blob: ec41e0c8aa982821a11d89dbcfe2c27e4328bfc8 [file] [log] [blame]
package com.jme3.renderer.lwjgl;
import com.jme3.light.*;
import com.jme3.material.FixedFuncBinding;
import com.jme3.material.RenderState;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Matrix4f;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Caps;
import com.jme3.renderer.GL1Renderer;
import com.jme3.renderer.RenderContext;
import com.jme3.renderer.Statistics;
import com.jme3.scene.Mesh;
import com.jme3.scene.Mesh.Mode;
import com.jme3.scene.VertexBuffer;
import com.jme3.scene.VertexBuffer.Type;
import com.jme3.scene.VertexBuffer.Usage;
import com.jme3.shader.Shader;
import com.jme3.shader.Shader.ShaderSource;
import com.jme3.texture.FrameBuffer;
import com.jme3.texture.Image;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapAxis;
import com.jme3.util.BufferUtils;
import com.jme3.util.IntMap;
import com.jme3.util.IntMap.Entry;
import com.jme3.util.NativeObjectManager;
import java.nio.*;
import java.util.ArrayList;
import java.util.EnumSet;
import java.util.logging.Level;
import java.util.logging.Logger;
import jme3tools.converters.MipMapGenerator;
import static org.lwjgl.opengl.GL11.*;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GLContext;
public class LwjglGL1Renderer implements GL1Renderer {
private static final Logger logger = Logger.getLogger(LwjglRenderer.class.getName());
private final ByteBuffer nameBuf = BufferUtils.createByteBuffer(250);
private final StringBuilder stringBuf = new StringBuilder(250);
private final IntBuffer ib1 = BufferUtils.createIntBuffer(1);
private final IntBuffer intBuf16 = BufferUtils.createIntBuffer(16);
private final FloatBuffer fb16 = BufferUtils.createFloatBuffer(16);
private final FloatBuffer fb4Null = BufferUtils.createFloatBuffer(4);
private final RenderContext context = new RenderContext();
private final NativeObjectManager objManager = new NativeObjectManager();
private final EnumSet<Caps> caps = EnumSet.noneOf(Caps.class);
private int maxTexSize;
private int maxCubeTexSize;
private int maxVertCount;
private int maxTriCount;
private int maxLights;
private boolean gl12 = false;
private final Statistics statistics = new Statistics();
private int vpX, vpY, vpW, vpH;
private int clipX, clipY, clipW, clipH;
private Matrix4f worldMatrix = new Matrix4f();
private Matrix4f viewMatrix = new Matrix4f();
private ArrayList<Light> lightList = new ArrayList<Light>(8);
private ColorRGBA materialAmbientColor = new ColorRGBA();
private Vector3f tempVec = new Vector3f();
protected void updateNameBuffer() {
int len = stringBuf.length();
nameBuf.position(0);
nameBuf.limit(len);
for (int i = 0; i < len; i++) {
nameBuf.put((byte) stringBuf.charAt(i));
}
nameBuf.rewind();
}
public Statistics getStatistics() {
return statistics;
}
public EnumSet<Caps> getCaps() {
return caps;
}
public void initialize() {
if (GLContext.getCapabilities().OpenGL12){
gl12 = true;
}
// Default values for certain GL state.
glShadeModel(GL_SMOOTH);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// Enable rescaling/normaling of normal vectors.
// Fixes lighting issues with scaled models.
if (gl12){
glEnable(GL12.GL_RESCALE_NORMAL);
}else{
glEnable(GL_NORMALIZE);
}
if (GLContext.getCapabilities().GL_ARB_texture_non_power_of_two) {
caps.add(Caps.NonPowerOfTwoTextures);
} else {
logger.log(Level.WARNING, "Your graphics card does not "
+ "support non-power-of-2 textures. "
+ "Some features might not work.");
}
maxLights = glGetInteger(GL_MAX_LIGHTS);
}
public void invalidateState() {
context.reset();
}
public void resetGLObjects() {
logger.log(Level.INFO, "Reseting objects and invalidating state");
objManager.resetObjects();
statistics.clearMemory();
invalidateState();
}
public void cleanup() {
logger.log(Level.INFO, "Deleting objects and invalidating state");
objManager.deleteAllObjects(this);
statistics.clearMemory();
invalidateState();
}
public void setDepthRange(float start, float end) {
glDepthRange(start, end);
}
public void clearBuffers(boolean color, boolean depth, boolean stencil) {
int bits = 0;
if (color) {
//See explanations of the depth below, we must enable color write to be able to clear the color buffer
if (context.colorWriteEnabled == false) {
glColorMask(true, true, true, true);
context.colorWriteEnabled = true;
}
bits = GL_COLOR_BUFFER_BIT;
}
if (depth) {
//glClear(GL_DEPTH_BUFFER_BIT) seems to not work when glDepthMask is false
//here s some link on openl board
//http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=257223
//if depth clear is requested, we enable the depthMask
if (context.depthWriteEnabled == false) {
glDepthMask(true);
context.depthWriteEnabled = true;
}
bits |= GL_DEPTH_BUFFER_BIT;
}
if (stencil) {
bits |= GL_STENCIL_BUFFER_BIT;
}
if (bits != 0) {
glClear(bits);
}
}
public void setBackgroundColor(ColorRGBA color) {
glClearColor(color.r, color.g, color.b, color.a);
}
private void setMaterialColor(int type, ColorRGBA color, ColorRGBA defaultColor) {
if (color != null){
fb16.put(color.r).put(color.g).put(color.b).put(color.a).flip();
}else{
fb16.put(defaultColor.r).put(defaultColor.g).put(defaultColor.b).put(defaultColor.a).flip();
}
glMaterial(GL_FRONT_AND_BACK, type, fb16);
}
/**
* Applies fixed function bindings from the context to OpenGL
*/
private void applyFixedFuncBindings(boolean forLighting){
if (forLighting){
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, context.shininess);
setMaterialColor(GL_AMBIENT, context.ambient, ColorRGBA.DarkGray);
setMaterialColor(GL_DIFFUSE, context.diffuse, ColorRGBA.White);
setMaterialColor(GL_SPECULAR, context.specular, ColorRGBA.Black);
if (context.useVertexColor){
glEnable(GL_COLOR_MATERIAL);
}else{
glDisable(GL_COLOR_MATERIAL);
}
}else{
// Ignore other values as they have no effect when
// GL_LIGHTING is disabled.
ColorRGBA color = context.color;
if (color != null){
glColor4f(color.r, color.g, color.b, color.a);
}else{
glColor4f(1,1,1,1);
}
}
}
/**
* Reset fixed function bindings to default values.
*/
private void resetFixedFuncBindings(){
context.color = null;
context.ambient = null;
context.diffuse = null;
context.specular = null;
context.shininess = 0;
context.useVertexColor = false;
}
public void setFixedFuncBinding(FixedFuncBinding ffBinding, Object val) {
switch (ffBinding) {
case Color:
context.color = (ColorRGBA) val;
break;
case MaterialAmbient:
context.ambient = (ColorRGBA) val;
break;
case MaterialDiffuse:
context.diffuse = (ColorRGBA) val;
break;
case MaterialSpecular:
context.specular = (ColorRGBA) val;
break;
case MaterialShininess:
context.shininess = (Float) val;
break;
case UseVertexColor:
context.useVertexColor = (Boolean) val;
break;
}
}
public void applyRenderState(RenderState state) {
if (state.isWireframe() && !context.wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
context.wireframe = true;
} else if (!state.isWireframe() && context.wireframe) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
context.wireframe = false;
}
if (state.isDepthTest() && !context.depthTestEnabled) {
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
context.depthTestEnabled = true;
} else if (!state.isDepthTest() && context.depthTestEnabled) {
glDisable(GL_DEPTH_TEST);
context.depthTestEnabled = false;
}
if (state.isAlphaTest() && !context.alphaTestEnabled) {
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, state.getAlphaFallOff());
context.alphaTestEnabled = true;
} else if (!state.isAlphaTest() && context.alphaTestEnabled) {
glDisable(GL_ALPHA_TEST);
context.alphaTestEnabled = false;
}
if (state.isDepthWrite() && !context.depthWriteEnabled) {
glDepthMask(true);
context.depthWriteEnabled = true;
} else if (!state.isDepthWrite() && context.depthWriteEnabled) {
glDepthMask(false);
context.depthWriteEnabled = false;
}
if (state.isColorWrite() && !context.colorWriteEnabled) {
glColorMask(true, true, true, true);
context.colorWriteEnabled = true;
} else if (!state.isColorWrite() && context.colorWriteEnabled) {
glColorMask(false, false, false, false);
context.colorWriteEnabled = false;
}
if (state.isPointSprite()) {
logger.log(Level.WARNING, "Point Sprite unsupported!");
}
if (state.isPolyOffset()) {
if (!context.polyOffsetEnabled) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(state.getPolyOffsetFactor(),
state.getPolyOffsetUnits());
context.polyOffsetEnabled = true;
context.polyOffsetFactor = state.getPolyOffsetFactor();
context.polyOffsetUnits = state.getPolyOffsetUnits();
} else {
if (state.getPolyOffsetFactor() != context.polyOffsetFactor
|| state.getPolyOffsetUnits() != context.polyOffsetUnits) {
glPolygonOffset(state.getPolyOffsetFactor(),
state.getPolyOffsetUnits());
context.polyOffsetFactor = state.getPolyOffsetFactor();
context.polyOffsetUnits = state.getPolyOffsetUnits();
}
}
} else {
if (context.polyOffsetEnabled) {
glDisable(GL_POLYGON_OFFSET_FILL);
context.polyOffsetEnabled = false;
context.polyOffsetFactor = 0;
context.polyOffsetUnits = 0;
}
}
if (state.getFaceCullMode() != context.cullMode) {
if (state.getFaceCullMode() == RenderState.FaceCullMode.Off) {
glDisable(GL_CULL_FACE);
} else {
glEnable(GL_CULL_FACE);
}
switch (state.getFaceCullMode()) {
case Off:
break;
case Back:
glCullFace(GL_BACK);
break;
case Front:
glCullFace(GL_FRONT);
break;
case FrontAndBack:
glCullFace(GL_FRONT_AND_BACK);
break;
default:
throw new UnsupportedOperationException("Unrecognized face cull mode: "
+ state.getFaceCullMode());
}
context.cullMode = state.getFaceCullMode();
}
if (state.getBlendMode() != context.blendMode) {
if (state.getBlendMode() == RenderState.BlendMode.Off) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
switch (state.getBlendMode()) {
case Off:
break;
case Additive:
glBlendFunc(GL_ONE, GL_ONE);
break;
case AlphaAdditive:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case Color:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
break;
case Alpha:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case PremultAlpha:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break;
case Modulate:
glBlendFunc(GL_DST_COLOR, GL_ZERO);
break;
case ModulateX2:
glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
break;
default:
throw new UnsupportedOperationException("Unrecognized blend mode: "
+ state.getBlendMode());
}
}
context.blendMode = state.getBlendMode();
}
if (state.isStencilTest()) {
throw new UnsupportedOperationException("OpenGL 1.1 doesn't support two sided stencil operations.");
}
}
public void setViewPort(int x, int y, int w, int h) {
if (x != vpX || vpY != y || vpW != w || vpH != h) {
glViewport(x, y, w, h);
vpX = x;
vpY = y;
vpW = w;
vpH = h;
}
}
public void setClipRect(int x, int y, int width, int height) {
if (!context.clipRectEnabled) {
glEnable(GL_SCISSOR_TEST);
context.clipRectEnabled = true;
}
if (clipX != x || clipY != y || clipW != width || clipH != height) {
glScissor(x, y, width, height);
clipX = x;
clipY = y;
clipW = width;
clipH = height;
}
}
public void clearClipRect() {
if (context.clipRectEnabled) {
glDisable(GL_SCISSOR_TEST);
context.clipRectEnabled = false;
clipX = 0;
clipY = 0;
clipW = 0;
clipH = 0;
}
}
public void onFrame() {
objManager.deleteUnused(this);
// statistics.clearFrame();
}
private FloatBuffer storeMatrix(Matrix4f matrix, FloatBuffer store) {
store.clear();
matrix.fillFloatBuffer(store, true);
store.clear();
return store;
}
private void setModelView(Matrix4f modelMatrix, Matrix4f viewMatrix){
if (context.matrixMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
context.matrixMode = GL_MODELVIEW;
}
glLoadMatrix(storeMatrix(viewMatrix, fb16));
glMultMatrix(storeMatrix(modelMatrix, fb16));
}
private void setProjection(Matrix4f projMatrix){
if (context.matrixMode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
context.matrixMode = GL_PROJECTION;
}
glLoadMatrix(storeMatrix(projMatrix, fb16));
}
public void setWorldMatrix(Matrix4f worldMatrix) {
this.worldMatrix.set(worldMatrix);
}
public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix) {
this.viewMatrix.set(viewMatrix);
setProjection(projMatrix);
}
public void setLighting(LightList list) {
// XXX: This is abuse of setLighting() to
// apply fixed function bindings
// and do other book keeping.
if (list == null || list.size() == 0){
glDisable(GL_LIGHTING);
applyFixedFuncBindings(false);
setModelView(worldMatrix, viewMatrix);
return;
}
// Number of lights set previously
int numLightsSetPrev = lightList.size();
// If more than maxLights are defined, they will be ignored.
// The GL1 renderer is not permitted to crash due to a
// GL1 limitation. It must render anything that the GL2 renderer
// can render (even incorrectly).
lightList.clear();
materialAmbientColor.set(0, 0, 0, 0);
for (int i = 0; i < list.size(); i++){
Light l = list.get(i);
if (l.getType() == Light.Type.Ambient){
// Gather
materialAmbientColor.addLocal(l.getColor());
}else{
// Add to list
lightList.add(l);
// Once maximum lights reached, exit loop.
if (lightList.size() >= maxLights){
break;
}
}
}
applyFixedFuncBindings(true);
glEnable(GL_LIGHTING);
fb16.clear();
fb16.put(materialAmbientColor.r)
.put(materialAmbientColor.g)
.put(materialAmbientColor.b)
.put(1).flip();
glLightModel(GL_LIGHT_MODEL_AMBIENT, fb16);
if (context.matrixMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
context.matrixMode = GL_MODELVIEW;
}
// Lights are already in world space, so just convert
// them to view space.
glLoadMatrix(storeMatrix(viewMatrix, fb16));
for (int i = 0; i < lightList.size(); i++){
int glLightIndex = GL_LIGHT0 + i;
Light light = lightList.get(i);
Light.Type lightType = light.getType();
ColorRGBA col = light.getColor();
Vector3f pos;
// Enable the light
glEnable(glLightIndex);
// OGL spec states default value for light ambient is black
switch (lightType){
case Directional:
DirectionalLight dLight = (DirectionalLight) light;
fb16.clear();
fb16.put(col.r).put(col.g).put(col.b).put(col.a).flip();
glLight(glLightIndex, GL_DIFFUSE, fb16);
glLight(glLightIndex, GL_SPECULAR, fb16);
pos = tempVec.set(dLight.getDirection()).negateLocal().normalizeLocal();
fb16.clear();
fb16.put(pos.x).put(pos.y).put(pos.z).put(0.0f).flip();
glLight(glLightIndex, GL_POSITION, fb16);
glLightf(glLightIndex, GL_SPOT_CUTOFF, 180);
break;
case Point:
PointLight pLight = (PointLight) light;
fb16.clear();
fb16.put(col.r).put(col.g).put(col.b).put(col.a).flip();
glLight(glLightIndex, GL_DIFFUSE, fb16);
glLight(glLightIndex, GL_SPECULAR, fb16);
pos = pLight.getPosition();
fb16.clear();
fb16.put(pos.x).put(pos.y).put(pos.z).put(1.0f).flip();
glLight(glLightIndex, GL_POSITION, fb16);
glLightf(glLightIndex, GL_SPOT_CUTOFF, 180);
if (pLight.getRadius() > 0) {
// Note: this doesn't follow the same attenuation model
// as the one used in the lighting shader.
glLightf(glLightIndex, GL_CONSTANT_ATTENUATION, 1);
glLightf(glLightIndex, GL_LINEAR_ATTENUATION, pLight.getInvRadius() * 2);
glLightf(glLightIndex, GL_QUADRATIC_ATTENUATION, pLight.getInvRadius() * pLight.getInvRadius());
}else{
glLightf(glLightIndex, GL_CONSTANT_ATTENUATION, 1);
glLightf(glLightIndex, GL_LINEAR_ATTENUATION, 0);
glLightf(glLightIndex, GL_QUADRATIC_ATTENUATION, 0);
}
break;
case Spot:
SpotLight sLight = (SpotLight) light;
fb16.clear();
fb16.put(col.r).put(col.g).put(col.b).put(col.a).flip();
glLight(glLightIndex, GL_DIFFUSE, fb16);
glLight(glLightIndex, GL_SPECULAR, fb16);
pos = sLight.getPosition();
fb16.clear();
fb16.put(pos.x).put(pos.y).put(pos.z).put(1.0f).flip();
glLight(glLightIndex, GL_POSITION, fb16);
Vector3f dir = sLight.getDirection();
fb16.clear();
fb16.put(dir.x).put(dir.y).put(dir.z).put(1.0f).flip();
glLight(glLightIndex, GL_SPOT_DIRECTION, fb16);
float outerAngleRad = sLight.getSpotOuterAngle();
float innerAngleRad = sLight.getSpotInnerAngle();
float spotCut = outerAngleRad * FastMath.RAD_TO_DEG;
float spotExpo = 0.0f;
if (outerAngleRad > 0) {
spotExpo = (1.0f - (innerAngleRad / outerAngleRad)) * 128.0f;
}
glLightf(glLightIndex, GL_SPOT_CUTOFF, spotCut);
glLightf(glLightIndex, GL_SPOT_EXPONENT, spotExpo);
if (sLight.getSpotRange() > 0) {
glLightf(glLightIndex, GL_LINEAR_ATTENUATION, sLight.getInvSpotRange());
}else{
glLightf(glLightIndex, GL_LINEAR_ATTENUATION, 0);
}
break;
default:
throw new UnsupportedOperationException(
"Unrecognized light type: " + lightType);
}
}
// Disable lights after the index
for (int i = lightList.size(); i < numLightsSetPrev; i++){
glDisable(GL_LIGHT0 + i);
}
// This will set view matrix as well.
setModelView(worldMatrix, viewMatrix);
}
private int convertTextureType(Texture.Type type) {
switch (type) {
case TwoDimensional:
return GL_TEXTURE_2D;
// case ThreeDimensional:
// return GL_TEXTURE_3D;
// case CubeMap:
// return GL_TEXTURE_CUBE_MAP;
default:
throw new UnsupportedOperationException("Unknown texture type: " + type);
}
}
private int convertMagFilter(Texture.MagFilter filter) {
switch (filter) {
case Bilinear:
return GL_LINEAR;
case Nearest:
return GL_NEAREST;
default:
throw new UnsupportedOperationException("Unknown mag filter: " + filter);
}
}
private int convertMinFilter(Texture.MinFilter filter) {
switch (filter) {
case Trilinear:
return GL_LINEAR_MIPMAP_LINEAR;
case BilinearNearestMipMap:
return GL_LINEAR_MIPMAP_NEAREST;
case NearestLinearMipMap:
return GL_NEAREST_MIPMAP_LINEAR;
case NearestNearestMipMap:
return GL_NEAREST_MIPMAP_NEAREST;
case BilinearNoMipMaps:
return GL_LINEAR;
case NearestNoMipMaps:
return GL_NEAREST;
default:
throw new UnsupportedOperationException("Unknown min filter: " + filter);
}
}
private int convertWrapMode(Texture.WrapMode mode) {
switch (mode) {
case EdgeClamp:
case Clamp:
case BorderClamp:
return GL_CLAMP;
case Repeat:
return GL_REPEAT;
default:
throw new UnsupportedOperationException("Unknown wrap mode: " + mode);
}
}
private void setupTextureParams(Texture tex) {
int target = convertTextureType(tex.getType());
// filter things
int minFilter = convertMinFilter(tex.getMinFilter());
int magFilter = convertMagFilter(tex.getMagFilter());
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, magFilter);
// repeat modes
switch (tex.getType()) {
// case ThreeDimensional:
// case CubeMap:
// glTexParameteri(target, GL_TEXTURE_WRAP_R, convertWrapMode(tex.getWrap(WrapAxis.R)));
case TwoDimensional:
glTexParameteri(target, GL_TEXTURE_WRAP_T, convertWrapMode(tex.getWrap(WrapAxis.T)));
// fall down here is intentional..
// case OneDimensional:
glTexParameteri(target, GL_TEXTURE_WRAP_S, convertWrapMode(tex.getWrap(WrapAxis.S)));
break;
default:
throw new UnsupportedOperationException("Unknown texture type: " + tex.getType());
}
}
public void updateTexImageData(Image img, Texture.Type type, boolean mips, int unit) {
int texId = img.getId();
if (texId == -1) {
// create texture
glGenTextures(ib1);
texId = ib1.get(0);
img.setId(texId);
objManager.registerForCleanup(img);
statistics.onNewTexture();
}
// bind texture
int target = convertTextureType(type);
// if (context.boundTextureUnit != unit) {
// glActiveTexture(GL_TEXTURE0 + unit);
// context.boundTextureUnit = unit;
// }
if (context.boundTextures[unit] != img) {
glEnable(target);
glBindTexture(target, texId);
context.boundTextures[unit] = img;
statistics.onTextureUse(img, true);
}
// Check sizes if graphics card doesn't support NPOT
if (!GLContext.getCapabilities().GL_ARB_texture_non_power_of_two) {
if (img.getWidth() != 0 && img.getHeight() != 0) {
if (!FastMath.isPowerOfTwo(img.getWidth())
|| !FastMath.isPowerOfTwo(img.getHeight())) {
// Resize texture to Power-of-2 size
MipMapGenerator.resizeToPowerOf2(img);
}
}
}
if (!img.hasMipmaps() && mips) {
// No pregenerated mips available,
// generate from base level if required
// Check if hardware mips are supported
if (GLContext.getCapabilities().OpenGL14) {
glTexParameteri(target, GL14.GL_GENERATE_MIPMAP, GL_TRUE);
} else {
MipMapGenerator.generateMipMaps(img);
}
} else {
}
/*
if (target == GL_TEXTURE_CUBE_MAP) {
List<ByteBuffer> data = img.getData();
if (data.size() != 6) {
logger.log(Level.WARNING, "Invalid texture: {0}\n"
+ "Cubemap textures must contain 6 data units.", img);
return;
}
for (int i = 0; i < 6; i++) {
TextureUtil.uploadTexture(img, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, i, 0, tdc);
}
} else if (target == EXTTextureArray.GL_TEXTURE_2D_ARRAY_EXT) {
List<ByteBuffer> data = img.getData();
// -1 index specifies prepare data for 2D Array
TextureUtil.uploadTexture(img, target, -1, 0, tdc);
for (int i = 0; i < data.size(); i++) {
// upload each slice of 2D array in turn
// this time with the appropriate index
TextureUtil.uploadTexture(img, target, i, 0, tdc);
}
} else {*/
TextureUtil.uploadTexture(img, target, 0, 0, false);
//}
img.clearUpdateNeeded();
}
public void setTexture(int unit, Texture tex) {
if (unit != 0 || tex.getType() != Texture.Type.TwoDimensional) {
//throw new UnsupportedOperationException();
return;
}
Image image = tex.getImage();
if (image.isUpdateNeeded()) {
updateTexImageData(image, tex.getType(), tex.getMinFilter().usesMipMapLevels(), unit);
}
int texId = image.getId();
assert texId != -1;
Image[] textures = context.boundTextures;
int type = convertTextureType(tex.getType());
// if (!context.textureIndexList.moveToNew(unit)) {
// if (context.boundTextureUnit != unit){
// glActiveTexture(GL_TEXTURE0 + unit);
// context.boundTextureUnit = unit;
// }
// glEnable(type);
// }
// if (context.boundTextureUnit != unit) {
// glActiveTexture(GL_TEXTURE0 + unit);
// context.boundTextureUnit = unit;
// }
if (textures[unit] != image) {
glEnable(type);
glBindTexture(type, texId);
textures[unit] = image;
statistics.onTextureUse(image, true);
} else {
statistics.onTextureUse(image, false);
}
setupTextureParams(tex);
}
private void clearTextureUnits() {
Image[] textures = context.boundTextures;
if (textures[0] != null) {
glDisable(GL_TEXTURE_2D);
textures[0] = null;
}
}
public void deleteImage(Image image) {
int texId = image.getId();
if (texId != -1) {
ib1.put(0, texId);
ib1.position(0).limit(1);
glDeleteTextures(ib1);
image.resetObject();
}
}
private int convertArrayType(VertexBuffer.Type type) {
switch (type) {
case Position:
return GL_VERTEX_ARRAY;
case Normal:
return GL_NORMAL_ARRAY;
case TexCoord:
return GL_TEXTURE_COORD_ARRAY;
case Color:
return GL_COLOR_ARRAY;
default:
return -1; // unsupported
}
}
private int convertVertexFormat(VertexBuffer.Format fmt) {
switch (fmt) {
case Byte:
return GL_BYTE;
case Float:
return GL_FLOAT;
case Int:
return GL_INT;
case Short:
return GL_SHORT;
case UnsignedByte:
return GL_UNSIGNED_BYTE;
case UnsignedInt:
return GL_UNSIGNED_INT;
case UnsignedShort:
return GL_UNSIGNED_SHORT;
default:
throw new UnsupportedOperationException("Unrecognized vertex format: " + fmt);
}
}
private int convertElementMode(Mesh.Mode mode) {
switch (mode) {
case Points:
return GL_POINTS;
case Lines:
return GL_LINES;
case LineLoop:
return GL_LINE_LOOP;
case LineStrip:
return GL_LINE_STRIP;
case Triangles:
return GL_TRIANGLES;
case TriangleFan:
return GL_TRIANGLE_FAN;
case TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
throw new UnsupportedOperationException("Unrecognized mesh mode: " + mode);
}
}
public void drawTriangleArray(Mesh.Mode mode, int count, int vertCount) {
if (count > 1) {
throw new UnsupportedOperationException();
}
glDrawArrays(convertElementMode(mode), 0, vertCount);
}
public void setVertexAttrib(VertexBuffer vb, VertexBuffer idb) {
int arrayType = convertArrayType(vb.getBufferType());
if (arrayType == -1) {
return; // unsupported
}
glEnableClientState(arrayType);
context.boundAttribs[vb.getBufferType().ordinal()] = vb;
if (vb.getBufferType() == Type.Normal) {
// normalize if requested
if (vb.isNormalized() && !context.normalizeEnabled) {
glEnable(GL_NORMALIZE);
context.normalizeEnabled = true;
} else if (!vb.isNormalized() && context.normalizeEnabled) {
glDisable(GL_NORMALIZE);
context.normalizeEnabled = false;
}
}
// NOTE: Use data from interleaved buffer if specified
Buffer data = idb != null ? idb.getData() : vb.getData();
int comps = vb.getNumComponents();
int type = convertVertexFormat(vb.getFormat());
data.rewind();
switch (vb.getBufferType()) {
case Position:
if (!(data instanceof FloatBuffer)) {
throw new UnsupportedOperationException();
}
glVertexPointer(comps, vb.getStride(), (FloatBuffer) data);
break;
case Normal:
if (!(data instanceof FloatBuffer)) {
throw new UnsupportedOperationException();
}
glNormalPointer(vb.getStride(), (FloatBuffer) data);
break;
case Color:
if (data instanceof FloatBuffer) {
glColorPointer(comps, vb.getStride(), (FloatBuffer) data);
} else if (data instanceof ByteBuffer) {
glColorPointer(comps, true, vb.getStride(), (ByteBuffer) data);
} else {
throw new UnsupportedOperationException();
}
break;
case TexCoord:
if (!(data instanceof FloatBuffer)) {
throw new UnsupportedOperationException();
}
glTexCoordPointer(comps, vb.getStride(), (FloatBuffer) data);
break;
default:
// Ignore, this is an unsupported attribute for OpenGL1.
break;
}
}
public void setVertexAttrib(VertexBuffer vb) {
setVertexAttrib(vb, null);
}
private void drawElements(int mode, int format, Buffer data) {
switch (format) {
case GL_UNSIGNED_BYTE:
glDrawElements(mode, (ByteBuffer) data);
break;
case GL_UNSIGNED_SHORT:
glDrawElements(mode, (ShortBuffer) data);
break;
case GL_UNSIGNED_INT:
glDrawElements(mode, (IntBuffer) data);
break;
default:
throw new UnsupportedOperationException();
}
}
public void drawTriangleList(VertexBuffer indexBuf, Mesh mesh, int count) {
Mesh.Mode mode = mesh.getMode();
Buffer indexData = indexBuf.getData();
indexData.rewind();
if (mesh.getMode() == Mode.Hybrid) {
throw new UnsupportedOperationException();
/*
int[] modeStart = mesh.getModeStart();
int[] elementLengths = mesh.getElementLengths();
int elMode = convertElementMode(Mode.Triangles);
int fmt = convertVertexFormat(indexBuf.getFormat());
// int elSize = indexBuf.getFormat().getComponentSize();
// int listStart = modeStart[0];
int stripStart = modeStart[1];
int fanStart = modeStart[2];
int curOffset = 0;
for (int i = 0; i < elementLengths.length; i++) {
if (i == stripStart) {
elMode = convertElementMode(Mode.TriangleStrip);
} else if (i == fanStart) {
elMode = convertElementMode(Mode.TriangleStrip);
}
int elementLength = elementLengths[i];
indexData.position(curOffset);
drawElements(elMode,
fmt,
indexData);
curOffset += elementLength;
}*/
} else {
drawElements(convertElementMode(mode),
convertVertexFormat(indexBuf.getFormat()),
indexData);
}
}
public void clearVertexAttribs() {
for (int i = 0; i < 16; i++) {
VertexBuffer vb = context.boundAttribs[i];
if (vb != null) {
int arrayType = convertArrayType(vb.getBufferType());
glDisableClientState(arrayType);
context.boundAttribs[vb.getBufferType().ordinal()] = null;
}
}
}
private void renderMeshDefault(Mesh mesh, int lod, int count) {
VertexBuffer indices = null;
VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
if (interleavedData != null && interleavedData.isUpdateNeeded()) {
updateBufferData(interleavedData);
}
IntMap<VertexBuffer> buffers = mesh.getBuffers();
if (mesh.getNumLodLevels() > 0) {
indices = mesh.getLodLevel(lod);
} else {
indices = buffers.get(Type.Index.ordinal());
}
for (Entry<VertexBuffer> entry : buffers) {
VertexBuffer vb = entry.getValue();
if (vb.getBufferType() == Type.InterleavedData
|| vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
|| vb.getBufferType() == Type.Index) {
continue;
}
if (vb.getStride() == 0) {
// not interleaved
setVertexAttrib(vb);
} else {
// interleaved
setVertexAttrib(vb, interleavedData);
}
}
if (indices != null) {
drawTriangleList(indices, mesh, count);
} else {
glDrawArrays(convertElementMode(mesh.getMode()), 0, mesh.getVertexCount());
}
// TODO: Fix these to use IDList??
clearVertexAttribs();
clearTextureUnits();
resetFixedFuncBindings();
}
public void renderMesh(Mesh mesh, int lod, int count) {
if (mesh.getVertexCount() == 0) {
return;
}
if (context.pointSize != mesh.getPointSize()) {
glPointSize(mesh.getPointSize());
context.pointSize = mesh.getPointSize();
}
if (context.lineWidth != mesh.getLineWidth()) {
glLineWidth(mesh.getLineWidth());
context.lineWidth = mesh.getLineWidth();
}
boolean dynamic = false;
if (mesh.getBuffer(Type.InterleavedData) != null) {
throw new UnsupportedOperationException("Interleaved meshes are not supported");
}
if (mesh.getNumLodLevels() == 0) {
IntMap<VertexBuffer> bufs = mesh.getBuffers();
for (Entry<VertexBuffer> entry : bufs) {
if (entry.getValue().getUsage() != VertexBuffer.Usage.Static) {
dynamic = true;
break;
}
}
} else {
dynamic = true;
}
statistics.onMeshDrawn(mesh, lod);
// if (!dynamic) {
// dealing with a static object, generate display list
// renderMeshDisplayList(mesh);
// } else {
renderMeshDefault(mesh, lod, count);
// }
}
public void setAlphaToCoverage(boolean value) {
}
public void setShader(Shader shader) {
}
public void deleteShader(Shader shader) {
}
public void deleteShaderSource(ShaderSource source) {
}
public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst) {
}
public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth) {
}
public void setMainFrameBufferOverride(FrameBuffer fb){
}
public void setFrameBuffer(FrameBuffer fb) {
}
public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf) {
}
public void deleteFrameBuffer(FrameBuffer fb) {
}
public void updateBufferData(VertexBuffer vb) {
}
public void deleteBuffer(VertexBuffer vb) {
}
}