com.github.dabasan.joglf.gl.drawer.Dynamic2DFilledQuadranglesDrawer 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.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.Vertex2D;
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 quadrangles.
*
* @author Daba
*
*/
public class Dynamic2DFilledQuadranglesDrawer extends Dynamic2DDrawer {
private final Logger logger = LoggerFactory.getLogger(Dynamic2DFilledQuadranglesDrawer.class);
private final Map quadrangles_map;
private final IntBuffer indices_vbo;
private final IntBuffer pos_vbo;
private final IntBuffer dif_vbo;
private final IntBuffer vao;
public Dynamic2DFilledQuadranglesDrawer() {
quadrangles_map = new TreeMap<>();
indices_vbo = Buffers.newDirectIntBuffer(1);
pos_vbo = Buffers.newDirectIntBuffer(1);
dif_vbo = Buffers.newDirectIntBuffer(1);
vao = Buffers.newDirectIntBuffer(1);
GLWrapper.glGenBuffers(1, indices_vbo);
GLWrapper.glGenBuffers(1, pos_vbo);
GLWrapper.glGenBuffers(1, dif_vbo);
GLWrapper.glGenVertexArrays(1, vao);
}
@Override
public void SetDefaultProgram() {
final ShaderProgram program = new ShaderProgram("simple_2d");
this.AddProgram(program);
}
@Override
public void UpdateBuffers() {
final int quadrangle_num = quadrangles_map.size();
final int triangle_num = quadrangle_num * 2;
final int point_num = quadrangle_num * 4;
final IntBuffer indices_buffer = Buffers.newDirectIntBuffer(triangle_num * 3);
final FloatBuffer pos_buffer = Buffers.newDirectFloatBuffer(point_num * 2);
final FloatBuffer dif_buffer = Buffers.newDirectFloatBuffer(point_num * 4);
final int window_width = this.GetWindowWidth();
final int window_height = this.GetWindowHeight();
int count = 0;
for (final Vertex2D[] quadrangle : quadrangles_map.values()) {
for (int i = 0; i < 4; i++) {
final Point point = quadrangle[i].GetPoint();
final ColorU8 dif = quadrangle[i].GetColor();
final int x = point.x;
final int y = point.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);
dif_buffer.put(dif.GetR());
dif_buffer.put(dif.GetG());
dif_buffer.put(dif.GetB());
dif_buffer.put(dif.GetA());
}
indices_buffer.put(count);
indices_buffer.put(count + 1);
indices_buffer.put(count + 2);
indices_buffer.put(count + 2);
indices_buffer.put(count + 3);
indices_buffer.put(count);
count += 4;
}
indices_buffer.flip();
pos_buffer.flip();
dif_buffer.flip();
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, pos_vbo.get(0));
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(0));
GLWrapper.glBufferData(GL.GL_ARRAY_BUFFER, Buffers.SIZEOF_FLOAT * dif_buffer.capacity(),
dif_buffer, GL.GL_DYNAMIC_DRAW);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
GLWrapper.glBindVertexArray(vao.get(0));
GLWrapper.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indices_vbo.get(0));
GLWrapper.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER,
Buffers.SIZEOF_INT * indices_buffer.capacity(), indices_buffer, GL.GL_DYNAMIC_DRAW);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(0);
GLWrapper.glVertexAttribPointer(0, 2, GL.GL_FLOAT, false, Buffers.SIZEOF_FLOAT * 2, 0);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, dif_vbo.get(0));
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);
}
@Override
public void DeleteBuffers() {
GLWrapper.glDeleteBuffers(1, indices_vbo);
GLWrapper.glDeleteBuffers(1, pos_vbo);
GLWrapper.glDeleteBuffers(1, dif_vbo);
GLWrapper.glDeleteVertexArrays(1, vao);
}
public void AddQuadrangle(int quadrangle_id, Vertex2D v1, Vertex2D v2, Vertex2D v3,
Vertex2D v4) {
final Vertex2D[] vertices = new Vertex2D[4];
vertices[0] = v1;
vertices[1] = v2;
vertices[2] = v3;
vertices[3] = v4;
quadrangles_map.put(quadrangle_id, vertices);
}
public int DeleteQuadrangle(int quadrangle_id) {
if (quadrangles_map.containsKey(quadrangle_id) == false) {
logger.warn("No such quadrangle. quadrangle_id={}", quadrangle_id);
return -1;
}
quadrangles_map.remove(quadrangle_id);
return 0;
}
public void DeleteAllQuadrangles() {
quadrangles_map.clear();
}
public Vertex2D[] GetQuadrangle(int quadrangle_id) {
return quadrangles_map.get(quadrangle_id);
}
@Override
public void Draw() {
final List programs = this.GetPrograms();
for (final ShaderProgram program : programs) {
program.Enable();
GLWrapper.glBindVertexArray(vao.get(0));
final int quadrangle_num = quadrangles_map.size();
final int triangle_num = quadrangle_num * 2;
final int indices_size = triangle_num * 3;
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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