/** * 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.FBObject; import com.jogamp.opengl.FBObject.TextureAttachment; import com.jogamp.opengl.FBObject.Attachment.Type; 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 TextureDraw02ES2ListenerFBO implements GLEventListener { private final GLEventListener demo; private final int swapInterval; private boolean clearBuffers = true; private int numSamples; int textureUnit; boolean keepTextureBound; private final ShaderState st; private final PMVMatrix pmvMatrix; private final FBObject fbo0; private TextureAttachment fbo0Tex; private ShaderProgram sp0; private GLUniformData pmvMatrixUniform; private GLArrayDataServer interleavedVBO; private GLUniformData texUnit0; public TextureDraw02ES2ListenerFBO(final GLEventListener demo, final int swapInterval, final int textureUnit) { this.demo = demo; this.swapInterval = swapInterval; this.textureUnit = textureUnit; this.keepTextureBound = false; st = new ShaderState(); // st.setVerbose(true); pmvMatrix = new PMVMatrix(); fbo0 = new FBObject(); numSamples = 0; } public void setClearBuffers(final boolean v) { clearBuffers = v; } public void setKeepTextureBound(final boolean v) { this.keepTextureBound = v; } public void setMSAA(final int numSamples) { this.numSamples=numSamples; } public int getMSAA() { return numSamples; } @Override public void init(final GLAutoDrawable drawable) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); demo.init(drawable); final ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TextureDraw02ES2ListenerFBO.class, "shader", "shader/bin", "texture01_xxx", true); final ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TextureDraw02ES2ListenerFBO.class, "shader", "shader/bin", "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); texUnit0 = new GLUniformData("mgl_Texture0", textureUnit); st.ownUniform(texUnit0); st.uniform(gl, texUnit0); st.useProgram(gl, false); initFBOs(gl, drawable.getSurfaceWidth(), drawable.getSurfaceHeight()); gl.glEnable(GL.GL_DEPTH_TEST); } private void initFBOs(final GL gl, final int width, final int height) { fbo0.init(gl, width, height, numSamples); numSamples = fbo0.getNumSamples(); if(numSamples>0) { fbo0.attachColorbuffer(gl, 0, true); fbo0.resetSamplingSink(gl); fbo0Tex = fbo0.getSamplingSink().getTextureAttachment(); } else { fbo0Tex = fbo0.attachTexture2D(gl, 0, true); } numSamples=fbo0.getNumSamples(); fbo0.attachRenderbuffer(gl, Type.DEPTH, FBObject.CHOSEN_BITS); fbo0.unbind(gl); } private void resetFBOs(final GL gl, final int width, final int height) { fbo0.reset(gl, width, height, numSamples); numSamples = fbo0.getNumSamples(); if(numSamples>0) { fbo0Tex = fbo0.getSamplingSink().getTextureAttachment(); } else { fbo0Tex = fbo0.getColorbuffer(0).getTextureAttachment(); } } @Override public void dispose(final GLAutoDrawable drawable) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); demo.dispose(drawable); fbo0.destroy(gl); st.destroy(gl); fbo0Tex = null; sp0 = null; pmvMatrixUniform = null; interleavedVBO = null; } @Override public void display(final GLAutoDrawable drawable) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); if( fbo0.getNumSamples() != numSamples ) { System.err.println("**** NumSamples: "+fbo0.getNumSamples()+" -> "+numSamples); resetFBOs(gl, drawable.getSurfaceWidth(), drawable.getSurfaceHeight()); } if(0 < numSamples) { gl.glEnable(GL.GL_MULTISAMPLE); } fbo0.bind(gl); demo.display(drawable); fbo0.unbind(gl); st.useProgram(gl, true); if( clearBuffers ) { gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); } if( !keepTextureBound ) { gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit0.intValue()); fbo0.use(gl, fbo0Tex); if( !gl.isGLcore() ) { gl.glEnable(GL.GL_TEXTURE_2D); } } gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit0.intValue()); interleavedVBO.enableBuffer(gl, true); gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4); interleavedVBO.enableBuffer(gl, false); if( !keepTextureBound ) { fbo0.unuse(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(); gl.setSwapInterval(swapInterval); // in case switching the drawable (impl. may bound attribute there) System.err.println("**** Reshape.Reset: "+width+"x"+height); if( keepTextureBound ) { fbo0.unuse(gl); } resetFBOs(gl, width, height); fbo0.bind(gl); demo.reshape(drawable, x, y, width, height); fbo0.unbind(gl); if( keepTextureBound ) { gl.glActiveTexture(GL.GL_TEXTURE0 + texUnit0.intValue()); fbo0.use(gl, fbo0Tex); if( !gl.isGLcore() ) { gl.glEnable(GL.GL_TEXTURE_2D); } } 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 }; }