/*
* Copyright 2008-2009 Markus Koller
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package ch.blackspirit.graphics.jogl;
import javax.media.opengl.GL;
import javax.media.opengl.GLDrawable;
import javax.media.opengl.glu.GLU;
import ch.blackspirit.graphics.Canvas;
import com.sun.opengl.util.texture.TextureCoords;
/**
* @author Markus Koller
*/
final class BufferRegionUpdate implements GLExecutable {
public Image image;
public int x;
public int y;
public int width;
public int height;
private int[] rowLength = new int[1];
private int[] skipRows = new int[1];
private int[] skipPixels = new int[1];
private final Canvas canvas;
public BufferRegionUpdate(Canvas canvas) {
this.canvas = canvas;
}
// FIXME Images loaded with TextureIO having SGI or TGA texture will be upside down in buffer.. remove them from TextureIO and add TGA support using TGAImage
// TODO Do full buffer update using glGetTexImage for speed (glGetTexSubImage does not exist!)
public void execute(GLDrawable drawable, GL gl) {
if(image.texture == null) throw new RuntimeException("Buffer update only possible on cached images");
if(!image.isBuffered()) throw new RuntimeException("Buffer update only possible on buffered images");
gl.glDisable(GL.GL_DEPTH_TEST);
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
// Lighting, Coloring
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnable(GL.GL_COLOR_MATERIAL);
gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE);
gl.glShadeModel(GL.GL_SMOOTH);
// Texturing
gl.glTexEnvf(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
GLU glu = new GLU();
glu.gluOrtho2D(0, drawable.getWidth(), drawable.getHeight(), 0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
// reset base color
float[] baseColorArray = new float[]{1,1,1,1};
gl.glLightModelfv(GL.GL_LIGHT_MODEL_AMBIENT, baseColorArray, 0);
// reset drawing mode
boolean isGlExtBlendSubtractSupported = canvas.getPropertyBoolean(Properties.IS_DRAWING_MODE_SUBTRACT_SUPPORTED);
if(isGlExtBlendSubtractSupported) {
gl.glBlendEquation(GL.GL_FUNC_ADD);
}
gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
// reset color mask
gl.glColorMask(true, true, true, true);
image.texture.enable();
image.texture.bind();
// Slow but needed!
gl.glClearColor(0, 0, 0, 0);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glBegin(GL.GL_TRIANGLE_STRIP);
gl.glColor4f(1, 1, 1, 1);
TextureCoords coords = image.texture.getImageTexCoords();
gl.glTexCoord2f(coords.left(), coords.top());
gl.glVertex2f(0, 0);
gl.glTexCoord2f(coords.right(), coords.top());
gl.glVertex2f(image.getWidth(), 0);
gl.glTexCoord2f(coords.left(), coords.bottom());
gl.glVertex2f(0, image.getHeight());
gl.glTexCoord2f(coords.right(), coords.bottom());
gl.glVertex2f(image.getWidth(), image.getHeight());
gl.glEnd();
gl.glGetIntegerv(GL.GL_PACK_ROW_LENGTH, rowLength, 0); // save row length
gl.glGetIntegerv(GL.GL_PACK_SKIP_ROWS, skipRows, 0); // save skipped rows
gl.glGetIntegerv(GL.GL_PACK_SKIP_PIXELS, skipPixels, 0); // save skipped pixels
// ! be careful with pixelstorei.. using wrong values causes null pointers in underlying dll !
gl.glPixelStorei(GL.GL_PACK_ROW_LENGTH, image.getWidth());
gl.glPixelStorei(GL.GL_PACK_SKIP_PIXELS, x);
gl.glPixelStorei(GL.GL_PACK_SKIP_ROWS, y);
image.texture.disable();
if(image.getBufferType() == BufferTypes.RGBA_4Byte) {
gl.glReadPixels(x, drawable.getHeight() - (image.getHeight() - y), width, height, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, image.byteBuffer);
} else {
gl.glReadPixels(x, drawable.getHeight() - (image.getHeight() - y), width, height, GL.GL_RGB, GL.GL_UNSIGNED_BYTE, image.byteBuffer);
}
gl.glPixelStorei(GL.GL_PACK_ROW_LENGTH, rowLength[0]); // restore row length
gl.glPixelStorei(GL.GL_PACK_SKIP_ROWS, skipRows[0]); // restore skipped rows
gl.glPixelStorei(GL.GL_PACK_SKIP_PIXELS, skipPixels[0]); // restore skipped pixels
}
}