com.github.dabasan.joglf.gl.drawer.DynamicQuadranglesDrawer Maven / Gradle / Ivy
package com.github.dabasan.joglf.gl.drawer;
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.vector.Vector;
import com.github.dabasan.joglf.gl.shader.ShaderProgram;
import com.github.dabasan.joglf.gl.shape.Quadrangle;
import com.github.dabasan.joglf.gl.shape.Vertex3D;
import com.github.dabasan.joglf.gl.texture.TextureMgr;
import com.github.dabasan.joglf.gl.wrapper.GLWrapper;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL;
/**
* Draws quadrangles.
*
* @author Daba
*
*/
public class DynamicQuadranglesDrawer extends Dynamic3DDrawer {
private final Logger logger = LoggerFactory.getLogger(DynamicQuadranglesDrawer.class);
private int texture_handle;
private final Map quadrangles_map;
private final IntBuffer indices_vbo;
private final IntBuffer pos_vbo;
private final IntBuffer uv_vbo;
private final IntBuffer norm_vbo;
private final IntBuffer vao;
public DynamicQuadranglesDrawer() {
texture_handle = -1;
quadrangles_map = new TreeMap<>();
indices_vbo = Buffers.newDirectIntBuffer(1);
pos_vbo = Buffers.newDirectIntBuffer(1);
uv_vbo = Buffers.newDirectIntBuffer(1);
norm_vbo = Buffers.newDirectIntBuffer(1);
vao = Buffers.newDirectIntBuffer(1);
GLWrapper.glGenBuffers(1, indices_vbo);
GLWrapper.glGenBuffers(1, pos_vbo);
GLWrapper.glGenBuffers(1, uv_vbo);
GLWrapper.glGenBuffers(1, norm_vbo);
GLWrapper.glGenVertexArrays(1, vao);
}
@Override
public void SetDefaultProgram() {
final ShaderProgram program = new ShaderProgram("texture");
this.AddProgram(program);
}
@Override
public void UpdateBuffers() {
final int quadrangle_num = quadrangles_map.size();
final int triangle_num = quadrangle_num * 2;
final int vertex_num = quadrangle_num * 4;
final IntBuffer indices_buffer = Buffers.newDirectIntBuffer(triangle_num * 3);
final FloatBuffer pos_buffer = Buffers.newDirectFloatBuffer(vertex_num * 3);
final FloatBuffer uv_buffer = Buffers.newDirectFloatBuffer(vertex_num * 2);
final FloatBuffer norm_buffer = Buffers.newDirectFloatBuffer(vertex_num * 3);
int count = 0;
for (final Quadrangle quadrangle : quadrangles_map.values()) {
final Vertex3D[] vertices = quadrangle.GetVertices();
for (int i = 0; i < 4; i++) {
final Vector position = vertices[i].GetPos();
final float u = vertices[i].GetU();
final float v = vertices[i].GetV();
final Vector normal = vertices[i].GetNorm();
pos_buffer.put(position.GetX());
pos_buffer.put(position.GetY());
pos_buffer.put(position.GetZ());
uv_buffer.put(u);
uv_buffer.put(v);
norm_buffer.put(normal.GetX());
norm_buffer.put(normal.GetY());
norm_buffer.put(normal.GetZ());
}
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();
uv_buffer.flip();
norm_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, uv_vbo.get(0));
GLWrapper.glBufferData(GL.GL_ARRAY_BUFFER, Buffers.SIZEOF_FLOAT * uv_buffer.capacity(),
uv_buffer, GL.GL_DYNAMIC_DRAW);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, norm_vbo.get(0));
GLWrapper.glBufferData(GL.GL_ARRAY_BUFFER, Buffers.SIZEOF_FLOAT * norm_buffer.capacity(),
norm_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, 3, GL.GL_FLOAT, false, Buffers.SIZEOF_FLOAT * 3, 0);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, uv_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(1);
GLWrapper.glVertexAttribPointer(1, 2, GL.GL_FLOAT, false, Buffers.SIZEOF_FLOAT * 2, 0);
GLWrapper.glBindBuffer(GL.GL_ARRAY_BUFFER, norm_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(2);
GLWrapper.glVertexAttribPointer(2, 3, GL.GL_FLOAT, false, Buffers.SIZEOF_FLOAT * 3, 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, uv_vbo);
GLWrapper.glDeleteBuffers(1, norm_vbo);
GLWrapper.glDeleteVertexArrays(1, vao);
}
public void SetTextureHandle(int texture_handle) {
this.texture_handle = texture_handle;
}
public void AddQuadrangle(int quadrangle_id, Quadrangle quadrangle) {
quadrangles_map.put(quadrangle_id, quadrangle);
}
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 Quadrangle GetQuadrangle(int quadrangle_id) {
return quadrangles_map.get(quadrangle_id);
}
@Override
public void Draw() {
this.Draw(0, "texture_sampler");
}
public void Draw(int texture_unit, String sampler_name) {
final List programs = this.GetPrograms();
for (final ShaderProgram program : programs) {
program.Enable();
GLWrapper.glBindVertexArray(vao.get(0));
program.SetTexture(sampler_name, texture_unit, texture_handle);
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);
TextureMgr.UnbindTexture();
GLWrapper.glBindVertexArray(0);
program.Disable();
}
}
public void Transfer() {
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);
}
}
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