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/*
 * Copyright 2012 JogAmp Community. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *
 *    1. Redistributions of source code must retain the above copyright notice, this list of
 *       conditions and the following disclaimer.
 *
 *    2. 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 JogAmp Community ``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 JogAmp Community 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.
 *
 * The views and conclusions contained in the software and documentation are those of the
 * authors and should not be interpreted as representing official policies, either expressed
 * or implied, of JogAmp Community.
 */

package com.metsci.glimpse.jogamp.opengl.util.awt.text;

import javax.media.opengl.GL;
import javax.media.opengl.GL3;

/**
 * Utility for drawing glyphs with OpenGL 3.
 */
/*@VisibleForTesting*/
/*@NotThreadSafe*/
final class TextureRendererGL30 extends AbstractTextureRenderer
{
    /**
     * Source code of vertex shader.
     */
    /*@Nonnull*/
    private static final String VERT_SOURCE = "#version 140\n" + "uniform mat4 MVPMatrix;\n" + "in vec4 MCVertex;\n" + "in vec2 TexCoord0;\n" + "out vec2 Coord0;\n" + "void main() {\n" + "   gl_Position = MVPMatrix * MCVertex;\n" + "   Coord0 = TexCoord0;\n" + "}\n";

    /**
     * Source code of fragment shader.
     */
    /*@Nonnull*/
    private static final String FRAG_SOURCE = "#version 140\n" + "uniform sampler2D Texture;\n" + "uniform vec4 Color=vec4(1,1,1,1);\n" + "in vec2 Coord0;\n" + "out vec4 FragColor;\n" + "void main() {\n" + "   float sample;\n" + "   sample = texture(Texture,Coord0).r;\n" + "   FragColor = Color * sample;\n" + "}\n";

    /**
     * True if blending needs to be reset.
     */
    private boolean restoreBlending;

    /**
     * True if depth test needs to be reset.
     */
    private boolean restoreDepthTest;

    /**
     * Shader program.
     */
    /*@Nonnegative*/
    private final int program;

    /**
     * Uniform for modelview projection.
     */
    /*@Nonnull*/
    private final Mat4Uniform transform;

    /**
     * Uniform for color of glyphs.
     */
    /*@Nonnull*/
    private final Vec4Uniform color;

    /**
     * Width of last orthographic render.
     */
    /*@Nonnegative*/
    private int lastWidth = 0;

    /**
     * Height of last orthographic render
     */
    /*@Nonnegative*/
    private int lastHeight = 0;

    /**
     * Constructs a {@link GlyphRendererGL3}.
     *
     * @param gl Current OpenGL context
     * @throws NullPointerException if context is null
     */
    /*@VisibleForTesting*/
    public TextureRendererGL30( /*@Nonnull*/ final GL3 gl )
    {

        Check.notNull( gl, "GL cannot be null" );

        this.program = ShaderLoader.loadProgram( gl, VERT_SOURCE, FRAG_SOURCE );
        this.transform = new Mat4Uniform( gl, program, "MVPMatrix" );
        this.color = new Vec4Uniform( gl, program, "Color" );
    }

    @Override
    protected void doBeginRendering( /*@Nonnull*/ final GL gl, final boolean ortho, /*@Nonnegative*/ final int width, /*@Nonnegative*/ final int height, final boolean disableDepthTest )
    {

        Check.notNull( gl, "GL cannot be null" );
        Check.argument( width >= 0, "Width cannot be negative" );
        Check.argument( height >= 0, "Height cannot be negative" );

        final GL3 gl3 = gl.getGL3( );

        // Activate program
        gl3.glUseProgram( program );

        // Check blending and depth test
        restoreBlending = false;
        if ( !gl3.glIsEnabled( GL.GL_BLEND ) )
        {
            gl3.glEnable( GL.GL_BLEND );
            gl3.glBlendFunc( GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA );
            restoreBlending = true;
        }
        restoreDepthTest = false;
        if ( disableDepthTest && gl3.glIsEnabled( GL.GL_DEPTH_TEST ) )
        {
            gl3.glDisable( GL.GL_DEPTH_TEST );
            restoreDepthTest = true;
        }

        // Check transform
        if ( ortho )
        {
            doSetTransformOrtho( gl, width, height );
        }
    }

    @Override
    protected QuadPipeline doCreateQuadPipeline( /*@Nonnull*/ final GL gl )
    {

        Check.notNull( gl, "GL cannot be null" );

        final GL3 gl3 = gl.getGL3( );
        return new QuadPipelineGL30( gl3, program );
    }

    @Override
    protected void doDispose( /*@Nonnull*/ final GL gl )
    {

        Check.notNull( gl, "GL cannot be null" );

        final GL3 gl3 = gl.getGL3( );

        gl3.glUseProgram( 0 );
        gl3.glDeleteProgram( program );
    }

    @Override
    protected void doEndRendering( /*@Nonnull*/ final GL gl )
    {

        Check.notNull( gl, "GL cannot be null" );

        final GL3 gl3 = gl.getGL3( );

        // Deactivate program
        gl3.glUseProgram( 0 );

        // Check blending and depth test
        if ( restoreBlending )
        {
            gl3.glDisable( GL.GL_BLEND );
        }
        if ( restoreDepthTest )
        {
            gl3.glEnable( GL.GL_DEPTH_TEST );
        }
    }

    @Override
    protected void doSetColor( /*@Nonnull*/ final GL gl, final float r, final float g, final float b, final float a )
    {

        Check.notNull( gl, "GL cannot be null" );

        final GL3 gl3 = gl.getGL3( );

        color.value[0] = r;
        color.value[1] = g;
        color.value[2] = b;
        color.value[3] = a;
        color.update( gl3 );
    }

    @Override
    protected void doSetTransform3d( /*@Nonnull*/ final GL gl, /*@Nonnull*/ final float[] value, final boolean transpose )
    {

        Check.notNull( gl, "GL cannot be null" );
        Check.notNull( value, "Value cannot be null" );

        final GL3 gl3 = gl.getGL3( );

        gl3.glUniformMatrix4fv( transform.location, 1, transpose, value, 0 );
        transform.dirty = true;
    }

    @Override
    protected void doSetTransformOrtho( /*@Nonnull*/ final GL gl, /*@Nonnegative*/ final int width, /*@Nonnegative*/ final int height )
    {

        Check.notNull( gl, "GL cannot be null" );
        Check.argument( width >= 0, "Width cannot be negative" );
        Check.argument( height >= 0, "Height cannot be negative" );

        final GL3 gl3 = gl.getGL3( );

        // Recompute if width and height changed
        if ( width != lastWidth || height != lastHeight )
        {
            Projection.orthographic( transform.value, width, height );
            transform.transpose = true;
            transform.dirty = true;
            lastWidth = width;
            lastHeight = height;
        }

        // Upload if made dirty anywhere
        if ( transform.dirty )
        {
            transform.update( gl3 );
            transform.dirty = false;
        }
    }

    @Override
    public boolean getUseVertexArrays( )
    {
        return true;
    }

    @Override
    public void setUseVertexArrays( boolean useVertexArrays )
    {
    }
}




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