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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 jogamp.graph.curve.opengl;
import java.util.ArrayList;
import javax.media.opengl.GL2ES2;
// FIXME: Subsume GL2GL3.GL_DRAW_FRAMEBUFFER -> GL2ES2.GL_DRAW_FRAMEBUFFER !
import javax.media.opengl.GL;
import javax.media.opengl.GLUniformData;
import javax.media.opengl.fixedfunc.GLMatrixFunc;
import jogamp.graph.curve.opengl.shader.AttributeNames;
import jogamp.graph.curve.opengl.shader.UniformNames;
import com.jogamp.graph.geom.AABBox;
import com.jogamp.graph.geom.Triangle;
import com.jogamp.graph.geom.Vertex;
import com.jogamp.graph.curve.Region;
import com.jogamp.graph.curve.opengl.RenderState;
import com.jogamp.opengl.util.FBObject;
import com.jogamp.opengl.util.GLArrayDataServer;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderState;
public class VBORegion2PES2 implements Region {
private int numVertices = 0;
private ArrayList<Triangle> triangles = new ArrayList<Triangle>();
private ArrayList<Vertex> vertices = new ArrayList<Vertex>();
private GLArrayDataServer verticeTxtAttr;
private GLArrayDataServer texCoordTxtAttr;
private GLArrayDataServer indicesTxt;
private GLArrayDataServer verticeFboAttr;
private GLArrayDataServer texCoordFboAttr;
private GLArrayDataServer indicesFbo;
private boolean flipped = false;
private boolean dirty = true;
private AABBox box;
private FBObject fbo;
private PMVMatrix fboPMVMatrix;
GLUniformData mgl_fboPMVMatrix;
private int tex_width_c = 0;
private int tex_height_c = 0;
GLUniformData mgl_ActiveTexture;
int activeTexture; // texture engine 0 == GL.GL_TEXTURE0
public VBORegion2PES2(RenderState rs, int textureEngine) {
fboPMVMatrix = new PMVMatrix();
mgl_fboPMVMatrix = new GLUniformData(UniformNames.gcu_PMVMatrix, 4, 4, fboPMVMatrix.glGetPMvMatrixf());
activeTexture = GL.GL_TEXTURE0 + textureEngine;
mgl_ActiveTexture = new GLUniformData(UniformNames.gcu_TextureUnit, textureEngine);
final int initialSize = 256;
final ShaderState st = rs.getShaderState();
indicesFbo = GLArrayDataServer.createData(3, GL2ES2.GL_SHORT, initialSize, GL.GL_STATIC_DRAW, GL.GL_ELEMENT_ARRAY_BUFFER);
indicesFbo.puts((short) 0); indicesFbo.puts((short) 1); indicesFbo.puts((short) 3);
indicesFbo.puts((short) 1); indicesFbo.puts((short) 2); indicesFbo.puts((short) 3);
indicesFbo.seal(true);
texCoordFboAttr = GLArrayDataServer.createGLSL(st, AttributeNames.TEXCOORD_ATTR_NAME, 2,
GL2ES2.GL_FLOAT, false, initialSize, GL.GL_STATIC_DRAW);
st.ownAttribute(texCoordFboAttr, true);
texCoordFboAttr.putf(5); texCoordFboAttr.putf(5);
texCoordFboAttr.putf(5); texCoordFboAttr.putf(6);
texCoordFboAttr.putf(6); texCoordFboAttr.putf(6);
texCoordFboAttr.putf(6); texCoordFboAttr.putf(5);
texCoordFboAttr.seal(true);
verticeFboAttr = GLArrayDataServer.createGLSL(st, AttributeNames.VERTEX_ATTR_NAME, 3,
GL2ES2.GL_FLOAT, false, initialSize, GL.GL_STATIC_DRAW);
st.ownAttribute(verticeFboAttr, true);
box = new AABBox();
indicesTxt = GLArrayDataServer.createData(3, GL2ES2.GL_SHORT, initialSize, GL.GL_STATIC_DRAW, GL.GL_ELEMENT_ARRAY_BUFFER);
verticeTxtAttr = GLArrayDataServer.createGLSL(st, AttributeNames.VERTEX_ATTR_NAME, 3,
GL2ES2.GL_FLOAT, false, initialSize, GL.GL_STATIC_DRAW);
st.ownAttribute(verticeTxtAttr, true);
texCoordTxtAttr = GLArrayDataServer.createGLSL(st, AttributeNames.TEXCOORD_ATTR_NAME, 2,
GL2ES2.GL_FLOAT, false, initialSize, GL.GL_STATIC_DRAW);
st.ownAttribute(texCoordTxtAttr, true);
if(DEBUG_INSTANCE) {
System.err.println("VBORegion2PES2 Create: " + this);
}
}
public void update(GL2ES2 gl){
if(!dirty) {
return;
}
// process triangles
indicesTxt.seal(gl, false);
indicesTxt.rewind();
for(Triangle t:triangles){
if(t.getVertices()[0].getId() == Integer.MAX_VALUE){
t.getVertices()[0].setId(numVertices++);
t.getVertices()[1].setId(numVertices++);
t.getVertices()[2].setId(numVertices++);
vertices.add(t.getVertices()[0]);
vertices.add(t.getVertices()[1]);
vertices.add(t.getVertices()[2]);
indicesTxt.puts((short) t.getVertices()[0].getId());
indicesTxt.puts((short) t.getVertices()[1].getId());
indicesTxt.puts((short) t.getVertices()[2].getId());
}
else{
Vertex v1 = t.getVertices()[0];
Vertex v2 = t.getVertices()[1];
Vertex v3 = t.getVertices()[2];
indicesTxt.puts((short) v1.getId());
indicesTxt.puts((short) v2.getId());
indicesTxt.puts((short) v3.getId());
}
}
indicesTxt.seal(gl, true);
indicesTxt.enableBuffer(gl, false);
// process vertices and update bbox
box.reset();
verticeTxtAttr.seal(gl, false);
verticeTxtAttr.rewind();
texCoordTxtAttr.seal(gl, false);
texCoordTxtAttr.rewind();
for(Vertex v:vertices){
verticeTxtAttr.putf(v.getX());
if(flipped){
verticeTxtAttr.putf(-1*v.getY());
} else {
verticeTxtAttr.putf(v.getY());
}
verticeTxtAttr.putf(v.getZ());
if(flipped){
box.resize(v.getX(), -1*v.getY(), v.getZ());
} else {
box.resize(v.getX(), v.getY(), v.getZ());
}
final float[] tex = v.getTexCoord();
texCoordTxtAttr.putf(tex[0]);
texCoordTxtAttr.putf(tex[1]);
}
texCoordTxtAttr.seal(gl, true);
texCoordTxtAttr.enableBuffer(gl, false);
verticeTxtAttr.seal(gl, true);
verticeTxtAttr.enableBuffer(gl, false);
// update all bbox related data
verticeFboAttr.seal(gl, false);
verticeFboAttr.rewind();
verticeFboAttr.putf(box.getLow()[0]); verticeFboAttr.putf(box.getLow()[1]); verticeFboAttr.putf(box.getLow()[2]);
verticeFboAttr.putf(box.getLow()[0]); verticeFboAttr.putf(box.getHigh()[1]); verticeFboAttr.putf(box.getLow()[2]);
verticeFboAttr.putf(box.getHigh()[0]); verticeFboAttr.putf(box.getHigh()[1]); verticeFboAttr.putf(box.getLow()[2]);
verticeFboAttr.putf(box.getHigh()[0]); verticeFboAttr.putf(box.getLow()[1]); verticeFboAttr.putf(box.getLow()[2]);
verticeFboAttr.seal(gl, true);
verticeFboAttr.enableBuffer(gl, false);
fboPMVMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
fboPMVMatrix.glLoadIdentity();
fboPMVMatrix.glOrthof(box.getLow()[0], box.getHigh()[0], box.getLow()[1], box.getHigh()[1], -1, 1);
// push data 2 GPU ..
indicesFbo.seal(gl, true);
indicesFbo.enableBuffer(gl, false);
dirty = false;
// the buffers were disabled, since due to real/fbo switching and other vbo usage
}
public void render(GL2ES2 gl, RenderState rs, int vp_width, int vp_height, int width) {
if(vp_width <=0 || vp_height <= 0 || width <= 0){
renderRegion(gl);
} else {
if(width != tex_width_c){
renderRegion2FBO(gl, rs, width);
}
// System.out.println("Scale: " + matrix.glGetMatrixf().get(1+4*3) +" " + matrix.glGetMatrixf().get(2+4*3));
renderFBO(gl, rs, vp_width, vp_height);
}
}
private void renderFBO(GL2ES2 gl, RenderState rs, int width, int hight) {
final ShaderState st = rs.getShaderState();
gl.glViewport(0, 0, width, hight);
gl.glEnable(GL2ES2.GL_TEXTURE_2D);
/* setback:
int[] currentActiveTextureEngine = new int[1];
gl.glGetIntegerv(GL.GL_ACTIVE_TEXTURE, currentActiveTextureEngine, 0);
*/
gl.glActiveTexture(activeTexture);
st.uniform(gl, mgl_ActiveTexture);
fbo.use(gl);
verticeFboAttr.enableBuffer(gl, true);
texCoordFboAttr.enableBuffer(gl, true);
indicesFbo.enableBuffer(gl, true);
gl.glDrawElements(GL2ES2.GL_TRIANGLES, indicesFbo.getElementNumber() * indicesFbo.getComponentNumber(), GL2ES2.GL_UNSIGNED_SHORT, 0);
verticeFboAttr.enableBuffer(gl, false);
texCoordFboAttr.enableBuffer(gl, false);
indicesFbo.enableBuffer(gl, false);
fbo.unuse(gl);
// setback: gl.glActiveTexture(currentActiveTextureEngine[0]);
}
private void renderRegion2FBO(GL2ES2 gl, RenderState rs, int tex_width) {
final ShaderState st = rs.getShaderState();
tex_width_c = tex_width;
tex_height_c = (int)(tex_width_c*box.getHeight()/box.getWidth());
// System.out.println("FBO Size: "+tex_width+" -> "+tex_height_c+"x"+tex_width_c);
// System.out.println("FBO Scale: " + m.glGetMatrixf().get(0) +" " + m.glGetMatrixf().get(5));
if(null != fbo && fbo.getWidth() != tex_width_c && fbo.getHeight() != tex_height_c ) {
fbo.destroy(gl);
fbo = null;
}
if(null == fbo) {
fbo = new FBObject(tex_width_c, tex_height_c);
// FIXME: shall not use bilinear, due to own AA ? However, w/o bilinear result is not smooth
fbo.init(gl, GL2ES2.GL_LINEAR, GL2ES2.GL_LINEAR, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
// fbo.init(gl, GL2ES2.GL_NEAREST, GL2ES2.GL_NEAREST, GL2ES2.GL_CLAMP_TO_EDGE, GL2ES2.GL_CLAMP_TO_EDGE);
fbo.attachDepthBuffer(gl, GL.GL_DEPTH_COMPONENT16); // FIXME: or shall we use 24 or 32 bit depth ?
} else {
fbo.bind(gl);
}
//render texture
gl.glViewport(0, 0, tex_width_c, tex_height_c);
st.uniform(gl, mgl_fboPMVMatrix); // use orthogonal matrix
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL2ES2.GL_COLOR_BUFFER_BIT | GL2ES2.GL_DEPTH_BUFFER_BIT);
renderRegion(gl);
fbo.unbind(gl);
st.uniform(gl, rs.getPMVMatrix()); // switch back to real PMV matrix
}
private void renderRegion(GL2ES2 gl) {
verticeTxtAttr.enableBuffer(gl, true);
texCoordTxtAttr.enableBuffer(gl, true);
indicesTxt.enableBuffer(gl, true);
gl.glDrawElements(GL2ES2.GL_TRIANGLES, indicesTxt.getElementNumber() * indicesTxt.getComponentNumber(), GL2ES2.GL_UNSIGNED_SHORT, 0);
verticeTxtAttr.enableBuffer(gl, false);
texCoordTxtAttr.enableBuffer(gl, false);
indicesTxt.enableBuffer(gl, false);
}
public void addTriangles(ArrayList<Triangle> tris) {
triangles.addAll(tris);
dirty = true;
}
public int getNumVertices(){
return numVertices;
}
public void addVertices(ArrayList<Vertex> verts){
vertices.addAll(verts);
numVertices = vertices.size();
dirty = true;
}
public boolean isDirty(){
return dirty;
}
public void destroy(GL2ES2 gl, RenderState rs) {
if(DEBUG_INSTANCE) {
System.err.println("VBORegion2PES2 Destroy: " + this);
}
final ShaderState st = rs.getShaderState();
if(null != fbo) {
fbo.destroy(gl);
fbo = null;
}
if(null != verticeTxtAttr) {
st.ownAttribute(verticeTxtAttr, false);
verticeTxtAttr.destroy(gl);
verticeTxtAttr = null;
}
if(null != texCoordTxtAttr) {
st.ownAttribute(texCoordTxtAttr, false);
texCoordTxtAttr.destroy(gl);
texCoordTxtAttr = null;
}
if(null != indicesTxt) {
indicesTxt.destroy(gl);
indicesTxt = null;
}
if(null != verticeFboAttr) {
st.ownAttribute(verticeFboAttr, false);
verticeFboAttr.destroy(gl);
verticeFboAttr = null;
}
if(null != texCoordFboAttr) {
st.ownAttribute(texCoordFboAttr, false);
texCoordFboAttr.destroy(gl);
texCoordFboAttr = null;
}
if(null != indicesFbo) {
indicesFbo.destroy(gl);
indicesFbo = null;
}
triangles.clear();
vertices.clear();
}
public boolean isFlipped() {
return flipped;
}
public void setFlipped(boolean flipped) {
this.flipped = flipped;
}
public AABBox getBounds(){
return box;
}
}
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