com.xrbpowered.gl.res.textures.BufferTexture.java Source code

Java tutorial

Introduction

Here is the source code for com.xrbpowered.gl.res.textures.BufferTexture.java

Source

/*******************************************************************************
 * MIT License
 *
 * Copyright (c) 2016 Ashur Rafiev
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *******************************************************************************/
package com.xrbpowered.gl.res.textures;

import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL13;

public abstract class BufferTexture extends Texture {

    protected BufferedImage imgBuffer = null;
    private IntBuffer intBuffer = null;
    private int[] pixels = null;
    private final boolean staticBuffers;
    private final boolean opaque;

    protected BufferTexture(boolean create, int w, int h, boolean opaque, boolean wrap, boolean filter,
            boolean staticBuffers) {
        this.staticBuffers = staticBuffers;
        this.opaque = opaque;
        this.width = w;
        this.height = h;
        if (create)
            create(wrap, filter);
    }

    protected BufferTexture(int w, int h, boolean opaque, boolean wrap, boolean filter, boolean staticBuffers) {
        this(true, w, h, opaque, wrap, filter, staticBuffers);
    }

    public BufferTexture(int w, int h, boolean wrap, boolean filter, boolean staticBuffers) {
        this(true, w, h, false, wrap, filter, staticBuffers);
    }

    protected void create(boolean wrap, boolean filter) {
        createBuffers();
        updateBuffer((Graphics2D) imgBuffer.getGraphics(), width, height);
        create(imgBuffer, intBuffer, wrap, filter);
        if (!staticBuffers)
            destroyBuffers();
    }

    private void createBuffers() {
        this.imgBuffer = new BufferedImage(width, height,
                opaque ? BufferedImage.TYPE_INT_RGB : BufferedImage.TYPE_INT_ARGB);
        this.intBuffer = ByteBuffer.allocateDirect(4 * width * height).order(ByteOrder.nativeOrder()).asIntBuffer();
    }

    private void destroyBuffers() {
        this.imgBuffer = null;
        this.intBuffer = null;
        this.pixels = null;
    }

    protected abstract boolean updateBuffer(Graphics2D g2, int width, int height);

    public void update() {
        if (this.imgBuffer == null)
            createBuffers();

        if (updateBuffer((Graphics2D) imgBuffer.getGraphics(), width, height)) {
            pixels = imgBuffer.getRGB(0, 0, width, height, pixels, 0, width);
            intBuffer.put(pixels);
            intBuffer.flip();

            GL13.glActiveTexture(GL13.GL_TEXTURE0);
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, getId());

            GL11.glPixelStorei(GL11.GL_UNPACK_ALIGNMENT, 1);
            GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, width, height, 0, GL12.GL_BGRA,
                    GL12.GL_UNSIGNED_INT_8_8_8_8_REV, intBuffer);
            //         GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D); // TODO needless mipmaps?
        }

        if (!staticBuffers)
            destroyBuffers();
    }

    public static final Color CLEAR_COLOR = new Color(0, 0, 0, 0);

    public static void clearBuffer(Graphics2D g2, int w, int h) {
        g2.setBackground(CLEAR_COLOR);
        g2.clearRect(0, 0, w, h);
    }

    public static BufferTexture createPlainColor(int w, int h, final Color color, boolean wrap, boolean filter) {
        return new BufferTexture(w, h, true, wrap, filter) {
            @Override
            protected boolean updateBuffer(Graphics2D g2, int width, int height) {
                g2.setBackground(color);
                g2.clearRect(0, 0, width, height);
                return true;
            }
        };
    }

    public static BufferTexture createPlainColor(int w, int h, final Color color) {
        return createPlainColor(w, h, color, true, true);
    }
}