/**
* Copyright 2011 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.test.junit.jogl.demos.es2;
import java.nio.FloatBuffer;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLUniformData;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import com.jogamp.opengl.util.GLArrayDataServer;
import com.jogamp.opengl.util.PMVMatrix;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.glsl.ShaderState;
public class Mix2TexturesES2 implements GLEventListener {
private final int swapInterval;
private final ShaderState st;
private final PMVMatrix pmvMatrix;
private final GLUniformData texUnit0, texUnit1;
private final Object syncTexIDs = new Object();
private int texID0, texID1;
private ShaderProgram sp0;
private GLUniformData pmvMatrixUniform;
private GLArrayDataServer interleavedVBO;
public Mix2TexturesES2(final int swapInterval, final int texUnit0, final int texUnit1) {
this.swapInterval = swapInterval;
st = new ShaderState();
// st.setVerbose(true);
pmvMatrix = new PMVMatrix();
if(0 == texUnit1) {
this.texUnit0 = new GLUniformData("mgl_ActiveTexture", texUnit0);
this.texUnit1 = null;
} else {
this.texUnit0 = new GLUniformData("mgl_Texture0", texUnit0);
this.texUnit1 = new GLUniformData("mgl_Texture1", texUnit1);
}
this.texID0 = 0;
this.texID1 = 0;
}
public void setTexID0(final int texID) {
synchronized( syncTexIDs ) {
this.texID0 = texID;
}
}
public void setTexID1(final int texID) {
synchronized( syncTexIDs ) {
this.texID1 = texID;
}
}
@Override
public void init(final GLAutoDrawable drawable) {
final GL2ES2 gl = drawable.getGL().getGL2ES2();
final ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, Mix2TexturesES2.class, "shader",
"shader/bin", "texture01_xxx", true);
final ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, Mix2TexturesES2.class, "shader",
"shader/bin", null == texUnit1 ? "texture01_xxx" : "texture02_xxx", true);
vp0.defaultShaderCustomization(gl, true, true);
fp0.defaultShaderCustomization(gl, true, true);
sp0 = new ShaderProgram();
sp0.add(gl, vp0, System.err);
sp0.add(gl, fp0, System.err);
st.attachShaderProgram(gl, sp0, true);
pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf());
st.ownUniform(pmvMatrixUniform);
st.uniform(gl, pmvMatrixUniform);
interleavedVBO = GLArrayDataServer.createGLSLInterleaved(3+4+2, GL.GL_FLOAT, false, 3*4, GL.GL_STATIC_DRAW);
{
interleavedVBO.addGLSLSubArray("mgl_Vertex", 3, GL.GL_ARRAY_BUFFER);
interleavedVBO.addGLSLSubArray("mgl_Color", 4, GL.GL_ARRAY_BUFFER);
//interleavedVBO.addGLSLSubArray("mgl_Normal", 3, GL.GL_ARRAY_BUFFER);
interleavedVBO.addGLSLSubArray("mgl_MultiTexCoord", 2, GL.GL_ARRAY_BUFFER);
final FloatBuffer ib = (FloatBuffer)interleavedVBO.getBuffer();
for(int i=0; i<4; i++) {
ib.put(s_quadVertices, i*3, 3);
ib.put(s_quadColors, i*4, 4);
//ib.put(s_cubeNormals, i*3, 3);
ib.put(s_quadTexCoords, i*2, 2);
}
}
interleavedVBO.seal(gl, true);
interleavedVBO.enableBuffer(gl, false);
st.ownAttribute(interleavedVBO, true);
st.ownUniform(texUnit0);
st.uniform(gl, texUnit0);
if(null != texUnit1) {
st.ownUniform(texUnit1);
st.uniform(gl, texUnit1);
}
st.useProgram(gl, false);
}
@Override
public void dispose(final GLAutoDrawable drawable) {
final GL2ES2 gl = drawable.getGL().getGL2ES2();
st.destroy(gl);
sp0 = null;
pmvMatrixUniform = null;
interleavedVBO = null;
}
@Override
public void display(final GLAutoDrawable drawable) {
final GL2ES2 gl = drawable.getGL().getGL2ES2();
st.useProgram(gl, true);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
interleavedVBO.enableBuffer(gl, true);
synchronized( syncTexIDs ) {
if(0<texID0) {
gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit0.intValue());
gl.glBindTexture(GL.GL_TEXTURE_2D, texID0);
}
if(0<texID1 && null != texUnit1) {
gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit1.intValue());
gl.glBindTexture(GL.GL_TEXTURE_2D, texID1);
}
if( !gl.isGLcore() ) {
gl.glEnable(GL.GL_TEXTURE_2D);
}
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4);
}
interleavedVBO.enableBuffer(gl, false);
st.useProgram(gl, false);
}
@Override
public void reshape(final GLAutoDrawable drawable, final int x, final int y, final int width, final int height) {
final GL2ES2 gl = drawable.getGL().getGL2ES2();
gl.setSwapInterval(swapInterval); // in case switching the drawable (impl. may bound attribute there)
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
pmvMatrix.glLoadIdentity();
pmvMatrix.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 10.0f);
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
pmvMatrix.glLoadIdentity();
st.useProgram(gl, true);
st.uniform(gl, pmvMatrixUniform);
st.useProgram(gl, false);
}
private static final float[] s_quadVertices = {
-1f, -1f, 0f, // LB
1f, -1f, 0f, // RB
-1f, 1f, 0f, // LT
1f, 1f, 0f // RT
};
private static final float[] s_quadColors = {
1f, 1f, 1f, 1f,
1f, 1f, 1f, 1f,
1f, 1f, 1f, 1f,
1f, 1f, 1f, 1f };
private static final float[] s_quadTexCoords = {
0f, 0f, // LB
1f, 0f, // RB
0f, 1f, // LT
1f, 1f // RT
};
}