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/*
 * Copyright (c) 2009, 2022, 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
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package com.sun.prism.es2;

import com.sun.glass.ui.Screen;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.Vec3d;
import com.sun.javafx.geom.transform.Affine2D;
import com.sun.javafx.geom.transform.Affine3D;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.javafx.geom.transform.GeneralTransform3D;
import com.sun.javafx.sg.prism.NGCamera;
import com.sun.javafx.sg.prism.NGDefaultCamera;
import com.sun.prism.CompositeMode;
import com.sun.prism.Graphics;
import com.sun.prism.Material;
import com.sun.prism.RTTexture;
import com.sun.prism.RenderTarget;
import com.sun.prism.Texture;
import com.sun.prism.impl.PrismSettings;
import com.sun.prism.impl.ps.BaseShaderContext;
import com.sun.prism.ps.Shader;
import com.sun.prism.ps.ShaderFactory;

class ES2Context extends BaseShaderContext {

    // Temporary variables
    private static GeneralTransform3D scratchTx = new GeneralTransform3D();
    private static final GeneralTransform3D flipTx = new GeneralTransform3D();
    private static final Affine3D scratchAffine3DTx = new Affine3D();
    // contains the combined projection/modelview matrix (elements 0-15)
    private static float rawMatrix[] = new float[GLContext.NUM_MATRIX_ELEMENTS];

    private GeneralTransform3D projViewTx = new GeneralTransform3D();
    private GeneralTransform3D worldTx = new GeneralTransform3D();
    private Vec3d cameraPos = new Vec3d();

    private RenderTarget currentTarget;
    private final GLContext glContext;
    private final GLDrawable dummyGLDrawable;
    private final GLPixelFormat pixelFormat;
    private State state;
    private int quadIndices;
    // The drawable that is current to the glContext
    private GLDrawable currentDrawable = null;
    private int indexBuffer = 0;
    private int shaderProgram;

    public static final int NUM_QUADS = PrismSettings.superShader ? 4096 : 256;

    ES2Context(Screen screen, ShaderFactory factory) {
        super(screen, factory, NUM_QUADS);
        GLFactory glF = ES2Pipeline.glFactory;

        // NOTE: There is issue with the returned value of getNativeScreen.
        // HMonitor (Windows), GTKMonitor index (Linux) ...
        // We would prefer HDC (Windows) and screen number(index) (Linux)
        pixelFormat =
                glF.createGLPixelFormat(screen.getNativeScreen(),
                ES2Pipeline.pixelFormatAttributes);

        dummyGLDrawable = glF.createDummyGLDrawable(pixelFormat);
        glContext = glF.createGLContext(dummyGLDrawable, pixelFormat,
                glF.getShareContext(), PrismSettings.isVsyncEnabled);
        makeCurrent(dummyGLDrawable);

        glContext.enableVertexAttributes();
        quadIndices = genQuadsIndexBuffer(NUM_QUADS);
        setIndexBuffer(quadIndices);
        state = new State();
    }

    static short [] getQuadIndices16bit(int numQuads) {
        short data[] = new short[numQuads * 6];

        for (int i = 0; i != numQuads; ++i) {
            int vtx = i * 4;
            int idx = i * 6;
            data[idx+0] = (short) (vtx+0);
            data[idx+1] = (short) (vtx+1);
            data[idx+2] = (short) (vtx+2);

            data[idx+3] = (short) (vtx+2);
            data[idx+4] = (short) (vtx+1);
            data[idx+5] = (short) (vtx+3);
        }

        return data;
    }

    int genQuadsIndexBuffer(int numQuads) {
        if (numQuads * 6 > 0x10000)
            throw new IllegalArgumentException("vertex indices overflow");

        return glContext.createIndexBuffer16(getQuadIndices16bit(numQuads));
    }

    final void clearContext() {
        if (currentDrawable != null) {
            currentDrawable.swapBuffers(glContext);
        }
    }

    final void setIndexBuffer(int ib) {
        if (indexBuffer != ib) {
            glContext.setIndexBuffer(indexBuffer = ib);
        }
    }

    GLContext getGLContext() {
        return glContext;
    }

    GLPixelFormat getPixelFormat() {
        return pixelFormat;
    }

    ES2Shader getPhongShader(ES2MeshView meshView) {
        return ES2PhongShader.getShader(meshView, this);
    }

    void makeCurrent(GLDrawable drawable) {
        if (drawable == null) {
            drawable = dummyGLDrawable;
        }
        if (drawable != currentDrawable) {
            glContext.makeCurrent(drawable);
            // Need to restore FBO to on screen framebuffer
            glContext.bindFBO(0);
            currentDrawable = drawable;
        }
    }

    /**
     * Called from ES2Graphics.updateRenderTarget() in response to a window
     * resize event.  This method ensures that the context is made current
     * after the resize event, which is required on Mac OS X in order to
     * force a call to [NSOpenGLContext update].
     */
    void forceRenderTarget(ES2Graphics g) {
        updateRenderTarget(g.getRenderTarget(), g.getCameraNoClone(),
                g.isDepthTest() && g.isDepthBuffer());
    }

    int getShaderProgram() {
        return shaderProgram;
    }

    // Forcibly sets the current shader program to the given object.
    void setShaderProgram(int progid) {
        shaderProgram = progid;
        glContext.setShaderProgram(progid);
    }

    // Sets the current shader program to the given object only if it was
    // not already the current program.
    void updateShaderProgram(int progid) {
        if (progid != shaderProgram) {
            setShaderProgram(progid);
        }
    }

    @Override
    protected void init() {
        super.init();
    }

    @Override
    protected void releaseRenderTarget() {
        currentTarget = null;
        super.releaseRenderTarget();
    }

    @Override
    protected State updateRenderTarget(RenderTarget target, NGCamera camera,
            boolean depthTest) {
        int fboID = ((ES2RenderTarget)target).getFboID();
        glContext.bindFBO(fboID);

        boolean msaa = false;
        if (target instanceof ES2RTTexture) {
            // Attach a depth buffer to the currently bound FBO
            ES2RTTexture rtTarget = (ES2RTTexture)target;
            msaa = rtTarget.isMSAA();
            if (depthTest) {
                rtTarget.attachDepthBuffer(this);
            }
        }

        // update viewport
        int x = target.getContentX();
        int y = target.getContentY();
        int w = target.getContentWidth();
        int h = target.getContentHeight();
        glContext.updateViewportAndDepthTest(x, y, w, h, depthTest);
        glContext.updateMSAAState(msaa);

        if (camera instanceof NGDefaultCamera) {
            // update projection matrix; this will be uploaded to the shader
            // along with the modelview matrix in updateShaderTransform()
            ((NGDefaultCamera) camera).validate(w, h);
            scratchTx = camera.getProjViewTx(scratchTx);
        } else {
            scratchTx = camera.getProjViewTx(scratchTx);
            // TODO: verify that this is the right solution. There may be
            // other use-cases where rendering needs different viewport size.
            double vw = camera.getViewWidth();
            double vh = camera.getViewHeight();
            if (w != vw || h != vh) {
                scratchTx.scale(vw / w, vh / h, 1.0);
            }
        }

        if (target instanceof ES2RTTexture) {
            // Compute a flipped version of projViewTx
            projViewTx.set(flipTx);
            projViewTx.mul(scratchTx);
        } else {
            projViewTx.set(scratchTx);
        }

        // update camera position; this will be uploaded to the shader
        // when we switch to 3D state
        cameraPos = camera.getPositionInWorld(cameraPos);

        currentTarget = target;
        return state;
    }

    @Override
    protected void updateTexture(int texUnit, Texture tex) {
        glContext.updateActiveTextureUnit(texUnit);

        if (tex == null) {
            glContext.updateBoundTexture(0);
        } else {
            ES2Texture es2Tex = (ES2Texture)tex;
            glContext.updateBoundTexture(es2Tex.getNativeSourceHandle());
            es2Tex.updateWrapState();
            es2Tex.updateFilterState();
        }
    }

    @Override
    protected void updateShaderTransform(Shader shader, BaseTransform xform) {
        if (xform == null) {
            xform = BaseTransform.IDENTITY_TRANSFORM;
        }

        scratchTx.set(projViewTx);
        final GeneralTransform3D perspectiveTransform = getPerspectiveTransformNoClone();
        if (perspectiveTransform.isIdentity()) {
            updateRawMatrix(scratchTx.mul(xform));
        } else {
            updateRawMatrix(scratchTx.mul(xform).mul(perspectiveTransform));
        }

        ES2Shader es2shader = (ES2Shader) shader;
        es2shader.setMatrix("mvpMatrix", rawMatrix);
//        printRawMatrix("mvpMatrix");

        if (es2shader.isPixcoordUsed()) {
            // the gl_FragCoord variable is in window coordinates and
            // does not take the viewport origin into account (or the fact
            // that we do a y-flip of the projection matrix in the case
            // of onscreen windows for that matter); we need to update
            // the special jsl_pixCoordOffset param here so that the shader
            // can continue to treat pixcoord as if it were in the range
            // [0,0] to [contentWidth,contentHeight] of the destination surface
            float xoff = currentTarget.getContentX();
            float yoff = currentTarget.getContentY();
            float yinv, yflip;
            if (currentTarget instanceof ES2SwapChain) {
                // there is a y-flip in this case
                yinv = currentTarget.getPhysicalHeight();
                yflip = 1f;
            } else {
                // no y-flip for RTTextures
                yinv = 0f;
                yflip = -1f;
            }
            shader.setConstant("jsl_pixCoordOffset", xoff, yoff, yinv, yflip);
        }
    }

    @Override
    protected void updateWorldTransform(BaseTransform xform) {
        worldTx.setIdentity();
        if ((xform != null) && (!xform.isIdentity())) {
            worldTx.mul(xform);
        }
    }

    @Override
    protected void updateClipRect(Rectangle clipRect) {
        if (clipRect == null || clipRect.isEmpty()) {
            glContext.scissorTest(false, 0, 0, 0, 0);
        } else {
            // the scissor rectangle is specified using the lower-left
            // origin of the clip region (in the framebuffer's coordinate
            // space), so we must account for the x/y offsets of the
            // destination surface, and use a flipped y origin when rendering
            // to an ES2SwapChain
            int w = clipRect.width;
            int h = clipRect.height;
            int x = currentTarget.getContentX();
            int y = currentTarget.getContentY();
            if (currentTarget instanceof ES2RTTexture) {
                x += clipRect.x;
                y += clipRect.y;
            } else {
                int dsth = currentTarget.getPhysicalHeight();
                x += clipRect.x;
                y += dsth - (clipRect.y + h);
            }
            glContext.scissorTest(true, x, y, w, h);
        }
    }

    @Override
    protected void updateCompositeMode(CompositeMode mode) {
        switch (mode) {
            case CLEAR:
                glContext.blendFunc(GLContext.GL_ZERO, GLContext.GL_ZERO);
                break;
            case SRC:
                glContext.blendFunc(GLContext.GL_ONE, GLContext.GL_ZERO);
                break;
            case SRC_OVER:
                glContext.blendFunc(GLContext.GL_ONE, GLContext.GL_ONE_MINUS_SRC_ALPHA);
                break;
            case DST_OUT:
                glContext.blendFunc(GLContext.GL_ZERO, GLContext.GL_ONE_MINUS_SRC_ALPHA);
                break;
            case ADD:
                glContext.blendFunc(GLContext.GL_ONE, GLContext.GL_ONE);
                break;
            default:
                throw new InternalError("Unrecognized composite mode: " + mode);
        }
    }

    @Override
    public void setDeviceParametersFor2D() {
        // invalidate cache data
        indexBuffer = 0;
        shaderProgram = 0;
        glContext.setDeviceParametersFor2D();

        // Bind vertex attributes and index buffer
        glContext.enableVertexAttributes();
        setIndexBuffer(quadIndices);
    }

    @Override
    public void setDeviceParametersFor3D() {
        // unbind vertex attributes and index buffer
        glContext.disableVertexAttributes();
        glContext.setDeviceParametersFor3D();
    }

    long createES2Mesh() {
        return glContext.createES2Mesh();
    }

    // TODO: 3D - Should this be called dispose?
    void releaseES2Mesh(long nativeHandle) {
        glContext.releaseES2Mesh(nativeHandle);
    }

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

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

    long createES2PhongMaterial() {
        return glContext.createES2PhongMaterial();
    }

    // TODO: 3D - Should this be called dispose?
    void releaseES2PhongMaterial(long nativeHandle) {
        glContext.releaseES2PhongMaterial(nativeHandle);
    }

    void setSolidColor(long nativeHandle, float r, float g, float b, float a) {
        glContext.setSolidColor(nativeHandle, r, g, b, a);
    }

    void setMap(long nativeHandle, int mapType, int texID) {
        glContext.setMap(nativeHandle, mapType, texID);
    }

    long createES2MeshView(ES2Mesh mesh) {
        return glContext.createES2MeshView(mesh.getNativeHandle());
    }

    // TODO: 3D - Should this be called dispose?
    void releaseES2MeshView(long nativeHandle) {
        glContext.releaseES2MeshView(nativeHandle);
    }

    void setCullingMode(long nativeHandle, int cullingMode) {
        // NOTE: Native code has set clockwise order as front-facing
        glContext.setCullingMode(nativeHandle, cullingMode);
    }

    void setMaterial(long nativeHandle, Material material) {
        ES2PhongMaterial es2Material = (ES2PhongMaterial)material;

        glContext.setMaterial(nativeHandle,
                (es2Material).getNativeHandle());
    }

    void setWireframe(long nativeHandle, boolean wireframe) {
       glContext.setWireframe(nativeHandle, wireframe);
    }

    void setAmbientLight(long nativeHandle, float r, float g, float b) {
        glContext.setAmbientLight(nativeHandle, r, g, b);
    }

    void setLight(long nativeHandle, int index, float x, float y, float z, float r, float g, float b, float w,
            float ca, float la, float qa, float isAttenuated, float maxRange, float dirX, float dirY, float dirZ,
            float innerAngle, float outerAngle, float falloff) {
        glContext.setLight(nativeHandle, index, x, y, z, r, g, b, w, ca, la, qa, isAttenuated,
                maxRange, dirX, dirY, dirZ, innerAngle, outerAngle, falloff);
    }

    @Override
    public void blit(RTTexture srcRTT, RTTexture dstRTT,
                     int srcX0, int srcY0, int srcX1, int srcY1,
                     int dstX0, int dstY0, int dstX1, int dstY1)
    {
        // If dstRTT is null then will blit to currently bound fbo
        int dstFboID = dstRTT == null ? 0 : ((ES2RTTexture)dstRTT).getFboID();
        int srcFboID = ((ES2RTTexture)srcRTT).getFboID();
        glContext.blitFBO(srcFboID, dstFboID,
                          srcX0, srcY0, srcX1, srcY1,
                          dstX0, dstY0, dstX1, dstY1);
    }

    void renderMeshView(long nativeHandle, Graphics g, ES2MeshView meshView) {

        ES2Shader shader = getPhongShader(meshView);
        setShaderProgram(shader.getProgramObject());

        // Support retina display by scaling the projViewTx and pass it to the shader.
        float pixelScaleFactorX = g.getPixelScaleFactorX();
        float pixelScaleFactorY = g.getPixelScaleFactorY();
        if (pixelScaleFactorX != 1.0 || pixelScaleFactorY != 1.0) {
            scratchTx = scratchTx.set(projViewTx);
            scratchTx.scale(pixelScaleFactorX, pixelScaleFactorY, 1.0);
            updateRawMatrix(scratchTx);
        } else {
            updateRawMatrix(projViewTx);
        }
        shader.setMatrix("viewProjectionMatrix", rawMatrix);
        shader.setConstant("camPos", (float) cameraPos.x,
                (float) cameraPos.y, (float)cameraPos.z);

        // Undo the SwapChain scaling done in createGraphics() because 3D needs
        // this information in the shader (via projViewTx)
        BaseTransform xform = g.getTransformNoClone();
        if (pixelScaleFactorX != 1.0 || pixelScaleFactorY != 1.0) {
            scratchAffine3DTx.setToIdentity();
            scratchAffine3DTx.scale(1.0 / pixelScaleFactorX, 1.0 / pixelScaleFactorY);
            scratchAffine3DTx.concatenate(xform);
            updateWorldTransform(scratchAffine3DTx);
        } else {
            updateWorldTransform(xform);
        }
        updateRawMatrix(worldTx);

        shader.setMatrix("worldMatrix", rawMatrix);
//        printRawMatrix("worldMatrix");

        ES2PhongShader.setShaderParamaters(shader, meshView, this);

        glContext.renderMeshView(nativeHandle);
    }

    @Override
    protected void renderQuads(float coordArray[], byte colorArray[], int numVertices) {
        glContext.drawIndexedQuads(coordArray, colorArray, numVertices);
    }

    void printRawMatrix(String mesg) {
        System.err.println(mesg + " = ");
        for (int i = 0; i < 4; i++) {
            System.err.println(rawMatrix[i] + ", " + rawMatrix[i+4]
                    + ", " + rawMatrix[i+8] + ", " + rawMatrix[i+12]);
        }
    }

    // Need to transpose the matrix because OpenGL stores its matrix in
    // column major (though matrix computation is done in row major)
    private void updateRawMatrix(GeneralTransform3D src) {
        rawMatrix[0]  = (float)src.get(0); // Scale X
        rawMatrix[1]  = (float)src.get(4); // Shear Y
        rawMatrix[2]  = (float)src.get(8);
        rawMatrix[3]  = (float)src.get(12);
        rawMatrix[4]  = (float)src.get(1); // Shear X
        rawMatrix[5]  = (float)src.get(5); // Scale Y
        rawMatrix[6]  = (float)src.get(9);
        rawMatrix[7]  = (float)src.get(13);
        rawMatrix[8]  = (float)src.get(2);
        rawMatrix[9]  = (float)src.get(6);
        rawMatrix[10] = (float)src.get(10);
        rawMatrix[11] = (float)src.get(14);
        rawMatrix[12] = (float)src.get(3);  // Translate X
        rawMatrix[13] = (float)src.get(7);  // Translate Y
        rawMatrix[14] = (float)src.get(11);
        rawMatrix[15] = (float)src.get(15);
    }

    static {
        BaseTransform tx = Affine2D.getScaleInstance(1.0, -1.0);
        flipTx.setIdentity();
        flipTx.mul(tx);
    }
}




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