com.github.dabasan.joglf.gl.drawer.Dynamic2DFilledCirclesDrawer Maven / Gradle / Ivy
package com.github.dabasan.joglf.gl.drawer;
import java.awt.Point;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.TreeMap;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import com.github.dabasan.basis.coloru8.ColorU8;
import com.github.dabasan.joglf.gl.shader.ShaderProgram;
import com.github.dabasan.joglf.gl.shape.Circle2D;
import com.github.dabasan.joglf.gl.tool.CoordinateFunctions;
import com.github.dabasan.joglf.gl.wrapper.GLWrapper;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL;
/**
* Draws 2D filled circles.
*
* @author Daba
*
*/
public class Dynamic2DFilledCirclesDrawer extends Dynamic2DDrawer {
private final Logger logger = LoggerFactory.getLogger(Dynamic2DFilledCirclesDrawer.class);
private final Map circles_map;
private final Map indices_sizes_map;
private int buffer_num;
private IntBuffer indices_vbo;
private IntBuffer pos_vbo;
private IntBuffer dif_vbo;
private IntBuffer vao;
public Dynamic2DFilledCirclesDrawer() {
circles_map = new TreeMap<>();
indices_sizes_map = new HashMap<>();
buffer_num = 0;
}
@Override
public void SetDefaultProgram() {
final ShaderProgram program = new ShaderProgram("simple_2d");
this.AddProgram(program);
}
@Override
public void UpdateBuffers() {
final int circle_num = circles_map.size();
if (buffer_num != 0) {
this.DeleteBuffers();
}
indices_vbo = Buffers.newDirectIntBuffer(circle_num);
pos_vbo = Buffers.newDirectIntBuffer(circle_num);
dif_vbo = Buffers.newDirectIntBuffer(circle_num);
vao = Buffers.newDirectIntBuffer(circle_num);
GLWrapper.glGenBuffers(circle_num, indices_vbo);
GLWrapper.glGenBuffers(circle_num, pos_vbo);
GLWrapper.glGenBuffers(circle_num, dif_vbo);
GLWrapper.glGenVertexArrays(circle_num, vao);
buffer_num = circle_num;
final int window_width = this.GetWindowWidth();
final int window_height = this.GetWindowHeight();
int count = 0;
for (final Circle2D circle : circles_map.values()) {
final Point center = circle.GetCenter();
final int radius = circle.GetRadius();
final ColorU8 color = circle.GetColor();
final int div_num = circle.GetDivNum();
final FloatBuffer pos_buffer = Buffers.newDirectFloatBuffer(2 * (div_num + 1));
final FloatBuffer dif_buffer = Buffers.newDirectFloatBuffer(4 * (div_num + 1));
final int center_x = center.x;
final int center_y = center.y;
final float normalized_center_x = CoordinateFunctions.NormalizeCoordinate(center_x,
window_width);
final float normalized_center_y = CoordinateFunctions.NormalizeCoordinate(center_y,
window_height);
pos_buffer.put(normalized_center_x);
pos_buffer.put(normalized_center_y);
for (int i = 0; i < div_num; i++) {
final float th = (float) Math.PI * 2.0f / div_num * i;
final float x = radius * (float) Math.cos(th) + center_x;
final float y = radius * (float) Math.sin(th) + center_y;
final float normalized_x = CoordinateFunctions.NormalizeCoordinate(x, window_width);
final float normalized_y = CoordinateFunctions.NormalizeCoordinate(y,
window_height);
pos_buffer.put(normalized_x);
pos_buffer.put(normalized_y);
}
final float color_r = color.GetR();
final float color_g = color.GetG();
final float color_b = color.GetB();
final float color_a = color.GetA();
for (int i = 0; i <= div_num; i++) {
dif_buffer.put(color_r);
dif_buffer.put(color_g);
dif_buffer.put(color_b);
dif_buffer.put(color_a);
}
pos_buffer.flip();
dif_buffer.flip();
final IntBuffer indices_buffer = Buffers.newDirectIntBuffer(3 * div_num);
for (int i = 1; i < div_num; i++) {
indices_buffer.put(i);
indices_buffer.put(i + 1);
indices_buffer.put(0);
}
indices_buffer.put(div_num);
indices_buffer.put(1);
indices_buffer.put(0);
indices_buffer.flip();
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, pos_vbo.get(count));
GLWrapper.glBufferData(GL.GL_ARRAY_BUFFER, Buffers.SIZEOF_FLOAT * pos_buffer.capacity(),
pos_buffer, GL.GL_DYNAMIC_DRAW);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, dif_vbo.get(count));
GLWrapper.glBufferData(GL.GL_ARRAY_BUFFER, Buffers.SIZEOF_FLOAT * dif_buffer.capacity(),
dif_buffer, GL.GL_DYNAMIC_DRAW);
GLWrapper.glBindVertexArray(vao.get(count));
// Indices
GLWrapper.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indices_vbo.get(count));
GLWrapper.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER,
Buffers.SIZEOF_INT * indices_buffer.capacity(), indices_buffer,
GL.GL_DYNAMIC_DRAW);
// Position attribute
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, pos_vbo.get(count));
GLWrapper.glEnableVertexAttribArray(0);
GLWrapper.glVertexAttribPointer(0, 2, GL.GL_FLOAT, false, Buffers.SIZEOF_FLOAT * 2, 0);
// Color attribute
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, dif_vbo.get(count));
GLWrapper.glEnableVertexAttribArray(1);
GLWrapper.glVertexAttribPointer(1, 4, GL.GL_FLOAT, false, Buffers.SIZEOF_FLOAT * 4, 0);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
GLWrapper.glBindVertexArray(0);
final int indices_size = indices_buffer.capacity();
indices_sizes_map.put(count, indices_size);
count++;
}
}
@Override
public void DeleteBuffers() {
GLWrapper.glDeleteBuffers(buffer_num, indices_vbo);
GLWrapper.glDeleteBuffers(buffer_num, pos_vbo);
GLWrapper.glDeleteBuffers(buffer_num, dif_vbo);
GLWrapper.glDeleteVertexArrays(buffer_num, vao);
buffer_num = 0;
}
public void AddCircle(int circle_id, Circle2D circle) {
circles_map.put(circle_id, circle);
}
public int DeleteCircle(int circle_id) {
if (circles_map.containsKey(circle_id) == false) {
logger.warn("No such circle. circle_id={}", circle_id);
return -1;
}
circles_map.remove(circle_id);
return 0;
}
public void DeleteAllCircles() {
circles_map.clear();
}
public Circle2D GetCircle(int circle_id) {
return circles_map.get(circle_id);
}
@Override
public void Draw() {
final List programs = this.GetPrograms();
for (final ShaderProgram program : programs) {
program.Enable();
for (int i = 0; i < buffer_num; i++) {
GLWrapper.glBindVertexArray(vao.get(i));
final int indices_size = indices_sizes_map.get(i);
GLWrapper.glEnable(GL.GL_BLEND);
GLWrapper.glDrawElements(GL.GL_TRIANGLES, indices_size, GL.GL_UNSIGNED_INT, 0);
GLWrapper.glDisable(GL.GL_BLEND);
GLWrapper.glBindVertexArray(0);
}
program.Disable();
}
}
}
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