com.daxie.joglf.gl.drawer.Dynamic2DFilledTrianglesDrawer Maven / Gradle / Ivy
package com.daxie.joglf.gl.drawer;
import java.awt.Point;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.List;
import java.util.Map;
import java.util.TreeMap;
import com.daxie.basis.coloru8.ColorU8;
import com.daxie.joglf.gl.shader.GLShaderFunctions;
import com.daxie.joglf.gl.shape.Vertex2D;
import com.daxie.joglf.gl.tool.CoordinateFunctions;
import com.daxie.joglf.gl.wrapper.GLWrapper;
import com.daxie.log.LogFile;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.GL4;
/**
* Draws filled 2D triangles.
* @author Daba
*
*/
public class Dynamic2DFilledTrianglesDrawer extends Dynamic2DDrawer{
private Maptriangles_map;
private IntBuffer pos_vbo;
private IntBuffer dif_vbo;
private IntBuffer vao;
public Dynamic2DFilledTrianglesDrawer() {
triangles_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() {
this.RemoveAllShaders();
this.AddProgram("line_drawer");
}
@Override
public void UpdateBuffers() {
int triangle_num=triangles_map.size();
int point_num=triangle_num*3;
FloatBuffer pos_buffer=Buffers.newDirectFloatBuffer(point_num*2);
FloatBuffer dif_buffer=Buffers.newDirectFloatBuffer(point_num*4);
int window_width=this.GetWindowWidth();
int window_height=this.GetWindowHeight();
for(Vertex2D[] triangle:triangles_map.values()) {
for(int i=0;i<3;i++) {
Point point=triangle[i].GetPoint();
ColorU8 dif=triangle[i].GetColor();
int x=point.x;
int y=point.y;
float normalized_x=CoordinateFunctions.NormalizeCoordinate(x, window_width);
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());
}
}
((Buffer)pos_buffer).flip();
((Buffer)dif_buffer).flip();
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_DYNAMIC_DRAW);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, dif_vbo.get(0));
GLWrapper.glBufferData(GL4.GL_ARRAY_BUFFER,
Buffers.SIZEOF_FLOAT*dif_buffer.capacity(), dif_buffer, GL4.GL_DYNAMIC_DRAW);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, 0);
GLWrapper.glBindVertexArray(vao.get(0));
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);
GLWrapper.glBindBuffer(GL4.GL_ARRAY_BUFFER, dif_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);
}
@Override
public void DeleteBuffers() {
GLWrapper.glDeleteBuffers(1, pos_vbo);
GLWrapper.glDeleteBuffers(1, dif_vbo);
GLWrapper.glDeleteVertexArrays(1, vao);
}
public void AddTriangle(int triangle_id,Vertex2D v1,Vertex2D v2,Vertex2D v3) {
Vertex2D[] vertices=new Vertex2D[3];
vertices[0]=v1;
vertices[1]=v2;
vertices[2]=v3;
triangles_map.put(triangle_id, vertices);
}
public int DeleteTriangle(int triangle_id) {
if(triangles_map.containsKey(triangle_id)==false) {
LogFile.WriteWarn("[Dynamic2DFilledTrianglesDrawer-DeleteTriangle] ", true);
LogFile.WriteWarn("No such triangle. triangle_id:"+triangle_id, false);
return -1;
}
triangles_map.remove(triangle_id);
return 0;
}
public void DeleteAllTriangles() {
triangles_map.clear();
}
@Override
public void Draw() {
List program_names=this.GetProgramNames();
for(String program_name:program_names) {
GLShaderFunctions.UseProgram(program_name);
GLWrapper.glBindVertexArray(vao.get(0));
int triangle_num=triangles_map.size();
int point_num=triangle_num*3;
GLWrapper.glEnable(GL4.GL_BLEND);
GLWrapper.glDrawArrays(GL4.GL_TRIANGLES, 0, point_num);
GLWrapper.glDisable(GL4.GL_BLEND);
GLWrapper.glBindVertexArray(0);
}
}
}
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