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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.opengl.util;
import javax.media.opengl.GL;
import javax.media.opengl.GL2;
import javax.media.opengl.GL2ES2;
import javax.media.opengl.GL2ES3;
import javax.media.opengl.GL2GL3;
import javax.media.opengl.GLException;
/**
* Utility to safely set and restore the pack and unpack pixel storage mode,
* regardless of the GLProfile.
*/
public class GLPixelStorageModes {
private int[] savedGL2GL3Modes = new int[8];
private int[] savedAlignment = new int[2];
private boolean saved = false;
/** Create instance w/o {@link #save(GL)} */
public GLPixelStorageModes() {}
/** Create instance w/ {@link #save(GL)} */
public GLPixelStorageModes(GL gl) { save(gl); }
/**
* Sets the {@link GL#GL_PACK_ALIGNMENT}.
*
* Saves the pixel storage modes if not saved yet.
*
*/
public final void setPackAlignment(GL gl, int packAlignment) {
save(gl);
gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, packAlignment);
}
/**
* Sets the {@link GL#GL_UNPACK_ALIGNMENT}.
*
* Saves the pixel storage modes if not saved yet.
*
*/
public final void setUnpackAlignment(GL gl, int unpackAlignment) {
save(gl);
gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, unpackAlignment);
}
/**
* Sets the {@link GL#GL_PACK_ALIGNMENT} and {@link GL#GL_UNPACK_ALIGNMENT}.
*
* Saves the pixel storage modes if not saved yet.
*
*/
public final void setAlignment(GL gl, int packAlignment, int unpackAlignment) {
setPackAlignment(gl, packAlignment);
setUnpackAlignment(gl, unpackAlignment);
}
/**
* Sets the {@link GL2ES3#GL_PACK_ROW_LENGTH}.
*
* Saves the pixel storage modes if not saved yet.
*
*/
public final void setPackRowLength(GL2ES3 gl, int packRowLength) {
save(gl);
gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, packRowLength);
}
/**
* Sets the {@link GL2ES2#GL_UNPACK_ROW_LENGTH}.
*
* Saves the pixel storage modes if not saved yet.
*
*/
public final void setUnpackRowLength(GL2ES2 gl, int unpackRowLength) {
save(gl);
gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, unpackRowLength);
}
/**
* Sets the {@link GL2ES3#GL_PACK_ROW_LENGTH} and {@link GL2ES2#GL_UNPACK_ROW_LENGTH}.
*
* Saves the pixel storage modes if not saved yet.
*
*/
public final void setRowLength(GL2ES3 gl, int packRowLength, int unpackRowLength) {
setPackRowLength(gl, packRowLength);
setUnpackRowLength(gl, unpackRowLength);
}
/**
* Save the pixel storage mode, if not saved yet.
*
* Restore via {@link #restore(GL)}
*
*/
public final void save(GL gl) {
if(saved) {
return;
}
if(gl.isGL2GL3()) {
if(gl.isGL2()) {
gl.getGL2().glPushClientAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT);
} else {
gl.glGetIntegerv(GL2ES2.GL_PACK_ALIGNMENT, savedAlignment, 0);
gl.glGetIntegerv(GL2ES2.GL_UNPACK_ALIGNMENT, savedAlignment, 1);
gl.glGetIntegerv(GL2GL3.GL_PACK_ROW_LENGTH, savedGL2GL3Modes, 0);
gl.glGetIntegerv(GL2GL3.GL_PACK_SKIP_ROWS, savedGL2GL3Modes, 1);
gl.glGetIntegerv(GL2GL3.GL_PACK_SKIP_PIXELS, savedGL2GL3Modes, 2);
gl.glGetIntegerv(GL2GL3.GL_PACK_SWAP_BYTES, savedGL2GL3Modes, 3);
gl.glGetIntegerv(GL2GL3.GL_UNPACK_ROW_LENGTH, savedGL2GL3Modes, 4);
gl.glGetIntegerv(GL2GL3.GL_UNPACK_SKIP_ROWS, savedGL2GL3Modes, 5);
gl.glGetIntegerv(GL2GL3.GL_UNPACK_SKIP_PIXELS, savedGL2GL3Modes, 6);
gl.glGetIntegerv(GL2GL3.GL_UNPACK_SWAP_BYTES, savedGL2GL3Modes, 7);
}
gl.glPixelStorei(GL2GL3.GL_PACK_ROW_LENGTH, 0);
gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_ROWS, 0);
gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_PIXELS, 0);
gl.glPixelStorei(GL2GL3.GL_PACK_SWAP_BYTES, 0);
gl.glPixelStorei(GL2GL3.GL_UNPACK_ROW_LENGTH, 0);
gl.glPixelStorei(GL2GL3.GL_UNPACK_SKIP_ROWS, 0);
gl.glPixelStorei(GL2GL3.GL_UNPACK_SKIP_PIXELS, 0);
gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, 0);
} else {
// embedded deals with pack/unpack alignment only
gl.glGetIntegerv(GL2ES2.GL_PACK_ALIGNMENT, savedAlignment, 0);
gl.glGetIntegerv(GL2ES2.GL_UNPACK_ALIGNMENT, savedAlignment, 1);
}
saved = true;
}
/**
* Restores the pixel storage mode.
* @throws GLException if not saved via one of the set methods.
*/
public final void restore(GL gl) throws GLException {
if(!saved) {
throw new GLException("pixel storage modes not saved");
}
if(gl.isGL2GL3()) {
if(gl.isGL2()) {
gl.getGL2().glPopClientAttrib();
} else {
gl.glPixelStorei(GL2ES2.GL_PACK_ALIGNMENT, savedAlignment[0]);
gl.glPixelStorei(GL2ES2.GL_UNPACK_ALIGNMENT, savedAlignment[1]);
gl.glPixelStorei(GL2GL3.GL_PACK_ROW_LENGTH, savedGL2GL3Modes[0]);
gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_ROWS, savedGL2GL3Modes[1]);
gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_PIXELS, savedGL2GL3Modes[2]);
gl.glPixelStorei(GL2GL3.GL_PACK_SWAP_BYTES, savedGL2GL3Modes[3]);
gl.glPixelStorei(GL2GL3.GL_UNPACK_ROW_LENGTH, savedGL2GL3Modes[4]);
gl.glPixelStorei(GL2GL3.GL_UNPACK_SKIP_ROWS, savedGL2GL3Modes[5]);
gl.glPixelStorei(GL2GL3.GL_UNPACK_SKIP_PIXELS, savedGL2GL3Modes[6]);
gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, savedGL2GL3Modes[7]);
}
} else {
// embedded deals with pack/unpack alignment only
gl.glPixelStorei(GL2ES2.GL_PACK_ALIGNMENT, savedAlignment[0]);
gl.glPixelStorei(GL2ES2.GL_UNPACK_ALIGNMENT, savedAlignment[1]);
}
saved = false;
}
}
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