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/*
 * Copyright (c) 2012, 2016, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */

package com.sun.prism.es2;

import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.IntBuffer;
import com.sun.javafx.PlatformUtil;
import com.sun.prism.MeshView;
import com.sun.prism.PhongMaterial.MapType;
import com.sun.prism.Texture.WrapMode;
import com.sun.prism.impl.PrismSettings;
import com.sun.prism.paint.Color;

abstract class GLContext {

    // Use by glBlendFunc
    final static int GL_ZERO                      = 0;
    final static int GL_ONE                       = 1;
    final static int GL_SRC_COLOR                 = 2;
    final static int GL_ONE_MINUS_SRC_COLOR       = 3;
    final static int GL_DST_COLOR                 = 4;
    final static int GL_ONE_MINUS_DST_COLOR       = 5;
    final static int GL_SRC_ALPHA                 = 6;
    final static int GL_ONE_MINUS_SRC_ALPHA       = 7;
    final static int GL_DST_ALPHA                 = 8;
    final static int GL_ONE_MINUS_DST_ALPHA       = 9;
    final static int GL_CONSTANT_COLOR            = 10;
    final static int GL_ONE_MINUS_CONSTANT_COLOR  = 11;
    final static int GL_CONSTANT_ALPHA            = 12;
    final static int GL_ONE_MINUS_CONSTANT_ALPHA  = 13;
    final static int GL_SRC_ALPHA_SATURATE        = 14;

    // Texture Type
    final static int GL_FLOAT                     = 20;
    final static int GL_UNSIGNED_BYTE             = 21;
    final static int GL_UNSIGNED_INT_8_8_8_8_REV  = 22;
    final static int GL_UNSIGNED_INT_8_8_8_8      = 23;
    final static int GL_UNSIGNED_SHORT_8_8_APPLE  = 24;

    // Use by Texture: Pixel Format
    final static int GL_RGBA                      = 40;
    final static int GL_BGRA                      = 41;
    final static int GL_RGB                       = 42;
    final static int GL_LUMINANCE                 = 43;
    final static int GL_ALPHA                     = 44;
    final static int GL_RGBA32F                   = 45;
    final static int GL_YCBCR_422_APPLE           = 46;

    // Use by Texture
    final static int GL_TEXTURE_2D                = 50;
    final static int GL_TEXTURE_BINDING_2D        = 51;
    final static int GL_NEAREST                   = 52;
    final static int GL_LINEAR                    = 53;
    final static int GL_NEAREST_MIPMAP_NEAREST    = 54;
    final static int GL_LINEAR_MIPMAP_LINEAR      = 55;


    // Use by glPixelStorei
    final static int GL_UNPACK_ALIGNMENT          = 60;
    final static int GL_UNPACK_ROW_LENGTH         = 61;
    final static int GL_UNPACK_SKIP_PIXELS        = 62;
    final static int GL_UNPACK_SKIP_ROWS          = 63;

    // Use by WrapState
    final static int WRAPMODE_REPEAT              = 100;
    final static int WRAPMODE_CLAMP_TO_EDGE       = 101;
    final static int WRAPMODE_CLAMP_TO_BORDER     = 102;

    // Use by face culling for 3D implementation
    final static int GL_BACK                      = 110;
    final static int GL_FRONT                     = 111;
    final static int GL_NONE                      = 112;

    // Use for querying hardware/implementation limits
    final static int GL_MAX_FRAGMENT_UNIFORM_COMPONENTS  = 120;
    final static int GL_MAX_FRAGMENT_UNIFORM_VECTORS     = 121;
    final static int GL_MAX_TEXTURE_IMAGE_UNITS          = 122;
    final static int GL_MAX_TEXTURE_SIZE                 = 123;
    final static int GL_MAX_VERTEX_ATTRIBS               = 124;
    final static int GL_MAX_VARYING_COMPONENTS           = 125;
    final static int GL_MAX_VARYING_VECTORS              = 126;
    final static int GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS   = 127;
    final static int GL_MAX_VERTEX_UNIFORM_COMPONENTS    = 128;
    final static int GL_MAX_VERTEX_UNIFORM_VECTORS       = 129;

    final static int MAPTYPE_DIFFUSE = MapType.DIFFUSE.ordinal();
    final static int MAPTYPE_SPECULAR = MapType.SPECULAR.ordinal();
    final static int MAPTYPE_BUMP = MapType.BUMP.ordinal();
    final static int MAPTYPE_SELFILLUM = MapType.SELF_ILLUM.ordinal();

    // Use by Uniform Matrix
    final static int NUM_MATRIX_ELEMENTS          = 16;

    long nativeCtxInfo;
    private int maxTextureSize = -1;
    private Boolean nonPowTwoExtAvailable;
    private Boolean clampToZeroAvailable;

    // TODO : Consider moving these cached values to ES2Context.
    // track some other state here to avoid redundant state changes
    private int activeTexUnit;
    private int[] boundTextures = new int[4];
    private int viewportX, viewportY, viewportWidth, viewportHeight;
    // depthTest is initialized to false in the native initState method
    private boolean depthTest = false;
    private boolean msaa = false;
    private int maxSampleSize = -1;

    private static final int FBO_ID_UNSET = -1;
    private static final int FBO_ID_NOCACHE = -2;
    private int nativeFBOID = PlatformUtil.isMac() || PlatformUtil.isIOS() ? FBO_ID_NOCACHE : FBO_ID_UNSET;

    private static native void nActiveTexture(long nativeCtxInfo, int texUnit);
    private static native void nBindFBO(long nativeCtxInfo, int nativeFBOID);
    private static native void nBindTexture(long nativeCtxInfo, int texID);
    private static native void nBlendFunc(int sFactor, int dFactor);
    private static native void nClearBuffers(long nativeCtxInfo,
            float red, float green, float blue, float alpha,
            boolean clearColor, boolean clearDepth, boolean ignoreScissor);
    private static native int nCompileShader(long nativeCtxInfo, String src,
            boolean vertex);
    private static native int nCreateDepthBuffer(long nativeCtxInfo, int width,
            int height, int msaa);
    private static native int nCreateRenderBuffer(long nativeCtxInfo, int width,
            int height, int msaa);
    private static native int nCreateFBO(long nativeCtxInfo, int texID);
    private static native int nCreateProgram(long nativeCtxInfo,
            int vertexShaderID, int[] fragmentShaderID,
            int numAttrs, String[] attrs, int[] indexs);
    private static native int nCreateTexture(long nativeCtxInfo, int width,
            int height);
    private static native void nDeleteRenderBuffer(long nativeCtxInfo, int rbID);
    private static native void nDeleteFBO(long nativeCtxInfo, int fboID);
    private static native void nDeleteShader(long nativeCtxInfo, int shadeID);
    private static native void nDeleteTexture(long nativeCtxInfo, int tID);
    private static native void nDisposeShaders(long nativeCtxInfo,
            int pID, int vID, int[] fID);
    private static native void nFinish();
    private static native int nGenAndBindTexture();
    private static native int nGetFBO();
    private static native int nGetIntParam(int pname);
    private static native int nGetMaxSampleSize();
    private static native int nGetUniformLocation(long nativeCtxInfo,
            int programID, String name);
    private static native void nPixelStorei(int pname, int param);
    private static native boolean nReadPixelsByte(long nativeCtxInfo, int length,
            Buffer buffer, byte[] pixelArr, int x, int y, int w, int h);
    private static native boolean nReadPixelsInt(long nativeCtxInfo, int length,
            Buffer buffer, int[] pixelArr, int x, int y, int w, int h);
    private static native void nScissorTest(long nativeCtxInfo, boolean enable,
            int x, int y, int w, int h);
    private static native void nSetDepthTest(long nativeCtxInfo, boolean depthTest);
    private static native void nSetMSAA(long nativeCtxInfo, boolean msaa);
    private static native void nTexParamsMinMax(int min, int max);
    private static native boolean nTexImage2D0(int target, int level, int internalFormat,
            int width, int height, int border, int format,
            int type, Object pixels, int pixelsByteOffset, boolean useMipmap);
    private static native boolean nTexImage2D1(int target, int level, int internalFormat,
            int width, int height, int border, int format,
            int type, Object pixels, int pixelsByteOffset, boolean useMipmap);
    private static native void nTexSubImage2D0(int target, int level,
            int xoffset, int yoffset, int width, int height, int format,
            int type, Object pixels, int pixelsByteOffset);
    private static native void nTexSubImage2D1(int target, int level,
            int xoffset, int yoffset, int width, int height, int format,
            int type, Object pixels, int pixelsByteOffset);
    private static native void nUpdateViewport(long nativeCtxInfo, int x, int y,
            int w, int h);
    private static native void nUniform1f(long nativeCtxInfo, int location, float v0);
    private static native void nUniform2f(long nativeCtxInfo, int location, float v0,
            float v1);
    private static native void nUniform3f(long nativeCtxInfo, int location, float v0,
            float v1, float v2);
    private static native void nUniform4f(long nativeCtxInfo, int location, float v0,
            float v1, float v2, float v3);
    private static native void nUniform4fv0(long nativeCtxInfo, int location, int count,
            Object value, int valueByteOffset);
    private static native void nUniform4fv1(long nativeCtxInfo, int location, int count,
            Object value, int valueByteOffset);
    private static native void nUniform1i(long nativeCtxInfo, int location, int v0);
    private static native void nUniform2i(long nativeCtxInfo, int location, int v0,
            int v1);
    private static native void nUniform3i(long nativeCtxInfo, int location, int v0,
            int v1, int v2);
    private static native void nUniform4i(long nativeCtxInfo, int location, int v0,
            int v1, int v2, int v3);
    private static native void nUniform4iv0(long nativeCtxInfo, int location, int count,
            Object value, int valueByteOffset);
    private static native void nUniform4iv1(long nativeCtxInfo, int location, int count,
            Object value, int valueByteOffset);
    private static native void nUniformMatrix4fv(long nativeCtxInfo, int location,
            boolean transpose, float values[]);
    private static native void nUpdateFilterState(long nativeCtxInfo, int texID,
            boolean linearFilter);
    private static native void nUpdateWrapState(long nativeCtxInfo, int texID,
            int wrapMode);
    private static native void nUseProgram(long nativeCtxInfo, int pID);

    private static native void nEnableVertexAttributes(long nativeCtxInfo);
    private static native void nDisableVertexAttributes(long nativeCtxInfo);
    private static native void nDrawIndexedQuads(long nativeCtxInfo, int numVertices,
            float dataf[], byte datab[]);
    private static native int nCreateIndexBuffer16(long nativeCtxInfo, short data[], int n);
    private static native void nSetIndexBuffer(long nativeCtxInfo, int buffer);

    private static native void nSetDeviceParametersFor2D(long nativeCtxInfo);
    private static native void nSetDeviceParametersFor3D(long nativeCtxInfo);
    private static native long nCreateES2Mesh(long nativeCtxInfo);
    private static native void nReleaseES2Mesh(long nativeCtxInfo, long nativeHandle);
    private static native boolean nBuildNativeGeometryShort(long nativeCtxInfo, long nativeHandle,
            float[] vertexBuffer, int vertexBufferLength, short[] indexBuffer, int indexBufferLength);
    private static native boolean nBuildNativeGeometryInt(long nativeCtxInfo, long nativeHandle,
            float[] vertexBuffer, int vertexBufferLength, int[] indexBuffer, int indexBufferLength);
    private static native long nCreateES2PhongMaterial(long nativeCtxInfo);
    private static native void nReleaseES2PhongMaterial(long nativeCtxInfo, long nativeHandle);
    private static native void nSetSolidColor(long nativeCtxInfo, long nativePhongMaterial,
            float r, float g, float b, float a);
    private static native void nSetMap(long nativeCtxInfo, long nativePhongMaterial,
            int mapType, int texID);
    private static native long nCreateES2MeshView(long nativeCtxInfo, long nativeMeshInfo);
    private static native void nReleaseES2MeshView(long nativeCtxInfo, long nativeHandle);
    private static native void nSetCullingMode(long nativeCtxInfo, long nativeMeshViewInfo,
            int cullingMode);
    private static native void nSetMaterial(long nativeCtxInfo, long nativeMeshViewInfo,
            long nativePhongMaterialInfo);
    private static native void nSetWireframe(long nativeCtxInfo, long nativeMeshViewInfo,
            boolean wireframe);
    private static native void nSetAmbientLight(long nativeCtxInfo, long nativeMeshViewInfo,
            float r, float g, float b);
    private static native void nSetPointLight(long nativeCtxInfo, long nativeMeshViewInfo,
            int index, float x, float y, float z, float r, float g, float b, float w);
    private static native void nRenderMeshView(long nativeCtxInfo, long nativeMeshViewInfo);
    private static native void nBlit(long nativeCtxInfo, int srcFBO, int dstFBO,
            int srcX0, int srcY0, int srcX1, int srcY1,
            int dstX0, int dstY0, int dstX1, int dstY1);

    void activeTexture(int texUnit) {
        nActiveTexture(nativeCtxInfo, texUnit);
    }

    void bindFBO(int nativeFBOID) {
        switch (this.nativeFBOID) {
            case FBO_ID_UNSET:
                this.nativeFBOID = nativeFBOID;
                nBindFBO(nativeCtxInfo, nativeFBOID);
                break;
            case FBO_ID_NOCACHE:
                nBindFBO(nativeCtxInfo, nativeFBOID);
                break;
            default:
                if (this.nativeFBOID != nativeFBOID) {
                    nBindFBO(nativeCtxInfo, nativeFBOID);
                    this.nativeFBOID = nativeFBOID;
                }
                break;
        }
    }

    void bindTexture(int texID) {
        nBindTexture(nativeCtxInfo, texID);
    }

    void blendFunc(int sFactor, int dFactor) {
        nBlendFunc(sFactor, dFactor);
    }

    boolean canCreateNonPowTwoTextures() {
        if (nonPowTwoExtAvailable == null) {
            /* Note: Currently we are assuming a system with a single
             * or homogeneous GPUs. For the case of heterogeneous GPUs
             * system the string information will need to be per
             * GLContext class. */
            nonPowTwoExtAvailable = PrismSettings.forcePow2
                ? Boolean.FALSE : ES2Pipeline.glFactory.isNPOTSupported();
        }
        return nonPowTwoExtAvailable.booleanValue();
    }

    boolean canClampToZero() {
        if (clampToZeroAvailable == null) {
            /* Note: Currently we are assuming a system with a single
             * or homogeneous GPUs. For the case of heterogeneous GPUs
             * system the string information will need to be per
             * GLContext class. */
            clampToZeroAvailable = PrismSettings.noClampToZero
                ? Boolean.FALSE
                : ES2Pipeline.glFactory.isGL2();
        }
        return clampToZeroAvailable.booleanValue();
    }

    void clearBuffers(Color color, boolean clearColor,
            boolean clearDepth, boolean ignoreScissor) {
        float r = color.getRedPremult();
        float g = color.getGreenPremult();
        float b = color.getBluePremult();
        float a = color.getAlpha();
        nClearBuffers(nativeCtxInfo, r, g, b, a, clearColor, clearDepth,
                ignoreScissor);
    }

    /**
     * Compiles the given shader program.  If successful, this function returns
     * a handle to the newly created shader object; otherwise returns 0.
     */
    int compileShader(String shaderSource, boolean vertex) {
        return nCompileShader(nativeCtxInfo, shaderSource, vertex);
    }

    int createDepthBuffer(int width, int height, int msaaSamples) {
        return nCreateDepthBuffer(nativeCtxInfo, width, height, msaaSamples);
    }

    int createRenderBuffer(int width, int height, int msaaSamples) {
        return nCreateRenderBuffer(nativeCtxInfo, width, height, msaaSamples);
    }

    /**
     * Will create FBO by generate new FBO and binding it.
     * Note: Will not restore previously bound FBO.
     * @param texID if defined, will attach texture to generated FBO
     * @return FBO id
     */
    int createFBO(int texID) {
        if (nativeFBOID != FBO_ID_NOCACHE) {
            nativeFBOID = FBO_ID_UNSET; // invalidate FBO ID cache
        }
        return nCreateFBO(nativeCtxInfo, texID);
    }

    /**
     * Compiles and links a new shader program using the given shaders.  If
     * successful, this function returns a handle to the newly created shader
     * program; otherwise returns 0.
     */
    int createProgram(int vertexShaderID, int[] fragmentShaderIDArr,
            String[] attrs, int[] indexs) {

        if (fragmentShaderIDArr == null) {
            System.err.println("Error: fragmentShaderIDArr is null");
            return 0;
        }

        boolean shaderSpecified = true;
        for (int i = 0; i < fragmentShaderIDArr.length; i++) {
            if (fragmentShaderIDArr[i] == 0) {
                shaderSpecified = false;
                break;
            }
        }

        if (vertexShaderID == 0 || fragmentShaderIDArr.length == 0
                || !shaderSpecified) {
            System.err.println("Both vertexShader and fragmentShader(s) must be specified");
        }
        if (attrs.length != indexs.length) {
            System.err.println("attrs.length must be equal to index.length");
        }
        return nCreateProgram(nativeCtxInfo, vertexShaderID, fragmentShaderIDArr,
                attrs.length, attrs, indexs);
    }

    int createTexture(int width, int height) {
        return nCreateTexture(nativeCtxInfo, width, height);
    }

    void deleteRenderBuffer(int dbID) {
        nDeleteRenderBuffer(nativeCtxInfo, dbID);
    }

    void deleteFBO(int fboID) {
        nDeleteFBO(nativeCtxInfo, fboID);
    }

    void deleteShader(int shadeID) {
        nDeleteShader(nativeCtxInfo, shadeID);
    }

    void blitFBO(int msaaFboID, int dstFboID,
                 int srcX0, int srcY0, int srcX1, int srcY1,
                 int dstX0, int dstY0, int dstX1, int dstY1)
    {
        nBlit(nativeCtxInfo, msaaFboID, dstFboID,
              srcX0, srcY0, srcX1, srcY1,
              dstX0, dstY0, dstX1, dstY1);
    }

    void deleteTexture(int tID) {
        nDeleteTexture(nativeCtxInfo, tID);
    }

    void disposeShaders(int pID, int vID, int[] fID) {
        nDisposeShaders(nativeCtxInfo, pID, vID, fID);
    }

    void finish() {
        nFinish();
    }

    int genAndBindTexture() {
        int texID = nGenAndBindTexture();
        boundTextures[activeTexUnit] = texID;
        return texID;
    }

    int getBoundFBO() {
        switch (nativeFBOID) {
            case FBO_ID_UNSET:
                nativeFBOID = nGetFBO();
                return nativeFBOID;
            case FBO_ID_NOCACHE:
                return nGetFBO();
            default:
                return nativeFBOID;
        }
    }

    long getNativeCtxInfo() {
        return nativeCtxInfo;
    }

    abstract long getNativeHandle();

    /***************************************************/
    int getActiveTextureUnit() {
        return activeTexUnit;
    }

    // Forcibly sets the active texture unit to the given index.
    void setActiveTextureUnit(int unit) {
        activeTexture(unit);
        activeTexUnit = unit;
    }

    // Sets the active texture unit to the given index only if it was
    // not already the active index.
    void updateActiveTextureUnit(int unit) {
        if (unit != getActiveTextureUnit()) {
            setActiveTextureUnit(unit);
        }
    }

    int getBoundTexture() {
        return boundTextures[activeTexUnit];
    }

    int getBoundTexture(int unit) {
        return boundTextures[unit];
    }

    int getNumBoundTexture() {
        return boundTextures.length;
    }

    // Forcibly sets the currently bound texture to the given object.
    void setBoundTexture(int texid) {
        bindTexture(texid);
        boundTextures[activeTexUnit] = texid;
    }

    // Sets the currently bound texture to the given object only if it was
    // not already the current texture.
    void updateBoundTexture(int texid) {
        if (texid != getBoundTexture()) {
            setBoundTexture(texid);
        }
    }
    /***********************************************************/

    int getIntParam(int param) {
        return nGetIntParam(param);
    }

    int getSampleSize() {
        int maxSamples = getMaxSampleSize();
        return maxSamples < 2 ? 0 : (maxSamples < 4 ? 2 : 4);
    }

    int getMaxSampleSize() {
        if (maxSampleSize > -1) {
            return maxSampleSize;
        }
        maxSampleSize = ES2Pipeline.msaa ? nGetMaxSampleSize() : 0;
        return maxSampleSize;
    }

    int getMaxTextureSize() {
        if (maxTextureSize > -1) {
            return maxTextureSize;
        }
        return maxTextureSize = getIntParam(GLContext.GL_MAX_TEXTURE_SIZE);
    }

    int getUniformLocation(int programID, String name) {
        return nGetUniformLocation(nativeCtxInfo, programID, name);
    }

    boolean isShaderCompilerSupported() {
        // GL2
        return true;
        // else TODO: glGetBooleanv(GL_SHADER_COMPILER, supported, 0); (RT-27526)
    }

    abstract void makeCurrent(GLDrawable drawable);

    void pixelStorei(int pname, int param) {
        nPixelStorei(pname, param);
    }

    boolean readPixels(Buffer buffer, int x, int y, int w, int h) {
        boolean res = false;
        if (buffer instanceof ByteBuffer) {
            ByteBuffer buf = (ByteBuffer) buffer;
            byte[] arr = buf.hasArray() ? buf.array() : null;
            int length = buf.capacity();
            res = nReadPixelsByte(nativeCtxInfo, length, buffer, arr, x, y, w, h);
        } else if (buffer instanceof IntBuffer) {
            IntBuffer buf = (IntBuffer) buffer;
            int[] arr = buf.hasArray() ? buf.array() : null;
            int length = buf.capacity() * 4;
            // Note: This implementation only handle little-endian architectures,
            // which includes all the platforms we need to support for JavaFX 2.2.
            // We will need to do extra byte swapping at pixel level if we ever needs
            // to support big-endian architectures such as Solaris Sparc.
            res = nReadPixelsInt(nativeCtxInfo, length, buffer, arr, x, y, w, h);
        } else {
            throw new IllegalArgumentException("readPixel: pixel's buffer type is not supported: "
                    + buffer);
        }
        return res;
    }

    void scissorTest(boolean enable, int x, int y, int w, int h) {
        nScissorTest(nativeCtxInfo, enable, x, y, w, h);
    }

    void setShaderProgram(int progid) {
        nUseProgram(nativeCtxInfo, progid);
    }

    void texParamsMinMax(int pname, boolean useMipmap) {
        int min = pname;
        int max = pname;
        if (useMipmap) {
            min = (min == GLContext.GL_LINEAR) ? GLContext.GL_LINEAR_MIPMAP_LINEAR
                    : GLContext.GL_NEAREST_MIPMAP_NEAREST;
        }
        nTexParamsMinMax(min, max);
    }

    boolean texImage2D(int target, int level, int internalFormat,
            int width, int height, int border, int format, int type,
            java.nio.Buffer pixels, boolean useMipmap) {
        boolean result;
        boolean direct = BufferFactory.isDirect(pixels);
        if (direct) {
            result = nTexImage2D0(target, level, internalFormat, width, height, border, format,
                    type, pixels, BufferFactory.getDirectBufferByteOffset(pixels), useMipmap);
        } else {
            result = nTexImage2D1(target, level, internalFormat, width, height, border, format,
                    type, BufferFactory.getArray(pixels),
                    BufferFactory.getIndirectBufferByteOffset(pixels), useMipmap);
        }
        return result;

    }

    void texSubImage2D(int target, int level, int xoffset, int yoffset,
            int width, int height, int format, int type, java.nio.Buffer pixels) {
        boolean direct = BufferFactory.isDirect(pixels);
        if (direct) {
            nTexSubImage2D0(target, level, xoffset, yoffset, width, height,
                    format, type, pixels,
                    BufferFactory.getDirectBufferByteOffset(pixels));
        } else {
            nTexSubImage2D1(target, level, xoffset, yoffset, width, height,
                    format, type, BufferFactory.getArray(pixels),
                    BufferFactory.getIndirectBufferByteOffset(pixels));
        }
    }

    void updateViewportAndDepthTest(int x, int y, int w, int h,
            boolean depthTest) {
        if (viewportX != x || viewportY != y || viewportWidth != w || viewportHeight != h) {
            viewportX = x;
            viewportY = y;
            viewportWidth = w;
            viewportHeight = h;
            nUpdateViewport(nativeCtxInfo, x, y, w, h);
        }
        if (this.depthTest != depthTest) {
            nSetDepthTest(nativeCtxInfo, depthTest);
            this.depthTest = depthTest;
        }
    }

    void updateMSAAState(boolean msaa) {
        if (this.msaa != msaa) {
            nSetMSAA(nativeCtxInfo, msaa);
            this.msaa = msaa;
        }
    }

    void updateFilterState(int texID, boolean linearFilter) {
        nUpdateFilterState(nativeCtxInfo, texID, linearFilter);
    }

    void updateWrapState(int texID, WrapMode wrapMode) {
        int wm;
        switch (wrapMode) {
            case REPEAT_SIMULATED:  // mode should not matter for this case
            case REPEAT:
                wm = WRAPMODE_REPEAT;
                break;
            case CLAMP_TO_ZERO_SIMULATED:
            case CLAMP_TO_EDGE_SIMULATED: // needed for top/left edge cases
            case CLAMP_TO_EDGE:
                wm = WRAPMODE_CLAMP_TO_EDGE;
                break;
            case CLAMP_TO_ZERO:
                wm = WRAPMODE_CLAMP_TO_BORDER;
                break;
            case CLAMP_NOT_NEEDED:
                return;
            default:
                throw new InternalError("Unrecognized wrap mode: "+wrapMode);
        }
        nUpdateWrapState(nativeCtxInfo, texID, wm);
    }

    void uniform1f(int location, float v0) {
        nUniform1f(nativeCtxInfo, location, v0);
    }

    void uniform2f(int location, float v0, float v1) {
        nUniform2f(nativeCtxInfo, location, v0, v1);
    }

    void uniform3f(int location, float v0, float v1, float v2) {
        nUniform3f(nativeCtxInfo, location, v0, v1, v2);
    }

    void uniform4f(int location, float v0, float v1, float v2, float v3) {
        nUniform4f(nativeCtxInfo, location, v0, v1, v2, v3);
    }

    void uniform4fv(int location, int count, java.nio.FloatBuffer value) {
        boolean direct = BufferFactory.isDirect(value);
        if (direct) {
            nUniform4fv0(nativeCtxInfo, location, count, value,
                    BufferFactory.getDirectBufferByteOffset(value));
        } else {
            nUniform4fv1(nativeCtxInfo, location, count, BufferFactory.getArray(value),
                    BufferFactory.getIndirectBufferByteOffset(value));
        }
    }

    void uniform1i(int location, int v0) {
        nUniform1i(nativeCtxInfo, location, v0);
    }

    void uniform2i(int location, int v0, int v1) {
        nUniform2i(nativeCtxInfo, location, v0, v1);
    }

    void uniform3i(int location, int v0, int v1, int v2) {
        nUniform3i(nativeCtxInfo, location, v0, v1, v2);
    }

    void uniform4i(int location, int v0, int v1, int v2, int v3) {
        nUniform4i(nativeCtxInfo, location, v0, v1, v2, v3);
    }

    void uniform4iv(int location, int count, java.nio.IntBuffer value) {
        boolean direct = BufferFactory.isDirect(value);
        if (direct) {
            nUniform4iv0(nativeCtxInfo, location, count, value,
                    BufferFactory.getDirectBufferByteOffset(value));
        } else {
            nUniform4iv1(nativeCtxInfo, location, count, BufferFactory.getArray(value),
                    BufferFactory.getIndirectBufferByteOffset(value));
        }
    }

    void uniformMatrix4fv(int location, boolean transpose, float values[]) {
        nUniformMatrix4fv(nativeCtxInfo, location, transpose, values);
    }

    void enableVertexAttributes() {
        nEnableVertexAttributes(nativeCtxInfo);
    }

    void disableVertexAttributes() {
        nDisableVertexAttributes(nativeCtxInfo);
    }

    void drawIndexedQuads(float coords[], byte colors[], int numVertices) {
        nDrawIndexedQuads(nativeCtxInfo, numVertices, coords, colors);
    }

    int createIndexBuffer16(short data[]) {
        return nCreateIndexBuffer16(nativeCtxInfo, data, data.length);
    }

    void setIndexBuffer(int ib) {
        nSetIndexBuffer(nativeCtxInfo, ib);
    }

    void setDeviceParametersFor2D() {
        nSetDeviceParametersFor2D(nativeCtxInfo);
    }

    void setDeviceParametersFor3D() {
        nSetDeviceParametersFor3D(nativeCtxInfo);
    }

    long createES2Mesh() {
        return nCreateES2Mesh(nativeCtxInfo);
    }

    void releaseES2Mesh(long nativeHandle) {
        nReleaseES2Mesh(nativeCtxInfo, nativeHandle);
    }

    boolean buildNativeGeometry(long nativeHandle, float[] vertexBuffer,
            int vertexBufferLength, short[] indexBuffer, int indexBufferLength) {
        return nBuildNativeGeometryShort(nativeCtxInfo, nativeHandle,
                vertexBuffer, vertexBufferLength, indexBuffer, indexBufferLength);
    }

    boolean buildNativeGeometry(long nativeHandle, float[] vertexBuffer,
            int vertexBufferLength, int[] indexBuffer, int indexBufferLength) {
        return nBuildNativeGeometryInt(nativeCtxInfo, nativeHandle, vertexBuffer,
                vertexBufferLength, indexBuffer, indexBufferLength);
    }

    long createES2PhongMaterial() {
        return nCreateES2PhongMaterial(nativeCtxInfo);
    }

    void releaseES2PhongMaterial(long nativeHandle) {
        nReleaseES2PhongMaterial(nativeCtxInfo, nativeHandle);
    }

    void setSolidColor(long nativePhongMaterial, float r, float g, float b, float a) {
        nSetSolidColor(nativeCtxInfo, nativePhongMaterial, r, g, b, a);
    }

    void setMap(long nativePhongMaterial, int mapType, int texID) {
        nSetMap(nativeCtxInfo, nativePhongMaterial, mapType, texID);
    }

    long createES2MeshView(long nativeMeshInfo) {
        return nCreateES2MeshView(nativeCtxInfo, nativeMeshInfo);
    }

    void releaseES2MeshView(long nativeHandle) {
        nReleaseES2MeshView(nativeCtxInfo, nativeHandle);
    }

    void setCullingMode(long nativeMeshViewInfo, int cullMode) {
        int cm;
        if (cullMode == MeshView.CULL_NONE) {
            cm = GL_NONE;
        } else if (cullMode == MeshView.CULL_BACK) {
            cm = GL_BACK;
        } else if (cullMode == MeshView.CULL_FRONT) {
            cm = GL_FRONT;
        } else {
            throw new IllegalArgumentException("illegal value for CullMode: " + cullMode);
        }
       nSetCullingMode(nativeCtxInfo, nativeMeshViewInfo, cm);
    }

    void setMaterial(long nativeMeshViewInfo, long nativePhongMaterialInfo) {
        nSetMaterial(nativeCtxInfo, nativeMeshViewInfo, nativePhongMaterialInfo);
    }

    void setWireframe(long nativeMeshViewInfo, boolean wireframe) {
        nSetWireframe(nativeCtxInfo, nativeMeshViewInfo, wireframe);
    }

    void setAmbientLight(long nativeMeshViewInfo, float r, float g, float b) {
        nSetAmbientLight(nativeCtxInfo, nativeMeshViewInfo, r, g, b);
    }

    void setPointLight(long nativeMeshViewInfo, int index, float x, float y, float z, float r, float g, float b, float w) {
        nSetPointLight(nativeCtxInfo, nativeMeshViewInfo, index, x, y, z, r, g, b, w);
    }

    void renderMeshView(long nativeMeshViewInfo) {
        nRenderMeshView(nativeCtxInfo, nativeMeshViewInfo);
    }
}




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