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Java™ Binding for the OpenGL® API
/**
* Copyright 2010 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.jogamp.graph.curve.opengl;
import java.util.ArrayList;
import javax.media.opengl.GL2ES2;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.graph.curve.OutlineShape;
import com.jogamp.graph.curve.Region;
import com.jogamp.graph.geom.Triangle;
import com.jogamp.graph.geom.Vertex;
import jogamp.graph.curve.opengl.RegionFactory;
/** A GLRegion is the OGL binding of one or more OutlineShapes
* Defined by its vertices and generated triangles. The Region
* defines the final shape of the OutlineShape(s), which shall produced a shaded
* region on the screen.
*
* Implementations of the GLRegion shall take care of the OGL
* binding of the depending on its context, profile.
*
* @see Region, RegionFactory, OutlineShape
*/
public abstract class GLRegion extends Region {
/** Create an ogl {@link GLRegion} defining the list of {@link OutlineShape}.
* Combining the Shapes into single buffers.
* @return the resulting Region inclusive the generated region
*/
public static GLRegion create(OutlineShape[] outlineShapes, int renderModes) {
final GLRegion region = RegionFactory.create(renderModes);
int numVertices = region.getNumVertices();
for(int index=0; index triangles = outlineShape.triangulate();
region.addTriangles(triangles);
ArrayList vertices = outlineShape.getVertices();
for(int pos=0; pos < vertices.size(); pos++){
Vertex vert = vertices.get(pos);
vert.setId(numVertices++);
}
region.addVertices(vertices);
}
return region;
}
/**
* Create an ogl {@link GLRegion} defining this {@link OutlineShape}
* @return the resulting Region.
*/
public static GLRegion create(OutlineShape outlineShape, int renderModes) {
final GLRegion region = RegionFactory.create(renderModes);
outlineShape.transformOutlines(OutlineShape.VerticesState.QUADRATIC_NURBS);
ArrayList triangles = (ArrayList) outlineShape.triangulate();
ArrayList vertices = (ArrayList) outlineShape.getVertices();
region.addVertices(vertices);
region.addTriangles(triangles);
return region;
}
protected GLRegion(int renderModes) {
super(renderModes);
}
/** Updates a graph region by updating the ogl related
* objects for use in rendering if {@link #isDirty()}.
* Allocates the ogl related data and initializes it the 1st time.
*
Called by {@link #draw(GL2ES2, RenderState, int, int, int)}.
* @param rs TODO
*/
protected abstract void update(GL2ES2 gl, RenderState rs);
/** Delete and clean the associated OGL
* objects
*/
public abstract void destroy(GL2ES2 gl, RenderState rs);
/** Renders the associated OGL objects specifying
* current width/hight of window for multi pass rendering
* of the region.
* @param matrix current {@link PMVMatrix}.
* @param rs the RenderState to be used
* @param vp_width current screen width
* @param vp_height current screen height
* @param texWidth desired texture width for multipass-rendering.
* The actual used texture-width is written back when mp rendering is enabled, otherwise the store is untouched.
*/
public final void draw(GL2ES2 gl, RenderState rs, int vp_width, int vp_height, int[/*1*/] texWidth) {
update(gl, rs);
drawImpl(gl, rs, vp_width, vp_height, texWidth);
}
protected abstract void drawImpl(GL2ES2 gl, RenderState rs, int vp_width, int vp_height, int[/*1*/] texWidth);
}