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/**
 * 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 com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GL2ES3;
import com.jogamp.opengl.GL2GL3;
import com.jogamp.opengl.GLContext;
import com.jogamp.opengl.GLException;

/**
 * Utility to safely set and restore the PACK and UNPACK pixel storage mode,
 * regardless of the GLProfile.
 * 

* PACK for GPU to CPU transfers, e.g. {@link GL#glReadPixels(int, int, int, int, int, int, java.nio.Buffer) ReadPixels}, etc. *

*

* UNPACK for CPU o GPU transfers, e.g. {@link GL#glTexImage2D(int, int, int, int, int, int, int, int, long) TexImage2D}, etc *

*/ public class GLPixelStorageModes { private final int[] cachePack = new int[8]; private final int[] cacheUnpack = new int[8]; private boolean savedPack = false; private boolean savedUnpack = false; /** Create instance w/o {@link #saveAll(GL)} */ public GLPixelStorageModes() {} /** Create instance w/ {@link #saveAll(GL)} */ public GLPixelStorageModes(final GL gl) { saveAll(gl); } /** * Sets the {@link GL#GL_PACK_ALIGNMENT}. *

* Saves the PACK pixel storage modes and {@link #resetPack(GL) resets} them if not saved yet, see {@link #savePack(GL)}. *

*/ public final void setPackAlignment(final GL gl, final int packAlignment) { savePack(gl); gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, packAlignment); } /** * Sets the {@link GL#GL_UNPACK_ALIGNMENT}. *

* Saves the UNPACK pixel storage modes and {@link #resetUnpack(GL) resets} them if not saved yet, see {@link #saveUnpack(GL)}. *

*/ public final void setUnpackAlignment(final GL gl, final int unpackAlignment) { saveUnpack(gl); gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, unpackAlignment); } /** * Sets the {@link GL#GL_PACK_ALIGNMENT} and {@link GL#GL_UNPACK_ALIGNMENT}. *

* Saves the PACK and UNPACK pixel storage modes and resets them if not saved yet, see {@link #saveAll(GL)}. *

*/ public final void setAlignment(final GL gl, final int packAlignment, final int unpackAlignment) { setPackAlignment(gl, packAlignment); setUnpackAlignment(gl, unpackAlignment); } /** * Sets the {@link GL2ES3#GL_PACK_ROW_LENGTH}. *

* Saves the PACK pixel storage modes and {@link #resetPack(GL) resets} them if not saved yet, see {@link #savePack(GL)}. *

*/ public final void setPackRowLength(final GL2ES3 gl, final int packRowLength) { savePack(gl); gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, packRowLength); } /** * Sets the {@link GL2ES2#GL_UNPACK_ROW_LENGTH}. *

* Saves the UNPACK pixel storage modes and {@link #resetUnpack(GL) resets} them if not saved yet, see {@link #saveUnpack(GL)}. *

*/ public final void setUnpackRowLength(final GL2ES3 gl, final int unpackRowLength) { saveUnpack(gl); gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, unpackRowLength); } /** * Sets the {@link GL2ES3#GL_PACK_ROW_LENGTH} and {@link GL2ES2#GL_UNPACK_ROW_LENGTH} if {@link GL#isGL2ES3()}. *

* Saves the PACK and UNPACK pixel storage modes and resets them if not saved yet, see {@link #saveAll(GL)}. *

*/ public final void setRowLength(final GL2ES3 gl, final int packRowLength, final int unpackRowLength) { setPackRowLength(gl, packRowLength); setUnpackRowLength(gl, unpackRowLength); } /** * Saves PACK and UNPACK pixel storage modes and {@link #resetAll(GL) resets} them, * i.e. issues {@link #savePack(GL)} and {@link #saveUnpack(GL)}. *

* Operation is skipped, if the modes were already saved. *

*

* Restore via {@link #restore(GL)} *

*/ public final void saveAll(final GL gl) { savePack(gl); saveUnpack(gl); } /** * Resets PACK and UNPACK pixel storage modes to their default value, * i.e. issues {@link #resetPack(GL)} and {@link #resetUnpack(GL)}. */ public final void resetAll(final GL gl) { resetPack(gl); resetUnpack(gl); } /** * Restores PACK and UNPACK pixel storage mode previously saved w/ {@link #saveAll(GL)} * or {@link #savePack(GL)} and {@link #saveUnpack(GL)}. * @throws GLException if neither PACK nor UNPACK modes were saved. */ public final void restore(final GL gl) throws GLException { if(!savedPack && !savedUnpack) { throw new GLException("Neither PACK nor UNPACK pixel storage modes were saved"); } if( savedPack ) { restorePack(gl); savedPack = false; } if( savedUnpack ) { restoreUnpack(gl); savedUnpack = false; } } /** * Resets PACK pixel storage modes to their default value. */ public final void resetPack(final GL gl) { // Compared w/ ES2, ES3 and GL3-core spec gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, 4); // es2, es3, gl3 if( gl.isGL2ES3() ) { gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, 0); // es3, gl3 gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_ROWS, 0); // es3, gl3 gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_PIXELS, 0); // es3, gl3 if( gl.isGL2GL3() ) { gl.glPixelStorei(GL2GL3.GL_PACK_SWAP_BYTES, GL.GL_FALSE); // gl3 gl.glPixelStorei(GL2GL3.GL_PACK_LSB_FIRST, GL.GL_FALSE); // gl3 if( gl.getContext().getGLVersionNumber().compareTo(GLContext.Version1_2) >= 0 ) { gl.glPixelStorei(GL2GL3.GL_PACK_IMAGE_HEIGHT, 0); // gl3, GL_VERSION_1_2 gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_IMAGES, 0); // gl3, GL_VERSION_1_2 } } } } /** * Saves PACK pixel storage modes and {@link #resetPack(GL) resets} them. *

* Operation is skipped, if the modes were already saved. *

*

* Restore via {@link #restore(GL)} *

*/ public final void savePack(final GL gl) { if(savedPack) { return; } if( gl.isGL2() ) { // See GLStateTracker.pushAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT) gl.getGL2().glPushClientAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT); } else { // ES1 or ES2 deals with pack/unpack alignment only gl.glGetIntegerv(GL.GL_PACK_ALIGNMENT, cachePack, 0); if( gl.isGL2ES3() ) { gl.glGetIntegerv(GL2ES3.GL_PACK_ROW_LENGTH, cachePack, 1); gl.glGetIntegerv(GL2ES3.GL_PACK_SKIP_ROWS, cachePack, 2); gl.glGetIntegerv(GL2ES3.GL_PACK_SKIP_PIXELS, cachePack, 3); if( gl.isGL2GL3() ) { gl.glGetIntegerv(GL2GL3.GL_PACK_SWAP_BYTES, cachePack, 4); gl.glGetIntegerv(GL2GL3.GL_PACK_LSB_FIRST, cachePack, 5); gl.glGetIntegerv(GL2GL3.GL_PACK_IMAGE_HEIGHT, cachePack, 6); gl.glGetIntegerv(GL2GL3.GL_PACK_SKIP_IMAGES, cachePack, 7); } } } savedPack = true; resetPack(gl); } private final void restorePack(final GL gl) { if( gl.isGL2() ) { gl.getGL2().glPopClientAttrib(); } else { gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, cachePack[0]); if( gl.isGL2ES3() ) { gl.glPixelStorei(GL2ES3.GL_PACK_ROW_LENGTH, cachePack[1]); gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_ROWS, cachePack[2]); gl.glPixelStorei(GL2ES3.GL_PACK_SKIP_PIXELS, cachePack[3]); if( gl.isGL2GL3() ) { gl.glPixelStorei(GL2GL3.GL_PACK_SWAP_BYTES, cachePack[4]); gl.glPixelStorei(GL2GL3.GL_PACK_LSB_FIRST, cachePack[5]); gl.glPixelStorei(GL2GL3.GL_PACK_IMAGE_HEIGHT, cachePack[6]); gl.glPixelStorei(GL2GL3.GL_PACK_SKIP_IMAGES, cachePack[7]); } } } } /** * Resets UNPACK pixel storage modes to their default value. */ public final void resetUnpack(final GL gl) { // Compared w/ ES2, ES3 and GL3-core spec gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 4); // es2, es3, gl3 if( gl.isGL2ES3() ) { gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, 0); // es3, gl3 gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_ROWS, 0); // es3, gl3 gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_PIXELS, 0); // es3, gl3 if( gl.isGL2GL3() ) { if( gl.getContext().getGLVersionNumber().compareTo(GLContext.Version1_2) >= 0 ) { gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, 0); // es3, gl3, GL_VERSION_1_2 gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, 0); // es3, gl3, GL_VERSION_1_2 } gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, GL.GL_FALSE); // gl3 gl.glPixelStorei(GL2GL3.GL_UNPACK_LSB_FIRST, GL.GL_FALSE); // gl3 } else { gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, 0); // es3, gl3, GL_VERSION_1_2 gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, 0); // es3, gl3, GL_VERSION_1_2 } } } /** * Saves UNPACK pixel storage modes and {@link #resetUnpack(GL) resets} them. *

* Operation is skipped, if the modes were already saved. *

*

* Restore via {@link #restore(GL)} *

*/ public final void saveUnpack(final GL gl) { if(savedUnpack) { return; } if( gl.isGL2() ) { // See GLStateTracker.pushAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT) gl.getGL2().glPushClientAttrib(GL2.GL_CLIENT_PIXEL_STORE_BIT); } else { // ES1 or ES2 deals with pack/unpack alignment only gl.glGetIntegerv(GL.GL_UNPACK_ALIGNMENT, cacheUnpack, 0); if( gl.isGL2ES3() ) { gl.glGetIntegerv(GL2ES2.GL_UNPACK_ROW_LENGTH, cacheUnpack, 1); gl.glGetIntegerv(GL2ES2.GL_UNPACK_SKIP_ROWS, cacheUnpack, 2); gl.glGetIntegerv(GL2ES2.GL_UNPACK_SKIP_PIXELS, cacheUnpack, 3); gl.glGetIntegerv(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, cacheUnpack, 4); gl.glGetIntegerv(GL2ES3.GL_UNPACK_SKIP_IMAGES, cacheUnpack, 5); if( gl.isGL2GL3() ) { gl.glGetIntegerv(GL2GL3.GL_UNPACK_SWAP_BYTES, cacheUnpack, 6); gl.glGetIntegerv(GL2GL3.GL_UNPACK_LSB_FIRST, cacheUnpack, 7); } } } savedUnpack = true; resetUnpack(gl); } private final void restoreUnpack(final GL gl) { if( gl.isGL2() ) { gl.getGL2().glPopClientAttrib(); } else { gl.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, cacheUnpack[0]); if( gl.isGL2ES3() ) { gl.glPixelStorei(GL2ES2.GL_UNPACK_ROW_LENGTH, cacheUnpack[1]); gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_ROWS, cacheUnpack[2]); gl.glPixelStorei(GL2ES2.GL_UNPACK_SKIP_PIXELS, cacheUnpack[3]); gl.glPixelStorei(GL2ES3.GL_UNPACK_IMAGE_HEIGHT, cacheUnpack[4]); gl.glPixelStorei(GL2ES3.GL_UNPACK_SKIP_IMAGES, cacheUnpack[5]); if( gl.isGL2GL3() ) { gl.glPixelStorei(GL2GL3.GL_UNPACK_SWAP_BYTES, cacheUnpack[6]); gl.glPixelStorei(GL2GL3.GL_UNPACK_LSB_FIRST, cacheUnpack[7]); } } } } }




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