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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.coloru8.ColorU8;
import com.github.dabasan.basis.vector.Vector;
import com.github.dabasan.joglf.gl.shader.ShaderProgram;
import com.github.dabasan.joglf.gl.shape.Vertex3D;
import com.github.dabasan.joglf.gl.wrapper.GLWrapper;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL;

/**
 * Draws segments.
 * 
 * @author Daba
 *
 */
public class DynamicSegmentsDrawer extends Dynamic3DDrawer {
	private final Logger logger = LoggerFactory.getLogger(DynamicSegmentsDrawer.class);

	private final Map segments_map;

	private final IntBuffer pos_vbo;
	private final IntBuffer dif_vbo;
	private final IntBuffer vao;

	public DynamicSegmentsDrawer() {
		segments_map = new TreeMap<>();

		pos_vbo = Buffers.newDirectIntBuffer(1);
		dif_vbo = Buffers.newDirectIntBuffer(1);
		vao = Buffers.newDirectIntBuffer(1);

		GLWrapper.glGenBuffers(1, pos_vbo);
		GLWrapper.glGenBuffers(1, dif_vbo);
		GLWrapper.glGenVertexArrays(1, vao);
	}

	@Override
	public void SetDefaultProgram() {
		final ShaderProgram program = new ShaderProgram("color");
		this.AddProgram(program);
	}

	@Override
	public void UpdateBuffers() {
		final int point_num = segments_map.size() * 2;

		final FloatBuffer pos_buffer = Buffers.newDirectFloatBuffer(point_num * 3 * 2);
		final FloatBuffer dif_buffer = Buffers.newDirectFloatBuffer(point_num * 4 * 2);

		for (final Vertex3D[] segment : segments_map.values()) {
			for (int i = 0; i < 2; i++) {
				final Vector pos = segment[i].GetPos();
				final ColorU8 dif = segment[i].GetDif();

				pos_buffer.put(pos.GetX());
				pos_buffer.put(pos.GetY());
				pos_buffer.put(pos.GetZ());
				dif_buffer.put(dif.GetR());
				dif_buffer.put(dif.GetG());
				dif_buffer.put(dif.GetB());
				dif_buffer.put(dif.GetA());
			}
		}
		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_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, 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, pos_vbo);
		GLWrapper.glDeleteBuffers(1, dif_vbo);
		GLWrapper.glDeleteVertexArrays(1, vao);
	}

	public void AddSegment(int segment_id, Vertex3D vertex1, Vertex3D vertex2) {
		final Vertex3D[] vertices = new Vertex3D[2];
		vertices[0] = vertex1;
		vertices[1] = vertex2;

		segments_map.put(segment_id, vertices);
	}
	public int DeleteSegment(int segment_id) {
		if (segments_map.containsKey(segment_id) == false) {
			logger.warn("No such segment. segment_id={}", segment_id);
			return -1;
		}

		segments_map.remove(segment_id);

		return 0;
	}
	public void DeleteAllSegments() {
		segments_map.clear();
	}

	public Vertex3D[] GetSegment(int segment_id) {
		return segments_map.get(segment_id);
	}

	@Override
	public void Draw() {
		final List programs = this.GetPrograms();

		for (final ShaderProgram program : programs) {
			program.Enable();

			GLWrapper.glBindVertexArray(vao.get(0));

			final int point_num = segments_map.size() * 2;
			GLWrapper.glEnable(GL.GL_BLEND);
			GLWrapper.glDrawArrays(GL.GL_LINES, 0, point_num);
			GLWrapper.glDisable(GL.GL_BLEND);

			GLWrapper.glBindVertexArray(0);

			program.Disable();
		}
	}
}




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