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+/**
+ * Copyright 2013 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.util;
+
+import java.nio.Buffer;
+import java.nio.ByteBuffer;
+
+import javax.media.opengl.GL;
+import javax.media.opengl.GLContext;
+
+import com.jogamp.common.nio.Buffers;
+import com.jogamp.opengl.util.texture.TextureData;
+
+/**
+ * OpenGL pixel data buffer, allowing user to provide buffers via their {@link GLPixelBufferProvider} implementation.
+ * <p>
+ * {@link GLPixelBufferProvider} produces a {@link GLPixelBuffer}.
+ * </p>
+ * <p>
+ * You may use {@link #defaultProvider}.
+ * </p>
+ */
+public class GLPixelBuffer {
+
+ /** Allows user to interface with another toolkit to define {@link GLPixelAttributes} and memory buffer to produce {@link TextureData}. */
+ public static interface GLPixelBufferProvider {
+ /** Called first to determine {@link GLPixelAttributes}. */
+ GLPixelAttributes getAttributes(GL gl, int componentCount);
+
+ /**
+ * Allocates a new {@link GLPixelBuffer} object.
+ * <p>
+ * Being called to gather the initial {@link GLPixelBuffer},
+ * or a new replacement {@link GLPixelBuffer} if {@link GLPixelBuffer#requiresNewBuffer(GL, int, int, int)}.
+ * </p>
+ * <p>
+ * The minimum required {@link Buffer#remaining() remaining} byte size equals to <code>minByteSize</code>, if &gt; 0,
+ * otherwise utilize {@link GLBuffers#sizeof(GL, int[], int, int, int, int, int, boolean)}
+ * to calculate it.
+ * </p>
+ *
+ * @param gl the corresponding current GL context object
+ * @param pixelAttributes the desired {@link GLPixelAttributes}
+ * @param width in pixels
+ * @param height in pixels
+ * @param depth in pixels
+ * @param pack true for read mode GPU -> CPU, otherwise false for write mode CPU -> GPU
+ * @param minByteSize if &gt; 0, the pre-calculated minimum byte-size for the resulting buffer, otherwise ignore.
+ */
+ GLPixelBuffer allocate(GL gl, GLPixelAttributes pixelAttributes, int width, int height, int depth, boolean pack, int minByteSize);
+ }
+ /**
+ * Default {@link GLPixelBufferProvider} utilizing best match for {@link GLPixelAttributes}
+ * and {@link GLPixelBufferProvider#allocate(GL, GLPixelAttributes, int, int, int, boolean, int) allocating} a {@link ByteBuffer}.
+ */
+ public static GLPixelBufferProvider defaultProvider = new GLPixelBufferProvider() {
+
+ @Override
+ public GLPixelAttributes getAttributes(GL gl, int componentCount) {
+ final GLContext ctx = gl.getContext();
+ final int dFormat, dType;
+
+ if(gl.isGL2GL3() && 3 == componentCount) {
+ dFormat = GL.GL_RGB;
+ dType = GL.GL_UNSIGNED_BYTE;
+ } else {
+ dFormat = ctx.getDefaultPixelDataFormat();
+ dType = ctx.getDefaultPixelDataType();
+ }
+ return new GLPixelAttributes(componentCount, dFormat, dType);
+ }
+
+ /**
+ * {@inheritDoc}
+ * <p>
+ * Returns an NIO {@link ByteBuffer}.
+ * </p>
+ */
+ @Override
+ public GLPixelBuffer allocate(GL gl, GLPixelAttributes pixelAttributes, int width, int height, int depth, boolean pack, int minByteSize) {
+ if( minByteSize > 0 ) {
+ return new GLPixelBuffer(pixelAttributes, width, height, depth, pack, Buffers.newDirectByteBuffer(minByteSize));
+ } else {
+ int[] tmp = { 0 };
+ final int byteSize = GLBuffers.sizeof(gl, tmp, pixelAttributes.bytesPerPixel, width, height, depth, pack);
+ return new GLPixelBuffer(pixelAttributes, width, height, depth, pack, Buffers.newDirectByteBuffer(byteSize));
+ }
+ }
+ };
+
+ /** Pixel attributes. */
+ public static class GLPixelAttributes {
+ /** Undefined instance of {@link GLPixelAttributes}, having componentCount:=0, format:=0 and type:= 0. */
+ public static final GLPixelAttributes UNDEF = new GLPixelAttributes(0, 0, 0);
+
+ /** Pixel component count */
+ public final int componentCount;
+ /** The OpenGL pixel data format */
+ public final int format;
+ /** The OpenGL pixel data type */
+ public final int type;
+ /** The OpenGL pixel size in bytes */
+ public final int bytesPerPixel;
+
+ /**
+ * Deriving {@link #componentCount} via GL <code>dataFormat</code>, i.e. {@link GLBuffers#componentCount(int)} if &gt; 0.
+ * @param dataFormat GL data format
+ * @param dataType GL data type
+ */
+ public GLPixelAttributes(int dataFormat, int dataType) {
+ this(0 < dataFormat ? GLBuffers.componentCount(dataFormat) : 0, dataFormat, dataType);
+ }
+ /**
+ * Using user specified source {@link #componentCount}.
+ * @param componentCount source component count
+ * @param dataFormat GL data format
+ * @param dataType GL data type
+ */
+ public GLPixelAttributes(int componentCount, int dataFormat, int dataType) {
+ this.componentCount = componentCount;
+ this.format = dataFormat;
+ this.type = dataType;
+ this.bytesPerPixel = ( 0 < dataFormat && 0 < dataType ) ? GLBuffers.bytesPerPixel(dataFormat, dataType) : 0;
+ }
+ public String toString() {
+ return "PixelAttributes[comp "+componentCount+", fmt 0x"+Integer.toHexString(format)+", type 0x"+Integer.toHexString(type)+", bytesPerPixel "+bytesPerPixel+"]";
+ }
+ }
+
+ /** The {@link GLPixelAttributes}. */
+ public final GLPixelAttributes pixelAttributes;
+ /** Width in pixels. */
+ public final int width;
+ /** Height in pixels. */
+ public final int height;
+ /** Depth in pixels. */
+ public final int depth;
+ /** Data packing direction. If <code>true</code> for read mode GPU -> CPU, <code>false</code> for write mode CPU -> GPU. */
+ public final boolean pack;
+ /** Byte size of the buffer. Actually the number of {@link Buffer#remaining()} bytes when passed in ctor. */
+ public final int byteSize;
+ /**
+ * Buffer holding the pixel data. If {@link #rewind()}, it holds <code>byteSize</code> {@link Buffer#remaining()} bytes.
+ * <p>
+ * By default the {@link Buffer} is a {@link ByteBuffer}, due to {@link DefProvider#allocate(GL, GLPixelAttributes, int, int, int, boolean, int)}.
+ * However, other {@link GLPixelBufferProvider} may utilize different {@link Buffer} types.
+ * </p>
+ */
+ public final Buffer buffer;
+ /** Buffer element size in bytes. */
+ public final int bufferElemSize;
+
+ public StringBuffer toString(StringBuffer sb) {
+ if(null == sb) {
+ sb = new StringBuffer();
+ }
+ sb.append(pixelAttributes).append(", dim ").append(width).append("x").append(height).append("x").append(depth).append(", pack ").append(pack)
+ .append(", buffer[sz [bytes ").append(byteSize).append(", elemSize ").append(bufferElemSize).append(", ").append(buffer).append("]");
+ return sb;
+ }
+ public String toString() {
+ return "GLPixelBuffer["+toString(null).toString()+"]";
+ }
+
+ public GLPixelBuffer(GLPixelAttributes pixelAttributes, int width, int height, int depth, boolean pack, Buffer buffer) {
+ this.pixelAttributes = pixelAttributes;
+ this.width = width;
+ this.height = height;
+ this.depth = depth;
+ this.pack = pack;
+ this.buffer = buffer;
+ this.byteSize = Buffers.remainingBytes(buffer);
+ this.bufferElemSize = Buffers.sizeOfBufferElem(buffer);
+ }
+
+ public boolean isValid() {
+ return 0 < byteSize;
+ }
+
+ public Buffer rewind() {
+ return buffer.rewind();
+ }
+
+ /** Returns the byte position of the {@link #buffer}. */
+ public int position() {
+ return buffer.position() * bufferElemSize;
+ }
+
+ /** Sets the byte position of the {@link #buffer}. */
+ public Buffer position(int bytePos) {
+ return buffer.position( bytePos / bufferElemSize );
+ }
+
+ public Buffer flip() {
+ return buffer.flip();
+ }
+
+ public Buffer clear() {
+ return buffer.clear();
+ }
+
+ /**
+ * Returns true, if implementation requires a new buffer based on the new size
+ * due to pixel alignment or byte size, otherwise false.
+ * <p>
+ * It is assumed that <code>pixelAttributes</code>, <code>depth</code> and <code>pack</code> stays the same!
+ * </p>
+ * <p>
+ * The minimum required byte size equals to <code>minByteSize</code>, if &gt; 0,
+ * otherwise utilize {@link GLBuffers#sizeof(GL, int[], int, int, int, int, int, boolean) GLBuffers.sizeof(..)}
+ * to calculate it.
+ * </p>
+ * @param gl the corresponding current GL context object
+ * @param newWidth new width in pixels
+ * @param newHeight new height in pixels
+ * @param minByteSize if &gt; 0, the pre-calculated minimum byte-size for the resulting buffer, otherwise ignore.
+ * @see GLPixelBufferProvider#allocate(GL, GLPixelAttributes, int, int, int, boolean, int)
+ */
+ public boolean requiresNewBuffer(GL gl, int newWidth, int newHeight, int minByteSize) {
+ return this.byteSize < minByteSize;
+ }
+
+ /** Dispose resources. */
+ public void dispose() {
+ buffer.clear();
+ }
+}
+