/** * 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.graph.curve.opengl; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import jogamp.graph.curve.opengl.VBORegion2PMSAAES2; import jogamp.graph.curve.opengl.VBORegion2PVBAAES2; import jogamp.graph.curve.opengl.VBORegionSPES2; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.opengl.util.texture.TextureSequence; import com.jogamp.graph.curve.Region; import com.jogamp.graph.curve.OutlineShape; /** A GLRegion is the OGL binding of one or more OutlineShapes * Defined by its vertices and generated triangles. The Region * defines the final shape of the OutlineShape(s), which shall produced a shaded * region on the screen. * * Implementations of the GLRegion shall take care of the OGL * binding of the depending on its context, profile. * * @see Region * @see OutlineShape */ public abstract class GLRegion extends Region { /** * Create a GLRegion using the passed render mode * * <p> In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit * {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.</p> * @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT} * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode. */ public static GLRegion create(int renderModes, final TextureSequence colorTexSeq) { if( null != colorTexSeq ) { renderModes |= Region.COLORTEXTURE_RENDERING_BIT; } else if( Region.hasColorTexture(renderModes) ) { throw new IllegalArgumentException("COLORTEXTURE_RENDERING_BIT set but null TextureSequence"); } if( isVBAA(renderModes) ) { return new VBORegion2PVBAAES2(renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT); } else if( isMSAA(renderModes) ) { return new VBORegion2PMSAAES2(renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT); } else { return new VBORegionSPES2(renderModes, colorTexSeq); } } protected final TextureSequence colorTexSeq; protected GLRegion(final int renderModes, final TextureSequence colorTexSeq) { super(renderModes); this.colorTexSeq = colorTexSeq; } /** * Updates a graph region by updating the ogl related * objects for use in rendering if {@link #isShapeDirty()}. * <p>Allocates the ogl related data and initializes it the 1st time.<p> * <p>Called by {@link #draw(GL2ES2, RenderState, int, int, int)}.</p> */ protected abstract void updateImpl(final GL2ES2 gl); protected abstract void destroyImpl(final GL2ES2 gl); protected abstract void clearImpl(final GL2ES2 gl); /** * Clears all data, i.e. triangles, vertices etc. */ public void clear(final GL2ES2 gl) { clearImpl(gl); clearImpl(); } /** * Delete and clear the associated OGL objects. */ public final void destroy(final GL2ES2 gl) { clear(gl); destroyImpl(gl); } /** * Renders the associated OGL objects specifying * current width/hight of window for multi pass rendering * of the region. * <p> * User shall consider {@link RegionRenderer#enable(GL2ES2, boolean) enabling} * the renderer beforehand and {@link RegionRenderer#enable(GL2ES2, boolean) disabling} * it afterwards when used in conjunction with other renderer. * </p> * <p> * Users shall also consider setting the {@link GL#glClearColor(float, float, float, float) clear-color} * appropriately: * <ul> * <li>If {@link GL#GL_BLEND blending} is enabled, <i>RGB</i> shall be set to text color, otherwise * blending will reduce the alpha seam's contrast and the font will appear thinner.</li> * <li>If {@link GL#GL_BLEND blending} is disabled, <i>RGB</i> shall be set to the actual desired background.</li> * </ul> * The <i>alpha</i> component shall be set to zero. * Note: If {@link GL#GL_BLEND blending} is enabled, the * {@link RegionRenderer} might need to be * {@link RegionRenderer#create(RenderState, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback) created} * with the appropriate {@link RegionRenderer.GLCallback callbacks}. * </p> * @param matrix current {@link PMVMatrix}. * @param renderer the {@link RegionRenderer} to be used * @param sampleCount desired multisampling sample count for msaa-rendering. * The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched. * @see RegionRenderer#enable(GL2ES2, boolean) */ public final void draw(final GL2ES2 gl, final RegionRenderer renderer, final int[/*1*/] sampleCount) { if( isShapeDirty() ) { updateImpl(gl); } drawImpl(gl, renderer, sampleCount); clearDirtyBits(DIRTY_SHAPE|DIRTY_STATE); } protected abstract void drawImpl(final GL2ES2 gl, final RegionRenderer renderer, final int[/*1*/] sampleCount); }