/**
* Copyright 2012 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
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* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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package com.jogamp.opengl.test.junit.jogl.demos.es2;
import java.nio.FloatBuffer;
import com.jogamp.opengl.test.junit.jogl.demos.TextureDraw01Accessor;
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;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureData;
import com.jogamp.opengl.util.texture.TextureIO;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLException;
import com.jogamp.opengl.GLUniformData;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
public class TextureDraw01ES2Listener implements GLEventListener, TextureDraw01Accessor {
TextureData textureData;
Texture texture;
int textureUnit;
boolean keepTextureBound;
ShaderState st;
PMVMatrix pmvMatrix;
GLUniformData pmvMatrixUniform;
GLArrayDataServer interleavedVBO;
float[] clearColor = new float[] { 1.0f, 1.0f, 1.0f, 1.0f };
/**
*
* @param td
* @param textureUnit of range [0..]
*/
public TextureDraw01ES2Listener(final TextureData td, final int textureUnit) {
this.textureData = td;
this.textureUnit = textureUnit;
this.keepTextureBound = false;
}
public void setClearColor(final float[] clearColor) {
this.clearColor = clearColor;
}
@Override
public void setKeepTextureBound(final boolean v) {
this.keepTextureBound = v;
}
@Override
public Texture getTexture( ) {
return this.texture;
}
/**
public void setTextureData(GL gl, TextureData textureData ) {
if(null!=texture) {
texture.disable(gl);
texture.destroy(gl);
}
if(null!=this.textureData) {
this.textureData.destroy();
}
this.textureData = textureData;
this.texture = TextureIO.newTexture(this.textureData);
// fix VBO !
} */
static final String shaderBasename = "texture01_xxx";
private void initShader(final GL2ES2 gl, final boolean use_program) {
// Create & Compile the shader objects
final ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(),
"shader", "shader/bin", shaderBasename, true);
final ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(),
"shader", "shader/bin", shaderBasename, true);
rsVp.defaultShaderCustomization(gl, true, true);
rsFp.defaultShaderCustomization(gl, true, true);
// Create & Link the shader program
final ShaderProgram sp = new ShaderProgram();
sp.add(rsVp);
sp.add(rsFp);
if(!sp.link(gl, System.err)) {
throw new GLException("Couldn't link program: "+sp);
}
// Let's manage all our states using ShaderState.
st = new ShaderState();
st.attachShaderProgram(gl, sp, use_program);
}
@Override
public void init(final GLAutoDrawable glad) {
if( null != textureData ) {
texture = TextureIO.newTexture(glad.getGL(), textureData);
}
final GL2ES2 gl = glad.getGL().getGL2ES2();
initShader(gl, true);
// setup mgl_PMVMatrix
pmvMatrix = new PMVMatrix();
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
pmvMatrix.glLoadIdentity();
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
pmvMatrix.glLoadIdentity();
pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); // P, Mv
st.ownUniform(pmvMatrixUniform);
if(!st.uniform(gl, pmvMatrixUniform)) {
throw new GLException("Error setting PMVMatrix in shader: "+st);
}
if(!st.uniform(gl, new GLUniformData("mgl_ActiveTexture", textureUnit))) {
throw new GLException("Error setting mgl_ActiveTexture in shader: "+st);
}
if( null != texture ) {
// fetch the flipped texture coordinates
texture.getImageTexCoords().getST_LB_RB_LT_RT(s_quadTexCoords, 0, 1f, 1f);
}
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);
// OpenGL Render Settings
gl.glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
gl.glEnable(GL.GL_DEPTH_TEST);
if( keepTextureBound && null != texture ) {
gl.glActiveTexture(GL.GL_TEXTURE0 + textureUnit);
texture.enable(gl);
texture.bind(gl);
}
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();
// Clear background to white
gl.glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
if(null != st) {
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);
}
}
@Override
public void dispose(final GLAutoDrawable drawable) {
final GL2ES2 gl = drawable.getGL().getGL2ES2();
if(null!=texture) {
texture.disable(gl);
texture.destroy(gl);
}
if(null!=textureData) {
textureData.destroy();
}
pmvMatrixUniform = null;
pmvMatrix=null;
st.destroy(gl);
st=null;
}
@Override
public void display(final GLAutoDrawable drawable) {
final GL2ES2 gl = drawable.getGL().getGL2ES2();
gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
st.useProgram(gl, true);
interleavedVBO.enableBuffer(gl, true);
if( !keepTextureBound && null != texture ) {
gl.glActiveTexture(GL.GL_TEXTURE0 + textureUnit);
texture.enable(gl);
texture.bind(gl);
}
gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4);
if( !keepTextureBound && null != texture ) {
texture.disable(gl);
}
interleavedVBO.enableBuffer(gl, false);
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
};
}