com.jogamp.opengl.GLContext Java Examples
The following examples show how to use
com.jogamp.opengl.GLContext.
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Example #1
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * Update the glyph textures on the shared GL context. The update will occur * via the GlyphManagerOpenGLController object, which checks its * GlyphManager to see if anything has changed, and if so, copies the * appropriate data to the open GL textures. * * @param glCurrent The GL context to switch back to after updating the * shared context. */ public static void updateGlyphTextureController(final GL3 glCurrent) { if (Utilities.isMac()) { glyphTextureController.update(glCurrent); } else { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } glyphTextureController.update(gl); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } }
Example #2
Source File: GlDisplayList.java From jtk with Apache License 2.0 | 6 votes |
/** * Disposes this display list. When practical, this method should be called * explicitly. Otherwise, it will be called when this object is finalized * during garbage collection. */ public synchronized void dispose() { if (_context!=null) { GLContext current = GLContext.getCurrent(); if (_context==current || _context.makeCurrent()==GLContext.CONTEXT_CURRENT) { try { glDeleteLists(_list,_range); } finally { if (_context!=current) { _context.release(); current.makeCurrent(); } } } _context = null; _list = 0; _range = 0; } }
Example #3
Source File: GlTextureName.java From jtk with Apache License 2.0 | 6 votes |
/** * Disposes this texture name. When practical, this method should be called * explicitly. Otherwise, it will be called when this object is finalized * during garbage collection. */ public synchronized void dispose() { if (_context!=null) { GLContext current = GLContext.getCurrent(); if (_context==current || _context.makeCurrent()==GLContext.CONTEXT_CURRENT) { try { //System.out.println("dispose: deleting name="+_name); int[] names = {_name}; glDeleteTextures(1,names,0); } finally { if (_context!=current) { _context.release(); current.makeCurrent(); } } } _context = null; _name = 0; } }
Example #4
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * The blaze shader draws visual attachments to the nodes. * * @param glCurrent the current OpenGL context. * @param colorTarget * @param colorShaderName the name of the color buffer in the shader source. * @param blazeInfoTarget * @param blazeInfoShaderName the name of the int buffer in the shader * source. * @return the name of the shader. * @throws IOException if an error occurs while reader the shader source. */ public static int getBlazeShader(final GL3 glCurrent, final int colorTarget, final String colorShaderName, final int blazeInfoTarget, final String blazeInfoShaderName) throws IOException { if (blazeShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Blaze.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Blaze.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Blaze.fs"); blazeShader = GLTools.loadShaderSourceWithAttributes(gl, "Blaze", vp, gp, fp, colorTarget, colorShaderName, blazeInfoTarget, blazeInfoShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return blazeShader; }
Example #5
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * Each character is drawn individually. * * @param glCurrent the current OpenGL context. * @param labelFloatsTarget The ID of the float buffer in the label batch * @param labelFloatsShaderName the name of the float buffer in the shader * source. * @param labelIntsTarget The ID of the int buffer in the label batch * @param labelIntsShaderName the name of the int buffer in the shader * source. * @return the name of the shader. * @throws IOException if an error occurs while reader the shader source. */ public static int getConnectionLabelShader(final GL3 glCurrent, final int labelFloatsTarget, final String labelFloatsShaderName, final int labelIntsTarget, final String labelIntsShaderName) throws IOException { if (connectionLabelShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/ConnectionLabel.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Label.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Label.fs"); connectionLabelShader = GLTools.loadShaderSourceWithAttributes(gl, "Label", vp, gp, fp, labelFloatsTarget, labelFloatsShaderName, labelIntsTarget, labelIntsShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return connectionLabelShader; }
Example #6
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * Each character is drawn individually. * * @param glCurrent the current OpenGL context. * @param labelFloatsTarget The ID of the float buffer in the label batch * @param labelFloatsShaderName the name of the float buffer in the shader. * @param labelIntsTarget The ID of the int buffer in the label batch * @param labelIntsShaderName the name of the int buffer in the shader. * @return the id of the shader. * @throws IOException if an error occurs while reading the shader source. */ public static int getNodeLabelShader(final GL3 glCurrent, final int labelFloatsTarget, final String labelFloatsShaderName, final int labelIntsTarget, final String labelIntsShaderName) throws IOException { if (nodeLabelShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/NodeLabel.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Label.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Label.fs"); nodeLabelShader = GLTools.loadShaderSourceWithAttributes(gl, "Label", vp, gp, fp, labelFloatsTarget, labelFloatsShaderName, labelIntsTarget, labelIntsShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return nodeLabelShader; }
Example #7
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * Lines further away don't look good as triangles (too many artifacts), so * distant lines are drawn as lines (which is more efficient anyway). * * @param glCurrent the current OpenGL context. * @param colotTarget * @param colorShaderName * @param connectionInfoTarget * @param connectionInfoShaderName * @return the id of the line shader. * @throws IOException if an error occurs while reading the shader source. */ public static int getLineLineShader(final GL3 glCurrent, final int colotTarget, final String colorShaderName, final int connectionInfoTarget, final String connectionInfoShaderName) throws IOException { if (lineLineShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Line.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/LineLine.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/LineLine.fs"); lineLineShader = GLTools.loadShaderSourceWithAttributes(gl, "LineLine", vp, gp, fp, colotTarget, colorShaderName, connectionInfoTarget, connectionInfoShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return lineLineShader; }
Example #8
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * Lines close to the camera are drawn as triangles to provide perspective. * * @param glCurrent the current OpenGL context. * @param colotTarget * @param colorShaderName * @param connectionInfoTarget * @param connectionInfoShaderName * @return the id of the line shader. * @throws IOException if an error occurs while reading the shader source. */ public static int getLineShader(final GL3 glCurrent, final int colotTarget, final String colorShaderName, final int connectionInfoTarget, final String connectionInfoShaderName) throws IOException { if (lineShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Line.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Line.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Line.fs"); lineShader = GLTools.loadShaderSourceWithAttributes(gl, "Line", vp, gp, fp, colotTarget, colorShaderName, connectionInfoTarget, connectionInfoShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return lineShader; }
Example #9
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * The vertex icon shader draws icons for vertices on the graph. * * @param glCurrent the current OpenGL context. * @param colorTarget * @param colorShaderName * @param iconShaderName * @param iconTarget * @return the id of the icon shader. * @throws IOException if an error occurs while reading the shader source. */ public static int getVertexIconShader(final GL3 glCurrent, final int colorTarget, final String colorShaderName, final int iconTarget, final String iconShaderName) throws IOException { if (vertexIconShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/VertexIcon.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/VertexIcon.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/VertexIcon.fs"); vertexIconShader = GLTools.loadShaderSourceWithAttributes(gl, "VertexIcon", vp, gp, fp, colorTarget, colorShaderName, iconTarget, iconShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return vertexIconShader; }
Example #10
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * Lines close to the camera are drawn as triangles to provide perspective. * * @param glCurrent the current OpenGL context. * @param colorTarget * @param colorShaderName * @param loopInfoTarget * @param loopInfoShaderName * @return the id of the loop shader. * @throws IOException if an error occurs while reading the shader source. */ public static int getLoopShader(final GL3 glCurrent, final int colorTarget, final String colorShaderName, final int loopInfoTarget, final String loopInfoShaderName) throws IOException { if (loopShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Loop.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Loop.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/Loop.fs"); loopShader = GLTools.loadShaderSourceWithAttributes(gl, "Loop", vp, gp, fp, colorTarget, colorShaderName, loopInfoTarget, loopInfoShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return loopShader; }
Example #11
Source File: SharedDrawable.java From constellation with Apache License 2.0 | 6 votes |
/** * The simple icon shader draws non-interactive icons. * * @param glCurrent the current OpenGL context. * @param colorTarget * @param colorShaderName * @param iconShaderName * @param iconTarget * @return the id of the icon shader. * @throws IOException if an error occurs while reading the shader source. */ public static int getSimpleIconShader(final GL3 glCurrent, final int colorTarget, final String colorShaderName, final int iconTarget, final String iconShaderName) throws IOException { if (simpleIconShader == 0) { glCurrent.getContext().release(); try { final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException(COULD_NOT_CONTEXT_CURRENT); } final String vp = GLTools.loadFile(GLVisualProcessor.class, "shaders/SimpleIcon.vs"); final String gp = GLTools.loadFile(GLVisualProcessor.class, "shaders/SimpleIcon.gs"); final String fp = GLTools.loadFile(GLVisualProcessor.class, "shaders/SimpleIcon.fs"); simpleIconShader = GLTools.loadShaderSourceWithAttributes(gl, "SimpleIcon", vp, gp, fp, colorTarget, colorShaderName, iconTarget, iconShaderName, ShaderManager.FRAG_BASE, FRAG_COLOR); } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } } return simpleIconShader; }
Example #12
Source File: GlTextureName.java From jtk with Apache License 2.0 | 5 votes |
/** * Constructs a texture name in the current OpenGL context. * Calls glGenTextures to create one texture object. * @exception IllegalStateException if the current OpenGL context is null. */ public GlTextureName() { _context = GLContext.getCurrent(); Check.state(_context!=null,"OpenGL context is not null"); int[] names = new int[1]; glGenTextures(1,names,0); _name = names[0]; //System.out.println("GlTextureName: generated name="+_name); }
Example #13
Source File: GlDisplayList.java From jtk with Apache License 2.0 | 5 votes |
/** * Constructs display lists in the current OpenGL context. * Calls glGenLists to create the specified number of display list objects. * @param range the number of display lists. * @exception IllegalStateException if the current OpenGL context is null. */ public GlDisplayList(int range) { _context = GLContext.getCurrent(); Check.state(_context!=null,"OpenGL context is not null"); _list = glGenLists(range); _range = range; }
Example #14
Source File: DwPixelFlow.java From PixelFlow with MIT License | 5 votes |
public void printGL(){ GLContext glcontext = gl.getContext(); // String opengl_version = gl.glGetString(GL2ES2.GL_VERSION).trim(); // String opengl_vendor = gl.glGetString(GL2ES2.GL_VENDOR).trim(); String opengl_renderer = gl.glGetString(GL2ES2.GL_RENDERER).trim(); // String opengl_extensions = gl.glGetString(GL2ES2.GL_EXTENSIONS).trim(); // String glsl_version = gl.glGetString(GL2ES2.GL_SHADING_LANGUAGE_VERSION).trim(); String GLSLVersionString = glcontext.getGLSLVersionString().trim(); String GLSLVersionNumber = glcontext.getGLSLVersionNumber()+""; String GLVersion = glcontext.getGLVersion().trim(); // System.out.println(" OPENGL_VENDOR: "+opengl_vendor); // System.out.println(" OPENGL_RENDERER: "+opengl_renderer); // System.out.println(" OPENGL_VERSION: "+opengl_version); // System.out.println(" OPENGL_EXTENSIONS: "+opengl_extensions); // System.out.println(" GLSL_VERSION: "+glsl_version); // System.out.println(" GLSLVersionString: "+ GLSLVersionString); // System.out.println(" GLSLVersionNumber: "+ GLSLVersionNumber); // System.out.println(" GLVersion: "+ glcontext.getGLVersion().trim()); // System.out.println(" GLVendorVersionNumber: "+ glcontext.getGLVendorVersionNumber()); // System.out.println(" GLVersionNumber: "+ glcontext.getGLVersionNumber()); System.out.println(); System.out.println("[-] DEVICE ... " + opengl_renderer); System.out.println("[-] GLSL ..... " + GLSLVersionString + " / "+ GLSLVersionNumber); System.out.println("[-] GL ....... " + GLVersion); System.out.println(); }
Example #15
Source File: Renderer.java From jaamsim with Apache License 2.0 | 5 votes |
private void initSharedContext() { assert (Thread.currentThread() == renderThread); assert (drawContext == null); int res = sharedContext.makeCurrent(); assert (res == GLContext.CONTEXT_CURRENT); if (USE_DEBUG_GL) { sharedContext.setGL(new DebugGL4bc((GL4bc)sharedContext.getGL().getGL2GL3())); } LogBox.formatRenderLog("Found OpenGL version: %s", sharedContext.getGLVersion()); LogBox.formatRenderLog("Found GLSL: %s", sharedContext.getGLSLVersionString()); VersionNumber vn = sharedContext.getGLVersionNumber(); boolean isCore = sharedContext.isGLCoreProfile(); LogBox.formatRenderLog("OpenGL Major: %d Minor: %d IsCore:%s", vn.getMajor(), vn.getMinor(), isCore); if (vn.getMajor() < 2) { throw new RenderException("OpenGL version is too low. OpenGL >= 2.1 is required."); } GL2GL3 gl = sharedContext.getGL().getGL2GL3(); if (!isCore && (!gl3Supported || safeGraphics)) initShaders(gl); else initCoreShaders(gl, sharedContext.getGLSLVersionString()); // Sub system specific initializations DebugUtils.init(this, gl); Polygon.init(this, gl); MeshProto.init(this, gl); texCache.init(gl); // Load the bad mesh proto badData = MeshDataCache.getBadMesh(); badProto = new MeshProto(badData, safeGraphics, false); badProto.loadGPUAssets(gl, this); skybox = new Skybox(); sharedContext.release(); }
Example #16
Source File: Screenshots.java From depan with Apache License 2.0 | 5 votes |
/** * Stolen from com.jogamp.opengl.util.awt.Screenshot.readToBufferedImage() * * JOGL 2.1.2 */ private static BufferedImage readToBufferedImage( int x,int y, int width, int height, boolean alpha) throws GLException { int bufImgType = (alpha ? BufferedImage.TYPE_4BYTE_ABGR : BufferedImage.TYPE_3BYTE_BGR); int readbackType = (alpha ? GL2.GL_ABGR_EXT : GL2ES3.GL_BGR); // Allocate necessary storage BufferedImage image = new BufferedImage(width, height, bufImgType); GLContext glc = GLContext.getCurrent(); GL gl = glc.getGL(); // Set up pixel storage modes GLPixelStorageModes psm = new GLPixelStorageModes(); psm.setPackAlignment(gl, 1); // read the BGR values into the image gl.glReadPixels(x, y, width, height, readbackType, GL.GL_UNSIGNED_BYTE, ByteBuffer.wrap(((DataBufferByte) image.getRaster().getDataBuffer()).getData())); // Restore pixel storage modes psm.restore(gl); if( glc.getGLDrawable().isGLOriented() ) { // Must flip BufferedImage vertically for correct results ImageUtil.flipImageVertically(image); } return image; }
Example #17
Source File: OpenGLGFXCMD.java From sagetv with Apache License 2.0 | 5 votes |
private void unloadImage(GL2 gl, int handle) { int texturet[] = (int []) imageMap.get(new Integer(handle)); // This can happen when we unload an image and then notify the server about it being unloaded...this results in a callback made to // us to tell us to unload the image because of how that code path works on the server. if (texturet != null) { if(inframe==false) { if(pbuffer.getContext().makeCurrent()==GLContext.CONTEXT_NOT_CURRENT) { System.out.println("Couldn't make pbuffer current?"); return; } gl = pbuffer.getGL().getGL2(); } if(texturet.length==4) // fb object { gl.glDeleteFramebuffers(1, texturet, 0); gl.glDeleteTextures(1, texturet, 1); } else { imageCacheSize -= ((Integer) imageMapSizes.get(new Integer(handle))).intValue(); gl.glDeleteTextures(1, texturet, 0); } if(inframe==false) { pbuffer.getContext().release(); } } imageMap.remove(new Integer(handle)); imageMapSizes.remove(new Integer(handle)); myConn.clearImageAccess(handle); }
Example #18
Source File: Test.java From jogl-samples with MIT License | 5 votes |
private boolean checkGLVersion() { GLProfile glp = GLProfile.getMaxProgrammableCore(true); // int majorVersionContext = GLContext.getMaxMajor(GLContext.CONTEXT_CURRENT); // int minorVersionContext = GLContext.getMaxMinor(GLContext.CONTEXT_CURRENT, majorVersionContext); // System.out.println("OpenGL Version Needed " + major + "." + minor // + " ( " + majorVersionContext + "," + minorVersionContext + " found)"); System.out.println("OpenGL Version Needed " + major + "." + minor + " ( " + glp.getName() + " found)"); // return version(majorVersionContext[0], minorVersionContext[0]) // >= version(major, minor); return GLContext.isValidGLVersion(GLContext.CONTEXT_CURRENT, major, minor); }
Example #19
Source File: GLScene.java From depan with Apache License 2.0 | 5 votes |
private GLContext createGLContext() { try { GLLogger.LOG.info("Create context..."); GLDrawableFactory drawableFactory = GLDrawableFactory.getFactory(DEFAULT_PROFILE); GLContext result = drawableFactory.createExternalGLContext(); GLLogger.LOG.info(" Done."); return result; } catch (Throwable errGl) { GLLogger.LOG.error("Unable to create GL Context", errGl); errGl.printStackTrace(); throw new RuntimeException(errGl); } }
Example #20
Source File: VertexBufferObject.java From Robot-Overlord-App with GNU General Public License v2.0 | 4 votes |
public void destroy() { GL2 gl2 = GLContext.getCurrent().getGL().getGL2(); gl2.glDeleteBuffers(NUM_BUFFERS, VBO,0); }
Example #21
Source File: VertexBufferObject.java From Robot-Overlord-App with GNU General Public License v2.0 | 4 votes |
public VertexBufferObject() { GL2 gl2 = GLContext.getCurrent().getGL().getGL2(); int [] VBO = new int[NUM_BUFFERS]; gl2.glGenBuffers(NUM_BUFFERS, VBO, 0); // 2 = one for vertexes, one for normals }
Example #22
Source File: Renderer.java From jaamsim with Apache License 2.0 | 4 votes |
private void loadMeshProtoImp(final MeshProtoKey key) { //long startNanos = System.nanoTime(); assert(drawContext == null || !drawContext.isCurrent()); if (protoCache.get(key) != null) { return; // This mesh has already been loaded } int res = sharedContext.makeCurrent(); assert (res == GLContext.CONTEXT_CURRENT); GL2GL3 gl = sharedContext.getGL().getGL2GL3(); MeshProto proto; boolean canBatch = indirectSupported; MeshData data = MeshDataCache.getMeshData(key); if (data == badData) { proto = badProto; } else { proto = new MeshProto(data, safeGraphics, canBatch); assert (proto != null); proto.loadGPUAssets(gl, this); if (!proto.isLoadedGPU()) { // This did not load cleanly, clear it out and use the default bad mesh asset proto.freeResources(gl); LogBox.formatRenderLog("Could not load GPU assset: %s\n", key.getURI().toString()); proto = badProto; } } protoCache.put(key, proto); sharedContext.release(); // long endNanos = System.nanoTime(); // long ms = (endNanos - startNanos) /1000000L; // LogBox.formatRenderLog("LoadMeshProtoImp time:" + ms + "ms"); }
Example #23
Source File: GLEventListenerButton.java From jogl-samples with MIT License | 4 votes |
@Override public void drawShape(final GL2ES2 gl, final RegionRenderer renderer, final int[] sampleCount) { if( null == fboGLAD ) { final ImageSequence imgSeq = (ImageSequence)texSeq; final GLContext ctx = gl.getContext(); final GLDrawable drawable = ctx.getGLDrawable(); final GLCapabilitiesImmutable reqCaps = drawable.getRequestedGLCapabilities(); final GLCapabilities caps = (GLCapabilities) reqCaps.cloneMutable(); caps.setFBO(true); caps.setDoubleBuffered(false); if( !useAlpha ) { caps.setAlphaBits(0); } final GLDrawableFactory factory = GLDrawableFactory.getFactory(caps.getGLProfile()); fboGLAD = (GLOffscreenAutoDrawable.FBO) factory.createOffscreenAutoDrawable( drawable.getNativeSurface().getGraphicsConfiguration().getScreen().getDevice(), caps, null, fboWidth, fboHeight); fboWidth = 0; fboHeight = 0; fboGLAD.setSharedContext(ctx); fboGLAD.setTextureUnit(imgSeq.getTextureUnit()); fboGLAD.addGLEventListener(glel); fboGLAD.display(); // 1st init! final FBObject.TextureAttachment texA01 = fboGLAD.getColorbuffer(GL.GL_FRONT).getTextureAttachment(); final Texture tex = new Texture(texA01.getName(), imgSeq.getTextureTarget(), fboGLAD.getSurfaceWidth(), fboGLAD.getSurfaceHeight(), fboGLAD.getSurfaceWidth(), fboGLAD.getSurfaceHeight(), false /* mustFlipVertically */); imgSeq.addFrame(gl, tex); markStateDirty(); } else if( 0 != fboWidth*fboHeight ) { fboGLAD.setSurfaceSize(fboWidth, fboHeight); fboWidth = 0; fboHeight = 0; markStateDirty(); } else if( animateGLEL ) { fboGLAD.display(); } super.drawShape(gl, renderer, sampleCount); if( animateGLEL ) { markStateDirty(); // keep on going } }
Example #24
Source File: OpenGLGFXCMD.java From sagetv with Apache License 2.0 | 4 votes |
private void initpbuffer() { GL2 gl; System.out.println("initpbuffer"); osdwidth=newosdwidth; osdheight=newosdheight; GLCapabilities caps = new GLCapabilities(null); caps.setHardwareAccelerated(true); caps.setDoubleBuffered(false); caps.setAlphaBits(8); caps.setRedBits(8); caps.setGreenBits(8); caps.setBlueBits(8); caps.setDepthBits(0); caps.setFBO(false); System.out.println("initpbuffer2"); if (!GLDrawableFactory.getFactory(caps.getGLProfile()).canCreateGLPbuffer(null, caps.getGLProfile())) { throw new GLException("pbuffers unsupported"); } if(pbuffer!=null) pbuffer.destroy(); System.out.println("initpbuffer3"); pbuffer = GLDrawableFactory.getFactory(caps.getGLProfile()).createOffscreenAutoDrawable(null, caps, null, osdwidth, osdheight ); pbuffer.setContext(pbuffer.createContext(c.getContext()), true); //pbuffer.setContext(c.getContext(), false); System.out.println("initpbuffer4: pbuffers is null? " + (pbuffer==null)); if(pbuffer.getContext().makeCurrent()==GLContext.CONTEXT_NOT_CURRENT) { System.out.println("Couldn't make pbuffer current?"); return; } System.out.println("initpbuffer5"); gl = pbuffer.getGL().getGL2(); gl.glClearColor( 0.0f, 0.0f, 0.0f, 0.0f); gl.glClear( gl.GL_COLOR_BUFFER_BIT); gl.glViewport(0, 0, osdwidth, osdheight); gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(0,osdwidth,0,osdheight,-1.0,1.0); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); gl.glLoadIdentity(); // TODO: look into reusing same texture like OSX version... if(osdt!=null) gl.glDeleteTextures(1, osdt, 0); osdt = new int[1]; byte img[] = new byte[osdwidth*osdheight*4]; gl.glGenTextures(1, osdt, 0); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE,osdt[0]); gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 4, osdwidth, osdheight, 0, gl.GL_BGRA, bigendian ? gl.GL_UNSIGNED_INT_8_8_8_8_REV : gl.GL_UNSIGNED_BYTE, java.nio.ByteBuffer.wrap(img)); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, osdt[0]); gl.glCopyTexSubImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 0, 0, 0, 0, osdwidth, osdheight); gl.glDisable(gl.GL_TEXTURE_RECTANGLE); System.out.println("initpbuffer6"); pbuffer.getContext().release(); System.out.println("initpbuffer7"); }
Example #25
Source File: OpenGLVideoRenderer.java From sagetv with Apache License 2.0 | 4 votes |
private void updateVideo(int frametype) { if(owner.isInFrame() || (owner.getPbuffer().getContext().makeCurrent()==GLContext.CONTEXT_NOT_CURRENT)) { if(!owner.isInFrame()) { System.out.println("Couldn't make pbuffer current?"); return; } else { System.out.println("update video while already in frame"); } } GL2 gl = owner.getPbuffer().getGL().getGL2(); if(pureNativeMode) { try { updateVideo0(); } catch(Throwable t) {} } else { //System.out.println("20,20 pixel: "+videobuffer.get(20*720+20)); //System.out.println(" width: "+videowidth+" height: "+videoheight); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, videot[0]); gl.glPixelStorei(gl.GL_UNPACK_SKIP_PIXELS, videoy); gl.glTexSubImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 0, 0, videowidth, videoheight, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, videobuffer); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, videot[1]); gl.glPixelStorei(gl.GL_UNPACK_SKIP_PIXELS, videou); gl.glTexSubImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 0, 0, videowidth/2, videoheight/2, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, videobuffer); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, videot[2]); gl.glPixelStorei(gl.GL_UNPACK_SKIP_PIXELS, videov); gl.glTexSubImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 0, 0, videowidth/2, videoheight/2, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, videobuffer); gl.glPixelStorei(gl.GL_UNPACK_SKIP_PIXELS, 0); gl.glDisable(gl.GL_TEXTURE_RECTANGLE); gl.glFlush(); } if(!owner.isInFrame()) owner.getPbuffer().getContext().release(); }
Example #26
Source File: OpenGLVideoRenderer.java From sagetv with Apache License 2.0 | 4 votes |
private void createVideo() { //System.out.println("createvideo"); if(owner.isInFrame() || (owner.getPbuffer().getContext().makeCurrent()==GLContext.CONTEXT_NOT_CURRENT)) { if(!owner.isInFrame()) { System.out.println("Couldn't make pbuffer current?"); return; } else { System.out.println("Create video while already in frame"); } } GL2 gl = owner.getPbuffer().getGL().getGL2(); System.out.println("createvideo width: "+videowidth+" height: "+videoheight); if(videot!=null) gl.glDeleteTextures(3, videot, 0); // try { // closeVideo0(); // } catch(Throwable t) {} if(pureNativeMode) { videot = null; videoMode = 0; // release resources and force reallocation when we leave native mode try { createVideo0(videowidth, videoheight); } catch(Throwable t) {} } else { byte img[] = new byte[videowidth*videoheight*2]; videot = new int[3]; gl.glGenTextures(3, videot, 0); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, videot[0]); if(MiniClient.MAC_OS_X) { gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, 0x85BC/*GL_TEXTURE_STORAGE_HINT_APPLE*/, 0x85Be/*GL_STORAGE_CACHED_APPLE*/); gl.glPixelStorei(0x85B2/*GL_UNPACK_CLIENT_STORAGE_APPLE*/, gl.GL_TRUE); } gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 1, videowidth, videoheight, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, java.nio.ByteBuffer.wrap(img)); gl.glDisable(gl.GL_TEXTURE_RECTANGLE); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, videot[1]); if(MiniClient.MAC_OS_X) { gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, 0x85BC/*GL_TEXTURE_STORAGE_HINT_APPLE*/, 0x85Be/*GL_STORAGE_CACHED_APPLE*/); gl.glPixelStorei(0x85B2/*GL_UNPACK_CLIENT_STORAGE_APPLE*/, gl.GL_TRUE); } gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 1, videowidth/2, videoheight/2, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, java.nio.ByteBuffer.wrap(img)); gl.glDisable(gl.GL_TEXTURE_RECTANGLE); gl.glEnable(gl.GL_TEXTURE_RECTANGLE); gl.glBindTexture(gl.GL_TEXTURE_RECTANGLE, videot[2]); if(MiniClient.MAC_OS_X) { gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, 0x85BC/*GL_TEXTURE_STORAGE_HINT_APPLE*/, 0x85Be/*GL_STORAGE_CACHED_APPLE*/); gl.glPixelStorei(0x85B2/*GL_UNPACK_CLIENT_STORAGE_APPLE*/, gl.GL_TRUE); } gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR); gl.glTexParameteri(gl.GL_TEXTURE_RECTANGLE, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR); gl.glTexImage2D(gl.GL_TEXTURE_RECTANGLE, 0, 1, videowidth/2, videoheight/2, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, java.nio.ByteBuffer.wrap(img)); gl.glDisable(gl.GL_TEXTURE_RECTANGLE); } if(!owner.isInFrame()) owner.getPbuffer().getContext().release(); }
Example #27
Source File: GraphRenderable.java From constellation with Apache License 2.0 | 4 votes |
/** * Make our GL context current. It may not be as the glyph rendering may * have switched it. The JOGL way to do this is to switch contexts multiple * times in the one frame. Chapter 2 of 'Pro Java 6 3D Game Development' has * a section that explains: * * " * This coding approach means that the context is current for the entire * duration of the thread's execution. This causes no problems on most * platforms (e.g. it's fine on Windows), but unfortunately there's an issue * when using X11. On X11 platforms, a AWT lock is created between the * GLContext.makeCurrent() and GLContext.release() calls, stopping mouse and * keyboard input from being processed. " * * The JOGL model of the event listener's display being called in response * to input events, as opposed to a continuous render loop, means that this * lock may be responsible for the glyph context being current when the * other batchers are making their draw calls. * * This 'fix' was tested on El Capitan 10.11 and could be breaking on other * versions. Testing required. * * @param gl */ private void makeContentCurrent(GL3 gl) { GLContext context = gl.getContext(); try { while (context.makeCurrent() == GLContext.CONTEXT_NOT_CURRENT) { Thread.sleep(100); } } catch (InterruptedException ex) { final String msg = "Unable to switch GL context. This code should only be run " + "on OSX and may need to be restricted to specific versions " + "where label rendering is broken. " + "Please inform CONSTELLATION support, including the text of this message.\n\n" + ex.getMessage(); Logger.getLogger(GraphRenderable.class .getName()).log(Level.SEVERE, msg, ex); final InfoTextPanel itp = new InfoTextPanel(msg); final NotifyDescriptor.Message nd = new NotifyDescriptor.Message(itp, NotifyDescriptor.ERROR_MESSAGE); nd.setTitle("Graph Render Error"); DialogDisplayer.getDefault().notify(nd); } }
Example #28
Source File: GLTools.java From constellation with Apache License 2.0 | 4 votes |
/** * Load an array of icon textures. * <p> * We assume that the textures being loaded are icons, and therefore are * roughly the same size (with a maximum of (width,height). * <p> * The array is limited to GL_MAX_ARRAY_TEXTURE_LAYERS layers. This can be * fairly low (512 on low-end systems), so icons are loaded into an 8x8 icon * matrix in each layer, thus giving a maximum of 512x8x8=32768 icons. (This * assumes that GL_MAX_3D_TEXTURE_SIZE is big enough to take that many * pixels. With the current icon size of 256x256, then * GL_MAX_3D_TEXTURE_SIZE must be at least 2048.) * <p> * Icons that are smaller than (width,height) are offset so they are * centred, so the shader can just draw the icons without worrying about * where in the texture they are. * <p> * It appears that the images must have a row length that is a multiple of * four. This is probably due to the particular format we're using, and * could probably be worked around, but the simple fix is to check your row * length. * * @param glCurrent the current OpenGL context. * @param icons a list of icons that need to added to the buffer. * @param width the width of each icon. * @param height the height of each icon. * * @return the id of the texture buffer. */ public static int loadSharedIconTextures(final GL3 glCurrent, final List<ConstellationIcon> icons, final int width, final int height) { final int[] v = new int[1]; glCurrent.glGetIntegerv(GL3.GL_MAX_ARRAY_TEXTURE_LAYERS, v, 0); final int maxIcons = v[0] * 64; if (icons.size() > maxIcons) { System.out.printf("****\n**** Warning: nIcons %d > GL_MAX_ARRAY_TEXTURE_LAYERS %d\n****\n", icons.size(), maxIcons); } final int nIcons = Math.min(icons.size(), maxIcons); glCurrent.getContext().release(); final GL3 gl = (GL3) SharedDrawable.getSharedAutoDrawable().getGL(); final int result = gl.getContext().makeCurrent(); if (result == GLContext.CONTEXT_NOT_CURRENT) { glCurrent.getContext().makeCurrent(); throw new RenderException("Could not make texture context current."); } final int[] textureName = new int[1]; try { textureName[0] = SharedDrawable.getIconTextureName(); gl.glBindTexture(GL3.GL_TEXTURE_2D_ARRAY, textureName[0]); gl.glTexParameteri(GL3.GL_TEXTURE_2D_ARRAY, GL3.GL_TEXTURE_WRAP_S, GL3.GL_CLAMP_TO_EDGE); gl.glTexParameteri(GL3.GL_TEXTURE_2D_ARRAY, GL3.GL_TEXTURE_WRAP_T, GL3.GL_CLAMP_TO_EDGE); gl.glTexParameteri(GL3.GL_TEXTURE_2D_ARRAY, GL3.GL_TEXTURE_MIN_FILTER, GL3.GL_LINEAR); gl.glTexParameteri(GL3.GL_TEXTURE_2D_ARRAY, GL3.GL_TEXTURE_MAG_FILTER, GL3.GL_LINEAR); gl.glTexImage3D(GL3.GL_TEXTURE_2D_ARRAY, 0, GL.GL_RGBA, width * 8, height * 8, (nIcons + 63) / 64, 0, GL.GL_RGBA, GL3.GL_UNSIGNED_BYTE, null); final Iterator<ConstellationIcon> iconIterator = icons.iterator(); for (int i = 0; i < nIcons; i++) { final ConstellationIcon icon = iconIterator.next(); try { BufferedImage iconImage = icon.buildBufferedImage(); if (iconImage != null) { // Appears to be a bug in JOGL where texture provider for PNG files does not flip the texture. final TextureData data = AWTTextureIO.newTextureData(gl.getGLProfile(), iconImage, false); if (data.getWidth() > width || data.getHeight() > height) { throw new RenderException(String.format("Image %d is too large (width %d>%d, height %d>%d)", i, data.getWidth(), width, data.getHeight(), height)); } // Offset each icon into an 8x8 matrix. // There are multiple icons in each // Allow for icons that are smaller than width,height. final int xoffset = (width - data.getWidth()) / 2 + (width * (i & 7)); final int yoffset = (height - data.getHeight()) / 2 + (height * ((i >>> 3) & 7)); final int zoffset = i >>> 6; gl.glTexSubImage3D(GL3.GL_TEXTURE_2D_ARRAY, 0, xoffset, yoffset, zoffset, data.getWidth(), data.getHeight(), 1, data.getPixelFormat(), GL3.GL_UNSIGNED_BYTE, data.getBuffer()); data.destroy(); } } catch (final RuntimeException ex) { System.out.printf("##%n## GLTools.loadTextures() icon %d throwable: %s%n##%n", i, ex); LOGGER.log(Level.SEVERE, null, ex); } } } finally { gl.getContext().release(); glCurrent.getContext().makeCurrent(); } return textureName[0]; }