/**
* 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.util;
import com.jogamp.opengl.GL;
import com.jogamp.opengl.GL2ES1;
import com.jogamp.opengl.GL2ES2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.GLPipelineFactory;
import com.jogamp.opengl.fixedfunc.GLMatrixFunc;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.glu.gl2es1.GLUgl2es1;
import com.jogamp.opengl.util.ImmModeSink;
import com.jogamp.opengl.util.glsl.fixedfunc.FixedFuncUtil;
import com.jogamp.opengl.util.glsl.fixedfunc.ShaderSelectionMode;
class DemoGL2ES1ImmModeSink implements GLEventListener {
private boolean debugFFPEmu = false;
private boolean verboseFFPEmu = false;
private boolean traceFFPEmu = false;
private boolean forceFFPEmu = false;
final ImmModeSink ims;
final GLU glu;
DemoGL2ES1ImmModeSink(final boolean useVBO) {
ims = ImmModeSink.createFixed(3*3,
3, GL.GL_FLOAT, // vertex
3, GL.GL_FLOAT, // color
0, GL.GL_FLOAT, // normal
0, GL.GL_FLOAT, // texCoords
useVBO ? GL.GL_STATIC_DRAW : 0);
glu = new GLUgl2es1();
}
public void setForceFFPEmu(final boolean forceFFPEmu, final boolean verboseFFPEmu, final boolean debugFFPEmu, final boolean traceFFPEmu) {
this.forceFFPEmu = forceFFPEmu;
this.verboseFFPEmu = verboseFFPEmu;
this.debugFFPEmu = debugFFPEmu;
this.traceFFPEmu = traceFFPEmu;
}
@Override
public void init(final GLAutoDrawable drawable) {
GL _gl = drawable.getGL();
if(debugFFPEmu) {
// Debug ..
_gl = _gl.getContext().setGL( GLPipelineFactory.create("com.jogamp.opengl.Debug", GL2ES2.class, _gl, null) );
}
if(traceFFPEmu) {
// Trace ..
_gl = _gl.getContext().setGL( GLPipelineFactory.create("com.jogamp.opengl.Trace", GL2ES2.class, _gl, new Object[] { System.err } ) );
}
final GL2ES1 gl = FixedFuncUtil.wrapFixedFuncEmul(_gl, ShaderSelectionMode.AUTO, null, forceFFPEmu, verboseFFPEmu);
System.err.println("GL_VENDOR "+gl.glGetString(GL.GL_VENDOR));
System.err.println("GL_RENDERER "+gl.glGetString(GL.GL_RENDERER));
System.err.println("GL_VERSION "+gl.glGetString(GL.GL_VERSION));
}
@Override
public void reshape(final GLAutoDrawable drawable, final int x, final int y, final int width, final int height) {
final GL2ES1 gl = drawable.getGL().getGL2ES1();
gl.glMatrixMode( GLMatrixFunc.GL_PROJECTION );
gl.glLoadIdentity();
// coordinate system origin at lower left with width and height same as the window
glu.gluOrtho2D( 0.0f, width, 0.0f, height );
gl.glMatrixMode( GLMatrixFunc.GL_MODELVIEW );
gl.glLoadIdentity();
}
@Override
public void display(final GLAutoDrawable drawable) {
final GL2ES1 gl = drawable.getGL().getGL2ES1();
gl.glClear( GL.GL_COLOR_BUFFER_BIT );
// draw a triangle filling the window
ims.glBegin(GL.GL_TRIANGLES);
ims.glColor3f( 1, 0, 0 );
ims.glVertex2f( 0, 0 );
ims.glColor3f( 0, 1, 0 );
ims.glVertex2f( drawable.getSurfaceWidth(), 0 );
ims.glColor3f( 0, 0, 1 );
ims.glVertex2f( drawable.getSurfaceWidth() / 2f, drawable.getSurfaceHeight() );
ims.glEnd(gl, true);
}
@Override
public void dispose(final GLAutoDrawable drawable) {
}
}