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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.jogamp.opengl.util.texture;

import javax.media.opengl.GL;

/**
 * Protocol for texture sequences, like animations, movies, etc.
 * 

* Ensure to respect the texture coordinates provided by * {@link TextureFrame}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getImageTexCoords() getImageTexCoords()}. *

* The user's shader shall be fitted for this implementation. * Assuming we use a base shader code w/o headers using
ShaderCode. * (Code copied from unit test / demo TexCubeES2) *
 * 
    static final String[] es2_prelude = { "#version 100\n", "precision mediump float;\n" };
    static final String gl2_prelude = "#version 110\n";
    static final String shaderBasename = "texsequence_xxx";  // the base shader code w/o headers
    static final String myTextureLookupName = "myTexture2D"; // the desired texture lookup function    
    
    private void initShader(GL2ES2 gl, TextureSequence texSeq) {
        // Create & Compile the shader objects
        ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TexCubeES2.class, 
                                            "shader", "shader/bin", shaderBasename, true);
        ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TexCubeES2.class, 
                                            "shader", "shader/bin", shaderBasename, true);
        
        // Prelude shader code w/ GLSL profile specifics [ 1. pre-proc, 2. other ]
        int rsFpPos;
        if(gl.isGLES2()) {
            // insert ES2 version string in beginning
            rsVp.insertShaderSource(0, 0, es2_prelude[0]);
            rsFpPos = rsFp.insertShaderSource(0, 0, es2_prelude[0]);
        } else {
            // insert GL2 version string in beginning
            rsVp.insertShaderSource(0, 0, gl2_prelude);
            rsFpPos = rsFp.insertShaderSource(0, 0, gl2_prelude);
        }
        // insert required extensions as determined by TextureSequence implementation.
        rsFpPos = rsFp.insertShaderSource(0, rsFpPos, texSeq.getRequiredExtensionsShaderStub());
        if(gl.isGLES2()) {
            // insert ES2 default precision declaration
            rsFpPos = rsFp.insertShaderSource(0, rsFpPos, es2_prelude[1]);
        }        
        // negotiate the texture lookup function name
        final String texLookupFuncName = texSeq.getTextureLookupFunctionName(myTextureLookupName);
        
        // in case a fixed lookup function is being chosen, replace the name in our code        
        rsFp.replaceInShaderSource(myTextureLookupName, texLookupFuncName);
        
        // Cache the TextureSequence shader details in StringBuilder:
        final StringBuilder sFpIns = new StringBuilder();
        
        // .. declaration of the texture sampler using the implementation specific type
        sFpIns.append("uniform ").append(texSeq.getTextureSampler2DType()).append(" mgl_ActiveTexture;\n");
        
        // .. the actual texture lookup function, maybe null in case a built-in function is being used
        sFpIns.append(texSeq.getTextureLookupFragmentShaderImpl());
        
        // Now insert the TextureShader details in our shader after the given tag:
        rsFp.insertShaderSource(0, "TEXTURE-SEQUENCE-CODE-BEGIN", 0, sFpIns);
        
        // Create & Link the shader program
        ShaderProgram sp = new ShaderProgram();
        sp.add(rsVp);
        sp.add(rsFp);
        if(!sp.link(gl, System.err)) {
            throw new GLException("Couldn't link program: "+sp);
        }
        ...
 * 
* The above procedure might look complicated, however, it allows most flexibility and * workarounds to also deal with GLSL bugs. * */ public interface TextureSequence { public static final String GL_OES_EGL_image_external_Required_Prelude = "#extension GL_OES_EGL_image_external : enable\n"; public static final String samplerExternalOES = "samplerExternalOES"; public static final String sampler2D = "sampler2D"; /** * Texture holder interface, maybe specialized by implementation * to associated related data. */ public static class TextureFrame { public TextureFrame(Texture t) { texture = t; } public final Texture getTexture() { return texture; } public String toString() { return "TextureFrame[" + texture + "]"; } protected final Texture texture; } public interface TexSeqEventListener { /** * Signaling listeners that {@link TextureSequence#getNextTexture(GL, boolean)} is able to deliver a new frame. * @param ts the event source * @param when system time in msec. **/ public void newFrameAvailable(T ts, long when); } /** Return the texture unit to be used with this frame. */ public int getTextureUnit(); public int[] getTextureMinMagFilter(); public int[] getTextureWrapST(); /** * Returns the last updated texture. *

* In case the instance is just initialized, it shall return a TextureFrame * object with valid attributes. The texture content may be undefined * until the first call of {@link #getNextTexture(GL, boolean)}.
*

* Not blocking. * * @throws IllegalStateException if instance is not initialized */ public TextureFrame getLastTexture() throws IllegalStateException ; /** * Returns the next texture to be rendered. *

* Implementation shall block until next frame is available if blocking is true, * otherwise it shall return the last frame in case a new frame is not available. *

*

* Shall return null in case no frame is available. *

* * @throws IllegalStateException if instance is not initialized */ public TextureFrame getNextTexture(GL gl, boolean blocking) throws IllegalStateException ; /** * In case a shader extension is required, based on the implementation * and the runtime GL profile, this method returns the preprocessor macros, e.g.: *
     * #extension GL_OES_EGL_image_external : enable
     * 
* * @throws IllegalStateException if instance is not initialized */ public String getRequiredExtensionsShaderStub() throws IllegalStateException ; /** * Returns either sampler2D or samplerExternalOES * depending on {@link #getLastTexture()}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getTarget() getTarget()}. * * @throws IllegalStateException if instance is not initialized **/ public String getTextureSampler2DType() throws IllegalStateException ; /** * @param desiredFuncName desired lookup function name. If null or ignored by the implementation, * a build-in name is returned. * @return the final lookup function name * * @see {@link #getTextureLookupFragmentShaderImpl()} * * @throws IllegalStateException if instance is not initialized */ public String getTextureLookupFunctionName(String desiredFuncName) throws IllegalStateException ; /** * Returns the complete texture2D lookup function code of type *
     *   vec4 funcName(in getTextureSampler2DType() image, in vec2 texCoord) {
     *      vec4 texColor = do_something_with(image, texCoord);
     *      return texColor;
     *   }
     * 
*

* funcName can be negotiated and queried via {@link #getTextureLookupFunctionName(String)}. *

* Note: This function may return an empty string in case a build-in lookup * function is being chosen. If the implementation desires so, * {@link #getTextureLookupFunctionName(String)} will ignore the desired function name * and returns the build-in lookup function name. *

* @see #getTextureLookupFunctionName(String) * @see #getTextureSampler2DType() * * @throws IllegalStateException if instance is not initialized */ public String getTextureLookupFragmentShaderImpl() throws IllegalStateException ; }




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