/** * 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) { } }