aboutsummaryrefslogtreecommitdiffstats
path: root/src/jogl/classes/com/jogamp/opengl/util/texture/TextureSequence.java
blob: d2f30723e12d38de3946cddcafa2c1177d168897 (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
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
/**
 * Copyright 2012-2024 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.opengl.util.texture;

import com.jogamp.opengl.GL;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLRunnable;
import com.jogamp.opengl.GLEventListener;

import com.jogamp.common.av.TimeFrameI;
import com.jogamp.math.geom.AABBox;

/**
 * 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 samplerExternalOES = "samplerExternalOES";
    public static final String sampler2D = "sampler2D";

    /**
     * Texture holder interface, maybe specialized by implementation
     * to associated related data.
     */
    public static class TextureFrame extends TimeFrameI {
        public TextureFrame(final Texture t, final int pts, final int duration) {
            super(pts, duration);
            texture = t;
        }
        public TextureFrame(final Texture t) {
            texture = t;
        }

        public final Texture getTexture() { return texture; }

        @Override
        public String toString() {
            return "TextureFrame[pts " + pts + " ms, l " + duration + " ms, texID "+ (null != texture ? texture.getTextureObject() : 0) + "]";
        }
        protected final Texture texture;
    }

    /**
     * Event listener to notify users of updates regarding the {@link TextureSequence}.
     * <p>
     * Implementations sending events down to all listeners,
     * while not necessarily making the user's OpenGL context current.
     * </p>
     * <p>
     * Events may be sent from a 3rd-party thread, possibly holding another, maybe shared, OpenGL context current.<br/>
     * Hence a user shall not issue <i>any</i> OpenGL, time consuming
     * or {@link TextureSequence} operations directly.<br>
     * Instead, the user shall:
     * <ul>
     *   <li>off-load complex or {@link TextureSequence} commands on another thread, or</li>
     *   <li>injecting {@link GLRunnable} objects via {@link GLAutoDrawable#invoke(boolean, GLRunnable)}, or</li>
     *   <li>simply changing a volatile state of their {@link GLEventListener} implementation.</li>
     * </ul>
     * </p>
     * */
    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);
    }

    /** Returns the texture target used by implementation. */
    public int getTextureTarget();

    /** Return the texture unit used to render the current frame. */
    public int getTextureUnit();

    public int[] getTextureMinMagFilter();

    public int[] getTextureWrapST();

    /**
     * Returns true if texture source is ready <i>and</i> a texture is available
     * via {@link #getNextTexture(GL)} and {@link #getLastTexture()}.
     */
    public boolean isTextureAvailable();

    /**
     * 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 ;

    /**
     * Set the desired shader code's texture lookup function name.
     *
     * @param texLookupFuncName desired lookup function name. If <code>null</code> or ignored by the implementation,
     *                          a build-in name is returned.
     * @return the chosen lookup function name
     *
     * @throws IllegalStateException if instance is not initialized
     * @see #getTextureLookupFunctionName()
     * @see #getTextureFragmentShaderHashCode()
     * @see #getTextureLookupFragmentShaderImpl()
     */
    public String setTextureLookupFunctionName(String texLookupFuncName) throws IllegalStateException ;

    /**
     * Returns the chosen lookup function name, which can be set via {@link #setTextureLookupFunctionName(String)}.
     *
     * @throws IllegalStateException if instance is not initialized
     * @see #setTextureLookupFunctionName(String)
     * @see #getTextureFragmentShaderHashCode()
     * @see #getTextureLookupFragmentShaderImpl()
     */
    public String getTextureLookupFunctionName() 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> is set via {@link #setTextureLookupFunctionName(String)}
     * and queried via {@link #getTextureLookupFunctionName()}.
     * </p>
     * <p>
     * User shall call {@link #setTextureLookupFunctionName(String)} first if intended.
     * </p>
     * <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()} will ignore the desired function name
     * and returns the build-in lookup function name.
     * </p>
     * @throws IllegalStateException if instance is not initialized
     * @see #getTextureLookupFunctionName()
     * @see #setTextureLookupFunctionName(String)
     * @see #getTextureFragmentShaderHashID()
     * @see #getTextureFragmentShaderHashCode()
     * @see #getTextureSampler2DType()
     */
    public String getTextureLookupFragmentShaderImpl() throws IllegalStateException;

    /**
     * Returns the concatenated string representing the following values
     * utilized for {@link #getTextureFragmentShaderHashCode()}.
     * <ul>
     *   <li>{@link #getTextureSampler2DType()}</li>
     *   <li>{@link #getTextureLookupFunctionName()}</li>
     *   <li>{@link #getTextureLookupFragmentShaderImpl()}</li>
     * </ul>
     * <p>
     * To reduce string concatenating, implementation may simply return {@link #getTextureLookupFragmentShaderImpl()},
     * if it covers {@link #getTextureSampler2DType()} and {@link #getTextureLookupFunctionName()}.
     * </p>
     * @see #getTextureFragmentShaderHashCode()
     */
    public String getTextureFragmentShaderHashID();

    /**
     * Returns the hash code of the string {@link #getTextureFragmentShaderHashID()}.
     * <p>
     * User shall call {@link #setTextureLookupFunctionName(String)} first if intended.
     * </p>
     * <p>
     * Returns zero if {@link #isTextureAvailable() texture is not available}.
     * </p>
     * The returned hash code allows selection of a matching shader program for this {@link TextureSequence} instance.
     * <p>
     * </p>
     * <p>
     * Implementation caches the resulting hash code, which is reset by {@link #setTextureLookupFunctionName(String)}
     * and this method if {@link #isTextureAvailable() texture is not available}.
     * </p>
     * @see #setTextureLookupFunctionName(String)
     * @see #getTextureLookupFunctionName()
     * @see #getTextureLookupFragmentShaderImpl()
     * @see #getTextureFragmentShaderHashID()
     */
    public int getTextureFragmentShaderHashCode();

    /**
     * Calculates the texture coordinates bounding box while correcting for aspect-ratio.
     * @param tex the {@link Texture}
     * @param box the {@Link AABBox} of the destination
     * @param letterBox true to produce letter-box space to match aspect-ratio, otherwise will zoom in
     * @param colorTexBBox destination float[6] array for the following three texture-coordinate tuples: minX/minY, maxX/maxY, texW/texH
     * @param verbose TODO
     */
    public static void setTexCoordBBox(final Texture tex, final AABBox box, final boolean letterBox, final float[] colorTexBBox, final boolean verbose) {
        final TextureCoords tc = tex.getImageTexCoords();
        final float boxRatio = box.getWidth() / box.getHeight();
        final float imgRatio = tex.getAspectRatio();
        final float box2ImgRatio = boxRatio / imgRatio;
        final float tcW = tc.right() - tc.left();
        final float tcH;
        float boxWidthCut=0, boxHeightCut=0, boxWidthExt=0, boxHeightExt=0;
        if( box2ImgRatio >= 1.0f ) {
            if( letterBox ) {
                boxWidthCut = box.getWidth() * ( 1f - 1f / box2ImgRatio );
                final float tcWH = tcW * 0.5f;
                final float boxWidthCutL = boxWidthCut * tcWH;
                final float boxWidthCutR = boxWidthCut * ( 1f - tcWH );
                colorTexBBox[0] = ( box.getMinX() + boxWidthCutL ) / tcW;
                colorTexBBox[2] = ( box.getMaxX() - boxWidthCutR ) / tcW;
                if( tex.getMustFlipVertically() ) {
                    tcH = tc.bottom() - tc.top();
                    colorTexBBox[1] = box.getMaxY() / tcH;
                    colorTexBBox[3] = box.getMinY() / tcH;
                } else {
                    tcH = tc.top() - tc.bottom();
                    colorTexBBox[1] = box.getMinY() / tcH;
                    colorTexBBox[3] = box.getMaxY() / tcH;
                }
            } else {
                colorTexBBox[0] = box.getMinX() / tcW;
                colorTexBBox[2] = box.getMaxX() / tcW;
                boxHeightExt = box.getHeight() * ( box2ImgRatio - 1f );
                if( tex.getMustFlipVertically() ) {
                    tcH = tc.bottom() - tc.top();
                    final float tcHH = tcH * 0.5f;
                    final float boxHeightExtB = boxHeightExt * tcHH;
                    final float boxHeightExtT = boxHeightExt * ( 1f - tcHH );
                    colorTexBBox[1] = ( box.getMaxY() + boxHeightExtT ) / tcH;
                    colorTexBBox[3] = ( box.getMinY() - boxHeightExtB ) / tcH;
                } else {
                    tcH = tc.top() - tc.bottom();
                    final float tcHH = tcH * 0.5f;
                    final float boxHeightExtB = boxHeightExt * tcHH;
                    final float boxHeightExtT = boxHeightExt * ( 1f - tcHH );
                    colorTexBBox[1] = ( box.getMinY() - boxHeightExtB ) / tcH;
                    colorTexBBox[3] = ( box.getMaxY() + boxHeightExtT ) / tcH;
                }
            }
        } else {
            if( letterBox ) {
                colorTexBBox[0] = box.getMinX() / tcW;
                colorTexBBox[2] = box.getMaxX() / tcW;
                boxHeightCut = box.getHeight() * ( 1f - box2ImgRatio );
                if( tex.getMustFlipVertically() ) {
                    tcH = tc.bottom() - tc.top();
                    final float tcHH = tcH * 0.5f;
                    final float boxHeightCutB = boxHeightCut * tcHH;
                    final float boxHeightCutT = boxHeightCut * ( 1f - tcHH );
                    colorTexBBox[1] = ( box.getMaxY() - boxHeightCutT ) / tcH;
                    colorTexBBox[3] = ( box.getMinY() + boxHeightCutB ) / tcH;
                } else {
                    tcH = tc.top() - tc.bottom();
                    final float tcHH = tcH * 0.5f;
                    final float boxHeightCutB = boxHeightCut * tcHH;
                    final float boxHeightCutT = boxHeightCut * ( 1f - tcHH );
                    colorTexBBox[1] = ( box.getMinY() + boxHeightCutB ) / tcH;
                    colorTexBBox[3] = ( box.getMaxY() - boxHeightCutT ) / tcH;
                }
            } else {
                boxWidthExt = box.getWidth() * ( 1f / box2ImgRatio - 1f );
                final float tcWH = tcW * 0.5f;
                final float boxWidthExtL = boxWidthExt * tcWH;
                final float boxWidthExtR = boxWidthExt * ( 1f - tcWH );
                colorTexBBox[0] = ( box.getMinX() - boxWidthExtL ) / tcW;
                colorTexBBox[2] = ( box.getMaxX() + boxWidthExtR ) / tcW;
                if( tex.getMustFlipVertically() ) {
                    tcH = tc.bottom() - tc.top();
                    colorTexBBox[1] = box.getMaxY() / tcH;
                    colorTexBBox[3] = box.getMinY() / tcH;
                } else {
                    tcH = tc.top() - tc.bottom();
                    colorTexBBox[1] = box.getMinY() / tcH;
                    colorTexBBox[3] = box.getMaxY() / tcH;
                }
            }
        }
        colorTexBBox[4] = tcW;
        colorTexBBox[5] = tcH;
        if( verbose ) {
            final float texWidthRatio = (float)tex.getImageWidth() / (float)tex.getWidth();
            final float texHeightRatio = (float)tex.getImageHeight() / (float)tex.getHeight();
            final float texRatio = ( tc.right() - tc.left() ) / ( tc.bottom() - tc.top() );
            final float box2TexRatio = boxRatio / texRatio;
            final float colorTexBBoxW = colorTexBBox[2] - colorTexBBox[0];
            final float colorTexBBoxH = colorTexBBox[3] - colorTexBBox[1];
            System.err.println("XXX setTexCoordBBox:");
            System.err.println("XXX ColorTex imgRatio "+imgRatio+", texRatio "+texRatio+", texPixelRatio[w "+texWidthRatio+", h "+texHeightRatio+"], "+tex);
            System.err.println("XXX ColorTexBBox lbox "+letterBox+", cut "+boxWidthCut+"/"+boxHeightCut+", ext "+boxWidthExt+"/"+boxHeightExt);
            System.err.println("XXX ColorTexBBox min "+colorTexBBox[0]+"/"+colorTexBBox[1]+", max "+colorTexBBox[2]+"/"+colorTexBBox[3]+
                    ", dim "+colorTexBBoxW+" x "+colorTexBBoxH+
                    ", tc-dim "+tcW+" x "+tcH+", tc "+tc+", box2ImgRatio "+box2ImgRatio+", box2TexRatio "+box2TexRatio);
            System.err.println("XXX Box ratio "+boxRatio+", "+box);
        }
    }
}