package com.jme3.renderer.lwjgl; import static org.lwjgl.opengl.GL11.*; import java.nio.Buffer; import java.nio.ByteBuffer; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import java.util.ArrayList; import java.util.EnumSet; import java.util.logging.Level; import java.util.logging.Logger; import jme3tools.converters.MipMapGenerator; import org.lwjgl.opengl.GL12; import org.lwjgl.opengl.GL14; import org.lwjgl.opengl.GLContext; import com.jme3.light.DirectionalLight; import com.jme3.light.Light; import com.jme3.light.LightList; import com.jme3.light.PointLight; import com.jme3.light.SpotLight; 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.RendererException; 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.NativeObjectManager; 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 = 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 lightList = new ArrayList(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 getCaps() { return caps; } public void initialize() { if (GLContext.getCapabilities().OpenGL12){ gl12 = true; } //workaround, always assume we support GLSL100 //some cards just don't report this correctly caps.add(Caps.GLSL100); // 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); maxTexSize = glGetInteger(GL_MAX_TEXTURE_SIZE); } public void invalidateState() { context.reset(); } public void resetGLObjects() { logger.log(Level.FINE, "Reseting objects and invalidating state"); objManager.resetObjects(); statistics.clearMemory(); invalidateState(); } public void cleanup() { logger.log(Level.FINE, "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); } } if (context.alphaTestFallOff > 0f) { glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, context.alphaTestFallOff); } else { glDisable(GL_ALPHA_TEST); } } /** * Reset fixed function bindings to default values. */ private void resetFixedFuncBindings(){ context.alphaTestFallOff = 0f; // zero means disable alpha test! 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; case AlphaTestFallOff: context.alphaTestFallOff = (Float) 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()) { setFixedFuncBinding(FixedFuncBinding.AlphaTestFallOff, state.getAlphaFallOff()); } else { setFixedFuncBinding(FixedFuncBinding.AlphaTestFallOff, 0f); // disable it } 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, int unit) { int texId = img.getId(); if (texId == -1) { // create texture glGenTextures(ib1); texId = ib1.get(0); img.setId(texId); objManager.registerObject(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() && img.isGeneratedMipmapsRequired()) { // 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); } img.setMipmapsGenerated(true); } else { } if (img.getWidth() > maxTexSize || img.getHeight() > maxTexSize) { throw new RendererException("Cannot upload texture " + img + ". The maximum supported texture resolution is " + maxTexSize); } /* if (target == GL_TEXTURE_CUBE_MAP) { List 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 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); //} 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() || (image.isGeneratedMipmapsRequired() && !image.isMipmapsGenerated()) ) { updateTexImageData(image, tex.getType(), 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); } public void modifyTexture(Texture tex, Image pixels, int x, int y) { setTexture(0, tex); TextureUtil.uploadSubTexture(pixels, convertTextureType(tex.getType()), 0, x, y); } 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) { if (vb.getBufferType() == VertexBuffer.Type.Color && !context.useVertexColor) { // Ignore vertex color buffer if vertex color is disabled. return; } 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; VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData); if (interleavedData != null && interleavedData.isUpdateNeeded()) { updateBufferData(interleavedData); } if (mesh.getNumLodLevels() > 0) { indices = mesh.getLodLevel(lod); } else { indices = mesh.getBuffer(Type.Index); } for (VertexBuffer vb : mesh.getBufferList().getArray()) { 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) { for (VertexBuffer vb : mesh.getBufferList().getArray()) { if (vb.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) { } }