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processing/core/src/processing/opengl/PGL.java at master · classicist/processing · GitHub
processing/core/src/processing/opengl/PGL.java at master · classicist/processing · GitHub
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/* -*- mode: java; c-basic-offset: 2; indent-tabs-mode: nil -*- */
/*
Part of the Processing project - http://processing.org
Copyright (c) 2012-15 The Processing Foundation
Copyright (c) 2004-12 Ben Fry and Casey Reas
Copyright (c) 2001-04 Massachusetts Institute of Technology
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, version 2.1.
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; if not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
package
processing
.
opengl
;
import
java
.
io
.
IOException
;
import
java
.
net
.
URL
;
import
java
.
nio
.
Buffer
;
import
java
.
nio
.
ByteBuffer
;
import
java
.
nio
.
ByteOrder
;
import
java
.
nio
.
FloatBuffer
;
import
java
.
nio
.
IntBuffer
;
import
java
.
nio
.
ShortBuffer
;
import
java
.
util
.
Arrays
;
import
java
.
util
.
regex
.
Pattern
;
import
processing
.
core
.
PApplet
;
import
processing
.
core
.
PConstants
;
import
processing
.
core
.
PGraphics
;
/**
* Processing-OpenGL abstraction layer. Needs to be implemented by subclasses
* using specific OpenGL-Java bindings.
*
* It includes a full GLES 2.0 interface.
*
*/
public
abstract
class
PGL
{
// ........................................................
// Basic fields
/** The PGraphics and PApplet objects using this interface */
protected
PGraphicsOpenGL
graphics
;
protected
PApplet
sketch
;
/** OpenGL thread */
protected
Thread
glThread
;
/** ID of the GL context associated to the surface **/
protected
int
glContext
;
/** true if this is the GL interface for a primary surface PGraphics */
public
boolean
primaryPGL
;
// ........................................................
// Parameters
public
static
int
REQUESTED_DEPTH_BITS
=
24
;
public
static
int
REQUESTED_STENCIL_BITS
=
8
;
public
static
int
REQUESTED_ALPHA_BITS
=
8
;
/** Switches between the use of regular and direct buffers. */
protected
static
boolean
USE_DIRECT_BUFFERS
=
true
;
protected
static
int
MIN_DIRECT_BUFFER_SIZE
=
1
;
/** Enables/disables mipmap use. */
protected
static
boolean
MIPMAPS_ENABLED
=
true
;
/** Initial sizes for arrays of input and tessellated data. */
protected
static
int
DEFAULT_IN_VERTICES
=
64
;
protected
static
int
DEFAULT_IN_EDGES
=
128
;
protected
static
int
DEFAULT_IN_TEXTURES
=
64
;
protected
static
int
DEFAULT_TESS_VERTICES
=
64
;
protected
static
int
DEFAULT_TESS_INDICES
=
128
;
/** Maximum lights by default is 8, the minimum defined by OpenGL. */
protected
static
int
MAX_LIGHTS
=
8
;
/** Maximum index value of a tessellated vertex. GLES restricts the vertex
* indices to be of type unsigned short. Since Java only supports signed
* shorts as primitive type we have 2^15 = 32768 as the maximum number of
* vertices that can be referred to within a single VBO.
*/
protected
static
int
MAX_VERTEX_INDEX
=
32767
;
protected
static
int
MAX_VERTEX_INDEX1
=
MAX_VERTEX_INDEX
+
1
;
/** Count of tessellated fill, line or point vertices that will
* trigger a flush in the immediate mode. It doesn't necessarily
* be equal to MAX_VERTEX_INDEX1, since the number of vertices can
* be effectively much large since the renderer uses offsets to
* refer to vertices beyond the MAX_VERTEX_INDEX limit.
*/
protected
static
int
FLUSH_VERTEX_COUNT
=
MAX_VERTEX_INDEX1
;
/** Minimum/maximum dimensions of a texture used to hold font data. */
protected
static
int
MIN_FONT_TEX_SIZE
=
256
;
protected
static
int
MAX_FONT_TEX_SIZE
=
1024
;
/** Minimum stroke weight needed to apply the full path stroking
* algorithm that properly generates caps and joins.
*/
protected
static
float
MIN_CAPS_JOINS_WEIGHT
=
2f
;
/** Maximum length of linear paths to be stroked with the
* full algorithm that generates accurate caps and joins.
*/
protected
static
int
MAX_CAPS_JOINS_LENGTH
=
5000
;
/** Minimum array size to use arrayCopy method(). */
protected
static
int
MIN_ARRAYCOPY_SIZE
=
2
;
/** Factor used to displace the stroke vertices towards the camera in
* order to make sure the lines are always on top of the fill geometry */
protected
static
float
STROKE_DISPLACEMENT
=
0.999f
;
// ........................................................
// Variables to handle single-buffered situations (i.e.: Android)
protected
IntBuffer
firstFrame
;
protected
static
boolean
SINGLE_BUFFERED
=
false
;
// ........................................................
// FBO layer
protected
boolean
fboLayerEnabled
=
false
;
protected
boolean
fboLayerCreated
=
false
;
protected
boolean
fboLayerEnabledReq
=
false
;
protected
boolean
fboLayerDisableReq
=
false
;
protected
boolean
fbolayerResetReq
=
false
;
public
int
reqNumSamples
;
protected
int
numSamples
;
protected
IntBuffer
glColorFbo
;
protected
IntBuffer
glColorTex
;
protected
IntBuffer
glDepthStencil
;
protected
IntBuffer
glDepth
;
protected
IntBuffer
glStencil
;
protected
IntBuffer
glMultiFbo
;
protected
IntBuffer
glMultiColor
;
protected
IntBuffer
glMultiDepthStencil
;
protected
IntBuffer
glMultiDepth
;
protected
IntBuffer
glMultiStencil
;
protected
int
fboWidth
,
fboHeight
;
protected
int
backTex
,
frontTex
;
/** Flags used to handle the creation of a separate front texture */
protected
boolean
usingFrontTex
=
false
;
protected
boolean
needSepFrontTex
=
false
;
// ........................................................
// Texture rendering
protected
boolean
loadedTex2DShader
=
false
;
protected
int
tex2DShaderProgram
;
protected
int
tex2DVertShader
;
protected
int
tex2DFragShader
;
protected
int
tex2DShaderContext
;
protected
int
tex2DVertLoc
;
protected
int
tex2DTCoordLoc
;
protected
int
tex2DSamplerLoc
;
protected
int
tex2DGeoVBO
;
protected
boolean
loadedTexRectShader
=
false
;
protected
int
texRectShaderProgram
;
protected
int
texRectVertShader
;
protected
int
texRectFragShader
;
protected
int
texRectShaderContext
;
protected
int
texRectVertLoc
;
protected
int
texRectTCoordLoc
;
protected
int
texRectSamplerLoc
;
protected
int
texRectGeoVBO
;
protected
float
[]
texCoords
= {
// X, Y, U, V
-
1.0f
, -
1.0f
,
0.0f
,
0.0f
,
+
1.0f
, -
1.0f
,
1.0f
,
0.0f
,
-
1.0f
, +
1.0f
,
0.0f
,
1.0f
,
+
1.0f
, +
1.0f
,
1.0f
,
1.0f
};
protected
FloatBuffer
texData
;
protected
static
final
String
SHADER_PREPROCESSOR_DIRECTIVE
=
"#ifdef GL_ES
\n
"
+
"precision mediump float;
\n
"
+
"precision mediump int;
\n
"
+
"#endif
\n
"
;
protected
static
String
[]
texVertShaderSource
= {
"attribute vec2 position;"
,
"attribute vec2 texCoord;"
,
"varying vec2 vertTexCoord;"
,
"void main() {"
,
" gl_Position = vec4(position, 0, 1);"
,
" vertTexCoord = texCoord;"
,
"}"
};
protected
static
String
[]
tex2DFragShaderSource
= {
SHADER_PREPROCESSOR_DIRECTIVE
,
"uniform sampler2D texMap;"
,
"varying vec2 vertTexCoord;"
,
"void main() {"
,
" gl_FragColor = texture2D(texMap, vertTexCoord.st);"
,
"}"
};
protected
static
String
[]
texRectFragShaderSource
= {
SHADER_PREPROCESSOR_DIRECTIVE
,
"uniform sampler2DRect texMap;"
,
"varying vec2 vertTexCoord;"
,
"void main() {"
,
" gl_FragColor = texture2DRect(texMap, vertTexCoord.st);"
,
"}"
};
/** Which texturing targets are enabled */
protected
boolean
[]
texturingTargets
= {
false
,
false
};
/** Used to keep track of which textures are bound to each target */
protected
int
maxTexUnits
;
protected
int
activeTexUnit
=
0
;
protected
int
[][]
boundTextures
;
// ........................................................
// Framerate handling
protected
float
targetFps
=
60
;
protected
float
currentFps
=
60
;
protected
boolean
setFps
=
false
;
// ........................................................
// Utility buffers
protected
ByteBuffer
byteBuffer
;
protected
IntBuffer
intBuffer
;
protected
IntBuffer
viewBuffer
;
protected
IntBuffer
colorBuffer
;
protected
FloatBuffer
depthBuffer
;
protected
ByteBuffer
stencilBuffer
;
//........................................................
// Rendering information
/** Used to register amount of geometry rendered in each frame. */
protected
int
geomCount
=
0
;
protected
int
pgeomCount
;
/** Used to register calls to background. */
protected
boolean
clearColor
=
false
;
protected
boolean
pclearColor
;
protected
boolean
clearDepth
=
false
;
protected
boolean
pclearDepth
;
protected
boolean
clearStencil
=
false
;
protected
boolean
pclearStencil
;
// ........................................................
// Error messages
public
static
final
String
WIKI
=
" Read http://wiki.processing.org/w/OpenGL_Issues for help."
;
public
static
final
String
FRAMEBUFFER_ERROR
=
"Framebuffer error (%1$s), rendering will probably not work as expected"
+
WIKI
;
public
static
final
String
MISSING_FBO_ERROR
=
"Framebuffer objects are not supported by this hardware (or driver)"
+
WIKI
;
public
static
final
String
MISSING_GLSL_ERROR
=
"GLSL shaders are not supported by this hardware (or driver)"
+
WIKI
;
public
static
final
String
MISSING_GLFUNC_ERROR
=
"GL function %1$s is not available on this hardware (or driver)"
+
WIKI
;
public
static
final
String
UNSUPPORTED_GLPROF_ERROR
=
"Unsupported OpenGL profile."
;
public
static
final
String
TEXUNIT_ERROR
=
"Number of texture units not supported by this hardware (or driver)"
+
WIKI
;
public
static
final
String
NONPRIMARY_ERROR
=
"The renderer is trying to call a PGL function that can only be called on a primary PGL. "
+
"This is most likely due to a bug in the renderer's code, please report it with an "
+
"issue on Processing's github page https://github.com/processing/processing/issues?state=open "
+
"if using any of the built-in OpenGL renderers. If you are using a contributed "
+
"library, contact the library's developers."
;
protected
static
final
String
DEPTH_READING_NOT_ENABLED_ERROR
=
"Reading depth and stencil values from this multisampled buffer is not enabled. "
+
"You can enable it by calling hint(ENABLE_DEPTH_READING) once. "
+
"If your sketch becomes too slow, disable multisampling with noSmooth() instead."
;
// ........................................................
// Constants
/** Size of different types in bytes */
protected
static
int
SIZEOF_SHORT
=
Short
.
SIZE
/
8
;
protected
static
int
SIZEOF_INT
=
Integer
.
SIZE
/
8
;
protected
static
int
SIZEOF_FLOAT
=
Float
.
SIZE
/
8
;
protected
static
int
SIZEOF_BYTE
=
Byte
.
SIZE
/
8
;
protected
static
int
SIZEOF_INDEX
=
SIZEOF_SHORT
;
protected
static
int
INDEX_TYPE
=
0x1403
;
// GL_UNSIGNED_SHORT
/** Machine Epsilon for float precision. */
protected
static
float
FLOAT_EPS
=
Float
.
MIN_VALUE
;
// Calculation of the Machine Epsilon for float precision. From:
// http://en.wikipedia.org/wiki/Machine_epsilon#Approximation_using_Java
static
{
float
eps
=
1.0f
;
do
{
eps
/=
2.0f
;
}
while
((
float
)(
1.0
+ (
eps
/
2.0
)) !=
1.0
);
FLOAT_EPS
=
eps
;
}
/**
* Set to true if the host system is big endian (PowerPC, MIPS, SPARC), false
* if little endian (x86 Intel for Mac or PC).
*/
protected
static
boolean
BIG_ENDIAN
=
ByteOrder
.
nativeOrder
() ==
ByteOrder
.
BIG_ENDIAN
;
// ........................................................
// Present mode
// ........................................................
// Present mode
protected
boolean
presentMode
=
false
;
protected
boolean
showStopButton
=
true
;
public
float
presentX
;
public
float
presentY
;
protected
IntBuffer
closeButtonTex
;
protected
int
stopButtonColor
;
protected
int
stopButtonWidth
=
28
;
protected
int
stopButtonHeight
=
12
;
protected
int
stopButtonX
=
21
;
// The position of the close button is relative to the
protected
int
closeButtonY
=
21
;
// lower left corner
protected
static
int
[]
closeButtonPix
= {
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
, -
1
, -
1
,
0
,
0
,
0
, -
1
, -
1
, -
1
, -
1
, -
1
,
0
,
0
,
0
, -
1
,
-
1
, -
1
,
0
,
0
,
0
, -
1
, -
1
, -
1
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
, -
1
,
0
, -
1
, -
1
,
0
,
0
, -
1
, -
1
,
0
, -
1
, -
1
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
-
1
, -
1
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
, -
1
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
, -
1
, -
1
,
0
, -
1
,
-
1
,
0
,
0
, -
1
, -
1
,
0
, -
1
, -
1
,
0
,
0
,
0
, -
1
, -
1
, -
1
,
0
,
0
,
0
,
0
,
0
, -
1
, -
1
, -
1
,
0
,
0
,
0
, -
1
, -
1
, -
1
,
0
,
0
,
0
, -
1
, -
1
, -
1
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
, -
1
,
0
,
0
,
0
,
0
,
0
};
///////////////////////////////////////////////////////////////
// Initialization, finalization
public
PGL
() { }
public
PGL
(
PGraphicsOpenGL
pg
) {
this
.
graphics
=
pg
;
if
(
glColorTex
==
null
) {
glColorFbo
=
allocateIntBuffer
(
1
);
glColorTex
=
allocateIntBuffer
(
2
);
glDepthStencil
=
allocateIntBuffer
(
1
);
glDepth
=
allocateIntBuffer
(
1
);
glStencil
=
allocateIntBuffer
(
1
);
glMultiFbo
=
allocateIntBuffer
(
1
);
glMultiColor
=
allocateIntBuffer
(
1
);
glMultiDepthStencil
=
allocateIntBuffer
(
1
);
glMultiDepth
=
allocateIntBuffer
(
1
);
glMultiStencil
=
allocateIntBuffer
(
1
);
}
byteBuffer
=
allocateByteBuffer
(
1
);
intBuffer
=
allocateIntBuffer
(
1
);
viewBuffer
=
allocateIntBuffer
(
4
);
}
public
void
dispose
() {
destroyFBOLayer
();
}
public
void
setPrimary
(
boolean
primary
) {
primaryPGL
=
primary
;
}
static
public
int
smoothToSamples
(
int
smooth
) {
if
(
smooth
==
0
) {
// smooth(0) is noSmooth(), which is 1x sampling
return
1
;
}
else
if
(
smooth
==
1
) {
// smooth(1) means "default smoothing", which is 2x for OpenGL
return
2
;
}
else
{
// smooth(N) can be used for 4x, 8x, etc
return
smooth
;
}
}
abstract
public
Object
getNative
();
abstract
protected
void
setFrameRate
(
float
fps
);
abstract
protected
void
initSurface
(
int
antialias
);
abstract
protected
void
reinitSurface
();
abstract
protected
void
registerListeners
();
protected
int
getReadFramebuffer
() {
return
fboLayerEnabled
?
glColorFbo
.
get
(
0
) :
0
;
}
protected
int
getDrawFramebuffer
() {
if
(
fboLayerEnabled
)
return
1
<
numSamples
?
glMultiFbo
.
get
(
0
) :
glColorFbo
.
get
(
0
);
else
return
0
;
}
protected
int
getDefaultDrawBuffer
() {
return
fboLayerEnabled
?
COLOR_ATTACHMENT0
:
BACK
;
}
protected
int
getDefaultReadBuffer
() {
return
fboLayerEnabled
?
COLOR_ATTACHMENT0
:
FRONT
;
}
protected
boolean
isFBOBacked
() {
return
fboLayerEnabled
;
}
@
Deprecated
public
void
requestFBOLayer
() {
enableFBOLayer
();
}
public
void
enableFBOLayer
() {
fboLayerEnabledReq
=
true
;
}
public
void
disableFBOLayer
() {
fboLayerDisableReq
=
true
;
}
public
void
resetFBOLayer
() {
fbolayerResetReq
=
true
;
}
protected
boolean
isMultisampled
() {
return
1
<
numSamples
;
}
abstract
protected
int
getDepthBits
();
abstract
protected
int
getStencilBits
();
protected
boolean
getDepthTest
() {
intBuffer
.
rewind
();
getBooleanv
(
DEPTH_TEST
,
intBuffer
);
return
intBuffer
.
get
(
0
) ==
0
?
false
:
true
;
}
protected
boolean
getDepthWriteMask
() {
intBuffer
.
rewind
();
getBooleanv
(
DEPTH_WRITEMASK
,
intBuffer
);
return
intBuffer
.
get
(
0
) ==
0
?
false
:
true
;
}
protected
Texture
wrapBackTexture
(
Texture
texture
) {
if
(
texture
==
null
) {
texture
=
new
Texture
(
graphics
);
texture
.
init
(
graphics
.
width
,
graphics
.
height
,
glColorTex
.
get
(
backTex
),
TEXTURE_2D
,
RGBA
,
fboWidth
,
fboHeight
,
NEAREST
,
NEAREST
,
CLAMP_TO_EDGE
,
CLAMP_TO_EDGE
);
texture
.
invertedY
(
true
);
texture
.
colorBuffer
(
true
);
graphics
.
setCache
(
graphics
,
texture
);
}
else
{
texture
.
glName
=
glColorTex
.
get
(
backTex
);
}
return
texture
;
}
protected
Texture
wrapFrontTexture
(
Texture
texture
) {
if
(
texture
==
null
) {
texture
=
new
Texture
(
graphics
);
texture
.
init
(
graphics
.
width
,
graphics
.
height
,
glColorTex
.
get
(
frontTex
),
TEXTURE_2D
,
RGBA
,
fboWidth
,
fboHeight
,
NEAREST
,
NEAREST
,
CLAMP_TO_EDGE
,
CLAMP_TO_EDGE
);
texture
.
invertedY
(
true
);
texture
.
colorBuffer
(
true
);
}
else
{
texture
.
glName
=
glColorTex
.
get
(
frontTex
);
}
return
texture
;
}
protected
void
bindFrontTexture
() {
usingFrontTex
=
true
;
if
(!
texturingIsEnabled
(
TEXTURE_2D
)) {
enableTexturing
(
TEXTURE_2D
);
}
bindTexture
(
TEXTURE_2D
,
glColorTex
.
get
(
frontTex
));
}
protected
void
unbindFrontTexture
() {
if
(
textureIsBound
(
TEXTURE_2D
,
glColorTex
.
get
(
frontTex
))) {
// We don't want to unbind another texture
// that might be bound instead of this one.
if
(!
texturingIsEnabled
(
TEXTURE_2D
)) {
enableTexturing
(
TEXTURE_2D
);
bindTexture
(
TEXTURE_2D
,
0
);
disableTexturing
(
TEXTURE_2D
);
}
else
{
bindTexture
(
TEXTURE_2D
,
0
);
}
}
}
protected
void
syncBackTexture
() {
if
(
usingFrontTex
)
needSepFrontTex
=
true
;
if
(
1
<
numSamples
) {
bindFramebufferImpl
(
READ_FRAMEBUFFER
,
glMultiFbo
.
get
(
0
));
bindFramebufferImpl
(
DRAW_FRAMEBUFFER
,
glColorFbo
.
get
(
0
));
int
mask
=
COLOR_BUFFER_BIT
;
if
(
graphics
.
getHint
(
PConstants
.
ENABLE_BUFFER_READING
)) {
mask
|=
DEPTH_BUFFER_BIT
|
STENCIL_BUFFER_BIT
;
}
blitFramebuffer
(
0
,
0
,
fboWidth
,
fboHeight
,
0
,
0
,
fboWidth
,
fboHeight
,
mask
,
NEAREST
);
}
}
abstract
protected
float
getPixelScale
();
///////////////////////////////////////////////////////////
// Present mode
public
void
initPresentMode
(
float
x
,
float
y
,
int
stopColor
) {
presentMode
=
true
;
showStopButton
=
stopColor
!=
0
;
stopButtonColor
=
stopColor
;
presentX
=
x
;
presentY
=
y
;
enableFBOLayer
();
}
public
boolean
presentMode
() {
return
presentMode
;
}
public
float
presentX
() {
return
presentX
;
}
public
float
presentY
() {
return
presentY
;
}
public
boolean
insideStopButton
(
float
x
,
float
y
) {
if
(!
showStopButton
)
return
false
;
return
stopButtonX
<
x
&&
x
<
stopButtonX
+
stopButtonWidth
&&
-(
closeButtonY
+
stopButtonHeight
) <
y
&&
y
< -
closeButtonY
;
}
///////////////////////////////////////////////////////////
// Frame rendering
protected
void
clearDepthStencil
() {
if
(!
pclearDepth
&& !
pclearStencil
) {
depthMask
(
true
);
clearDepth
(
1
);
clearStencil
(
0
);
clear
(
DEPTH_BUFFER_BIT
|
STENCIL_BUFFER_BIT
);
}
else
if
(!
pclearDepth
) {
depthMask
(
true
);
clearDepth
(
1
);
clear
(
DEPTH_BUFFER_BIT
);
}
else
if
(!
pclearStencil
) {
clearStencil
(
0
);
clear
(
STENCIL_BUFFER_BIT
);
}
}
protected
void
clearBackground
(
float
r
,
float
g
,
float
b
,
float
a
,
boolean
depth
,
boolean
stencil
) {
clearColor
(
r
,
g
,
b
,
a
);
if
(
depth
&&
stencil
) {
clearDepth
(
1
);
clearStencil
(
0
);
clear
(
DEPTH_BUFFER_BIT
|
STENCIL_BUFFER_BIT
|
COLOR_BUFFER_BIT
);
if
(
0
<
sketch
.
frameCount
) {
clearDepth
=
true
;
clearStencil
=
true
;
}
}
else
if
(
depth
) {
clearDepth
(
1
);
clear
(
DEPTH_BUFFER_BIT
|
COLOR_BUFFER_BIT
);
if
(
0
<
sketch
.
frameCount
) {
clearDepth
=
true
;
}
}
else
if
(
stencil
) {
clearStencil
(
0
);
clear
(
STENCIL_BUFFER_BIT
|
COLOR_BUFFER_BIT
);
if
(
0
<
sketch
.
frameCount
) {
clearStencil
=
true
;
}
}
else
{
clear
(
PGL
.
COLOR_BUFFER_BIT
);
}
if
(
0
<
sketch
.
frameCount
) {
clearColor
=
true
;
}
}
protected
void
beginRender
() {
if
(
sketch
==
null
) {
sketch
=
graphics
.
parent
;
}
pgeomCount
=
geomCount
;
geomCount
=
0
;
pclearColor
=
clearColor
;
clearColor
=
false
;
pclearDepth
=
clearDepth
;
clearDepth
=
false
;
pclearStencil
=
clearStencil
;
clearStencil
=
false
;
if
(
SINGLE_BUFFERED
&&
sketch
.
frameCount
==
1
) {
restoreFirstFrame
();
}
if
(
fboLayerEnabledReq
) {
fboLayerEnabled
=
true
;
fboLayerEnabledReq
=
false
;
}
if
(
fboLayerEnabled
) {
if
(
fbolayerResetReq
) {
destroyFBOLayer
();
fbolayerResetReq
=
false
;
}
if
(!
fboLayerCreated
) {
createFBOLayer
();
}
// Draw to the back texture
bindFramebufferImpl
(
FRAMEBUFFER
,
glColorFbo
.
get
(
0
));
framebufferTexture2D
(
FRAMEBUFFER
,
COLOR_ATTACHMENT0
,
TEXTURE_2D
,
glColorTex
.
get
(
backTex
),
0
);
if
(
1
<
numSamples
) {
bindFramebufferImpl
(
FRAMEBUFFER
,
glMultiFbo
.
get
(
0
));
}
if
(
sketch
.
frameCount
==
0
) {
// No need to draw back color buffer because we are in the first frame.
int
argb
=
graphics
.
backgroundColor
;
float
ba
= ((
argb
>>
24
) &
0xff
) /
255.0f
;
float
br
= ((
argb
>>
16
) &
0xff
) /
255.0f
;
float
bg
= ((
argb
>>
8
) &
0xff
) /
255.0f
;
float
bb
= ((
argb
) &
0xff
) /
255.0f
;
clearColor
(
br
,
bg
,
bb
,
ba
);
clear
(
COLOR_BUFFER_BIT
);
}
else
if
(!
pclearColor
|| !
sketch
.
isLooping
()) {
// Render previous back texture (now is the front) as background,
// because no background() is being used ("incremental drawing")
int
x
=
0
;
int
y
=
0
;
if
(
presentMode
) {
x
= (
int
)
presentX
;
y
= (
int
)
presentY
;
}
float
scale
=
getPixelScale
();
drawTexture
(
TEXTURE_2D
,
glColorTex
.
get
(
frontTex
),
fboWidth
,
fboHeight
,
x
,
y
,
graphics
.
width
,
graphics
.
height
,
0
,
0
, (
int
)(
scale
*
graphics
.
width
), (
int
)(
scale
*
graphics
.
height
),
0
,
0
,
graphics
.
width
,
graphics
.
height
);
}
}
}
protected
void
endRender
(
int
windowColor
) {
if
(
fboLayerEnabled
) {
syncBackTexture
();
// Draw the contents of the back texture to the screen framebuffer.
bindFramebufferImpl
(
FRAMEBUFFER
,
0
);
if
(
presentMode
) {
float
wa
= ((
windowColor
>>
24
) &
0xff
) /
255.0f
;
float
wr
= ((
windowColor
>>
16
) &
0xff
) /
255.0f
;
float
wg
= ((
windowColor
>>
8
) &
0xff
) /
255.0f
;
float
wb
= (
windowColor
&
0xff
) /
255.0f
;
clearDepth
(
1
);
clearColor
(
wr
,
wg
,
wb
,
wa
);
clear
(
COLOR_BUFFER_BIT
|
DEPTH_BUFFER_BIT
);
if
(
showStopButton
) {
if
(
closeButtonTex
==
null
) {
closeButtonTex
=
allocateIntBuffer
(
1
);
genTextures
(
1
,
closeButtonTex
);
bindTexture
(
TEXTURE_2D
,
closeButtonTex
.
get
(
0
));
texParameteri
(
TEXTURE_2D
,
TEXTURE_MIN_FILTER
,
NEAREST
);
texParameteri
(
TEXTURE_2D
,
TEXTURE_MAG_FILTER
,
NEAREST
);
texParameteri
(
TEXTURE_2D
,
TEXTURE_WRAP_S
,
CLAMP_TO_EDGE
);
texParameteri
(
TEXTURE_2D
,
TEXTURE_WRAP_T
,
CLAMP_TO_EDGE
);
texImage2D
(
TEXTURE_2D
,
0
,
RGBA
,
stopButtonWidth
,
stopButtonHeight
,
0
,
RGBA
,
UNSIGNED_BYTE
,
null
);
int
[]
color
=
new
int
[
closeButtonPix
.
length
];
PApplet
.
arrayCopy
(
closeButtonPix
,
color
);
// Multiply the texture by the button color
float
ba
= ((
stopButtonColor
>>
24
) &
0xFF
) /
255f
;
float
br
= ((
stopButtonColor
>>
16
) &
0xFF
) /
255f
;
float
bg
= ((
stopButtonColor
>>
8
) &
0xFF
) /
255f
;
float
bb
= ((
stopButtonColor
>>
0
) &
0xFF
) /
255f
;
for
(
int
i
=
0
;
i
<
color
.
length
;
i
++) {
int
c
=
closeButtonPix
[
i
];
int
a
= (
int
)(
ba
* ((
c
>>
24
) &
0xFF
));
int
r
= (
int
)(
br
* ((
c
>>
16
) &
0xFF
));
int
g
= (
int
)(
bg
* ((
c
>>
8
) &
0xFF
));
int
b
= (
int
)(
bb
* ((
c
>>
0
) &
0xFF
));
color
[
i
] =
javaToNativeARGB
((
a
<<
24
) | (
r
<<
16
) | (
g
<<
8
) |
b
);
}
IntBuffer
buf
=
allocateIntBuffer
(
color
);
copyToTexture
(
TEXTURE_2D
,
RGBA
,
closeButtonTex
.
get
(
0
),
0
,
0
,
stopButtonWidth
,
stopButtonHeight
,
buf
);
bindTexture
(
TEXTURE_2D
,
0
);
}
drawTexture
(
TEXTURE_2D
,
closeButtonTex
.
get
(
0
),
stopButtonWidth
,
stopButtonHeight
,
0
,
0
,
stopButtonX
+
stopButtonWidth
,
closeButtonY
+
stopButtonHeight
,
0
,
stopButtonHeight
,
stopButtonWidth
,
0
,
stopButtonX
,
closeButtonY
,
stopButtonX
+
stopButtonWidth
,
closeButtonY
+
stopButtonHeight
);
}
}
else
{
clearDepth
(
1
);
clearColor
(
0
,
0
,
0
,
0
);
clear
(
COLOR_BUFFER_BIT
|
DEPTH_BUFFER_BIT
);
}
// Render current back texture to screen, without blending.
disable
(
BLEND
);
int
x
=
0
;
int
y
=
0
;
if
(
presentMode
) {
x
= (
int
)
presentX
;
y
= (
int
)
presentY
;
}
float
scale
=
getPixelScale
();
drawTexture
(
TEXTURE_2D
,
glColorTex
.
get
(
backTex
),
fboWidth
,
fboHeight
,
x
,
y
,
graphics
.
width
,
graphics
.
height
,
0
,
0
, (
int
)(
scale
*
graphics
.
width
), (
int
)(
scale
*
graphics
.
height
),
0
,
0
,
graphics
.
width
,
graphics
.
height
);
// Swapping front and back textures.
int
temp
=
frontTex
;
frontTex
=
backTex
;
backTex
=
temp
;
if
(
fboLayerDisableReq
) {
fboLayerEnabled
=
false
;
fboLayerDisableReq
=
false
;
}
}
else
{
if
(
SINGLE_BUFFERED
&&
sketch
.
frameCount
==
0
) {
saveFirstFrame
();
}
if
(!
clearColor
&&
0
<
sketch
.
frameCount
|| !
sketch
.
isLooping
()) {
enableFBOLayer
();
if
(
SINGLE_BUFFERED
) {
createFBOLayer
();
}
}
}
}
protected
abstract
void
getGL
(
PGL
pgl
);
protected
abstract
boolean
canDraw
();
protected
abstract
void
requestFocus
();
protected
abstract
void
requestDraw
();
protected
abstract
void
swapBuffers
();
public
boolean
threadIsCurrent
() {
return
Thread
.
currentThread
() ==
glThread
;
}
public
void
setThread
(
Thread
thread
) {
glThread
=
thread
;
}
protected
void
beginGL
() { }
protected
void
endGL
() { }
private
void
createFBOLayer
() {
float
scale
=
getPixelScale
();
if
(
hasNpotTexSupport
()) {
fboWidth
= (
int
)(
scale
*
graphics
.
width
);
fboHeight
= (
int
)(
scale
*
graphics
.
height
);
}
else
{
fboWidth
=
nextPowerOfTwo
((
int
)(
scale
*
graphics
.
width
));
fboHeight
=
nextPowerOfTwo
((
int
)(
scale
*
graphics
.
height
));
}
if
(
hasFboMultisampleSupport
()) {
int
maxs
=
maxSamples
();
numSamples
=
PApplet
.
min
(
reqNumSamples
,
maxs
);
}
else
{
numSamples
=
1
;
}
boolean
multisample
=
1
<
numSamples
;
boolean
packed
=
hasPackedDepthStencilSupport
();
int
depthBits
=
PApplet
.
min
(
REQUESTED_DEPTH_BITS
,
getDepthBits
());
int
stencilBits
=
PApplet
.
min
(
REQUESTED_STENCIL_BITS
,
getStencilBits
());
genTextures
(
2
,
glColorTex
);
for
(
int
i
=
0
;
i
<
2
;
i
++) {
bindTexture
(
TEXTURE_2D
,
glColorTex
.
get
(
i
));
texParameteri
(
TEXTURE_2D
,
TEXTURE_MIN_FILTER
,
NEAREST
);
texParameteri
(
TEXTURE_2D
,
TEXTURE_MAG_FILTER
,
NEAREST
);
texParameteri
(
TEXTURE_2D
,
TEXTURE_WRAP_S
,
CLAMP_TO_EDGE
);
texParameteri
(
TEXTURE_2D
,
TEXTURE_WRAP_T
,
CLAMP_TO_EDGE
);
texImage2D
(
TEXTURE_2D
,
0
,
RGBA
,
fboWidth
,
fboHeight
,
0
,
RGBA
,
UNSIGNED_BYTE
,
null
);
initTexture
(
TEXTURE_2D
,
RGBA
,
fboWidth
,
fboHeight
,
graphics
.
backgroundColor
);
}
bindTexture
(
TEXTURE_2D
,
0
);
backTex
=
0
;
frontTex
=
1
;
genFramebuffers
(
1
,
glColorFbo
);
bindFramebufferImpl
(
FRAMEBUFFER
,
glColorFbo
.
get
(
0
));
framebufferTexture2D
(
FRAMEBUFFER
,
COLOR_ATTACHMENT0
,
TEXTURE_2D
,
glColorTex
.
get
(
backTex
),
0
);
if
(!
multisample
||
graphics
.
getHint
(
PConstants
.
ENABLE_BUFFER_READING
)) {
// If not multisampled, this is the only depth and stencil buffer.
// If multisampled and depth reading enabled, these are going to
// hold downsampled depth and stencil buffers.
createDepthAndStencilBuffer
(
false
,
depthBits
,
stencilBits
,
packed
);
}
if
(
multisample
) {
// Creating multisampled FBO
genFramebuffers
(
1
,
glMultiFbo
);
bindFramebufferImpl
(
FRAMEBUFFER
,
glMultiFbo
.
get
(
0
));
// color render buffer...
genRenderbuffers
(
1
,
glMultiColor
);
bindRenderbuffer
(
RENDERBUFFER
,
glMultiColor
.
get
(
0
));
renderbufferStorageMultisample
(
RENDERBUFFER
,
numSamples
,
RGBA8
,
fboWidth
,
fboHeight
);
framebufferRenderbuffer
(
FRAMEBUFFER
,
COLOR_ATTACHMENT0
,
RENDERBUFFER
,
glMultiColor
.
get
(
0
));
// Creating multisampled depth and stencil buffers
createDepthAndStencilBuffer
(
true
,
depthBits
,
stencilBits
,
packed
);
}
int
status
=
validateFramebuffer
();
if
(
status
==
FRAMEBUFFER_INCOMPLETE_MULTISAMPLE
&&
1
<
numSamples
) {
System
.
err
.
println
(
"Continuing with multisampling disabled"
);
reqNumSamples
=
1
;
destroyFBOLayer
();
// try again
createFBOLayer
();
return
;
}
// Clear all buffers.
clearDepth
(
1
);
clearStencil
(
0
);
int
argb
=
graphics
.
backgroundColor
;
float
ba
= ((
argb
>>
24
) &
0xff
) /
255.0f
;
float
br
= ((
argb
>>
16
) &
0xff
) /
255.0f
;
float
bg
= ((
argb
>>
8
) &
0xff
) /
255.0f
;
float
bb
= ((
argb
) &
0xff
) /
255.0f
;
clearColor
(
br
,
bg
,
bb
,
ba
);
clear
(
DEPTH_BUFFER_BIT
|
STENCIL_BUFFER_BIT
|
COLOR_BUFFER_BIT
);
bindFramebufferImpl
(
FRAMEBUFFER
,
0
);
initFBOLayer
();
fboLayerCreated
=
true
;
}
protected
abstract
void
initFBOLayer
();
protected
void
saveFirstFrame
() {
firstFrame
=
allocateDirectIntBuffer
(
graphics
.
width
*
graphics
.
height
);
if
(
hasReadBuffer
())
readBuffer
(
BACK
);
readPixelsImpl
(
0
,
0
,
graphics
.
width
,
graphics
.
height
,
RGBA
,
UNSIGNED_BYTE
,
firstFrame
);
}
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