/* * Copyright (c) 2002-2008 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * 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. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "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 THE COPYRIGHT OWNER 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. */ /* * Created by LWJGL. * User: spasi * Date: 2004-03-30 * Time: 8:41:42 pm */ package org.lwjgl.test.opengl.multithread; import org.lwjgl.BufferUtils; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Drawable; import org.lwjgl.opengl.GLContext; import org.lwjgl.opengl.GLSync; import org.lwjgl.util.Color; import org.lwjgl.util.ReadableColor; import java.nio.ByteBuffer; import java.util.concurrent.locks.ReentrantLock; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.opengl.GL32.*; abstract class BackgroundLoader { private static final int WIDTH = 32; private static final int HEIGHT = 32; // CPU synchronization private final ReentrantLock lock = new ReentrantLock(); // GPU synchronization private GLSync fence; private Drawable drawable; private boolean running; private ByteBuffer texture; private int texID; protected BackgroundLoader() { running = true; texture = BufferUtils.createByteBuffer(WIDTH * HEIGHT * 3); } abstract Drawable getDrawable() throws LWJGLException; void cleanup() { running = false; } void start() throws LWJGLException { // The shared context must be created on the main thread. drawable = getDrawable(); new Thread(new Runnable() { public void run() { System.out.println("-- Background Thread started --"); System.out.println("** Sleeping, no texture created yet **"); try { Thread.sleep(2000); } catch (InterruptedException e) { e.printStackTrace(); } try { // Make the shared context current in the worker thread drawable.makeCurrent(); } catch (LWJGLException e) { throw new RuntimeException(e); } System.out.println("** Drawable created **"); // Create a "dummy" texture while we wait for texture IO createCheckerTexture(Color.RED, Color.WHITE, 2); lock.lock(); texID = glGenTextures(); glBindTexture(GL_TEXTURE_2D, texID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBindTexture(GL_TEXTURE_2D, 0); // OpenGL commands from different contexts may be executed in any order. So we need a way to synchronize final boolean useFences = GLContext.getCapabilities().OpenGL32; if ( useFences ) fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); else glFlush(); // Best we can do without fences. This will force rendering on the main thread to happen after we upload the texture. lock.unlock(); System.out.println("** Dummy texture created **"); long lastTextureCreated = System.currentTimeMillis(); // Delay first texture creation int count = 0; while ( running ) { long time = System.currentTimeMillis(); if ( time - lastTextureCreated < 5000 ) { // Update the texture every 5 seconds try { Thread.sleep(200); } catch (InterruptedException e) { e.printStackTrace(); } continue; } // Create the "true" texture if ( count % 2 == 0 ) createGradientTexture(Color.RED, Color.BLUE); else createGradientTexture(Color.GREEN, Color.YELLOW); lock.lock(); glBindTexture(GL_TEXTURE_2D, texID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); if ( useFences ) fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); else glFlush(); lock.unlock(); System.out.println("** Created new gradient texture **"); lastTextureCreated = System.currentTimeMillis(); count++; } drawable.destroy(); System.out.println("-- Background Thread finished --"); } }).start(); } int getTexID() { lock.lock(); try { if ( fence != null ) { glWaitSync(fence, 0, GL_TIMEOUT_IGNORED); fence = null; } return texID; } finally { lock.unlock(); } } private void createCheckerTexture(final ReadableColor a, final ReadableColor b, final int size) { int i = 0; for ( int y = 0; y < HEIGHT; y++ ) { for ( int x = 0; x < WIDTH; x++ ) { ReadableColor c = (x / size) % 2 == 0 ? ((y / size) % 2 == 0 ? a : b) : ((y / size) % 2 == 0 ? b : a); texture.put(i + 0, c.getRedByte()); texture.put(i + 1, c.getGreenByte()); texture.put(i + 2, c.getBlueByte()); i += 3; } } } private void createGradientTexture(final ReadableColor a, final ReadableColor b) { float l = 0.0f; int i = 0; for ( int y = 0; y < HEIGHT; y++ ) { for ( int x = 0; x < WIDTH; x++ ) { texture.put(i + 0, lerp(a.getRed(), b.getRed(), l)); texture.put(i + 1, lerp(a.getGreen(), b.getGreen(), l)); texture.put(i + 2, lerp(a.getBlue(), b.getBlue(), l)); i += 3; } l += (1.0f / (HEIGHT - 1)); } } private static byte lerp(final int a, final int b, final float l) { return (byte)Math.round(((1.0f - l) * a + l * b)); } }