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package ru.olamedia.geom;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.HashMap;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLContext;
import javax.media.opengl.GLException;
import javax.media.opengl.GLUniformData;
import javax.vecmath.Point3f;
import ru.olamedia.asset.Shader;
import ru.olamedia.olacraft.game.Game;
import com.jogamp.opengl.util.GLArrayDataServer;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderState;
import com.jogamp.opengl.util.texture.Texture;
public class Mesh {
private static Shader shader = null;
private static GLUniformData pmvMatrixUniform;
private static GLUniformData sunColor;
private static Shader getShader() {
if (null == shader) {
shader = new Shader();
shader.compile();
GL2ES2 gl = GLContext.getCurrentGL().getGL2ES2();
ShaderState state = shader.getState();
PMVMatrix pmvMatrix = Game.client.getScene().getPmvMatrix();
state.attachObject("pmvMatrix", pmvMatrix);
pmvMatrixUniform = new GLUniformData("pmvMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf());
state.ownUniform(pmvMatrixUniform);
state.uniform(gl, pmvMatrixUniform);
state.attachObject("sunColor", sunColor);
sunColor = new GLUniformData("sunColor", 4, Game.client.getScene().dayTime.sunColor);
state.ownUniform(sunColor);
state.uniform(gl, sunColor);
// if (!state.uniform(gl, new GLUniformData("sunColor", 4,
// Game.client.getScene().time.sunColor))) {
// throw new GLException("Error setting sunColor in shader: " +
// state);
// }
if (!state.uniform(gl, new GLUniformData("mesh_ActiveTexture", 0))) {
throw new GLException("Error setting mesh_ActiveTexture in shader: " + state);
}
}
return shader;
}
public void invalidate() {
buffer = null;
data = null;
vertexCount = 0;
data = new float[size * vertexSize];
// data = new float[size * vertexSize];
vertexPtr = 0;
useTexture = false;
useColor = false;
}
private FloatBuffer buffer;
private float[] data;
private int ptr;
private int vertexCount;
private int vertexPtr;
private float xOffset;
private float yOffset;
private float zOffset;
private boolean useColor;
private float red = 1f;
private float green = 1f;
private float blue = 1f;
private float alpha = 1f;
private boolean useTexture;
private float GLTexture;
private float u = 0f;
private float v = 0f;
@SuppressWarnings("unused")
private float uFactor = 1f;
@SuppressWarnings("unused")
private float vFactor = 1f;
private boolean wireframe = false;
private static int vertexSize = 10;
private HashMap<Integer, Integer> materials = new HashMap<Integer, Integer>();
private HashMap<Integer, GLArrayDataServer> arrays = new HashMap<Integer, GLArrayDataServer>();
public void setTexture(Texture tex) {
if (null != tex) {
setTextureSize(tex.getWidth(), tex.getHeight());
setGLTexture(tex.getTextureObject(null));
}
}
public void setGLTexture(int tex) {
this.GLTexture = tex;
}
private static boolean useVbo = true;
private static boolean useQuad = true;
private static boolean useDisplayList = false;
private DisplayList DL;
private int size = 0;
public Mesh(int size) {
this.size = size;
invalidate();
}
private static FloatBuffer generateFloatBuffer(int size) {
return ByteBuffer.allocateDirect(size * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
}
public void compact() {
// data = resizeArray(data, vertexCount * vertexSize);
int size = vertexCount * vertexSize;
buffer = generateFloatBuffer(size);
buffer.position(0);
buffer.put(data, 0, size);
data = null;
// calc vertex count for each material
for (int n = 0; n < vertexCount; n++) {
int tex = (int) buffer.get(vertexSize * n + 9);
if (!materials.containsKey(tex)) {
materials.put(tex, 1);
} else {
materials.put(tex, materials.get(tex) + 1);
}
}
for (Integer m : materials.keySet()) {
int matVertCount = materials.get(m);
final GLArrayDataServer interleaved = GLArrayDataServer.createGLSLInterleaved(9, GL2.GL_FLOAT, false,
matVertCount, GL.GL_STATIC_DRAW);
interleaved.addGLSLSubArray("mesh_vertices", 3, GL.GL_ARRAY_BUFFER);
interleaved.addGLSLSubArray("mesh_colors", 4, GL.GL_ARRAY_BUFFER);
interleaved.addGLSLSubArray("mesh_texCoord", 2, GL.GL_ARRAY_BUFFER);
arrays.put(m, interleaved);
}
for (int n = 0; n < vertexCount; n++) {
int m = (int) buffer.get(vertexSize * n + 9);
final GLArrayDataServer interleaved = arrays.get(m);
interleaved.putf(buffer.get(vertexSize * n + 0));
interleaved.putf(buffer.get(vertexSize * n + 1));
interleaved.putf(buffer.get(vertexSize * n + 2));
interleaved.putf(buffer.get(vertexSize * n + 3));
interleaved.putf(buffer.get(vertexSize * n + 4));
interleaved.putf(buffer.get(vertexSize * n + 5));
interleaved.putf(buffer.get(vertexSize * n + 6));
interleaved.putf(buffer.get(vertexSize * n + 7));
interleaved.putf(buffer.get(vertexSize * n + 8));
}
for (Integer m : materials.keySet()) {
final GLArrayDataServer interleaved = arrays.get(m);
interleaved.seal(true);
}
// interleaved.put(buffer);
if (vertexCount > 0) {
// System.out.println(interleaved);
}
}
public void endMesh() {
compact();
}
public void setTranslation(float x, float y, float z) {
xOffset = x;
yOffset = y;
zOffset = z;
}
public void setPoint3f(Point3f point) {
setPoint3f(point.x, point.y, point.z);
}
public void setPoint3f(float x, float y, float z) {
ptr = vertexPtr * vertexSize;
data[ptr + 0] = x + xOffset;
// buffer.put(x + xOffset);
data[ptr + 1] = y + yOffset;
// buffer.put(y + yOffset);
data[ptr + 2] = z + zOffset;
// buffer.put(z + zOffset);
if (useColor) {
data[ptr + 3] = red;
// buffer.put(red);
data[ptr + 4] = green;
// buffer.put(green);
data[ptr + 5] = blue;
// buffer.put(blue);
data[ptr + 6] = alpha;
// buffer.put(alpha);
} else {
// buffer.put(1f);
// buffer.put(1f);
// buffer.put(1f);
// buffer.put(1f);
}
if (useTexture) {
// buffer.put(GLTexture);
data[ptr + 7] = u;// * uFactor;
// buffer.put(u);
data[ptr + 8] = v;// * vFactor;
data[ptr + 9] = GLTexture;
// buffer.put(v);
} else {
// buffer.put(0f);
// buffer.put(0f);
// buffer.put(0f);
}
vertexPtr++;
vertexCount++;
}
public void setColor4f(float red, float green, float blue, float alpha) {
this.red = red;
this.green = green;
this.blue = blue;
this.alpha = alpha;
}
public void useColor() {
useColor = true;
}
public void useTexture() {
useTexture = true;
}
public void setUV(float u, float v) {
this.u = u;
this.v = v;
}
public void setTextureSize(float uSize, float vSize) {
this.uFactor = uSize;
this.vFactor = vSize;
}
public boolean joglIsVBOAvailable(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
return gl.isFunctionAvailable("glGenBuffers") && gl.isFunctionAvailable("glBindBuffer")
&& gl.isFunctionAvailable("glBufferData") && gl.isFunctionAvailable("glDeleteBuffers");
}
public void joglCreateVBO(GLAutoDrawable drawable) {
@SuppressWarnings("unused")
GL2 gl = drawable.getGL().getGL2();
// gl.glInterleavedArrays(GL2.GL_T2F_C4F_N3F_V3F, stride, pointer)
}
public void joglRender() {
if (vertexCount < 1) {
return;
}
GL glx = GLContext.getCurrentGL();
if (useVbo) {
GL2ES2 gl = glx.getGL2ES2();
// GL2 gl = glx.getGL2();
getShader().enable();
Game.client.getScene().dayTime.getClearColor();
getShader().getState().uniform(gl, pmvMatrixUniform);
getShader().getState().uniform(gl, sunColor);
for (Integer m : materials.keySet()) {
gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, (int) m);
// gl.glTexParameteri(GL.GL_TEXTURE_2D,
// GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
// gl.glTexParameteri(GL.GL_TEXTURE_2D,
// GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST);
// gl.glTexParameteri(GL.GL_TEXTURE_2D,
// GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
// gl.glTexParameteri(GL.GL_TEXTURE_2D,
// GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR);
arrays.get(m).enableBuffer(gl, true);
gl.glEnable(GL.GL_CULL_FACE);
gl.glEnable(GL.GL_DEPTH_TEST);
// gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
gl.glDrawArrays(GL2.GL_QUADS, 0, arrays.get(m).getElementCount());
arrays.get(m).enableBuffer(gl, false);
// System.exit(0);
}
getShader().disable();
} else {
GL2 gl = glx.getGL2();
if (useDisplayList) {
gl.glEnable(GL2.GL_CULL_FACE);
gl.glEnable(GL2.GL_DEPTH_TEST);
}
if (wireframe) {
// Set wireframe mode
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
if (useDisplayList) {
if (DL == null) {
DL = new DisplayList(glx);
} else {
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST);
DL.render();
return;
}
DL.begin();
}
gl.glPushAttrib(GL2.GL_ENABLE_BIT | GL2.GL_POLYGON_BIT | GL2.GL_TEXTURE_BIT);
if (useTexture) {
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST);
}
for (int quadI = 0; quadI < vertexCount / 4; quadI++) {
ptr = (quadI * 4 + 0) * vertexSize;
if (useTexture) {
gl.glBindTexture(GL.GL_TEXTURE_2D, (int) buffer.get(ptr + 9));
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_NEAREST_MIPMAP_NEAREST);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
gl.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
// gl.glDisable(GL.GL_BLEND);
// gl.glTexParameterf(GL.GL_TEXTURE_2D,
// GL.GL_TEXTURE_MAX_ANISOTROPY_EXT, 0);
}
if (useQuad) {
gl.glBegin(GL2.GL_QUADS);
} else {
gl.glBegin(GL2.GL_TRIANGLE_STRIP);
}
{
for (int i = 0; i < 4; i++) {
int k = (useQuad) ? i : ((i == 2) ? 3 : (i == 3 ? 2 : i));
ptr = (quadI * 4 + k) * vertexSize;
if (useColor) {
gl.glColor4f(buffer.get(ptr + 3), buffer.get(ptr + 4), buffer.get(ptr + 5),
buffer.get(ptr + 6));
}
if (useTexture) {
float u = buffer.get(ptr + 7);
float v = buffer.get(ptr + 8);
gl.glTexCoord2f(u, v);
}
gl.glVertex3f(buffer.get(ptr), buffer.get(ptr + 1), buffer.get(ptr + 2));
}
}
gl.glEnd();
}
gl.glPopAttrib();
if (useDisplayList) {
DL.end();
DL.render();
}
}
}
public int getVertexCount() {
return vertexCount;
}
}
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