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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 )
{
}
}