setData(rs.weightBuffer);
gcu_ColorStatic.setData(rs.colorStaticBuffer);
rsId = rs.id();
}
boolean res = true;
if( null != rs.sp && rs.sp.inUse() ) {
if( setPMVMat01 ) {
final boolean r0 = rs.updateUniformDataLoc(gl, updateLocation, true, gcu_PMVMatrix01, throwOnError);
res = res && r0;
}
if( pass1 ) {
if( Region.hasVariableWeight( renderModes ) ) {
final boolean r0 = rs.updateUniformDataLoc(gl, updateLocation, true, gcu_Weight, throwOnError);
res = res && r0;
}
{
final boolean r0 = rs.updateUniformDataLoc(gl, updateLocation, true, gcu_ColorStatic, throwOnError);
res = res && r0;
}
}
}
return res;
}
public StringBuilder toString(StringBuilder sb, final boolean alsoUnlocated) {
if(null==sb) {
sb = new StringBuilder();
}
sb.append("ProgramLocal[rsID ").append(rsId).append(PlatformPropsImpl.NEWLINE);
// pmvMatrix.toString(sb, "%.2f");
sb.append(gcu_PMVMatrix01).append(", ").append(PlatformPropsImpl.NEWLINE);
sb.append(gcu_ColorStatic).append(", ");
sb.append(gcu_Weight).append("]");
return sb;
}
@Override
public String toString() {
return toString(null, false).toString();
}
}
/**
* Create a RenderState, a composition of RegionRenderer
* @param sharedPMVMatrix optional shared PMVMatrix4f, if null using a local instance
*/
/* pp */ RenderState(final PMVMatrix4f sharedPMVMatrix) {
this.id = getNextID();
this.pmvMatrix = null != sharedPMVMatrix ? sharedPMVMatrix : new PMVMatrix4f();
this.weight = new float[1];
this.weightBuffer = FloatBuffer.wrap(weight);
this.colorStatic = new float[] { 1, 1, 1, 1 };
this.colorStaticBuffer = FloatBuffer.wrap(colorStatic);
this.aaQuality = Region.DEFAULT_AA_QUALITY;
this.sampleCount = Region.DEFAULT_AA_SAMPLE_COUNT;
this.clipFrustum = new Frustum();
this.useClipFrustum = false;
this.hintBitfield = 0;
this.sp = null;
}
public final int id() { return id; }
/** Return the current {@link ShaderProgram} */
public final ShaderProgram getShaderProgram() { return sp; }
/** Return whether the current {@link ShaderProgram} is {@link ShaderProgram#inUse() in use}. */
public final boolean isShaderProgramInUse() { return null != sp ? sp.inUse() : false; }
/**
* Sets the current {@link ShaderProgram} and enables it.
*
* If the given {@link ShaderProgram} is not {@link #getShaderProgram() the current}, method returns true, otherwise false.
*
* @param gl
* @param spNext the next current {@link ShaderProgram} to be set and enabled
* @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 setShaderProgram(final GL2ES2 gl, final ShaderProgram spNext) {
if( spNext.equals(this.sp) ) {
spNext.useProgram(gl, true);
return false;
}
if( null != this.sp ) {
this.sp.notifyNotInUse();
}
this.sp = spNext;
spNext.useProgram(gl, true);
return true;
}
/** Borrow the current {@link PMVMatrix4f}. */
public final PMVMatrix4f getMatrix() { return pmvMatrix; }
public static boolean isWeightValid(final float v) {
return 0.0f <= v && v <= 1.9f ;
}
public final float getWeight() { return weight[0]; }
public final void setWeight(final float v) {
if( !isWeightValid(v) ) {
throw new IllegalArgumentException("Weight out of range");
}
weight[0] = v;
}
public final Vec4f getColorStatic(final Vec4f rgbaColor) {
return rgbaColor.set(colorStatic);
}
public final void setColorStatic(final Vec4f rgbaColor){
colorStatic[0] = rgbaColor.x();
colorStatic[1] = rgbaColor.y();
colorStatic[2] = rgbaColor.z();
colorStatic[3] = rgbaColor.w();
}
public final void setColorStatic(final float r, final float g, final float b, final float a){
colorStatic[0] = r;
colorStatic[1] = g;
colorStatic[2] = b;
colorStatic[3] = a;
}
/** Sets pass2 AA-quality rendering value clipped to the range [{@link Region#MIN_AA_QUALITY}..{@link Region#MAX_AA_QUALITY}] for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT}. */
public final int setAAQuality(final int v) { final int q=Region.clipAAQuality(v); this.aaQuality=q; return q;}
/** Returns pass2 AA-quality rendering value for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link Region#VBAA_RENDERING_BIT}. */
public final int getAAQuality() { return this.aaQuality; }
/** Sets pass2 AA sample count clipped to the range [{@link Region#MIN_AA_SAMPLE_COUNT}..{@link Region#MAX_AA_SAMPLE_COUNT}] for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link #VBAA_RENDERING_BIT} or {@link Region#MSAA_RENDERING_BIT}. */
public final int setSampleCount(final int v) { final int s=Region.clipAASampleCount(v); this.sampleCount=s; return s;}
/** Returns pass2 AA sample count for Graph Region AA {@link Region#getRenderModes() render-modes}: {@link #VBAA_RENDERING_BIT} or {@link Region#MSAA_RENDERING_BIT}. */
public final int getSampleCount() { return this.sampleCount; }
/** Set the optional clipping {@link Frustum}, which shall be pre-multiplied with the Mv-matrix or null to disable. */
public final void setClipFrustum(final Frustum clipFrustum) {
if( null != clipFrustum ) {
this.clipFrustum.set(clipFrustum);
this.useClipFrustum=true;
} else {
this.useClipFrustum=false;
}
}
/** Returns the optional Mv-premultiplied clipping {@link Frustum} or null if unused. */
public final Frustum getClipFrustum() { return useClipFrustum ? this.clipFrustum : null; }
/**
*
* @param gl
* @param updateLocation
* @param data
* @param throwOnError TODO
* @return true if no error occured, i.e. all locations found, otherwise false.
*/
public final boolean updateUniformLoc(final GL2ES2 gl, final boolean updateLocation, final GLUniformData data, final boolean throwOnError) {
if( updateLocation || 0 > data.getLocation() ) {
final boolean ok = 0 <= data.setLocation(gl, sp.program());
if( throwOnError && !ok ) {
sp.dumpSource(System.err);
throw new GLException("Could not locate "+data.getName()+" in "+sp+", "+data);
}
return ok;
} else {
return true;
}
}
/**
*
* @param gl
* @param updateLocation
* @param updateData TODO
* @param data
* @param throwOnError TODO
* @return true if no error occured, i.e. all locations found, otherwise false.
*/
public final boolean updateUniformDataLoc(final GL2ES2 gl, boolean updateLocation, boolean updateData, final GLUniformData data, final boolean throwOnError) {
updateLocation = updateLocation || 0 > data.getLocation();
if( updateLocation ) {
updateData = 0 <= data.setLocation(gl, sp.program());
if( throwOnError && !updateData ) {
sp.dumpSource(System.err);
throw new GLException("Could not locate "+data.getName()+" in "+sp+", "+data);
}
}
if( updateData ){
gl.glUniform(data);
return true;
} else {
return !updateLocation;
}
}
/**
* @param gl
* @param data
* @param throwOnError TODO
* @return true if no error occured, i.e. all locations found, otherwise false.
*/
public final boolean updateAttributeLoc(final GL2ES2 gl, final boolean updateLocation, final GLArrayDataWrapper data, final boolean throwOnError) {
if( updateLocation || 0 > data.getLocation() ) {
final boolean ok = 0 <= data.setLocation(gl, sp.program());
if( throwOnError && !ok ) {
sp.dumpSource(System.err);
throw new GLException("Could not locate "+data.getName()+" in "+sp+", "+data);
}
return ok;
} else {
return true;
}
}
public final boolean isHintMaskSet(final int mask) {
return mask == ( hintBitfield & mask );
}
public final void setHintMask(final int mask) {
hintBitfield |= mask;
}
public final void clearHintMask(final int mask) {
hintBitfield &= ~mask;
}
/**
* Only nullifies {@link ShaderProgram} reference owned by {@link RegionRenderer}.
*/
/* pp */ void destroy() {
sp = null; // owned by RegionRenderer
}
public final RenderState attachTo(final GL2ES2 gl) {
return (RenderState) gl.getContext().attachObject(thisKey, this);
}
public final boolean detachFrom(final GL2ES2 gl) {
final RenderState _rs = (RenderState) gl.getContext().getAttachedObject(thisKey);
if(_rs == this) {
gl.getContext().detachObject(thisKey);
return true;
}
return false;
}
@Override
public String toString() {
return "RenderState["+sp+"]";
}
}
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