aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java
blob: e13e5ff1303fb4cb2521ddc08240197e4d5e1936 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
/**
 * Copyright 2012 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.opengl.util.texture;

import javax.media.opengl.GL;

/**
 * Protocol for texture sequences, like animations, movies, etc.
 * <p>
 * Ensure to respect the texture coordinates provided by 
 * {@link TextureFrame}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getImageTexCoords() getImageTexCoords()}.
 * </p>
 * The user's shader shall be fitted for this implementation. 
 * Assuming we use a base shader code w/o headers using </code>ShaderCode</code>.
 * (Code copied from unit test / demo <code>TexCubeES2</code>)
 * <pre>
 * 
    static final String[] es2_prelude = { "#version 100\n", "precision mediump float;\n" };
    static final String gl2_prelude = "#version 110\n";
    static final String shaderBasename = "texsequence_xxx";  // the base shader code w/o headers
    static final String myTextureLookupName = "myTexture2D"; // the desired texture lookup function    
    
    private void initShader(GL2ES2 gl, TextureSequence texSeq) {
        // Create & Compile the shader objects
        ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TexCubeES2.class, 
                                            "shader", "shader/bin", shaderBasename, true);
        ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TexCubeES2.class, 
                                            "shader", "shader/bin", shaderBasename, true);
        
        // Prelude shader code w/ GLSL profile specifics [ 1. pre-proc, 2. other ]
        int rsFpPos;
        if(gl.isGLES2()) {
            // insert ES2 version string in beginning
            rsVp.insertShaderSource(0, 0, es2_prelude[0]);
            rsFpPos = rsFp.insertShaderSource(0, 0, es2_prelude[0]);
        } else {
            // insert GL2 version string in beginning
            rsVp.insertShaderSource(0, 0, gl2_prelude);
            rsFpPos = rsFp.insertShaderSource(0, 0, gl2_prelude);
        }
        // insert required extensions as determined by TextureSequence implementation.
        rsFpPos = rsFp.insertShaderSource(0, rsFpPos, texSeq.getRequiredExtensionsShaderStub());
        if(gl.isGLES2()) {
            // insert ES2 default precision declaration
            rsFpPos = rsFp.insertShaderSource(0, rsFpPos, es2_prelude[1]);
        }        
        // negotiate the texture lookup function name
        final String texLookupFuncName = texSeq.getTextureLookupFunctionName(myTextureLookupName);
        
        // in case a fixed lookup function is being chosen, replace the name in our code        
        rsFp.replaceInShaderSource(myTextureLookupName, texLookupFuncName);
        
        // Cache the TextureSequence shader details in StringBuilder:
        final StringBuilder sFpIns = new StringBuilder();
        
        // .. declaration of the texture sampler using the implementation specific type
        sFpIns.append("uniform ").append(texSeq.getTextureSampler2DType()).append(" mgl_ActiveTexture;\n");
        
        // .. the actual texture lookup function, maybe null in case a built-in function is being used
        sFpIns.append(texSeq.getTextureLookupFragmentShaderImpl());
        
        // Now insert the TextureShader details in our shader after the given tag:
        rsFp.insertShaderSource(0, "TEXTURE-SEQUENCE-CODE-BEGIN", 0, sFpIns);
        
        // Create & Link the shader program
        ShaderProgram sp = new ShaderProgram();
        sp.add(rsVp);
        sp.add(rsFp);
        if(!sp.link(gl, System.err)) {
            throw new GLException("Couldn't link program: "+sp);
        }
        ...
 * </pre>
 * The above procedure might look complicated, however, it allows most flexibility and
 * workarounds to also deal with GLSL bugs.
 *  
 */
public interface TextureSequence {
    public static final String GL_OES_EGL_image_external_Required_Prelude = "#extension GL_OES_EGL_image_external : enable\n";
    public static final String samplerExternalOES = "samplerExternalOES";
    public static final String sampler2D = "sampler2D";
    
    /** 
     * Texture holder interface, maybe specialized by implementation
     * to associated related data. 
     */
    public static class TextureFrame {
        /** Constant marking an invalid PTS, i.e. Integer.MIN_VALUE == 0x80000000 == {@value}. Sync w/ native code. */
        public static final int INVALID_PTS = 0x80000000;
        
        /** Constant marking the end of the stream PTS, i.e. Integer.MIN_VALUE - 1 == 0x7FFFFFFF == {@value}. Sync w/ native code. */
        public static final int END_OF_STREAM_PTS = 0x7FFFFFFF;    
        
        public TextureFrame(Texture t) {
            texture = t;
            pts = INVALID_PTS;
            duration = 0;
        }
        
        public final Texture getTexture() { return texture; }
        /** Get this frame's presentation timestamp (PTS) in milliseconds. */
        public final int getPTS() { return pts; }
        /** Set this frame's presentation timestamp (PTS) in milliseconds. */
        public final void setPTS(int pts) { this.pts = pts; }
        /** Get this frame's duration in milliseconds. */
        public final int getDuration() { return duration; }
        /** Set this frame's duration in milliseconds. */
        public final void setDuration(int duration) { this.duration = duration; }
        
        public String toString() {
            return "TextureFrame[pts " + pts + " ms, l " + duration + " ms, texID "+ texture.getTextureObject() + "]";
        }
        protected final Texture texture;
        protected int pts;
        protected int duration;
    }

    public interface TexSeqEventListener<T extends TextureSequence> {
        /** 
         * Signaling listeners that a new {@link TextureFrame} is available.
         * <p>
         * User shall utilize {@link TextureSequence#getNextTexture(GL)} to dequeue it to maintain 
         * a consistent queue.  
         * </p>
         * @param ts the event source 
         * @param newFrame the newly enqueued frame
         * @param when system time in msec. 
         **/
        public void newFrameAvailable(T ts, TextureFrame newFrame, long when);
    }
    
    /** Return the texture unit used to render the current frame. */
    public int getTextureUnit();

    public int[] getTextureMinMagFilter();

    public int[] getTextureWrapST();

    /**
     * Returns the last updated texture.
     * <p>
     * In case the instance is just initialized, it shall return a <code>TextureFrame</code>
     * object with valid attributes. The texture content may be undefined 
     * until the first call of {@link #getNextTexture(GL)}.<br>
     * </p> 
     * Not blocking.
     *  
     * @throws IllegalStateException if instance is not initialized 
     */
    public TextureFrame getLastTexture() throws IllegalStateException ;

    /**
     * Returns the next texture to be rendered. 
     * <p>
     * Implementation shall return the next frame if available, may block if a next frame may arrive <i>soon</i>.
     * Otherwise implementation shall return the last frame.
     * </p>
     * <p>
     * Shall return <code>null</code> in case <i>no</i> next or last frame is available.
     * </p>
     *  
     * @throws IllegalStateException if instance is not initialized 
     */
    public TextureFrame getNextTexture(GL gl) throws IllegalStateException ;
    
    /**
     * In case a shader extension is required, based on the implementation 
     * and the runtime GL profile, this method returns the preprocessor macros, e.g.:
     * <pre>
     * #extension GL_OES_EGL_image_external : enable
     * </pre> 
     *  
     * @throws IllegalStateException if instance is not initialized 
     */
    public String getRequiredExtensionsShaderStub() throws IllegalStateException ;
    
    /** 
     * Returns either <code>sampler2D</code> or <code>samplerExternalOES</code>
     * depending on {@link #getLastTexture()}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getTarget() getTarget()}. 
     *  
     * @throws IllegalStateException if instance is not initialized 
     **/
    public String getTextureSampler2DType() throws IllegalStateException ;
    
    /**
     * @param desiredFuncName desired lookup function name. If <code>null</code> or ignored by the implementation,
     *                        a build-in name is returned. 
     * @return the final lookup function name
     *  
     * @see {@link #getTextureLookupFragmentShaderImpl()}
     * 
     * @throws IllegalStateException if instance is not initialized
     */
    public String getTextureLookupFunctionName(String desiredFuncName) throws IllegalStateException ;
    
    /**
     * Returns the complete texture2D lookup function code of type
     * <pre>
     *   vec4 <i>funcName</i>(in <i>getTextureSampler2DType()</i> image, in vec2 texCoord) {
     *      vec4 texColor = do_something_with(image, texCoord);
     *      return texColor;
     *   }
     * </pre>
     * <p>
     * <i>funcName</i> can be negotiated and queried via {@link #getTextureLookupFunctionName(String)}.
     * </p>
     * Note: This function may return an empty string in case a build-in lookup
     * function is being chosen. If the implementation desires so, 
     * {@link #getTextureLookupFunctionName(String)} will ignore the desired function name
     * and returns the build-in lookup function name.
     * </p>
     * @see #getTextureLookupFunctionName(String)
     * @see #getTextureSampler2DType()
     *  
     * @throws IllegalStateException if instance is not initialized 
     */
    public String getTextureLookupFragmentShaderImpl() throws IllegalStateException ;    
}