fr.ign.cogit.geoxygene.appli.gl.GLBezierShadingComplex.java Source code

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Here is the source code for fr.ign.cogit.geoxygene.appli.gl.GLBezierShadingComplex.java

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/*******************************************************************************
 * This file is part of the GeOxygene project source files.
 * 
 * GeOxygene aims at providing an open framework which implements OGC/ISO
 * specifications for the development and deployment of geographic (GIS)
 * applications. It is a open source contribution of the COGIT laboratory at the
 * Institut Gographique National (the French National Mapping Agency).
 * 
 * See: http://oxygene-project.sourceforge.net
 * 
 * Copyright (C) 2005 Institut Gographique National
 * 
 * This library is free software; you can redistribute it and/or modify it under
 * the terms of the GNU Lesser General Public License as published by the Free
 * Software Foundation; either version 2.1 of the License, or any later version.
 * 
 * This library is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU Lesser General Public License
 * along with this library (see file LICENSE if present); if not, write to the
 * Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
 * 02111-1307 USA
 *******************************************************************************/

package fr.ign.cogit.geoxygene.appli.gl;

import static org.lwjgl.opengl.GL15.GL_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.GL_ELEMENT_ARRAY_BUFFER;
import static org.lwjgl.opengl.GL15.GL_STATIC_DRAW;
import static org.lwjgl.opengl.GL15.glBindBuffer;
import static org.lwjgl.opengl.GL15.glBufferData;
import static org.lwjgl.opengl.GL15.glGenBuffers;
import static org.lwjgl.opengl.GL20.glEnableVertexAttribArray;
import static org.lwjgl.opengl.GL30.glBindVertexArray;

import java.net.URI;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import org.apache.log4j.Logger;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;

import fr.ign.cogit.geoxygene.appli.render.texture.TextureManager;
import fr.ign.cogit.geoxygene.util.gl.AbstractGLComplex;
import fr.ign.cogit.geoxygene.util.gl.BasicTexture;
import fr.ign.cogit.geoxygene.util.gl.GLInput;
import fr.ign.cogit.geoxygene.util.gl.GLMesh;
import fr.ign.cogit.geoxygene.util.gl.GLRenderingCapability;
import fr.ign.cogit.geoxygene.util.gl.GLTools;
import fr.ign.cogit.geoxygene.util.gl.GLTexture;

/**
 * @author JeT
 * 
 */
public class GLBezierShadingComplex extends AbstractGLComplex<GLBezierShadingVertex> {

    private static final Logger logger = Logger.getLogger(GLBezierShadingComplex.class.getName()); // logger

    // raw list of all vertices
    private FloatBuffer verticesBuffer = null; // Vertex buffer (VBO
                                               // array)
                                               // constructed from vertices
    private IntBuffer indicesBuffer = null; // Index Buffer (VBO indices)

    private int vaoId = -1; // VAO index
    private int vboVerticesId = -1; // VBO Vertices index
    private int vboIndicesId = -1; // VBO Indices index
    private GLPaintingRenderingCapability[] renderingCapabilities = null;

    private double overallOpacity = 1.;

    public enum GLPaintingRenderingCapability implements GLRenderingCapability {
        POSITION, COLOR, TEXTURE
    }

    /**
     * Default constructor
     */
    public GLBezierShadingComplex(String id, double minX, double minY, GLTexture paperTexture) {
        super(id, minX, minY);
        this.addInput(GLBezierShadingVertex.vertexPositionVariableName,
                GLBezierShadingVertex.vertexPositionLocation, GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexUsVariableName, GLBezierShadingVertex.vertexUsLocation,
                GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexColorVariableName, GLBezierShadingVertex.vertexColorLocation,
                GL11.GL_FLOAT, 4, false);
        this.addInput(GLBezierShadingVertex.vertexLineWidthVariableName,
                GLBezierShadingVertex.vertexLineWidthLocation, GL11.GL_FLOAT, 1, false);
        this.addInput(GLBezierShadingVertex.vertexMaxUVariableName, GLBezierShadingVertex.vertexMaxULocation,
                GL11.GL_FLOAT, 1, false);
        this.addInput(GLBezierShadingVertex.vertexP0VariableName, GLBezierShadingVertex.vertexP0Location,
                GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexP1VariableName, GLBezierShadingVertex.vertexP1Location,
                GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexP2VariableName, GLBezierShadingVertex.vertexP2Location,
                GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexN0VariableName, GLBezierShadingVertex.vertexN0Location,
                GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexN2VariableName, GLBezierShadingVertex.vertexN2Location,
                GL11.GL_FLOAT, 2, false);
        this.addInput(GLBezierShadingVertex.vertexPaperUVVariableName, GLBezierShadingVertex.vertexPaperUVLocation,
                GL11.GL_FLOAT, 2, false);
    }

    /**
     * @return the opacity for that entire complex
     */
    @Override
    public double getOverallOpacity() {
        return this.overallOpacity;
    }

    /**
     * Overall opacity is used to set the opacity of the FBO in which this
     * object has been drawn without an transparency. Set the vertices opacity
     * to 1
     */
    public void setOverallOpacity(double overallOpacity) {
        this.overallOpacity = overallOpacity;
    }

    @Override
    public void invalidateBuffers() {
        if (this.vboIndicesId >= 0) {
            GL15.glDeleteBuffers(this.vboIndicesId);
            this.indicesBuffer = null;
            this.vboIndicesId = -1;
        }
        if (this.vboVerticesId >= 0) {
            GL15.glDeleteBuffers(this.vboVerticesId);
            this.verticesBuffer = null;
            this.vboVerticesId = -1;
        }
        if (this.vaoId >= 0) {
            GL30.glDeleteVertexArrays(this.vaoId);
            this.vaoId = -1;
        }
    }

    @Override
    public FloatBuffer getFlippedVerticesBuffer() {
        if (this.verticesBuffer == null) {
            this.verticesBuffer = BufferUtils
                    .createFloatBuffer(this.getVertices().size() * this.getStride() / (Float.SIZE / 8));
            for (GLBezierShadingVertex vertex : this.getVertices()) {
                this.verticesBuffer.put(vertex.getXY());
                this.verticesBuffer.put(vertex.getUs());
                this.verticesBuffer.put(vertex.getColor());
                this.verticesBuffer.put(vertex.getLineWidth());
                this.verticesBuffer.put(vertex.getMaxU());
                this.verticesBuffer.put(vertex.getP0());
                this.verticesBuffer.put(vertex.getP1());
                this.verticesBuffer.put(vertex.getP2());
                this.verticesBuffer.put(vertex.getN0());
                this.verticesBuffer.put(vertex.getN2());
                this.verticesBuffer.put(vertex.getPaperUV());
            }
            this.verticesBuffer.flip();

        }
        this.verticesBuffer.rewind();
        return this.verticesBuffer;
    }

    @Override
    public IntBuffer getFlippedIndicesBuffer() {
        if (this.indicesBuffer == null) {
            this.generateIndicesBuffers();
        }
        this.indicesBuffer.rewind();
        return this.indicesBuffer;
    }

    /**
     * Compute the acceleration structure for all the contained meshes
     * 
     * @param glComplex
     * @return
     */
    private void generateIndicesBuffers() {
        // count the total number of vertices
        int nbIndices = 0;
        for (GLMesh mesh : this.getMeshes()) {
            nbIndices += mesh.getIndices().size();
        }
        // fill the indices buffer (VBO indices)
        // and generate a range of indices in the indices buffer
        this.indicesBuffer = BufferUtils.createIntBuffer(nbIndices);
        int currentStartIndex = 0;
        for (GLMesh mesh : this.getMeshes()) {
            for (int nIndex = 0; nIndex < mesh.getIndices().size(); nIndex++) {
                this.indicesBuffer.put(mesh.getIndices().get(nIndex).intValue());
            }
            mesh.setFirstIndex(currentStartIndex);
            currentStartIndex = currentStartIndex + mesh.getIndices().size();
            mesh.setLastIndex(currentStartIndex - 1);
        }
        this.indicesBuffer.flip();
    }

    /**
     * Bind Buffers with gl Context
     */
    private void generateVao() {
        // Create a new Vertex Array Object in memory and select it (bind)
        this.vaoId = GL30.glGenVertexArrays();
        if (this.vaoId <= 0) {
            logger.error("VAO ID is invalid " + this.vaoId);
        }
        glBindVertexArray(this.vaoId);

        // create the Vertex VBO
        this.vboVerticesId = glGenBuffers();
        if (this.vboVerticesId <= 0) {
            logger.error("VBO(Vertices) ID is invalid " + this.vboVerticesId);
        }
        glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vboVerticesId);

        int byteShift = 0;
        for (GLInput input : this.getInputs()) {
            GL20.glVertexAttribPointer(input.getLocation(), input.getComponentCount(), input.getGlType(),
                    input.isNormalized(), this.getStride(), byteShift);
            // System.err
            // .println("loc = " + input.getLocation() + " "
            // + input.getComponentCount() + " "
            // + input.getGlType() + " stride = "
            // + this.getStride() + " shift = " + byteShift);
            byteShift += input.getComponentCount() * GLTools.sizeInBytes(input.getGlType());
            glEnableVertexAttribArray(input.getLocation());

        }
        glBufferData(GL_ARRAY_BUFFER, this.getFlippedVerticesBuffer(), GL_STATIC_DRAW);
        // create the index VBO
        this.vboIndicesId = glGenBuffers();
        if (this.vboIndicesId <= 0) {
            logger.error("VBO(Indices) ID is invalid " + this.vboIndicesId);
        }
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this.vboIndicesId);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, this.getFlippedIndicesBuffer(), GL_STATIC_DRAW);
        glBindVertexArray(0);
    }

    /*
     * (non-Javadoc)
     * 
     * @see fr.ign.cogit.geoxygene.util.gl.GLComplex#getVaoId()
     */
    @Override
    public int getVaoId() {
        if (this.vaoId <= 0) {
            this.generateVao();
        }
        return this.vaoId;
    }

    /*
     * (non-Javadoc)
     * 
     * @see fr.ign.cogit.geoxygene.util.gl.GLComplex#getVboVerticesId()
     */
    @Override
    public int getVboVerticesId() {
        if (this.vboVerticesId <= 0) {
            this.generateVao();
        }
        return this.vboVerticesId;
    }

    /*
     * (non-Javadoc)
     * 
     * @see fr.ign.cogit.geoxygene.util.gl.GLComplex#getVboIndicesId()
     */
    @Override
    public int getVboIndicesId() {
        if (this.vboIndicesId <= 0) {
            this.generateVao();
        }
        return this.vboIndicesId;
    }

    @Override
    public GLRenderingCapability[] getRenderingCapabilities() {
        if (this.renderingCapabilities == null) {
            this.renderingCapabilities = new GLPaintingRenderingCapability[] {
                    GLPaintingRenderingCapability.COLOR };
        }
        return this.renderingCapabilities;
    }
}