/** * 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 * 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.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 }; }