com.daxie.joglf.gl.draw.GLDrawFunctions2D Maven / Gradle / Ivy
package com.daxie.joglf.gl.draw;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import com.daxie.basis.coloru8.ColorU8;
import com.daxie.joglf.gl.shader.GLShaderFunctions;
import com.daxie.joglf.gl.tool.CoordinateFunctions;
import com.daxie.joglf.gl.window.WindowCommonInfoStock;
import com.daxie.joglf.gl.wrapper.GLWrapper;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL4;
/**
* Draw functions for 2D primitives
* @author Daba
*
*/
public class GLDrawFunctions2D {
private static int window_width=WindowCommonInfoStock.DEFAULT_WIDTH;
private static int window_height=WindowCommonInfoStock.DEFAULT_HEIGHT;
public static void SetWindowSize(int width,int height) {
window_width=width;
window_height=height;
}
public static void DrawLine2D(int x1,int y1,int x2,int y2,ColorU8 color) {
IntBuffer pos_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer color_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer vao=Buffers.newDirectIntBuffer(1);
FloatBuffer pos_buffer=Buffers.newDirectFloatBuffer(4);
FloatBuffer color_buffer=Buffers.newDirectFloatBuffer(8);
float normalized_x1=CoordinateFunctions.NormalizeCoordinate(x1, window_width);
float normalized_y1=CoordinateFunctions.NormalizeCoordinate(y1, window_height);
float normalized_x2=CoordinateFunctions.NormalizeCoordinate(x2, window_width);
float normalized_y2=CoordinateFunctions.NormalizeCoordinate(y2, window_height);
pos_buffer.put(normalized_x1);
pos_buffer.put(normalized_y1);
pos_buffer.put(normalized_x2);
pos_buffer.put(normalized_y2);
float color_r=color.GetR();
float color_g=color.GetG();
float color_b=color.GetB();
float color_a=color.GetA();
for(int i=0;i<2;i++) {
color_buffer.put(color_r);
color_buffer.put(color_g);
color_buffer.put(color_b);
color_buffer.put(color_a);
}
((Buffer)pos_buffer).flip();
((Buffer)color_buffer).flip();
GLShaderFunctions.UseProgram("line_drawer");
GLWrapper.glGenBuffers(1, pos_vbo);
GLWrapper.glGenBuffers(1, color_vbo);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*pos_buffer.capacity(),pos_buffer,GL4.GL_STATIC_DRAW);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, color_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*color_buffer.capacity(),color_buffer,GL4.GL_STATIC_DRAW);
GLWrapper.glGenVertexArrays(1, vao);
GLWrapper.glBindVertexArray(vao.get(0));
//Position attribute
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(0);
GLWrapper.glVertexAttribPointer(0, 2, GL4.GL_FLOAT, false, Buffers.SIZEOF_FLOAT*2, 0);
//Color attribute
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, color_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(1);
GLWrapper.glVertexAttribPointer(1, 4, GL4.GL_FLOAT, false, Buffers.SIZEOF_FLOAT*4, 0);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, 0);
GLWrapper.glBindVertexArray(0);
//Draw
GLWrapper.glBindVertexArray(vao.get(0));
GLWrapper.glEnable(GL4.GL_BLEND);
GLWrapper.glDrawArrays(GL4.GL_LINES, 0, 2);
GLWrapper.glDisable(GL4.GL_BLEND);
GLWrapper.glBindVertexArray(0);
//Delete buffers
GLWrapper.glDeleteBuffers(1, pos_vbo);
GLWrapper.glDeleteBuffers(1, color_vbo);
GLWrapper.glDeleteVertexArrays(1, vao);
}
/**
* Draws a rectangle.
* @param x1 Bottom left x-coordinate
* @param y1 Bottom left y-coordinate
* @param x2 Top right x-coordinate
* @param y2 Top right y-coordinate
* @param color Color
*/
public static void DrawRectangle2D(int x1,int y1,int x2,int y2,ColorU8 color) {
IntBuffer pos_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer color_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer vao=Buffers.newDirectIntBuffer(1);
FloatBuffer pos_buffer=Buffers.newDirectFloatBuffer(2*4);
FloatBuffer color_buffer=Buffers.newDirectFloatBuffer(4*4);
float normalized_x1=CoordinateFunctions.NormalizeCoordinate(x1, window_width);
float normalized_y1=CoordinateFunctions.NormalizeCoordinate(y1, window_height);
float normalized_x2=CoordinateFunctions.NormalizeCoordinate(x2, window_width);
float normalized_y2=CoordinateFunctions.NormalizeCoordinate(y2, window_height);
//Bottom left
pos_buffer.put(normalized_x1);
pos_buffer.put(normalized_y1);
//Bottom right
pos_buffer.put(normalized_x2);
pos_buffer.put(normalized_y1);
//Top right
pos_buffer.put(normalized_x2);
pos_buffer.put(normalized_y2);
//Top left
pos_buffer.put(normalized_x1);
pos_buffer.put(normalized_y2);
float color_r=color.GetR();
float color_g=color.GetG();
float color_b=color.GetB();
float color_a=color.GetA();
for(int i=0;i<4;i++) {
color_buffer.put(color_r);
color_buffer.put(color_g);
color_buffer.put(color_b);
color_buffer.put(color_a);
}
((Buffer)pos_buffer).flip();
((Buffer)color_buffer).flip();
GLShaderFunctions.UseProgram("line_drawer");
GLWrapper.glGenBuffers(1, pos_vbo);
GLWrapper.glGenBuffers(1, color_vbo);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*pos_buffer.capacity(),pos_buffer,GL4.GL_STATIC_DRAW);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, color_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*color_buffer.capacity(),color_buffer,GL4.GL_STATIC_DRAW);
GLWrapper.glGenVertexArrays(1, vao);
GLWrapper.glBindVertexArray(vao.get(0));
//Position attribute
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(0);
GLWrapper.glVertexAttribPointer(0, 2, GL4.GL_FLOAT, false, Buffers.SIZEOF_FLOAT*2, 0);
//Color attribute
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, color_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(1);
GLWrapper.glVertexAttribPointer(1, 4, GL4.GL_FLOAT, false, Buffers.SIZEOF_FLOAT*4, 0);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, 0);
GLWrapper.glBindVertexArray(0);
//Draw
GLWrapper.glBindVertexArray(vao.get(0));
GLWrapper.glEnable(GL4.GL_BLEND);
GLWrapper.glDrawArrays(GL4.GL_LINE_LOOP, 0, 4);
GLWrapper.glDisable(GL4.GL_BLEND);
GLWrapper.glBindVertexArray(0);
//Delete buffers
GLWrapper.glDeleteBuffers(1, pos_vbo);
GLWrapper.glDeleteBuffers(1, color_vbo);
GLWrapper.glDeleteVertexArrays(1, vao);
}
public static void DrawFilledRectangle2D(int x1,int y1,int x2,int y2,ColorU8 color) {
IntBuffer indices_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer pos_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer color_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer vao=Buffers.newDirectIntBuffer(1);
FloatBuffer pos_buffer=Buffers.newDirectFloatBuffer(2*4);
FloatBuffer color_buffer=Buffers.newDirectFloatBuffer(4*4);
float normalized_x1=CoordinateFunctions.NormalizeCoordinate(x1, window_width);
float normalized_y1=CoordinateFunctions.NormalizeCoordinate(y1, window_height);
float normalized_x2=CoordinateFunctions.NormalizeCoordinate(x2, window_width);
float normalized_y2=CoordinateFunctions.NormalizeCoordinate(y2, window_height);
//Bottom left
pos_buffer.put(normalized_x1);
pos_buffer.put(normalized_y1);
//Bottom right
pos_buffer.put(normalized_x2);
pos_buffer.put(normalized_y1);
//Top right
pos_buffer.put(normalized_x2);
pos_buffer.put(normalized_y2);
//Top left
pos_buffer.put(normalized_x1);
pos_buffer.put(normalized_y2);
float color_r=color.GetR();
float color_g=color.GetG();
float color_b=color.GetB();
float color_a=color.GetA();
for(int i=0;i<4;i++) {
color_buffer.put(color_r);
color_buffer.put(color_g);
color_buffer.put(color_b);
color_buffer.put(color_a);
}
((Buffer)pos_buffer).flip();
((Buffer)color_buffer).flip();
IntBuffer indices_buffer=Buffers.newDirectIntBuffer(3*2);
indices_buffer.put(0);
indices_buffer.put(1);
indices_buffer.put(2);
indices_buffer.put(2);
indices_buffer.put(3);
indices_buffer.put(0);
((Buffer)indices_buffer).flip();
GLShaderFunctions.UseProgram("line_drawer");
GLWrapper.glGenBuffers(1, indices_vbo);
GLWrapper.glGenBuffers(1, pos_vbo);
GLWrapper.glGenBuffers(1, color_vbo);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*pos_buffer.capacity(),pos_buffer,GL4.GL_STATIC_DRAW);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, color_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*color_buffer.capacity(),color_buffer,GL4.GL_STATIC_DRAW);
GLWrapper.glGenVertexArrays(1, vao);
GLWrapper.glBindVertexArray(vao.get(0));
//Indices
GLWrapper.glBindBuffer(GL4.GL_ELEMENT_ARRAY_BUFFER, indices_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ELEMENT_ARRAY_BUFFER,
Buffers.SIZEOF_INT*indices_buffer.capacity(), indices_buffer, GL4.GL_STATIC_DRAW);
//Position attribute
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, pos_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(0);
GLWrapper.glVertexAttribPointer(0, 2, GL4.GL_FLOAT, false, Buffers.SIZEOF_FLOAT*2, 0);
//Color attribute
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, color_vbo.get(0));
GLWrapper.glEnableVertexAttribArray(1);
GLWrapper.glVertexAttribPointer(1, 4, GL4.GL_FLOAT, false, Buffers.SIZEOF_FLOAT*4, 0);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, 0);
GLWrapper.glBindVertexArray(0);
//Draw
GLWrapper.glBindVertexArray(vao.get(0));
GLWrapper.glEnable(GL4.GL_BLEND);
GLWrapper.glDrawElements(GL4.GL_TRIANGLES, indices_buffer.capacity(), GL4.GL_UNSIGNED_INT, 0);
GLWrapper.glDisable(GL4.GL_BLEND);
GLWrapper.glBindVertexArray(0);
//Delete buffers
GLWrapper.glDeleteBuffers(1, indices_vbo);
GLWrapper.glDeleteBuffers(1, pos_vbo);
GLWrapper.glDeleteBuffers(1, color_vbo);
GLWrapper.glDeleteVertexArrays(1, vao);
}
public static void DrawCircle2D(int center_x,int center_y,int radius,int div_num,ColorU8 color) {
IntBuffer pos_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer color_vbo=Buffers.newDirectIntBuffer(1);
IntBuffer vao=Buffers.newDirectIntBuffer(1);
FloatBuffer pos_buffer=Buffers.newDirectFloatBuffer(2*div_num);
FloatBuffer color_buffer=Buffers.newDirectFloatBuffer(4*div_num);
for(int i=0;i
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