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/**
 * Copyright (c) 2013, Jens Hohmuth
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
 * THE POSSIBILITY OF SUCH DAMAGE.
 */
package de.lessvoid.coregl;

import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import de.lessvoid.coregl.spi.CoreGL;

/**
 * CoreTextureBuffer - texture buffer support (work in progress)
 * 
 * @author void
 */
public class CoreTextureBuffer {

  private int tbo;
  private int texture;

  private final CoreGL gl;

  /**
   * Bind this texture buffer.
   */
  public void bind() {
    gl.glBindTexture(gl.GL_TEXTURE_BUFFER(), texture);
  }

  /**
   * Dispose this texture buffer.
   */
  public void dispose() {
    gl.glBindBuffer(gl.GL_TEXTURE_BUFFER(), tbo);
    gl.checkGLError("glBindBuffer");

    final IntBuffer buff = gl.getUtil().createIntBuffer(1);
    buff.put(tbo).flip();
    gl.glDeleteBuffers(1, buff);
    gl.checkGLError("glDeleteBuffers");

    buff.clear();
    buff.put(texture).flip();
    gl.glDeleteTextures(1, buff);
    gl.checkGLError("glDeleteTextures");
  }

  CoreTextureBuffer(final CoreGL gl, final byte[] data) {
    this.gl = gl;
    // GL_R8Ibyte 1 NO R 0 0 1
    // GL_RG8Ibyte 2 NO R G 0 1
    // GL_RGBA8Ibyte 4 NO R G B A

    // GL_R8UI ubyte 1 NO R 0 0 1
    // GL_RG8UIubyte 2 NO R G 0 1
    // GL_RGBA8UIubyte 4 NO R G B A
    // GL_R8 ubyte 1 YES R 0 0 1
    // GL_RG8ubyte 2 YES R G 0 1

  }

  CoreTextureBuffer(final CoreGL gl, final short[] data) {
    this.gl = gl;
    // GL_R16I short 1 NO R 0 0 1
    // GL_RG16I short 2 NO R G 0 1
    // GL_RGBA16I short 4 NO R G B A
    // GL_R16UI ushort 1 NO R 0 0 1
    // GL_RG16UI ushort 2 NO R G 0 1
    // GL_RGBA16UI ushort 4 NO R G B A
    // GL_R16 ushort 1 YES R 0 0 1
    // GL_RG16 ushort 2 YES R G 0 1
    // GL_RGBA16 short 4 YES R G B A

  }

  CoreTextureBuffer(final CoreGL gl, final int[] data) {
    this.gl = gl;
    // GL_R32I int 1 NO R 0 0 1
    // GL_RG32I int 2 NO R G 0 1
    // GL_RGB32I int 3 NO R G B 1
    // GL_RGBA32I int 4 NO R G B A

    // GL_R32UI uint 1 NO R 0 0 1
    // GL_RG32UI uint 2 NO R G 0 1
    // GL_RGB32UI uint 3 NO R G B 1
    // GL_RGBA32UI uint 4 NO R G B A
    // GL_RGBA8 uint 4 YES R G B A

  }

  CoreTextureBuffer(final CoreGL gl, final float[] data) {
    this.gl = gl;
    // GL_R16F half 1 NO R 0 0 1
    // GL_RG16F half 2 NO R G 0 1
    // GL_RGBA16F half 4 NO R G B A
    // GL_R32F float 1 NO R 0 0 1
    // GL_RG32F float 2 NO R G 0 1
    // GL_RGB32Ffloat 3 NO R G B 1
    // GL_RGBA32Ffloat 4 NO R G B A

    init(data);
  }

  private void init(final float[] data) {
    final IntBuffer buff = gl.getUtil().createIntBuffer(1);
    gl.glGenBuffers(1, buff);
    gl.checkGLError("glGenBuffers");
    buff.rewind();
    tbo = buff.get();

    gl.glBindBuffer(gl.GL_TEXTURE_BUFFER(), tbo);
    gl.checkGLError("glBindBuffer");

    final FloatBuffer buffer = gl.getUtil().createFloatBuffer(data.length);
    buffer.put(data);
    buffer.flip();
    gl.glBufferData(gl.GL_TEXTURE_BUFFER(), buffer, gl.GL_STATIC_DRAW());

    buff.clear();
    gl.glGenTextures(1, buff);
    buff.rewind();
    texture = buff.get();
    gl.checkGLError("glGenTextures");

    gl.glBindTexture(gl.GL_TEXTURE_BUFFER(), texture);
    gl.checkGLError("glBindTexture");

    gl.glTexBuffer(gl.GL_TEXTURE_BUFFER(), gl.GL_R32F(), tbo);
    gl.checkGLError("glTexBuffer");
  }
}




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