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/**
* Copyright 2010-2024 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 jogamp.graph.curve.opengl;
import java.nio.FloatBuffer;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.GLUniformData;
import jogamp.graph.curve.opengl.shader.UniformNames;
import com.jogamp.graph.curve.Region;
import com.jogamp.graph.curve.opengl.GLRegion;
import com.jogamp.graph.curve.opengl.RegionRenderer;
import com.jogamp.graph.curve.opengl.RenderState;
import com.jogamp.math.Vec4f;
import com.jogamp.math.geom.Frustum;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureSequence;
public final class VBORegionSPES2 extends GLRegion {
private final RenderState.ProgramLocal rsLocal;
// Pass-1:
private final GLUniformData gcu_ColorTexUnit;
private final float[] colorTexBBox; // minX/minY, maxX/maxY, texW/texH
private final GLUniformData gcu_ColorTexBBox; // vec2 gcu_ColorTexBBox[3] -> boxMin[2], boxMax[2] and texSize[2]
private final float[] colorTexClearCol;
private final GLUniformData gcu_ColorTexClearCol; // vec4 gcu_ColorTexClearCol
private final float[/* 4*6 */] clipFrustum; // 6 frustum planes, each [n.x, n.y. n.z, d]
private final GLUniformData gcu_ClipFrustum; // uniform vec4 gcu_ClipFrustum[6]; // L, R, B, T, N, F
private ShaderProgram spPass1 = null;
public VBORegionSPES2(final GLProfile glp, final int renderModes, final TextureSequence colorTexSeq,
final int initialVerticesCount, final int initialIndicesCount)
{
super(glp, renderModes, colorTexSeq);
rsLocal = new RenderState.ProgramLocal();
initBuffer(initialVerticesCount, initialIndicesCount);
if( hasColorTexture() ) {
gcu_ColorTexUnit = new GLUniformData(UniformNames.gcu_ColorTexUnit, colorTexSeq.getTextureUnit());
colorTexBBox = new float[6];
gcu_ColorTexBBox = new GLUniformData(UniformNames.gcu_ColorTexBBox, 2, FloatBuffer.wrap(colorTexBBox));
colorTexClearCol = new float[4];
gcu_ColorTexClearCol = new GLUniformData(UniformNames.gcu_ColorTexClearCol, 4, FloatBuffer.wrap(colorTexClearCol));
} else {
gcu_ColorTexUnit = null;
colorTexBBox = null;
gcu_ColorTexBBox = null;
colorTexClearCol = null;
gcu_ColorTexClearCol = null;
}
clipFrustum = new float[4*6];
gcu_ClipFrustum = new GLUniformData(UniformNames.gcu_ClipFrustum, 4, FloatBuffer.wrap(clipFrustum));
}
@Override
public void setTextureUnit(final int pass2TexUnit) {
// nop
}
@Override
protected final void clearImpl(final GL2ES2 gl) { }
@Override
protected void updateImpl(final GL2ES2 gl, final RegionRenderer renderer, final int curRenderModes) {
// final boolean hasColorChannel = Region.hasColorChannel( curRenderModes );
final boolean hasColorTexture = Region.hasColorTexture( curRenderModes );
// seal buffers
vpc_ileave.seal(gl, true);
vpc_ileave.enableBuffer(gl, false);
if( hasColorTexture && null != gcu_ColorTexUnit && colorTexSeq.isTextureAvailable() ) {
if( colorTexSeq.useARatioAdjustment() ) {
TextureSequence.setTexCoordBBox(colorTexSeq.getLastTexture().getTexture(), box, colorTexSeq.useARatioLetterbox(), colorTexBBox, false);
} else {
TextureSequence.setTexCoordBBoxSimple(colorTexSeq.getLastTexture().getTexture(), box, colorTexBBox, false);
}
colorTexSeq.getARatioLetterboxBackColor().toArray(colorTexClearCol);
}
indicesBuffer.seal(gl, true);
indicesBuffer.enableBuffer(gl, false);
if(DEBUG_INSTANCE) {
System.err.println("VBORegionSPES2 idx "+indicesBuffer);
System.err.println("VBORegionSPES2 vpc "+vpc_ileave);
}
}
private static final boolean throwOnError = false; // FIXME
/**
* <p>
* Since multiple {@link Region}s may share one
* {@link ShaderProgram} managed and owned by {@link RegionRendered}, the uniform data must always be updated.
* </p>
*
* @param gl
* @param renderer
* @param curRenderModes
* @param pass2Quality
*/
public void useShaderProgram(final GL2ES2 gl, final RegionRenderer renderer, final int curRenderModes) {
final boolean hasColorChannel = Region.hasColorChannel( curRenderModes );
final boolean hasColorTexture = Region.hasColorTexture( curRenderModes ) && null != colorTexSeq;
final RenderState rs = renderer.getRenderState();
final boolean hasFrustumClipping = null != rs.getClipFrustum();
final boolean updateLocGlobal = renderer.useShaderProgram(gl, curRenderModes, true, colorTexSeq);
final ShaderProgram sp = renderer.getRenderState().getShaderProgram();
final boolean updateLocLocal = !sp.equals(spPass1);
spPass1 = sp;
if( DEBUG ) {
if( DEBUG_ALL_EVENT || updateLocLocal || updateLocGlobal ) {
System.err.println("XXX changedSP.p1 updateLocation loc "+updateLocLocal+" / glob "+updateLocGlobal+", sp "+sp.program()+" / "+sp.id());
}
}
if( updateLocLocal ) {
rs.updateAttributeLoc(gl, true, gca_VerticesAttr, throwOnError);
rs.updateAttributeLoc(gl, true, gca_CurveParamsAttr, throwOnError);
if( hasColorChannel && null != gca_ColorsAttr ) {
rs.updateAttributeLoc(gl, true, gca_ColorsAttr, throwOnError);
}
if( hasFrustumClipping ) {
rs.updateUniformLoc(gl, true, gcu_ClipFrustum, throwOnError);
}
}
rsLocal.update(gl, rs, updateLocLocal, curRenderModes, true, true, throwOnError);
if( hasColorTexture && null != gcu_ColorTexUnit ) {
rs.updateUniformLoc(gl, updateLocLocal, gcu_ColorTexUnit, throwOnError);
rs.updateUniformLoc(gl, updateLocLocal, gcu_ColorTexBBox, throwOnError);
rs.updateUniformLoc(gl, updateLocLocal, gcu_ColorTexClearCol, throwOnError);
}
}
@Override
protected void drawImpl(final GL2ES2 gl, final RegionRenderer renderer, final int curRenderModes) {
// final boolean hasColorChannel = Region.hasColorChannel( curRenderModes );
final boolean hasColorTexture = Region.hasColorTexture( curRenderModes );
useShaderProgram(gl, renderer, curRenderModes);
{
final Frustum f = renderer.getClipFrustum();
if( null != f ) {
f.getPlanes(clipFrustum, 0);
gl.glUniform(gcu_ClipFrustum); // Always update, since program maybe used by multiple regions
}
}
if( 0 >= indicesBuffer.getElemCount() ) {
if(DEBUG_INSTANCE) {
System.err.printf("VBORegionSPES2.drawImpl: Empty%n");
}
return; // empty!
}
vpc_ileave.enableBuffer(gl, true);
indicesBuffer.bindBuffer(gl, true); // keeps VBO binding
if( renderer.getRenderState().isHintMaskSet(RenderState.BITHINT_BLENDING_ENABLED) ) {
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
}
if( hasColorTexture && null != gcu_ColorTexUnit && colorTexSeq.isTextureAvailable() ) {
final TextureSequence.TextureFrame frame = colorTexSeq.getNextTexture(gl);
gl.glActiveTexture(GL.GL_TEXTURE0 + colorTexSeq.getTextureUnit());
final Texture tex = frame.getTexture();
tex.bind(gl);
tex.enable(gl); // nop on core
gcu_ColorTexUnit.setData(colorTexSeq.getTextureUnit());
gl.glUniform(gcu_ColorTexUnit); // Always update, since program maybe used by multiple regions
gl.glUniform(gcu_ColorTexBBox); // Always update, since program maybe used by multiple regions
gl.glUniform(gcu_ColorTexClearCol); // Always update, since program maybe used by multiple regions
gl.glDrawElements(GL.GL_TRIANGLES, indicesBuffer.getElemCount() * indicesBuffer.getCompsPerElem(), glIdxType(), 0);
// gl.glDrawElements(GL.GL_LINE_STRIP, indicesBuffer.getElemCount() * indicesBuffer.getCompsPerElem(), glIdxType(), 0);
tex.disable(gl); // nop on core
} else {
gl.glDrawElements(GL.GL_TRIANGLES, indicesBuffer.getElemCount() * indicesBuffer.getCompsPerElem(), glIdxType(), 0);
// gl.glDrawElements(GL.GL_LINE_STRIP, indicesBuffer.getElemCount() * indicesBuffer.getCompsPerElem(), glIdxType(), 0);
}
indicesBuffer.bindBuffer(gl, false);
vpc_ileave.enableBuffer(gl, false);
}
@Override
protected void destroyImpl(final GL2ES2 gl) {
if(DEBUG_INSTANCE) {
System.err.println("VBORegionSPES2 Destroy: " + this);
}
spPass1 = null; // owned by RegionRenderer
}
}
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