/** * Copyright 2010-2023 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.graph.curve.opengl; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLArrayData; import com.jogamp.opengl.util.GLArrayDataClient; import com.jogamp.opengl.util.GLArrayDataEditable; import com.jogamp.opengl.GLProfile; import jogamp.graph.curve.opengl.VBORegion2PMSAAES2; import jogamp.graph.curve.opengl.VBORegion2PVBAAES2; import jogamp.graph.curve.opengl.VBORegionSPES2; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.opengl.util.glsl.ShaderProgram; import com.jogamp.opengl.util.texture.TextureSequence; import com.jogamp.graph.curve.Region; import com.jogamp.graph.font.Font; import java.io.PrintStream; import com.jogamp.graph.curve.OutlineShape; /** A GLRegion is the OGL binding of one or more OutlineShapes * Defined by its vertices and generated triangles. The Region * defines the final shape of the OutlineShape(s), which shall produced a shaded * region on the screen. * * Implementations of the GLRegion shall take care of the OGL * binding of the depending on its context, profile. * * @see Region * @see OutlineShape */ public abstract class GLRegion extends Region { /** * Heuristics with TestTextRendererNEWT00 text_1 + text_2 = 1334 chars * - FreeSans ~ vertices 64/char, indices 33/char * - Ubuntu Light ~ vertices 100/char, indices 50/char * - FreeSerif ~ vertices 115/char, indices 61/char * * Now let's assume a minimum of 10 chars will be rendered */ /** * Default initial vertices count based on 10 chars w/ FreeSans @ 64 vertices/char avg. */ public static final int defaultVerticesCount = 10*64; /** * Default initial indices count based on 10 chars w/ FreeSans @ 33 indices/char avg. */ public static final int defaultIndicesCount = 10*33; // private static final float growthFactor = 1.2f; // avg +5% size but 15% more overhead (34% total) protected static final float growthFactor = GLArrayDataClient.DEFAULT_GROWTH_FACTOR; // avg +20% size, but 15% less CPU overhead compared to 1.2 (19% total) /** * Create a GLRegion using the passed render mode * *

In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit * {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.

* @param glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile. * @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT} * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode. * @param initialVerticesCount initial number of vertices in the render-buffer * @param initialIndicesCount initial number of indices in the render-buffer */ public static GLRegion create(final GLProfile glp, int renderModes, final TextureSequence colorTexSeq, final int initialVerticesCount, final int initialIndicesCount) { if( null != colorTexSeq ) { renderModes |= Region.COLORTEXTURE_RENDERING_BIT; } else if( Region.hasColorTexture(renderModes) ) { throw new IllegalArgumentException("COLORTEXTURE_RENDERING_BIT set but null TextureSequence"); } if( isVBAA(renderModes) ) { return new VBORegion2PVBAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount); } else if( isMSAA(renderModes) ) { return new VBORegion2PMSAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, initialVerticesCount, initialIndicesCount); } else { return new VBORegionSPES2(glp, renderModes, colorTexSeq, initialVerticesCount, initialIndicesCount); } } /** * Create a GLRegion using the passed render mode * *

In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit * {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.

* @param glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile. * @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT} * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode. */ public static GLRegion create(final GLProfile glp, final int renderModes, final TextureSequence colorTexSeq) { return GLRegion.create(glp, renderModes, colorTexSeq, defaultVerticesCount, defaultIndicesCount); } /** * Create a GLRegion using the passed render mode and pre-calculating its buffer sizes * using given font's {@link Font#processString(com.jogamp.graph.curve.OutlineShape.Visitor2, CharSequence)} * to {@link #countOutlineShape(OutlineShape, int[])}. * *

In case {@link Region#VBAA_RENDERING_BIT} is being requested the default texture unit * {@link Region#DEFAULT_TWO_PASS_TEXTURE_UNIT} is being used.

* @param glp intended GLProfile to use. Instance may use higher OpenGL features if indicated by GLProfile. * @param renderModes bit-field of modes, e.g. {@link Region#VARWEIGHT_RENDERING_BIT}, {@link Region#VBAA_RENDERING_BIT} * @param colorTexSeq optional {@link TextureSequence} for {@link Region#COLORTEXTURE_RENDERING_BIT} rendering mode. * @param font Font used to {@link Font#processString(com.jogamp.graph.curve.OutlineShape.Visitor2, CharSequence)} to {@link #countOutlineShape(OutlineShape, int[]) to count initial number of vertices and indices} * @param str the string used to to {@link #countOutlineShape(OutlineShape, int[]) to count initial number of vertices and indices} */ public static GLRegion create(final GLProfile glp, int renderModes, final TextureSequence colorTexSeq, final Font font, final CharSequence str) { if( null != colorTexSeq ) { renderModes |= Region.COLORTEXTURE_RENDERING_BIT; } else if( Region.hasColorTexture(renderModes) ) { throw new IllegalArgumentException("COLORTEXTURE_RENDERING_BIT set but null TextureSequence"); } GLRegion region; if( isVBAA(renderModes) ) { region = new VBORegion2PVBAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, 0, 0); } else if( isMSAA(renderModes) ) { region = new VBORegion2PMSAAES2(glp, renderModes, colorTexSeq, Region.DEFAULT_TWO_PASS_TEXTURE_UNIT, 0, 0); } else { region = new VBORegionSPES2(glp, renderModes, colorTexSeq, 0, 0); } final int[] vertIndexCount = { 0, 0 }; final OutlineShape.Visitor2 visitor = new OutlineShape.Visitor2() { @Override public final void visit(final OutlineShape shape) { region.countOutlineShape(shape, vertIndexCount); } }; font.processString(visitor, str); region.setBufferCapacity(vertIndexCount[0], vertIndexCount[1]); return region; } private final int gl_idx_type; protected final TextureSequence colorTexSeq; protected GLRegion(final GLProfile glp, final int renderModes, final TextureSequence colorTexSeq) { super(renderModes, glp.isGL2ES3() /* use_int32_idx */); this.gl_idx_type = usesI32Idx() ? GL.GL_UNSIGNED_INT : GL.GL_UNSIGNED_SHORT; this.colorTexSeq = colorTexSeq; } protected final int glIdxType() { return this.gl_idx_type; } /** * Updates a graph region by updating the ogl related * objects for use in rendering if {@link #isShapeDirty()}. *

Allocates the ogl related data and initializes it the 1st time.

*

Called by {@link #draw(GL2ES2, RenderState, int, int, int)}.

*/ protected abstract void updateImpl(final GL2ES2 gl); protected abstract void destroyImpl(final GL2ES2 gl); protected abstract void clearImpl(final GL2ES2 gl); protected static void printAndCount(final PrintStream out, final String name, final GLArrayData data, final int[] size, final int[] capacity) { out.print(name+"["); if( null != data ) { out.print(data.fillStatsToString()); size[0] += data.getByteCount(); capacity[0] += data.getByteCapacity(); out.print("]"); } else { out.print("null]"); } } /** * Clears all buffers, i.e. triangles, vertices etc and and resets states accordingly, see {@link GLArrayDataEditable#clear(GL)}. *

* This method does not actually erase the data in the buffer and will most often be used when erasing the underlying memory is suitable. *

* * @param gl the current {@link GL2ES2} object * @return this {@link GLRegion} for chaining. * @see GLArrayDataEditable#clear(GL) */ public GLRegion clear(final GL2ES2 gl) { clearImpl(gl); clearImpl(); return this; } /** * Delete and clear the associated OGL objects. *

* The {@link ShaderProgram}s references are nullified but not {@link ShaderProgram#destroy(GL2ES2) destroyed} * as they are owned by {@link RegionRenderer}. *

*/ public final void destroy(final GL2ES2 gl) { clear(gl); destroyImpl(gl); } /** * Renders the associated OGL objects specifying * current width/hight of window for multi pass rendering * of the region. *

* User shall consider {@link RegionRenderer#enable(GL2ES2, boolean) enabling} * the renderer beforehand and {@link RegionRenderer#enable(GL2ES2, boolean) disabling} * it afterwards when used in conjunction with other renderer. *

*

* Users shall also consider setting the {@link GL#glClearColor(float, float, float, float) clear-color} * appropriately: *

* The alpha component shall be set to zero. * Note: If {@link GL#GL_BLEND blending} is enabled, the * {@link RegionRenderer} might need to be * {@link RegionRenderer#create(Vertex.Factory, RenderState, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback) created} * with the appropriate {@link RegionRenderer.GLCallback callbacks}. *

* @param matrix current {@link PMVMatrix}. * @param renderer the {@link RegionRenderer} to be used * @param sampleCount desired multisampling sample count for msaa-rendering. * The actual used scample-count is written back when msaa-rendering is enabled, otherwise the store is untouched. * @see RegionRenderer#enable(GL2ES2, boolean) */ public final void draw(final GL2ES2 gl, final RegionRenderer renderer, final int[/*1*/] sampleCount) { if( isShapeDirty() ) { updateImpl(gl); } drawImpl(gl, renderer, sampleCount); clearDirtyBits(DIRTY_SHAPE|DIRTY_STATE); } protected abstract void drawImpl(final GL2ES2 gl, final RegionRenderer renderer, final int[/*1*/] sampleCount); }