2 * Copyright (c) 2010-2014, Kazuhiko Kobayashi
5 * Redistribution and use in source and binary forms, with or without modification,
6 * are permitted provided that the following conditions are met:
8 * 1. Redistributions of source code must retain the above copyright notice,
9 * this list of conditions and the following disclaimer.
11 * 2. Redistributions in binary form must reproduce the above copyright notice,
12 * this list of conditions and the following disclaimer in the documentation
13 * and/or other materials provided with the distribution.
15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
25 * THE POSSIBILITY OF SUCH DAMAGE.
27 package com.jme3.renderer.gdx;
29 import com.badlogic.gdx.Gdx;
30 import com.badlogic.gdx.graphics.GL10;
31 import com.badlogic.gdx.graphics.GL20;
32 import com.jme3.light.LightList;
33 import com.jme3.material.RenderState;
34 import com.jme3.math.*;
35 import com.jme3.renderer.*;
36 import com.jme3.scene.Mesh;
37 import com.jme3.scene.Mesh.Mode;
38 import com.jme3.scene.VertexBuffer;
39 import com.jme3.scene.VertexBuffer.Format;
40 import com.jme3.scene.VertexBuffer.Type;
41 import com.jme3.scene.VertexBuffer.Usage;
42 import com.jme3.shader.Attribute;
43 import com.jme3.shader.Shader;
44 import com.jme3.shader.Shader.ShaderSource;
45 import com.jme3.shader.Shader.ShaderType;
46 import com.jme3.shader.Uniform;
47 import com.jme3.texture.FrameBuffer;
48 import com.jme3.texture.FrameBuffer.RenderBuffer;
49 import com.jme3.texture.Image;
50 import com.jme3.texture.Texture;
51 import com.jme3.texture.Texture.WrapAxis;
52 import com.jme3.util.BufferUtils;
53 import com.jme3.util.IntMap;
54 import com.jme3.util.ListMap;
55 import com.jme3.util.NativeObjectManager;
56 import com.jme3.util.SafeArrayList;
58 import java.util.EnumSet;
59 import java.util.logging.Level;
60 import java.util.logging.Logger;
62 public final class GdxRenderer implements Renderer {
64 private static final Logger logger = Logger.getLogger(GdxRenderer.class.getName());
65 private static final boolean VALIDATE_SHADER = false;
66 private final ByteBuffer nameBuf = BufferUtils.createByteBuffer(250);
67 private final StringBuilder stringBuf = new StringBuilder(250);
68 private final IntBuffer intBuf1 = BufferUtils.createIntBuffer(1);
69 private final IntBuffer intBuf16 = BufferUtils.createIntBuffer(16);
70 private final RenderContext context = new RenderContext();
71 private final NativeObjectManager objManager = new NativeObjectManager();
72 private final EnumSet<Caps> caps = EnumSet.noneOf(Caps.class);
74 private Shader boundShader;
75 private int initialDrawBuf, initialReadBuf;
77 private int vertexTextureUnits;
78 private int fragTextureUnits;
79 private int vertexUniforms;
80 private int fragUniforms;
81 private int vertexAttribs;
82 private int maxFBOSamples;
83 private int maxFBOAttachs = 1;
84 private int maxMRTFBOAttachs;
85 private int maxRBSize;
86 private int maxTexSize;
87 private int maxCubeTexSize;
88 private int maxVertCount;
89 private int maxTriCount;
91 private FrameBuffer lastFb = null;
92 private FrameBuffer mainFbOverride = null;
93 private final Statistics statistics = new Statistics();
94 private int vpX, vpY, vpW, vpH;
95 private int clipX, clipY, clipW, clipH;
96 //private final GL10 gl;
97 private boolean powerOf2 = false;
98 private boolean verboseLogging = false;
99 private boolean useVBO = true;
100 public boolean adreno_finish_bug = false;
101 private int mainFrameBuffer = -1;
102 public GdxRenderer() {
105 public void setUseVA(boolean value) {
106 logger.log(Level.INFO, "use_VBO [{0}] -> [{1}]", new Object[]{useVBO, !value});
110 public void setVerboseLogging(boolean value) {
111 logger.log(Level.INFO, "verboseLogging [{0}] -> [{1}]", new Object[]{verboseLogging, value});
112 verboseLogging = value;
115 protected void updateNameBuffer() {
116 int len = stringBuf.length();
120 for (int i = 0; i < len; i++) {
121 nameBuf.put((byte) stringBuf.charAt(i));
127 public Statistics getStatistics() {
131 public EnumSet<Caps> getCaps() {
135 public void initialize() {
137 logger.info("Vendor: " + Gdx.gl20.glGetString(GL20.GL_VENDOR));
138 logger.info("Renderer: " + Gdx.gl20.glGetString(GL20.GL_RENDERER));
139 logger.info("Version: " + Gdx.gl20.glGetString(GL20.GL_VERSION));
141 String shadingLanguageVersion = Gdx.gl20.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION);
142 logger.log(Level.INFO, "GLES20.Shading Language Version: {0}", shadingLanguageVersion);
145 ContextCapabilities ctxCaps = GLContext.getCapabilities();
146 if (ctxCaps.OpenGL20){
147 caps.add(Caps.OpenGL20);
149 if (ctxCaps.OpenGL21){
150 caps.add(Caps.OpenGL21);
152 if (ctxCaps.OpenGL30){
153 caps.add(Caps.OpenGL30);
156 String versionStr = Gdx.gl20.glGetString(GL20.GL_SHADING_LANGUAGE_VERSION);
157 if (versionStr == null || versionStr.equals("")) {
159 // throw new UnsupportedOperationException("GLSL and OpenGL2 is "
160 // + "required for the OpenGL ES "
164 logger.info("GLES20.GL_SHADING_LANGUAGE_VERSION = " + versionStr);
166 // Fix issue in TestRenderToMemory when GL_FRONT is the main
167 // buffer being used.
169 // initialDrawBuf = GLES20.glGetIntegeri(GLES20.GL_DRAW_BUFFER);
170 // initialReadBuf = GLES20.glGetIntegeri(GLES20.GL_READ_BUFFER);
172 int spaceIdx = versionStr.lastIndexOf(" ");
174 versionStr = versionStr.substring(spaceIdx, versionStr.length());
179 version = Float.parseFloat(versionStr);
180 } catch (Exception ex) {
182 glslVer = (int) (version * 100);
190 // so that future OpenGL revisions wont break jme3
192 // fall through intentional
196 caps.add(Caps.GLSL150);
198 caps.add(Caps.GLSL140);
200 caps.add(Caps.GLSL130);
202 caps.add(Caps.GLSL120);
204 caps.add(Caps.GLSL110);
206 caps.add(Caps.GLSL100);
210 if (!caps.contains(Caps.GLSL100)) {
211 logger.info("Force-adding GLSL100 support, since OpenGL is supported.");
212 caps.add(Caps.GLSL100);
215 Gdx.gl20.glGetIntegerv(GL20.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, intBuf16);
216 vertexTextureUnits = intBuf16.get(0);
217 logger.log(Level.INFO, "VTF Units: {0}", vertexTextureUnits);
218 if (vertexTextureUnits > 0) {
219 caps.add(Caps.VertexTextureFetch);
222 Gdx.gl20.glGetIntegerv(GL20.GL_MAX_TEXTURE_IMAGE_UNITS, intBuf16);
223 fragTextureUnits = intBuf16.get(0);
224 logger.log(Level.INFO, "Texture Units: {0}", fragTextureUnits);
226 GLES20.glGetIntegerv(GLES20.GL_MAX_VERTEX_UNIFORM_COMPONENTS, intBuf16);
227 vertexUniforms = intBuf16.get(0);
228 logger.log(Level.FINER, "Vertex Uniforms: {0}", vertexUniforms);
230 GLES20.glGetIntegerv(GLES20.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, intBuf16);
231 fragUniforms = intBuf16.get(0);
232 logger.log(Level.FINER, "Fragment Uniforms: {0}", fragUniforms);
235 Gdx.gl20.glGetIntegerv(GL20.GL_MAX_VERTEX_ATTRIBS, intBuf16);
236 vertexAttribs = intBuf16.get(0);
237 logger.log(Level.INFO, "Vertex Attributes: {0}", vertexAttribs);
240 GLES20.glGetIntegerv(GLES20.GL_MAX_VARYING_FLOATS, intBuf16);
241 int varyingFloats = intBuf16.get(0);
242 logger.log(Level.FINER, "Varying Floats: {0}", varyingFloats);
245 Gdx.gl20.glGetIntegerv(GL20.GL_SUBPIXEL_BITS, intBuf16);
246 int subpixelBits = intBuf16.get(0);
247 logger.log(Level.INFO, "Subpixel Bits: {0}", subpixelBits);
249 GLES20.glGetIntegerv(GLES20.GL_MAX_ELEMENTS_VERTICES, intBuf16);
250 maxVertCount = intBuf16.get(0);
251 logger.log(Level.FINER, "Preferred Batch Vertex Count: {0}", maxVertCount);
253 GLES20.glGetIntegerv(GLES20.GL_MAX_ELEMENTS_INDICES, intBuf16);
254 maxTriCount = intBuf16.get(0);
255 logger.log(Level.FINER, "Preferred Batch Index Count: {0}", maxTriCount);
257 Gdx.gl20.glGetIntegerv(GL20.GL_MAX_TEXTURE_SIZE, intBuf16);
258 maxTexSize = intBuf16.get(0);
259 logger.log(Level.INFO, "Maximum Texture Resolution: {0}" + maxTexSize);
261 Gdx.gl20.glGetIntegerv(GL20.GL_MAX_CUBE_MAP_TEXTURE_SIZE, intBuf16);
262 maxCubeTexSize = intBuf16.get(0);
263 logger.log(Level.INFO, "Maximum CubeMap Resolution: {0}", maxCubeTexSize);
267 if (ctxCaps.GL_ARB_color_buffer_float){
268 // XXX: Require both 16 and 32 bit float support for FloatColorBuffer.
269 if (ctxCaps.GL_ARB_half_float_pixel){
270 caps.add(Caps.FloatColorBuffer);
274 if (ctxCaps.GL_ARB_depth_buffer_float){
275 caps.add(Caps.FloatDepthBuffer);
278 if (ctxCaps.GL_ARB_draw_instanced)
279 caps.add(Caps.MeshInstancing);
281 if (ctxCaps.GL_ARB_fragment_program)
282 caps.add(Caps.ARBprogram);
284 if (ctxCaps.GL_ARB_texture_buffer_object)
285 caps.add(Caps.TextureBuffer);
287 if (ctxCaps.GL_ARB_texture_float){
288 if (ctxCaps.GL_ARB_half_float_pixel){
289 caps.add(Caps.FloatTexture);
293 if (ctxCaps.GL_ARB_vertex_array_object)
294 caps.add(Caps.VertexBufferArray);
296 boolean latc = ctxCaps.GL_EXT_texture_compression_latc;
297 boolean atdc = ctxCaps.GL_ATI_texture_compression_3dc;
299 caps.add(Caps.TextureCompressionLATC);
305 if (ctxCaps.GL_EXT_packed_float){
306 caps.add(Caps.PackedFloatColorBuffer);
307 if (ctxCaps.GL_ARB_half_float_pixel){
308 // because textures are usually uploaded as RGB16F
309 // need half-float pixel
310 caps.add(Caps.PackedFloatTexture);
314 if (ctxCaps.GL_EXT_texture_array)
315 caps.add(Caps.TextureArray);
317 if (ctxCaps.GL_EXT_texture_shared_exponent)
318 caps.add(Caps.SharedExponentTexture);
320 if (ctxCaps.GL_EXT_framebuffer_object){
321 caps.add(Caps.FrameBuffer);
323 glGetInteger(GL_MAX_RENDERBUFFER_SIZE_EXT, intBuf16);
324 maxRBSize = intBuf16.get(0);
325 logger.log(Level.FINER, "FBO RB Max Size: {0}", maxRBSize);
327 glGetInteger(GL_MAX_COLOR_ATTACHMENTS_EXT, intBuf16);
328 maxFBOAttachs = intBuf16.get(0);
329 logger.log(Level.FINER, "FBO Max renderbuffers: {0}", maxFBOAttachs);
331 if (ctxCaps.GL_EXT_framebuffer_multisample){
332 caps.add(Caps.FrameBufferMultisample);
334 glGetInteger(GL_MAX_SAMPLES_EXT, intBuf16);
335 maxFBOSamples = intBuf16.get(0);
336 logger.log(Level.FINER, "FBO Max Samples: {0}", maxFBOSamples);
339 if (ctxCaps.GL_ARB_draw_buffers){
340 caps.add(Caps.FrameBufferMRT);
341 glGetInteger(ARBDrawBuffers.GL_MAX_DRAW_BUFFERS_ARB, intBuf16);
342 maxMRTFBOAttachs = intBuf16.get(0);
343 logger.log(Level.FINER, "FBO Max MRT renderbuffers: {0}", maxMRTFBOAttachs);
347 if (ctxCaps.GL_ARB_multisample){
348 glGetInteger(ARBMultisample.GL_SAMPLE_BUFFERS_ARB, intBuf16);
349 boolean available = intBuf16.get(0) != 0;
350 glGetInteger(ARBMultisample.GL_SAMPLES_ARB, intBuf16);
351 int samples = intBuf16.get(0);
352 logger.log(Level.FINER, "Samples: {0}", samples);
353 boolean enabled = glIsEnabled(ARBMultisample.GL_MULTISAMPLE_ARB);
354 if (samples > 0 && available && !enabled){
355 glEnable(ARBMultisample.GL_MULTISAMPLE_ARB);
359 Gdx.gl20.glGetIntegerv(GL20.GL_MAX_RENDERBUFFER_SIZE, intBuf16);
360 maxRBSize = intBuf16.get(0);
361 logger.log(Level.FINER, "FBO RB Max Size: {0}", maxRBSize);
363 String extensions = Gdx.gl20.glGetString(GL20.GL_EXTENSIONS);
364 logger.log(Level.INFO, "GL_EXTENSIONS: {0}", extensions);
366 // GLES20.glGetIntegerv(GLES20.GL_COMPRESSED_TEXTURE_FORMATS, intBuf16);
367 // for (int i = 0; i < intBuf16.limit(); i++) {
368 // logger.log(Level.INFO, "Compressed Texture Formats: {0}", intBuf16.get(i));
371 if (extensions.contains("GL_OES_texture_npot")) {
377 applyRenderState(RenderState.DEFAULT);
378 // GLES20.glClearDepthf(1.0f);
380 if (verboseLogging) {
381 logger.info("GLES20.glDisable(GL10.GL_DITHER)");
384 Gdx.gl20.glDisable(GL20.GL_DITHER);
388 if (verboseLogging) {
389 logger.info("GLES20.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST)");
392 Gdx.gl20.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
398 // NOTE: SDK_INT is only available since 1.6,
399 // but for jME3 it doesn't matter since android versions 1.5 and below
400 // are not supported.
401 //if (Build.VERSION.SDK_INT >= 9) {
404 // chekc Adreno200,205,220 bug
405 if (Gdx.gl20.glGetString(GL20.GL_RENDERER).indexOf("Adreno") >= 0) {
406 adreno_finish_bug = true;
408 logger.log(Level.INFO, "Caps: {0}", caps);
410 // Get main framebuffer id because main framebuffer is not 0 on iOS.
411 if (mainFrameBuffer == -1) {
412 Gdx.gl20.glGetIntegerv(GL20.GL_FRAMEBUFFER_BINDING, intBuf16);
413 mainFrameBuffer = intBuf16.get(0);
418 * <code>resetGLObjects</code> should be called when die GLView gets recreated to reset all GPU objects
420 public void resetGLObjects() {
421 objManager.resetObjects();
422 statistics.clearMemory();
428 public void cleanup() {
429 objManager.deleteAllObjects(this);
430 statistics.clearMemory();
433 private void checkCap(Caps cap) {
434 if (!caps.contains(cap)) {
435 throw new UnsupportedOperationException("Required capability missing: " + cap.name());
439 /*********************************************************************\
441 \*********************************************************************/
442 public void setDepthRange(float start, float end) {
444 if (verboseLogging) {
445 logger.log(Level.INFO, "GLES20.glDepthRangef({0}, {1})", new Object[]{start, end});
447 Gdx.gl20.glDepthRangef(start, end);
451 public void clearBuffers(boolean color, boolean depth, boolean stencil) {
454 bits = GL20.GL_COLOR_BUFFER_BIT;
457 bits |= GL20.GL_DEPTH_BUFFER_BIT;
458 if (context.depthWriteEnabled == false) {
459 Gdx.gl20.glDepthMask(true);
460 context.depthWriteEnabled = true;
464 bits |= GL20.GL_STENCIL_BUFFER_BIT;
467 if (verboseLogging) {
468 logger.log(Level.INFO, "GLES20.glClear(color={0}, depth={1}, stencil={2})", new Object[]{color, depth, stencil});
470 Gdx.gl20.glClear(bits);
475 public void setBackgroundColor(ColorRGBA color) {
476 if (verboseLogging) {
477 logger.log(Level.INFO, "GLES20.glClearColor({0}, {1}, {2}, {3})", new Object[]{color.r, color.g, color.b, color.a});
479 Gdx.gl20.glClearColor(color.r, color.g, color.b, color.a);
483 public void applyRenderState(RenderState state) {
485 if (state.isWireframe() && !context.wireframe){
486 GLES20.glPolygonMode(GLES20.GL_FRONT_AND_BACK, GLES20.GL_LINE);
487 context.wireframe = true;
488 }else if (!state.isWireframe() && context.wireframe){
489 GLES20.glPolygonMode(GLES20.GL_FRONT_AND_BACK, GLES20.GL_FILL);
490 context.wireframe = false;
493 if (state.isDepthTest() && !context.depthTestEnabled) {
494 if (verboseLogging) {
495 logger.info("GLES20.glEnable(GLES20.GL_DEPTH_TEST)");
497 Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST);
499 if (verboseLogging) {
500 logger.info("GLES20.glDepthFunc(GL20.LEQUAL)");
502 Gdx.gl20.glDepthFunc(GL20.GL_LEQUAL);
504 context.depthTestEnabled = true;
505 } else if (!state.isDepthTest() && context.depthTestEnabled) {
506 if (verboseLogging) {
507 logger.info("GLES20.glDisable(GLES20.GL_DEPTH_TEST)");
509 Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST);
511 context.depthTestEnabled = false;
513 if (state.isAlphaTest() && !context.alphaTestEnabled) {
514 // GLES20.glEnable(GLES20.GL_ALPHA_TEST);
515 // GLES20.glAlphaFunc(GLES20.GL_GREATER, state.getAlphaFallOff());
516 context.alphaTestEnabled = true;
517 } else if (!state.isAlphaTest() && context.alphaTestEnabled) {
518 // GLES20.glDisable(GLES20.GL_ALPHA_TEST);
519 context.alphaTestEnabled = false;
521 if (state.isDepthWrite() && !context.depthWriteEnabled) {
522 if (verboseLogging) {
523 logger.info("GLES20.glDepthMask(true)");
525 Gdx.gl20.glDepthMask(true);
527 context.depthWriteEnabled = true;
528 } else if (!state.isDepthWrite() && context.depthWriteEnabled) {
529 if (verboseLogging) {
530 logger.info("GLES20.glDepthMask(false)");
532 Gdx.gl20.glDepthMask(false);
534 context.depthWriteEnabled = false;
536 if (state.isColorWrite() && !context.colorWriteEnabled) {
537 if (verboseLogging) {
538 logger.info("GLES20.glColorMask(true, true, true, true)");
540 Gdx.gl20.glColorMask(true, true, true, true);
542 context.colorWriteEnabled = true;
543 } else if (!state.isColorWrite() && context.colorWriteEnabled) {
544 if (verboseLogging) {
545 logger.info("GLES20.glColorMask(false, false, false, false)");
547 Gdx.gl20.glColorMask(false, false, false, false);
549 context.colorWriteEnabled = false;
551 if (state.isPointSprite() && !context.pointSprite) {
552 // GLES20.glEnable(GLES20.GL_POINT_SPRITE);
553 // GLES20.glTexEnvi(GLES20.GL_POINT_SPRITE, GLES20.GL_COORD_REPLACE, GLES20.GL_TRUE);
554 // GLES20.glEnable(GLES20.GL_VERTEX_PROGRAM_POINT_SIZE);
555 // GLES20.glPointParameterf(GLES20.GL_POINT_SIZE_MIN, 1.0f);
556 } else if (!state.isPointSprite() && context.pointSprite) {
557 // GLES20.glDisable(GLES20.GL_POINT_SPRITE);
560 if (state.isPolyOffset()) {
561 if (!context.polyOffsetEnabled) {
562 if (verboseLogging) {
563 logger.info("GLES20.glEnable(GLES20.GL_POLYGON_OFFSET_FILL)");
565 Gdx.gl20.glEnable(GL20.GL_POLYGON_OFFSET_FILL);
567 if (verboseLogging) {
568 logger.log(Level.INFO, "GLES20.glPolygonOffset({0}, {1})", new Object[]{state.getPolyOffsetFactor(), state.getPolyOffsetUnits()});
570 Gdx.gl20.glPolygonOffset(state.getPolyOffsetFactor(),
571 state.getPolyOffsetUnits());
573 context.polyOffsetEnabled = true;
574 context.polyOffsetFactor = state.getPolyOffsetFactor();
575 context.polyOffsetUnits = state.getPolyOffsetUnits();
577 if (state.getPolyOffsetFactor() != context.polyOffsetFactor
578 || state.getPolyOffsetUnits() != context.polyOffsetUnits) {
579 if (verboseLogging) {
580 logger.log(Level.INFO, "GLES20.glPolygonOffset({0}, {1})", new Object[]{state.getPolyOffsetFactor(), state.getPolyOffsetUnits()});
582 Gdx.gl20.glPolygonOffset(state.getPolyOffsetFactor(),
583 state.getPolyOffsetUnits());
585 context.polyOffsetFactor = state.getPolyOffsetFactor();
586 context.polyOffsetUnits = state.getPolyOffsetUnits();
590 if (context.polyOffsetEnabled) {
591 if (verboseLogging) {
592 logger.info("GLES20.glDisable(GLES20.GL_POLYGON_OFFSET_FILL)");
594 Gdx.gl20.glDisable(GL20.GL_POLYGON_OFFSET_FILL);
596 context.polyOffsetEnabled = false;
597 context.polyOffsetFactor = 0;
598 context.polyOffsetUnits = 0;
601 if (state.getFaceCullMode() != context.cullMode) {
602 if (state.getFaceCullMode() == RenderState.FaceCullMode.Off) {
603 if (verboseLogging) {
604 logger.info("GLES20.glDisable(GLES20.GL_CULL_FACE)");
606 Gdx.gl20.glDisable(GL20.GL_CULL_FACE);
608 if (verboseLogging) {
609 logger.info("GLES20.glEnable(GLES20.GL_CULL_FACE)");
611 Gdx.gl20.glEnable(GL20.GL_CULL_FACE);
616 switch (state.getFaceCullMode()) {
620 if (verboseLogging) {
621 logger.info("GLES20.glCullFace(GLES20.GL_BACK)");
623 Gdx.gl20.glCullFace(GL20.GL_BACK);
626 if (verboseLogging) {
627 logger.info("GLES20.glCullFace(GLES20.GL_FRONT)");
629 Gdx.gl20.glCullFace(GL20.GL_FRONT);
632 if (verboseLogging) {
633 logger.info("GLES20.glCullFace(GLES20.GL_FRONT_AND_BACK)");
635 Gdx.gl20.glCullFace(GL20.GL_FRONT_AND_BACK);
638 throw new UnsupportedOperationException("Unrecognized face cull mode: "
639 + state.getFaceCullMode());
644 context.cullMode = state.getFaceCullMode();
647 if (state.getBlendMode() != context.blendMode) {
648 if (state.getBlendMode() == RenderState.BlendMode.Off) {
649 if (verboseLogging) {
650 logger.info("GLES20.glDisable(GLES20.GL_BLEND)");
652 Gdx.gl20.glDisable(GL20.GL_BLEND);
654 if (verboseLogging) {
655 logger.info("GLES20.glEnable(GLES20.GL_BLEND)");
657 Gdx.gl20.glEnable(GL20.GL_BLEND);
658 switch (state.getBlendMode()) {
662 if (verboseLogging) {
663 logger.info("GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE)");
665 Gdx.gl20.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE);
668 if (verboseLogging) {
669 logger.info("GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE)");
671 Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE);
674 if (verboseLogging) {
675 logger.info("GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_COLOR)");
677 Gdx.gl20.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_COLOR);
680 if (verboseLogging) {
681 logger.info("GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA)");
683 Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
686 if (verboseLogging) {
687 logger.info("GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA)");
689 Gdx.gl20.glBlendFunc(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
692 if (verboseLogging) {
693 logger.info("GLES20.glBlendFunc(GLES20.GL_DST_COLOR, GLES20.GL_ZERO)");
695 Gdx.gl20.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_ZERO);
698 if (verboseLogging) {
699 logger.info("GLES20.glBlendFunc(GLES20.GL_DST_COLOR, GLES20.GL_SRC_COLOR)");
701 Gdx.gl20.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_SRC_COLOR);
704 throw new UnsupportedOperationException("Unrecognized blend mode: "
705 + state.getBlendMode());
711 context.blendMode = state.getBlendMode();
715 /*********************************************************************\
716 |* Camera and World transforms *|
717 \*********************************************************************/
718 public void setViewPort(int x, int y, int w, int h) {
719 if (x != vpX || vpY != y || vpW != w || vpH != h) {
720 if (verboseLogging) {
721 logger.log(Level.INFO, "GLES20.glViewport({0}, {1}, {2}, {3})", new Object[]{x, y, w, h});
723 Gdx.gl20.glViewport(x, y, w, h);
732 public void setClipRect(int x, int y, int width, int height) {
733 if (!context.clipRectEnabled) {
734 if (verboseLogging) {
735 logger.info("GLES20.glEnable(GLES20.GL_SCISSOR_TEST)");
737 Gdx.gl20.glEnable(GL20.GL_SCISSOR_TEST);
739 context.clipRectEnabled = true;
741 if (clipX != x || clipY != y || clipW != width || clipH != height) {
742 if (verboseLogging) {
743 logger.log(Level.INFO, "GLES20.glScissor({0}, {1}, {2}, {3})", new Object[]{x, y, width, height});
745 Gdx.gl20.glScissor(x, y, width, height);
754 public void clearClipRect() {
755 if (context.clipRectEnabled) {
756 if (verboseLogging) {
757 logger.info("GLES20.glDisable(GLES20.GL_SCISSOR_TEST)");
759 Gdx.gl20.glDisable(GL20.GL_SCISSOR_TEST);
761 context.clipRectEnabled = false;
770 public void onFrame() {
771 objManager.deleteUnused(this);
772 // statistics.clearFrame();
775 public void setWorldMatrix(Matrix4f worldMatrix) {
778 public void setViewProjectionMatrices(Matrix4f viewMatrix, Matrix4f projMatrix) {
781 /*********************************************************************\
783 \*********************************************************************/
784 protected void updateUniformLocation(Shader shader, Uniform uniform) {
785 stringBuf.setLength(0);
786 stringBuf.append(uniform.getName()).append('\0');
788 if (verboseLogging) {
789 logger.log(Level.INFO, "GLES20.glGetUniformLocation({0}, {1})", new Object[]{shader.getId(), uniform.getName()});
791 int loc = Gdx.gl20.glGetUniformLocation(shader.getId(), uniform.getName());
794 uniform.setLocation(-1);
795 // uniform is not declared in shader
796 if (verboseLogging) {
797 logger.log(Level.WARNING, "Uniform [{0}] is not declared in shader.", uniform.getName());
800 uniform.setLocation(loc);
804 protected void updateUniform(Shader shader, Uniform uniform) {
805 int shaderId = shader.getId();
807 assert uniform.getName() != null;
808 assert shader.getId() > 0;
810 if (context.boundShaderProgram != shaderId) {
811 if (verboseLogging) {
812 logger.log(Level.INFO, "GLES20.glUseProgram({0})", shaderId);
814 Gdx.gl20.glUseProgram(shaderId);
816 statistics.onShaderUse(shader, true);
817 boundShader = shader;
818 context.boundShaderProgram = shaderId;
820 statistics.onShaderUse(shader, false);
823 int loc = uniform.getLocation();
825 if (verboseLogging) {
826 logger.log(Level.WARNING, "no location for uniform [{0}]", uniform.getName());
832 // get uniform location
833 updateUniformLocation(shader, uniform);
834 if (uniform.getLocation() == -1) {
835 // not declared, ignore
837 if (verboseLogging) {
838 logger.log(Level.WARNING, "not declared uniform: [{0}]", uniform.getName());
841 uniform.clearUpdateNeeded();
844 loc = uniform.getLocation();
847 if (uniform.getVarType() == null) {
848 logger.warning("value is not set yet.");
849 return; // value not set yet..
852 statistics.onUniformSet();
854 uniform.clearUpdateNeeded();
856 switch (uniform.getVarType()) {
858 if (verboseLogging) {
859 logger.info("GLES20.glUniform1f set Float. " + uniform.getName());
861 Float f = (Float) uniform.getValue();
862 Gdx.gl20.glUniform1f(loc, f.floatValue());
865 if (verboseLogging) {
866 logger.info("GLES20.glUniform2f set Vector2. " + uniform.getName());
868 Vector2f v2 = (Vector2f) uniform.getValue();
869 Gdx.gl20.glUniform2f(loc, v2.getX(), v2.getY());
872 if (verboseLogging) {
873 logger.info("GLES20.glUniform3f set Vector3. " + uniform.getName());
875 Vector3f v3 = (Vector3f) uniform.getValue();
876 Gdx.gl20.glUniform3f(loc, v3.getX(), v3.getY(), v3.getZ());
879 if (verboseLogging) {
880 logger.info("GLES20.glUniform4f set Vector4." + uniform.getName());
882 Object val = uniform.getValue();
883 if (val instanceof ColorRGBA) {
884 ColorRGBA c = (ColorRGBA) val;
885 Gdx.gl20.glUniform4f(loc, c.r, c.g, c.b, c.a);
886 } else if (val instanceof Vector4f) {
887 Vector4f c = (Vector4f) val;
888 Gdx.gl20.glUniform4f(loc, c.x, c.y, c.z, c.w);
890 Quaternion c = (Quaternion) uniform.getValue();
891 Gdx.gl20.glUniform4f(loc, c.getX(), c.getY(), c.getZ(), c.getW());
895 if (verboseLogging) {
896 logger.info("GLES20.glUniform1i set Boolean." + uniform.getName());
898 Boolean b = (Boolean) uniform.getValue();
899 Gdx.gl20.glUniform1i(loc, b.booleanValue() ? GL20.GL_TRUE : GL20.GL_FALSE);
902 if (verboseLogging) {
903 logger.info("GLES20.glUniformMatrix3fv set Matrix3." + uniform.getName());
905 fb = (FloatBuffer) uniform.getValue();
906 assert fb.remaining() == 9;
907 Gdx.gl20.glUniformMatrix3fv(loc, 1, false, fb);
910 if (verboseLogging) {
911 logger.info("GLES20.glUniformMatrix4fv set Matrix4." + uniform.getName());
913 fb = (FloatBuffer) uniform.getValue();
914 assert fb.remaining() == 16;
915 Gdx.gl20.glUniformMatrix4fv(loc, 1, false, fb);
918 if (verboseLogging) {
919 logger.info("GLES20.glUniform1fv set FloatArray." + uniform.getName());
921 fb = (FloatBuffer) uniform.getValue();
922 Gdx.gl20.glUniform1fv(loc, fb.capacity(), fb);
925 if (verboseLogging) {
926 logger.info("GLES20.glUniform2fv set Vector2Array." + uniform.getName());
928 fb = (FloatBuffer) uniform.getValue();
929 Gdx.gl20.glUniform2fv(loc, fb.capacity() / 2, fb);
932 if (verboseLogging) {
933 logger.info("GLES20.glUniform3fv set Vector3Array." + uniform.getName());
935 fb = (FloatBuffer) uniform.getValue();
936 Gdx.gl20.glUniform3fv(loc, fb.capacity() / 3, fb);
939 if (verboseLogging) {
940 logger.info("GLES20.glUniform4fv set Vector4Array." + uniform.getName());
942 fb = (FloatBuffer) uniform.getValue();
943 Gdx.gl20.glUniform4fv(loc, fb.capacity() / 4, fb);
946 if (verboseLogging) {
947 logger.info("GLES20.glUniform4fv set Matrix4Array." + uniform.getName());
949 fb = (FloatBuffer) uniform.getValue();
950 Gdx.gl20.glUniformMatrix4fv(loc, fb.capacity() / 16, false, fb);
953 if (verboseLogging) {
954 logger.info("GLES20.glUniform1i set Int." + uniform.getName());
956 Integer i = (Integer) uniform.getValue();
957 Gdx.gl20.glUniform1i(loc, i.intValue());
960 throw new UnsupportedOperationException("Unsupported uniform type: " + uniform.getVarType());
965 protected void updateShaderUniforms(Shader shader) {
966 ListMap<String, Uniform> uniforms = shader.getUniformMap();
967 // for (Uniform uniform : shader.getUniforms()){
968 for (int i = 0; i < uniforms.size(); i++) {
969 Uniform uniform = uniforms.getValue(i);
970 if (uniform.isUpdateNeeded()) {
971 updateUniform(shader, uniform);
976 protected void resetUniformLocations(Shader shader) {
977 ListMap<String, Uniform> uniforms = shader.getUniformMap();
978 // for (Uniform uniform : shader.getUniforms()){
979 for (int i = 0; i < uniforms.size(); i++) {
980 Uniform uniform = uniforms.getValue(i);
981 uniform.reset(); // e.g check location again
987 * Only used for fixed-function. Ignored.
989 public void setLighting(LightList list) {
992 public int convertShaderType(ShaderType type) {
995 return GL20.GL_FRAGMENT_SHADER;
997 return GL20.GL_VERTEX_SHADER;
999 // return ARBGeometryShader4.GL_GEOMETRY_SHADER_ARB;
1001 throw new RuntimeException("Unrecognized shader type.");
1005 public void updateShaderSourceData(ShaderSource source, String language) {
1006 int id = source.getId();
1009 if (verboseLogging) {
1010 logger.info("GLES20.glCreateShader(" + source.getType() + ")");
1012 id = Gdx.gl20.glCreateShader(convertShaderType(source.getType()));
1015 throw new RendererException("Invalid ID received when trying to create shader.");
1021 // upload shader source
1022 // merge the defines and source code
1023 byte[] versionData = new byte[]{};//"#version 140\n".getBytes();
1024 // versionData = "#define INSTANCING 1\n".getBytes();
1025 byte[] definesCodeData = source.getDefines().getBytes();
1026 byte[] sourceCodeData = source.getSource().getBytes();
1027 ByteBuffer codeBuf = BufferUtils.createByteBuffer(versionData.length
1028 + definesCodeData.length
1029 + sourceCodeData.length);
1030 codeBuf.put(versionData);
1031 codeBuf.put(definesCodeData);
1032 codeBuf.put(sourceCodeData);
1035 if (verboseLogging) {
1036 logger.info("GLES20.glShaderSource(" + id + ")");
1038 if (source.getType().equals(ShaderType.Vertex)
1039 && Gdx.gl20.glGetString(GL20.GL_RENDERER).indexOf("PowerVR") >= 0) {
1040 Gdx.gl20.glShaderSource(
1043 + source.getSource());
1045 if (!Gdx.app.getType().equals(com.badlogic.gdx.Application.ApplicationType.Desktop)) {
1046 Gdx.gl20.glShaderSource(
1048 "precision mediump float;\n"
1049 + source.getDefines()
1050 + source.getSource());
1052 Gdx.gl20.glShaderSource(
1055 + source.getSource());
1060 if (verboseLogging) {
1061 logger.info("GLES20.glCompileShader(" + id + ")");
1064 Gdx.gl20.glCompileShader(id);
1068 if (verboseLogging) {
1069 logger.info("GLES20.glGetShaderiv(" + id + ", GLES20.GL_COMPILE_STATUS)");
1072 Gdx.gl20.glGetShaderiv(id, GL20.GL_COMPILE_STATUS, intBuf1);
1076 boolean compiledOK = intBuf1.get(0) == GL20.GL_TRUE;
1077 String infoLog = null;
1079 if (VALIDATE_SHADER || !compiledOK) {
1080 // even if compile succeeded, check
1082 if (verboseLogging) {
1083 logger.info("GLES20.glGetShaderiv()");
1085 Gdx.gl20.glGetShaderiv(id, GL20.GL_INFO_LOG_LENGTH, intBuf1);
1087 if (verboseLogging) {
1088 logger.info("GLES20.glGetShaderInfoLog(" + id + ")");
1090 infoLog = Gdx.gl20.glGetShaderInfoLog(id);
1091 logger.severe("Errooooooooooot(" + id + ")");
1095 if (infoLog != null) {
1096 logger.log(Level.INFO, "compile success: " + source.getName() + ", " + infoLog);
1098 logger.log(Level.FINE, "compile success: " + source.getName());
1101 logger.log(Level.WARNING, "Bad compile of:\n{0}{1}",
1102 new Object[]{source.getDefines(), source.getSource()});
1103 if (infoLog != null) {
1104 throw new RendererException("compile error in:" + source + " error:" + infoLog);
1106 throw new RendererException("compile error in:" + source + " error: <not provided>");
1110 source.clearUpdateNeeded();
1111 // only usable if compiled
1112 source.setUsable(compiledOK);
1114 // make sure to dispose id cause all program's
1115 // shaders will be cleared later.
1116 if (verboseLogging) {
1117 logger.info("GLES20.glDeleteShader(" + id + ")");
1119 Gdx.gl20.glDeleteShader(id);
1122 // register for cleanup since the ID is usable
1123 objManager.registerForCleanup(source);
1127 public void updateShaderData(Shader shader) {
1128 int id = shader.getId();
1129 boolean needRegister = false;
1133 if (verboseLogging) {
1134 logger.info("GLES20.glCreateProgram()");
1137 id = Gdx.gl20.glCreateProgram();
1140 throw new RendererException("Invalid ID received when trying to create shader program.");
1144 needRegister = true;
1147 for (ShaderSource source : shader.getSources()) {
1148 if (source.isUpdateNeeded()) {
1149 updateShaderSourceData(source, shader.getLanguage());
1150 // shader has been compiled here
1153 if (!source.isUsable()) {
1154 // it's useless.. just forget about everything..
1155 shader.setUsable(false);
1156 shader.clearUpdateNeeded();
1159 if (verboseLogging) {
1160 logger.info("GLES20.glAttachShader(" + id + ", " + source.getId() + ")");
1163 Gdx.gl20.glAttachShader(id, source.getId());
1166 // link shaders to program
1167 if (verboseLogging) {
1168 logger.info("GLES20.glLinkProgram(" + id + ")");
1171 Gdx.gl20.glLinkProgram(id);
1174 if (verboseLogging) {
1175 logger.info("GLES20.glGetProgramiv(" + id + ")");
1178 Gdx.gl20.glGetProgramiv(id, GL20.GL_LINK_STATUS, intBuf1);
1180 boolean linkOK = intBuf1.get(0) == GL20.GL_TRUE;
1181 String infoLog = null;
1183 if (VALIDATE_SHADER || !linkOK) {
1184 if (verboseLogging) {
1185 logger.info("GLES20.glGetProgramiv(" + id + ", GLES20.GL_INFO_LOG_LENGTH, buffer)");
1188 Gdx.gl20.glGetProgramiv(id, GL20.GL_INFO_LOG_LENGTH, intBuf1);
1190 int length = intBuf1.get(0);
1194 if (verboseLogging) {
1195 logger.info("GLES20.glGetProgramInfoLog(" + id + ")");
1198 infoLog = Gdx.gl20.glGetProgramInfoLog(id);
1203 if (infoLog != null) {
1204 logger.log(Level.INFO, "shader link success. \n{0}", infoLog);
1206 logger.fine("shader link success");
1209 if (infoLog != null) {
1210 throw new RendererException("Shader link failure, shader:" + shader + " info:" + infoLog);
1212 throw new RendererException("Shader link failure, shader:" + shader + " info: <not provided>");
1216 shader.clearUpdateNeeded();
1218 // failure.. forget about everything
1219 shader.resetSources();
1220 shader.setUsable(false);
1221 deleteShader(shader);
1223 shader.setUsable(true);
1225 objManager.registerForCleanup(shader);
1226 statistics.onNewShader();
1228 // OpenGL spec: uniform locations may change after re-link
1229 resetUniformLocations(shader);
1234 public void setShader(Shader shader) {
1235 if (verboseLogging) {
1236 logger.info("setShader(" + shader + ")");
1239 if (shader == null) {
1240 if (context.boundShaderProgram > 0) {
1242 if (verboseLogging) {
1243 logger.info("GLES20.glUseProgram(0)");
1246 Gdx.gl20.glUseProgram(0);
1248 statistics.onShaderUse(null, true);
1249 context.boundShaderProgram = 0;
1253 if (shader.isUpdateNeeded()) {
1254 updateShaderData(shader);
1257 // NOTE: might want to check if any of the
1258 // sources need an update?
1260 if (!shader.isUsable()) {
1261 logger.warning("shader is not usable.");
1265 assert shader.getId() > 0;
1267 updateShaderUniforms(shader);
1268 if (context.boundShaderProgram != shader.getId()) {
1269 if (VALIDATE_SHADER) {
1270 // check if shader can be used
1271 // with current state
1272 if (verboseLogging) {
1273 logger.info("GLES20.glValidateProgram(" + shader.getId() + ")");
1276 Gdx.gl20.glValidateProgram(shader.getId());
1278 if (verboseLogging) {
1279 logger.info("GLES20.glGetProgramiv(" + shader.getId() + ", GLES20.GL_VALIDATE_STATUS, buffer)");
1282 Gdx.gl20.glGetProgramiv(shader.getId(), GL20.GL_VALIDATE_STATUS, intBuf1);
1284 boolean validateOK = intBuf1.get(0) == GL20.GL_TRUE;
1287 logger.fine("shader validate success");
1289 logger.warning("shader validate failure");
1293 if (verboseLogging) {
1294 logger.info("GLES20.glUseProgram(" + shader.getId() + ")");
1297 Gdx.gl20.glUseProgram(shader.getId());
1299 statistics.onShaderUse(shader, true);
1300 context.boundShaderProgram = shader.getId();
1301 boundShader = shader;
1303 statistics.onShaderUse(shader, false);
1308 public void setShaderWithoutUpdateUniforms(Shader shader) {
1309 if (verboseLogging) {
1310 logger.info("setShader(" + shader + ")");
1313 if (shader == null) {
1314 if (context.boundShaderProgram > 0) {
1316 if (verboseLogging) {
1317 logger.info("GLES20.glUseProgram(0)");
1320 Gdx.gl20.glUseProgram(0);
1322 statistics.onShaderUse(null, true);
1323 context.boundShaderProgram = 0;
1327 if (shader.isUpdateNeeded()) {
1328 updateShaderData(shader);
1331 // NOTE: might want to check if any of the
1332 // sources need an update?
1334 if (!shader.isUsable()) {
1335 logger.warning("shader is not usable.");
1339 assert shader.getId() > 0;
1341 if (context.boundShaderProgram != shader.getId()) {
1342 if (VALIDATE_SHADER) {
1343 // check if shader can be used
1344 // with current state
1345 if (verboseLogging) {
1346 logger.info("GLES20.glValidateProgram(" + shader.getId() + ")");
1349 Gdx.gl20.glValidateProgram(shader.getId());
1351 if (verboseLogging) {
1352 logger.info("GLES20.glGetProgramiv(" + shader.getId() + ", GLES20.GL_VALIDATE_STATUS, buffer)");
1355 Gdx.gl20.glGetProgramiv(shader.getId(), GL20.GL_VALIDATE_STATUS, intBuf1);
1357 boolean validateOK = intBuf1.get(0) == GL20.GL_TRUE;
1360 logger.fine("shader validate success");
1362 logger.warning("shader validate failure");
1366 if (verboseLogging) {
1367 logger.info("GLES20.glUseProgram(" + shader.getId() + ")");
1370 Gdx.gl20.glUseProgram(shader.getId());
1372 statistics.onShaderUse(shader, true);
1373 context.boundShaderProgram = shader.getId();
1374 boundShader = shader;
1376 statistics.onShaderUse(shader, false);
1381 public void deleteShaderSource(ShaderSource source) {
1382 if (source.getId() < 0) {
1383 logger.warning("Shader source is not uploaded to GPU, cannot delete.");
1386 source.setUsable(false);
1387 source.clearUpdateNeeded();
1389 if (verboseLogging) {
1390 logger.info("GLES20.glDeleteShader(" + source.getId() + ")");
1393 Gdx.gl20.glDeleteShader(source.getId());
1394 source.resetObject();
1397 public void deleteShader(Shader shader) {
1398 if (shader.getId() == -1) {
1399 logger.warning("Shader is not uploaded to GPU, cannot delete.");
1402 for (ShaderSource source : shader.getSources()) {
1403 if (source.getId() != -1) {
1405 if (verboseLogging) {
1406 logger.info("GLES20.glDetachShader(" + shader.getId() + ", " + source.getId() + ")");
1409 Gdx.gl20.glDetachShader(shader.getId(), source.getId());
1410 // the next part is done by the GLObjectManager automatically
1411 // glDeleteShader(source.getId());
1414 // kill all references so sources can be collected
1416 shader.resetSources();
1418 if (verboseLogging) {
1419 logger.info("GLES20.glDeleteProgram(" + shader.getId() + ")");
1422 Gdx.gl20.glDeleteProgram(shader.getId());
1424 statistics.onDeleteShader();
1427 /*********************************************************************\
1429 \*********************************************************************/
1430 public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst) {
1431 copyFrameBuffer(src, dst, true);
1434 public void copyFrameBuffer(FrameBuffer src, FrameBuffer dst, boolean copyDepth) {
1435 logger.warning("copyFrameBuffer is not supported.");
1437 private void checkFrameBufferStatus(FrameBuffer fb) {
1439 checkFrameBufferError();
1440 } catch (IllegalStateException ex) {
1441 logger.log(Level.SEVERE, "=== jMonkeyEngine FBO State ===\n{0}", fb);
1442 printRealFrameBufferInfo(fb);
1447 private void checkFrameBufferError() {
1448 int status = Gdx.gl20.glCheckFramebufferStatus(GL20.GL_FRAMEBUFFER);
1450 case GL20.GL_FRAMEBUFFER_COMPLETE:
1452 case GL20.GL_FRAMEBUFFER_UNSUPPORTED:
1453 //Choose different formats
1454 throw new IllegalStateException("Framebuffer object format is "
1455 + "unsupported by the video hardware.");
1456 case GL20.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
1457 throw new IllegalStateException("Framebuffer has erronous attachment.");
1458 case GL20.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
1459 throw new IllegalStateException("Framebuffer doesn't have any renderbuffers attached.");
1460 case GL20.GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
1461 throw new IllegalStateException("Framebuffer attachments must have same dimensions.");
1462 // case GLES20.GL_FRAMEBUFFER_INCOMPLETE_FORMATS:
1463 // throw new IllegalStateException("Framebuffer attachments must have same formats.");
1464 // case GLES20.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
1465 // throw new IllegalStateException("Incomplete draw buffer.");
1466 // case GLES20.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
1467 // throw new IllegalStateException("Incomplete read buffer.");
1468 // case GLES20.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
1469 // throw new IllegalStateException("Incomplete multisample buffer.");
1471 //Programming error; will fail on all hardware
1472 throw new IllegalStateException("Some video driver error "
1473 + "or programming error occured. "
1474 + "Framebuffer object status is invalid: " + status);
1477 private void printRealRenderBufferInfo(FrameBuffer fb, RenderBuffer rb, String name) {
1478 System.out.println("== Renderbuffer " + name + " ==");
1479 System.out.println("RB ID: " + rb.getId());
1480 System.out.println("Is proper? " + Gdx.gl20.glIsRenderbuffer(rb.getId()));
1482 int attachment = convertAttachmentSlot(rb.getSlot());
1485 Gdx.gl20.glGetFramebufferAttachmentParameteriv(GL20.GL_FRAMEBUFFER,
1486 attachment, GL20.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, intBuf16);
1487 int type = intBuf16.get(0);
1490 Gdx.gl20.glGetFramebufferAttachmentParameteriv(GL20.GL_FRAMEBUFFER,
1491 attachment, GL20.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, intBuf16);
1492 int rbName = intBuf16.get(0);
1496 System.out.println("Type: None");
1498 case GL20.GL_TEXTURE:
1499 System.out.println("Type: Texture");
1501 case GL20.GL_RENDERBUFFER:
1502 System.out.println("Type: Buffer");
1503 System.out.println("RB ID: " + rbName);
1511 private void printRealFrameBufferInfo(FrameBuffer fb) {
1512 // boolean doubleBuffer = GLES20.glGetBooleanv(GLES20.GL_DOUBLEBUFFER);
1513 boolean doubleBuffer = false; // FIXME
1514 // String drawBuf = getTargetBufferName(glGetInteger(GL_DRAW_BUFFER));
1515 // String readBuf = getTargetBufferName(glGetInteger(GL_READ_BUFFER));
1517 int fbId = fb.getId();
1519 // int curDrawBinding = GLES20.glGetIntegerv(GLES20.GL_DRAW_FRAMEBUFFER_BINDING);
1520 // int curReadBinding = glGetInteger(ARBFramebufferObject.GL_READ_FRAMEBUFFER_BINDING);
1522 System.out.println("=== OpenGL FBO State ===");
1523 System.out.println("Context doublebuffered? " + doubleBuffer);
1524 System.out.println("FBO ID: " + fbId);
1525 System.out.println("Is proper? " + Gdx.gl20.glIsFramebuffer(fbId));
1526 // System.out.println("Is bound to draw? " + (fbId == curDrawBinding));
1527 // System.out.println("Is bound to read? " + (fbId == curReadBinding));
1528 // System.out.println("Draw buffer: " + drawBuf);
1529 // System.out.println("Read buffer: " + readBuf);
1531 if (context.boundFBO != fbId) {
1532 Gdx.gl20.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fbId);
1533 context.boundFBO = fbId;
1536 if (fb.getDepthBuffer() != null) {
1537 printRealRenderBufferInfo(fb, fb.getDepthBuffer(), "Depth");
1539 for (int i = 0; i < fb.getNumColorBuffers(); i++) {
1540 printRealRenderBufferInfo(fb, fb.getColorBuffer(i), "Color" + i);
1544 private void updateRenderBuffer(FrameBuffer fb, RenderBuffer rb) {
1545 int id = rb.getId();
1547 Gdx.gl20.glGenRenderbuffers(1, intBuf1);
1548 // RendererUtil.checkGLError();
1550 id = intBuf1.get(0);
1554 if (context.boundRB != id) {
1555 Gdx.gl20.glBindRenderbuffer(GL20.GL_RENDERBUFFER, id);
1556 // RendererUtil.checkGLError();
1558 context.boundRB = id;
1561 if (fb.getWidth() > maxRBSize || fb.getHeight() > maxRBSize) {
1562 throw new RendererException("Resolution " + fb.getWidth()
1563 + ":" + fb.getHeight() + " is not supported.");
1566 TextureUtilGdx.AndroidGLImageFormat imageFormat = TextureUtilGdx.getImageFormat(rb.getFormat());
1567 if (imageFormat.renderBufferStorageFormat == 0) {
1568 throw new RendererException("The format '" + rb.getFormat() + "' cannot be used for renderbuffers.");
1571 // if (fb.getSamples() > 1 && GLContext.getCapabilities().GL_EXT_framebuffer_multisample) {
1572 if (fb.getSamples() > 1) {
1574 throw new RendererException("Multisample FrameBuffer is not supported yet.");
1575 // int samples = fb.getSamples();
1576 // if (maxFBOSamples < samples) {
1577 // samples = maxFBOSamples;
1579 // glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT,
1581 // glFmt.internalFormat,
1585 Gdx.gl20.glRenderbufferStorage(GL20.GL_RENDERBUFFER,
1586 imageFormat.renderBufferStorageFormat,
1590 // RendererUtil.checkGLError();
1593 private int convertAttachmentSlot(int attachmentSlot) {
1594 // can also add support for stencil here
1595 if (attachmentSlot == -100) {
1596 return GL20.GL_DEPTH_ATTACHMENT;
1597 } else if (attachmentSlot == 0) {
1598 return GL20.GL_COLOR_ATTACHMENT0;
1600 throw new UnsupportedOperationException("Android does not support multiple color attachments to an FBO");
1604 public void updateRenderTexture(FrameBuffer fb, RenderBuffer rb) {
1605 Texture tex = rb.getTexture();
1606 Image image = tex.getImage();
1607 if (image.isUpdateNeeded()) {
1608 updateTexImageData(image, tex.getType(), false);
1610 // NOTE: For depth textures, sets nearest/no-mips mode
1611 // Required to fix "framebuffer unsupported"
1612 // for old NVIDIA drivers!
1613 setupTextureParams(tex);
1616 Gdx.gl20.glFramebufferTexture2D(GL20.GL_FRAMEBUFFER,
1617 convertAttachmentSlot(rb.getSlot()),
1618 convertTextureType(tex.getType()),
1622 // RendererUtil.checkGLError();
1625 public void updateFrameBufferAttachment(FrameBuffer fb, RenderBuffer rb) {
1627 if (rb.getTexture() == null) {
1628 // if it hasn't been created yet, then attach is required.
1629 needAttach = rb.getId() == -1;
1630 updateRenderBuffer(fb, rb);
1633 updateRenderTexture(fb, rb);
1636 Gdx.gl20.glFramebufferRenderbuffer(GL20.GL_FRAMEBUFFER,
1637 convertAttachmentSlot(rb.getSlot()),
1638 GL20.GL_RENDERBUFFER,
1641 // RendererUtil.checkGLError();
1645 public void updateFrameBuffer(FrameBuffer fb) {
1646 int id = fb.getId();
1650 Gdx.gl20.glGenFramebuffers(1, intBuf1);
1651 // RendererUtil.checkGLError();
1653 id = intBuf1.get(0);
1655 objManager.registerForCleanup(fb);
1657 statistics.onNewFrameBuffer();
1660 if (context.boundFBO != id) {
1661 Gdx.gl20.glBindFramebuffer(GL20.GL_FRAMEBUFFER, id);
1662 // RendererUtil.checkGLError();
1664 // binding an FBO automatically sets draw buf to GL_COLOR_ATTACHMENT0
1665 context.boundDrawBuf = 0;
1666 context.boundFBO = id;
1669 RenderBuffer depthBuf = fb.getDepthBuffer();
1670 if (depthBuf != null) {
1671 updateFrameBufferAttachment(fb, depthBuf);
1674 for (int i = 0; i < fb.getNumColorBuffers(); i++) {
1675 RenderBuffer colorBuf = fb.getColorBuffer(i);
1676 updateFrameBufferAttachment(fb, colorBuf);
1679 fb.clearUpdateNeeded();
1682 public void setMainFrameBufferOverride(FrameBuffer fb){
1683 mainFbOverride = fb;
1686 public void setFrameBuffer(FrameBuffer fb) {
1687 if (fb == null && mainFbOverride != null) {
1688 fb = mainFbOverride;
1692 if (fb == null || !fb.isUpdateNeeded()) {
1697 // generate mipmaps for last FB if needed
1698 if (lastFb != null) {
1699 for (int i = 0; i < lastFb.getNumColorBuffers(); i++) {
1700 RenderBuffer rb = lastFb.getColorBuffer(i);
1701 Texture tex = rb.getTexture();
1703 && tex.getMinFilter().usesMipMapLevels()) {
1704 setTexture(0, rb.getTexture());
1706 // int textureType = convertTextureType(tex.getType(), tex.getImage().getMultiSamples(), rb.getFace());
1707 int textureType = convertTextureType(tex.getType());
1708 Gdx.gl20.glGenerateMipmap(textureType);
1709 // RendererUtil.checkGLError();
1716 if (context.boundFBO != mainFrameBuffer) {
1717 Gdx.gl20.glBindFramebuffer(GL20.GL_FRAMEBUFFER, mainFrameBuffer);
1718 // RendererUtil.checkGLError();
1720 statistics.onFrameBufferUse(null, true);
1722 context.boundFBO = mainFrameBuffer;
1726 // select back buffer
1727 if (context.boundDrawBuf != -1) {
1728 glDrawBuffer(initialDrawBuf);
1729 context.boundDrawBuf = -1;
1731 if (context.boundReadBuf != -1) {
1732 glReadBuffer(initialReadBuf);
1733 context.boundReadBuf = -1;
1739 if (fb.getNumColorBuffers() == 0 && fb.getDepthBuffer() == null) {
1740 throw new IllegalArgumentException("The framebuffer: " + fb
1741 + "\nDoesn't have any color/depth buffers");
1744 if (fb.isUpdateNeeded()) {
1745 updateFrameBuffer(fb);
1748 if (context.boundFBO != fb.getId()) {
1749 Gdx.gl20.glBindFramebuffer(GL20.GL_FRAMEBUFFER, fb.getId());
1750 // RendererUtil.checkGLError();
1752 statistics.onFrameBufferUse(fb, true);
1754 // update viewport to reflect framebuffer's resolution
1755 setViewPort(0, 0, fb.getWidth(), fb.getHeight());
1757 context.boundFBO = fb.getId();
1759 statistics.onFrameBufferUse(fb, false);
1761 if (fb.getNumColorBuffers() == 0) {
1762 // // make sure to select NONE as draw buf
1763 // // no color buffer attached. select NONE
1764 if (context.boundDrawBuf != -2) {
1765 // glDrawBuffer(GL_NONE);
1766 context.boundDrawBuf = -2;
1768 if (context.boundReadBuf != -2) {
1769 // glReadBuffer(GL_NONE);
1770 context.boundReadBuf = -2;
1773 if (fb.getNumColorBuffers() > maxFBOAttachs) {
1774 throw new RendererException("Framebuffer has more color "
1775 + "attachments than are supported"
1776 + " by the video hardware!");
1778 if (fb.isMultiTarget()) {
1779 if (fb.getNumColorBuffers() > maxMRTFBOAttachs) {
1780 throw new RendererException("Framebuffer has more"
1781 + " multi targets than are supported"
1782 + " by the video hardware!");
1785 if (context.boundDrawBuf != 100 + fb.getNumColorBuffers()) {
1787 for (int i = 0; i < fb.getNumColorBuffers(); i++) {
1788 intBuf16.put(Gdx.gl20.GL_COLOR_ATTACHMENT0 + i);
1792 // glDrawBuffers(intBuf16);
1793 context.boundDrawBuf = 100 + fb.getNumColorBuffers();
1796 RenderBuffer rb = fb.getColorBuffer(fb.getTargetIndex());
1797 // select this draw buffer
1798 if (context.boundDrawBuf != rb.getSlot()) {
1799 Gdx.gl20.glActiveTexture(convertAttachmentSlot(rb.getSlot()));
1800 // RendererUtil.checkGLError();
1802 context.boundDrawBuf = rb.getSlot();
1807 assert fb.getId() >= 0;
1808 assert context.boundFBO == fb.getId();
1812 checkFrameBufferStatus(fb);
1817 * Reads the Color Buffer from OpenGL and stores into the ByteBuffer.
1818 * Make sure to call setViewPort with the appropriate viewport size before
1819 * calling readFrameBuffer.
1820 * @param fb FrameBuffer
1821 * @param byteBuf ByteBuffer to store the Color Buffer from OpenGL
1823 public void readFrameBuffer(FrameBuffer fb, ByteBuffer byteBuf) {
1825 RenderBuffer rb = fb.getColorBuffer();
1827 throw new IllegalArgumentException("Specified framebuffer"
1828 + " does not have a colorbuffer");
1833 setFrameBuffer(null);
1836 Gdx.gl20.glReadPixels(vpX, vpY, vpW, vpH, GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, byteBuf);
1837 // RendererUtil.checkGLError();
1840 private void deleteRenderBuffer(FrameBuffer fb, RenderBuffer rb) {
1841 intBuf1.put(0, rb.getId());
1842 Gdx.gl20.glDeleteRenderbuffers(1, intBuf1);
1843 // RendererUtil.checkGLError();
1846 public void deleteFrameBuffer(FrameBuffer fb) {
1847 if (fb.getId() != -1) {
1848 if (context.boundFBO == fb.getId()) {
1849 Gdx.gl20.glBindFramebuffer(GL20.GL_FRAMEBUFFER, 0);
1850 // RendererUtil.checkGLError();
1852 context.boundFBO = 0;
1855 if (fb.getDepthBuffer() != null) {
1856 deleteRenderBuffer(fb, fb.getDepthBuffer());
1858 if (fb.getColorBuffer() != null) {
1859 deleteRenderBuffer(fb, fb.getColorBuffer());
1862 intBuf1.put(0, fb.getId());
1863 Gdx.gl20.glDeleteFramebuffers(1, intBuf1);
1864 // RendererUtil.checkGLError();
1868 statistics.onDeleteFrameBuffer();
1872 /*********************************************************************\
1874 \*********************************************************************/
1875 private int convertTextureType(Texture.Type type) {
1877 case TwoDimensional:
1878 return GL20.GL_TEXTURE_2D;
1879 // case TwoDimensionalArray:
1880 // return EXTTextureArray.GL_TEXTURE_2D_ARRAY_EXT;
1881 // case ThreeDimensional:
1882 // return GLES20.GL_TEXTURE_3D;
1884 return GL20.GL_TEXTURE_CUBE_MAP;
1886 throw new UnsupportedOperationException("Unknown texture type: " + type);
1890 private int convertMagFilter(Texture.MagFilter filter) {
1893 return GL20.GL_LINEAR;
1895 return GL20.GL_NEAREST;
1897 throw new UnsupportedOperationException("Unknown mag filter: " + filter);
1901 private int convertMinFilter(Texture.MinFilter filter) {
1904 return GL20.GL_LINEAR_MIPMAP_LINEAR;
1905 case BilinearNearestMipMap:
1906 return GL20.GL_LINEAR_MIPMAP_NEAREST;
1907 case NearestLinearMipMap:
1908 return GL20.GL_NEAREST_MIPMAP_LINEAR;
1909 case NearestNearestMipMap:
1910 return GL20.GL_NEAREST_MIPMAP_NEAREST;
1911 case BilinearNoMipMaps:
1912 return GL20.GL_LINEAR;
1913 case NearestNoMipMaps:
1914 return GL20.GL_NEAREST;
1916 throw new UnsupportedOperationException("Unknown min filter: " + filter);
1920 private int convertWrapMode(Texture.WrapMode mode) {
1922 // case BorderClamp:
1923 // return GLES20.GL_CLAMP_TO_BORDER;
1925 // return GLES20.GL_CLAMP;
1927 return GL20.GL_CLAMP_TO_EDGE;
1929 return GL20.GL_REPEAT;
1930 case MirroredRepeat:
1931 return GL20.GL_MIRRORED_REPEAT;
1933 throw new UnsupportedOperationException("Unknown wrap mode: " + mode);
1938 * <code>setupTextureParams</code> sets the OpenGL context texture parameters
1939 * @param tex the Texture to set the texture parameters from
1941 private void setupTextureParams(Texture tex) {
1942 int target = convertTextureType(tex.getType());
1945 int minFilter = convertMinFilter(tex.getMinFilter());
1946 int magFilter = convertMagFilter(tex.getMagFilter());
1948 if (verboseLogging) {
1949 logger.info("GLES20.glTexParameteri(" + target + ", GLES20.GL_TEXTURE_MIN_FILTER, " + minFilter + ")");
1952 Gdx.gl20.glTexParameteri(target, GL20.GL_TEXTURE_MIN_FILTER, minFilter);
1954 if (verboseLogging) {
1955 logger.info("GLES20.glTexParameteri(" + target + ", GLES20.GL_TEXTURE_MAG_FILTER, " + magFilter + ")");
1958 Gdx.gl20.glTexParameteri(target, GL20.GL_TEXTURE_MAG_FILTER, magFilter);
1961 if (tex.getAnisotropicFilter() > 1){
1963 if (GLContext.getCapabilities().GL_EXT_texture_filter_anisotropic){
1964 glTexParameterf(target,
1965 EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT,
1966 tex.getAnisotropicFilter());
1973 switch (tex.getType()) {
1974 case ThreeDimensional:
1975 case CubeMap: // cubemaps use 3D coords
1976 // GL_TEXTURE_WRAP_R is not available in api 8
1977 //GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_WRAP_R, convertWrapMode(tex.getWrap(WrapAxis.R)));
1978 case TwoDimensional:
1979 case TwoDimensionalArray:
1981 if (verboseLogging) {
1982 logger.info("GLES20.glTexParameteri(" + target + ", GLES20.GL_TEXTURE_WRAP_T, " + convertWrapMode(tex.getWrap(WrapAxis.T)));
1985 Gdx.gl20.glTexParameteri(target, GL20.GL_TEXTURE_WRAP_T, convertWrapMode(tex.getWrap(WrapAxis.T)));
1987 // fall down here is intentional..
1988 // case OneDimensional:
1990 if (verboseLogging) {
1991 logger.info("GLES20.glTexParameteri(" + target + ", GLES20.GL_TEXTURE_WRAP_S, " + convertWrapMode(tex.getWrap(WrapAxis.S)));
1994 Gdx.gl20.glTexParameteri(target, GL20.GL_TEXTURE_WRAP_S, convertWrapMode(tex.getWrap(WrapAxis.S)));
1997 throw new UnsupportedOperationException("Unknown texture type: " + tex.getType());
2000 // R to Texture compare mode
2002 if (tex.getShadowCompareMode() != Texture.ShadowCompareMode.Off){
2003 GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_COMPARE_MODE, GLES20.GL_COMPARE_R_TO_TEXTURE);
2004 GLES20.glTexParameteri(target, GLES20.GL_DEPTH_TEXTURE_MODE, GLES20.GL_INTENSITY);
2005 if (tex.getShadowCompareMode() == Texture.ShadowCompareMode.GreaterOrEqual){
2006 GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_COMPARE_FUNC, GLES20.GL_GEQUAL);
2008 GLES20.glTexParameteri(target, GLES20.GL_TEXTURE_COMPARE_FUNC, GLES20.GL_LEQUAL);
2015 * <code>updateTexImageData</code> activates and binds the texture
2020 public void updateTexImageData(Image img, Texture.Type type, boolean mips) {
2021 int texId = img.getId();
2024 if (verboseLogging) {
2025 logger.info("GLES20.glGenTexture(1, buffer)");
2028 Gdx.gl20.glGenTextures(1, intBuf1);
2029 texId = intBuf1.get(0);
2031 objManager.registerForCleanup(img);
2033 statistics.onNewTexture();
2037 int target = convertTextureType(type);
2038 if (context.boundTextureUnit != 0) {
2039 if (verboseLogging) {
2040 logger.info("GLES20.glActiveTexture(GLES20.GL_TEXTURE0)");
2043 Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0);
2044 context.boundTextureUnit = 0;
2046 if (context.boundTextures[0] != img) {
2048 if (verboseLogging) {
2049 logger.info("GLES20.glBindTexture(" + target + ", " + texId + ")");
2052 Gdx.gl20.glBindTexture(target, texId);
2053 context.boundTextures[0] = img;
2057 if (target == GL20.GL_TEXTURE_CUBE_MAP) {
2058 // Upload a cube map / sky box
2060 // @SuppressWarnings("unchecked")
2061 // List<Bitmap> bmps = (List<Bitmap>) img.getEfficentData();
2062 // if (bmps != null) {
2063 // // Native android bitmap
2064 // if (bmps.size() != 6) {
2065 // throw new UnsupportedOperationException("Invalid texture: " + img
2066 // + "Cubemap textures must contain 6 data units.");
2068 // for (int i = 0; i < 6; i++) {
2069 // TextureUtilGdx.uploadTextureBitmap(GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, bmps.get(i), false, powerOf2);
2072 // // Standard jme3 image data
2073 // List<ByteBuffer> data = img.getData();
2074 // if (data.size() != 6) {
2075 // logger.log(Level.WARNING, "Invalid texture: {0}\n"
2076 // + "Cubemap textures must contain 6 data units.", img);
2079 // for (int i = 0; i < 6; i++) {
2080 // TextureUtilGdx.uploadTexture(img, GL20.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, i, 0, tdc, false, powerOf2);
2085 TextureUtilGdx.uploadTexture(img, target, 0, 0, tdc, false, powerOf2);
2087 if (verboseLogging) {
2088 logger.info("GLES20.glTexParameteri(" + target + "GLES11.GL_GENERATE_MIMAP, GLES20.GL_TRUE)");
2091 if (!img.hasMipmaps() && mips) {
2092 // No pregenerated mips available,
2093 // generate from base level if required
2094 if (verboseLogging) {
2095 logger.info("GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D)");
2097 Gdx.gl20.glGenerateMipmap(GL20.GL_TEXTURE_2D);
2101 img.clearUpdateNeeded();
2103 public void setTexture(int unit, Texture tex) {
2104 Image image = tex.getImage();
2105 if (image.isUpdateNeeded()) {
2106 // logger.warning("setTexture: isUpdateNeeded");
2107 // if (image.getEfficentData() instanceof Bitmap) {
2108 // Bitmap bmp = (Bitmap) image.getEfficentData();
2109 // if (bmp != null) {
2110 // // Check if the bitmap got recycled, can happen after wakeup/restart
2111 // if (bmp.isRecycled()) {
2112 // // We need to reload the bitmap
2113 // DesktopAssetManager assetManager;
2115 // assetManager = (DesktopAssetManager) ((AndroidHarness) JmeSystem.getActivity()).getJmeApplication().getAssetManager();
2116 // } catch (ClassCastException ex) {
2117 // Application app = JmeSystem.getApplication();
2118 // assetManager = (DesktopAssetManager) app.getAssetManager();
2120 // assetManager.deleteFromCache((TextureKey) tex.getKey());
2121 // Texture textureReloaded = assetManager.loadTexture((TextureKey) tex.getKey());
2122 // image.setEfficentData(textureReloaded.getImage().getEfficentData());
2126 updateTexImageData(image, tex.getType(), tex.getMinFilter().usesMipMapLevels());
2127 setupTextureParams(tex);
2130 int texId = image.getId();
2134 logger.warning("error: texture image has -1 id");
2137 Image[] textures = context.boundTextures;
2139 int type = convertTextureType(tex.getType());
2140 // if (!context.textureIndexList.moveToNew(unit)) {
2141 // if (context.boundTextureUnit != unit){
2142 // glActiveTexture(GL_TEXTURE0 + unit);
2143 // context.boundTextureUnit = unit;
2148 if (context.boundTextureUnit != unit) {
2149 if (verboseLogging) {
2150 logger.info("GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + " + unit + ")");
2153 if (textures[unit] != image) {
2155 if (verboseLogging) {
2156 logger.info("GLES20.glBindTexture(" + type + ", " + texId + ")");
2159 Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0 + unit);
2160 context.boundTextureUnit = unit;
2161 Gdx.gl20.glBindTexture(type, texId);
2162 textures[unit] = image;
2164 statistics.onTextureUse(tex.getImage(), true);
2166 statistics.onTextureUse(tex.getImage(), false);
2169 // setupTextureParams(tex);
2172 public void clearTextureUnits() {
2173 // IDList textureList = context.textureIndexList;
2174 // Image[] textures = context.boundTextures;
2175 // for (int i = 0; i < textureList.oldLen; i++) {
2176 // int idx = textureList.oldList[i];
2177 // if (context.boundTextureUnit != idx){
2178 // GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + idx);
2179 // context.boundTextureUnit = idx;
2181 // GLES20.glDisable(GLES20.GL_TEXTURE_2D/*convertTextureType(textures[idx].getType())*/);
2182 // textures[idx] = null;
2184 // context.textureIndexList.copyNewToOld();
2187 public void deleteImage(Image image) {
2188 int texId = image.getId();
2190 intBuf1.put(0, texId);
2191 intBuf1.position(0).limit(1);
2193 if (verboseLogging) {
2194 logger.info("GLES20.glDeleteTexture(1, buffer)");
2197 Gdx.gl20.glDeleteTextures(1, intBuf1);
2198 image.resetObject();
2200 statistics.onDeleteTexture();
2204 /*********************************************************************\
2205 |* Vertex Buffers and Attributes *|
2206 \*********************************************************************/
2207 private int convertUsage(Usage usage) {
2210 return GL20.GL_STATIC_DRAW;
2212 return GL20.GL_DYNAMIC_DRAW;
2214 return GL20.GL_STREAM_DRAW;
2216 throw new RuntimeException("Unknown usage type.");
2220 private int convertFormat(Format format) {
2223 return GL20.GL_BYTE;
2225 return GL20.GL_UNSIGNED_BYTE;
2227 return GL20.GL_SHORT;
2229 return GL20.GL_UNSIGNED_SHORT;
2233 return GL20.GL_UNSIGNED_INT;
2236 return NVHalfFloat.GL_HALF_FLOAT_NV;
2237 // return ARBHalfFloatVertex.GL_HALF_FLOAT;
2240 return GL20.GL_FLOAT;
2242 // return GLES20.GL_DOUBLE;
2244 throw new RuntimeException("Unknown buffer format.");
2249 public void updateBufferData(VertexBuffer vb) {
2251 if (verboseLogging) {
2252 logger.info("updateBufferData(" + vb + ")");
2255 int bufId = vb.getId();
2256 boolean created = false;
2260 if (verboseLogging) {
2261 logger.info("GLES20.glGenBuffers(" + 1 + ", buffer)");
2264 Gdx.gl20.glGenBuffers(1, intBuf1);
2265 bufId = intBuf1.get(0);
2267 objManager.registerForCleanup(vb);
2274 if (vb.getBufferType() == Type.Index) {
2275 target = GL20.GL_ELEMENT_ARRAY_BUFFER;
2277 if (verboseLogging) {
2278 logger.info("vb.getBufferType() == VertexBuffer.Type.Index");
2281 if (context.boundElementArrayVBO != bufId) {
2283 if (verboseLogging) {
2284 logger.info("GLES20.glBindBuffer(" + target + ", " + bufId + ")");
2287 Gdx.gl20.glBindBuffer(target, bufId);
2288 context.boundElementArrayVBO = bufId;
2291 if (verboseLogging) {
2292 logger.info("vb.getBufferType() != VertexBuffer.Type.Index");
2295 target = GL20.GL_ARRAY_BUFFER;
2297 if (context.boundArrayVBO != bufId) {
2299 if (verboseLogging) {
2300 logger.info("GLES20.glBindBuffer(" + target + ", " + bufId + ")");
2303 Gdx.gl20.glBindBuffer(target, bufId);
2304 context.boundArrayVBO = bufId;
2308 int usage = convertUsage(vb.getUsage());
2309 vb.getData().clear();
2311 if (created || vb.hasDataSizeChanged()) {
2312 // upload data based on format
2313 int size = vb.getData().capacity() * vb.getFormat().getComponentSize();
2315 switch (vb.getFormat()) {
2319 if (verboseLogging) {
2320 logger.info("GLES20.glBufferData(" + target + ", " + size + ", (data), " + usage + ")");
2323 Gdx.gl20.glBufferData(target, size, (ByteBuffer) vb.getData(), usage);
2329 if (verboseLogging) {
2330 logger.info("GLES20.glBufferData(" + target + ", " + size + ", (data), " + usage + ")");
2333 Gdx.gl20.glBufferData(target, size, (ShortBuffer) vb.getData(), usage);
2338 if (verboseLogging) {
2339 logger.info("GLES20.glBufferData(" + target + ", " + size + ", (data), " + usage + ")");
2342 Gdx.gl20.glBufferData(target, size, (IntBuffer) vb.getData(), usage);
2345 if (verboseLogging) {
2346 logger.info("GLES20.glBufferData(" + target + ", " + size + ", (data), " + usage + ")");
2349 Gdx.gl20.glBufferData(target, size, (FloatBuffer) vb.getData(), usage);
2352 if (verboseLogging) {
2353 logger.info("GLES20.glBufferData(" + target + ", " + size + ", (data), " + usage + ")");
2356 Gdx.gl20.glBufferData(target, size, (DoubleBuffer) vb.getData(), usage);
2359 throw new RuntimeException("Unknown buffer format.");
2362 int size = vb.getData().capacity() * vb.getFormat().getComponentSize();
2364 switch (vb.getFormat()) {
2367 if (verboseLogging) {
2368 logger.info("GLES20.glBufferSubData(" + target + ", 0, " + size + ", (data))");
2371 Gdx.gl20.glBufferSubData(target, 0, size, (ByteBuffer) vb.getData());
2375 if (verboseLogging) {
2376 logger.info("GLES20.glBufferSubData(" + target + ", 0, " + size + ", (data))");
2379 Gdx.gl20.glBufferSubData(target, 0, size, (ShortBuffer) vb.getData());
2383 if (verboseLogging) {
2384 logger.info("GLES20.glBufferSubData(" + target + ", 0, " + size + ", (data))");
2387 Gdx.gl20.glBufferSubData(target, 0, size, (IntBuffer) vb.getData());
2390 if (verboseLogging) {
2391 logger.info("GLES20.glBufferSubData(" + target + ", 0, " + size + ", (data))");
2394 Gdx.gl20.glBufferSubData(target, 0, size, (FloatBuffer) vb.getData());
2397 if (verboseLogging) {
2398 logger.info("GLES20.glBufferSubData(" + target + ", 0, " + size + ", (data))");
2401 Gdx.gl20.glBufferSubData(target, 0, size, (DoubleBuffer) vb.getData());
2404 throw new RuntimeException("Unknown buffer format.");
2408 // if (created || vb.hasDataSizeChanged()){
2409 // glBufferData(target, vb.getData().capacity() * vb.getFormat().getComponentSize(), usage);
2412 // ByteBuffer buf = glMapBuffer(target,
2414 // vb.getMappedData());
2416 // if (buf != vb.getMappedData()){
2417 // buf = buf.order(ByteOrder.nativeOrder());
2418 // vb.setMappedData(buf);
2423 // switch (vb.getFormat()){
2425 // case UnsignedByte:
2426 // buf.put( (ByteBuffer) vb.getData() );
2429 // case UnsignedShort:
2430 // buf.asShortBuffer().put( (ShortBuffer) vb.getData() );
2433 // case UnsignedInt:
2434 // buf.asIntBuffer().put( (IntBuffer) vb.getData() );
2437 // buf.asFloatBuffer().put( (FloatBuffer) vb.getData() );
2442 // throw new RuntimeException("Unknown buffer format.");
2445 // glUnmapBuffer(target);
2448 vb.clearUpdateNeeded();
2451 public void deleteBuffer(VertexBuffer vb) {
2452 int bufId = vb.getId();
2455 intBuf1.put(0, bufId);
2456 intBuf1.position(0).limit(1);
2457 if (verboseLogging) {
2458 logger.info("GLES20.glDeleteBuffers(1, buffer)");
2461 Gdx.gl20.glDeleteBuffers(1, intBuf1);
2466 public void clearVertexAttribs() {
2467 IDList attribList = context.attribIndexList;
2468 int oldLen = attribList.oldLen;
2469 for (int i = 0; i < oldLen; i++) {
2470 int idx = attribList.oldList[i];
2472 if (verboseLogging) {
2473 logger.info("GLES20.glDisableVertexAttribArray(" + idx + ")");
2476 Gdx.gl20.glDisableVertexAttribArray(idx);
2477 context.boundAttribs[idx] = null;
2480 context.attribIndexList.copyNewToOld();
2483 public void setVertexAttrib(VertexBuffer vb, VertexBuffer idb) {
2484 if (verboseLogging) {
2485 logger.info("setVertexAttrib(" + vb + ", " + idb + ")");
2488 if (vb.getBufferType() == Type.Index) {
2489 throw new IllegalArgumentException("Index buffers not allowed to be set to vertex attrib");
2492 if (vb.isUpdateNeeded() && idb == null) {
2493 updateBufferData(vb);
2496 int programId = context.boundShaderProgram;
2497 if (programId > 0) {
2498 Attribute attrib = boundShader.getAttribute(vb.getBufferType());
2499 int loc = attrib.getLocation();
2502 if (verboseLogging) {
2503 logger.warning("location is invalid for attrib: [" + vb.getBufferType().name() + "]");
2506 return; // not defined
2510 // stringBuf.setLength(0);
2511 // stringBuf.append("in").append(vb.getBufferType().name()).append('\0');
2512 // updateNameBuffer();
2514 String attributeName = "in" + vb.getBufferType().name();
2516 if (verboseLogging) {
2517 logger.info("GLES20.glGetAttribLocation(" + programId + ", " + attributeName + ")");
2520 loc = Gdx.gl20.glGetAttribLocation(programId, attributeName);
2522 // not really the name of it in the shader (inPosition\0) but
2523 // the internal name of the enum (Position).
2525 attrib.setLocation(-1);
2527 if (verboseLogging) {
2528 logger.warning("attribute is invalid in shader: [" + vb.getBufferType().name() + "]");
2531 return; // not available in shader.
2533 attrib.setLocation(loc);
2537 VertexBuffer[] attribs = context.boundAttribs;
2538 if (!context.attribIndexList.moveToNew(loc)) {
2539 if (verboseLogging) {
2540 logger.info("GLES20.glEnableVertexAttribArray(" + loc + ")");
2543 Gdx.gl20.glEnableVertexAttribArray(loc);
2544 //System.out.println("Enabled ATTRIB IDX: "+loc);
2546 if (attribs[loc] != vb) {
2547 // NOTE: Use id from interleaved buffer if specified
2548 int bufId = idb != null ? idb.getId() : vb.getId();
2552 logger.warning("invalid buffer id");
2555 if (context.boundArrayVBO != bufId) {
2556 if (verboseLogging) {
2557 logger.info("GLES20.glBindBuffer(" + GL20.GL_ARRAY_BUFFER + ", " + bufId + ")");
2559 Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, bufId);
2560 context.boundArrayVBO = bufId;
2563 // vb.getData().clear();
2565 if (verboseLogging) {
2566 logger.info("GLES20.glVertexAttribPointer("
2567 + "location=" + loc + ", "
2568 + "numComponents=" + vb.getNumComponents() + ", "
2569 + "format=" + vb.getFormat() + ", "
2570 + "isNormalized=" + vb.isNormalized() + ", "
2571 + "stride=" + vb.getStride() + ", "
2572 + "data.capacity=" + vb.getData().capacity() + ")");
2575 Gdx.gl20.glVertexAttribPointer(loc,
2576 vb.getNumComponents(),
2577 convertFormat(vb.getFormat()),
2585 throw new IllegalStateException("Cannot render mesh without shader bound");
2589 public void setVertexAttrib(VertexBuffer vb) {
2590 setVertexAttrib(vb, null);
2593 public void drawTriangleArray(Mode mode, int count, int vertCount) {
2595 ARBDrawInstanced.glDrawArraysInstancedARB(convertElementMode(mode), 0,
2598 if (verboseLogging) {
2599 logger.info("GLES20.glDrawArrays(" + vertCount + ")");
2602 Gdx.gl20.glDrawArrays(convertElementMode(mode), 0, vertCount);
2607 public void drawTriangleList(VertexBuffer indexBuf, Mesh mesh, int count) {
2609 if (verboseLogging) {
2610 logger.info("drawTriangleList(" + count + ")");
2613 if (indexBuf.getBufferType() != Type.Index) {
2614 throw new IllegalArgumentException("Only index buffers are allowed as triangle lists.");
2617 if (indexBuf.isUpdateNeeded()) {
2618 if (verboseLogging) {
2619 logger.info("updateBufferData for indexBuf.");
2621 updateBufferData(indexBuf);
2624 int bufId = indexBuf.getId();
2628 logger.info("invalid buffer id!");
2631 if (context.boundElementArrayVBO != bufId) {
2632 if (verboseLogging) {
2633 logger.log(Level.INFO, "GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, {0})", bufId);
2636 Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, bufId);
2637 context.boundElementArrayVBO = bufId;
2640 int vertCount = mesh.getVertexCount();
2641 boolean useInstancing = count > 1 && caps.contains(Caps.MeshInstancing);
2643 Buffer indexData = indexBuf.getData();
2645 if (mesh.getMode() == Mode.Hybrid) {
2646 int[] modeStart = mesh.getModeStart();
2647 int[] elementLengths = mesh.getElementLengths();
2649 int elMode = convertElementMode(Mode.Triangles);
2650 int fmt = convertFormat(indexBuf.getFormat());
2651 int elSize = indexBuf.getFormat().getComponentSize();
2652 int listStart = modeStart[0];
2653 int stripStart = modeStart[1];
2654 int fanStart = modeStart[2];
2656 for (int i = 0; i < elementLengths.length; i++) {
2657 if (i == stripStart) {
2658 elMode = convertElementMode(Mode.TriangleStrip);
2659 } else if (i == fanStart) {
2660 elMode = convertElementMode(Mode.TriangleStrip);
2662 int elementLength = elementLengths[i];
2664 if (useInstancing) {
2666 throw new IllegalArgumentException("instancing is not supported.");
2668 GLES20.glDrawElementsInstancedARB(elMode,
2675 indexBuf.getData().position(curOffset);
2676 if (verboseLogging) {
2677 logger.log(Level.INFO, "glDrawElements(): {0}, {1}", new Object[]{elementLength, curOffset});
2680 Gdx.gl20.glDrawElements(elMode, elementLength, fmt, indexBuf.getData());
2682 glDrawRangeElements(elMode,
2691 curOffset += elementLength * elSize;
2694 if (useInstancing) {
2695 throw new IllegalArgumentException("instancing is not supported.");
2698 GLES20.glDrawElementsInstancedARB(convertElementMode(mesh.getMode()),
2699 indexBuf.getData().capacity(),
2700 convertFormat(indexBuf.getFormat()),
2707 if (verboseLogging) {
2708 logger.log(Level.INFO, "glDrawElements(), indexBuf.capacity ({0}), vertCount ({1})", new Object[]{indexBuf.getData().capacity(), vertCount});
2711 Gdx.gl20.glDrawElements(
2712 convertElementMode(mesh.getMode()),
2713 indexBuf.getData().capacity(),
2714 convertFormat(indexBuf.getFormat()),
2720 /*********************************************************************\
2722 \*********************************************************************/
2723 public int convertElementMode(Mode mode) {
2726 return GL20.GL_POINTS;
2728 return GL20.GL_LINES;
2730 return GL20.GL_LINE_LOOP;
2732 return GL20.GL_LINE_STRIP;
2734 return GL20.GL_TRIANGLES;
2736 return GL20.GL_TRIANGLE_FAN;
2738 return GL20.GL_TRIANGLE_STRIP;
2740 throw new UnsupportedOperationException("Unrecognized mesh mode: " + mode);
2744 public void updateVertexArray(Mesh mesh) {
2745 logger.log(Level.INFO, "updateVertexArray({0})", mesh);
2746 int id = mesh.getId();
2749 IntBuffer temp = intBuf1;
2750 // ARBVertexArrayObject.glGenVertexArrays(temp);
2751 GLES20.glGenVertexArrays(temp);
2756 if (context.boundVertexArray != id){
2757 // ARBVertexArrayObject.glBindVertexArray(id);
2758 GLES20.glBindVertexArray(id);
2759 context.boundVertexArray = id;
2762 VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
2763 if (interleavedData != null && interleavedData.isUpdateNeeded()) {
2764 updateBufferData(interleavedData);
2767 SafeArrayList<VertexBuffer> buffersList = mesh.getBufferList();
2768 for (int i = 0; i < buffersList.size(); i++) {
2769 VertexBuffer vb = buffersList.get(i);
2771 if (vb.getBufferType() == Type.InterleavedData
2772 || vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
2773 || vb.getBufferType() == Type.Index) {
2777 if (vb.getStride() == 0) {
2779 setVertexAttrib(vb);
2782 setVertexAttrib(vb, interleavedData);
2788 * renderMeshVertexArray renders a mesh using vertex arrays
2793 private void renderMeshVertexArray(Mesh mesh, int lod, int count) {
2794 if (verboseLogging) {
2795 logger.info("renderMeshVertexArray");
2798 // IntMap<VertexBuffer> buffers = mesh.getBuffers();
2799 IntMap<VertexBuffer> buffers = mesh.getBuffers();
2800 IntMap.Entry<VertexBuffer> table[] = buffers.getTable();
2801 for (IntMap.Entry<VertexBuffer> entry : table) {
2802 if (entry == null) {
2805 VertexBuffer vb = entry.getValue();
2807 if (vb.getBufferType() == Type.InterleavedData
2808 || vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
2809 || vb.getBufferType() == Type.Index) {
2813 if (vb.getStride() == 0) {
2815 setVertexAttrib_Array(vb);
2818 VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
2819 setVertexAttrib_Array(vb, interleavedData);
2823 VertexBuffer indices = null;
2824 if (mesh.getNumLodLevels() > 0) {
2825 indices = mesh.getLodLevel(lod);
2827 indices = mesh.getBuffer(Type.Index);//buffers.get(Type.Index.ordinal());
2829 clearVertexAttribs();
2830 // clearTextureUnits();
2831 if (indices != null) {
2832 drawTriangleList_Array(indices, mesh, count);
2834 if (verboseLogging) {
2835 logger.log(Level.INFO, "GLES20.glDrawArrays({0}, {1}, {2})",
2836 new Object[]{mesh.getMode(), 0, mesh.getVertexCount()});
2839 Gdx.gl20.glDrawArrays(convertElementMode(mesh.getMode()), 0, mesh.getVertexCount());
2843 private void renderMeshDefault(Mesh mesh, int lod, int count) {
2844 if (verboseLogging) {
2845 logger.log(Level.INFO, "renderMeshDefault({0}, {1}, {2})",
2846 new Object[]{mesh, lod, count});
2848 VertexBuffer indices = null;
2850 VertexBuffer interleavedData = mesh.getBuffer(Type.InterleavedData);
2851 if (interleavedData != null && interleavedData.isUpdateNeeded()) {
2852 updateBufferData(interleavedData);
2855 //IntMap<VertexBuffer> buffers = mesh.getBuffers(); ;
2856 if (mesh.getNumLodLevels() > 0) {
2857 indices = mesh.getLodLevel(lod);
2859 indices = mesh.getBuffer(Type.Index);// buffers.get(Type.Index.ordinal());
2861 SafeArrayList<VertexBuffer> buffersList = mesh.getBufferList();
2862 for (int i = 0; i < buffersList.size(); i++) {
2863 VertexBuffer vb = buffersList.get(i);
2865 if (vb.getBufferType() == Type.InterleavedData
2866 || vb.getUsage() == Usage.CpuOnly // ignore cpu-only buffers
2867 || vb.getBufferType() == Type.Index) {
2871 if (vb.getStride() == 0) {
2873 setVertexAttrib(vb);
2876 setVertexAttrib(vb, interleavedData);
2879 clearVertexAttribs();
2880 // clearTextureUnits();
2881 if (indices != null) {
2882 drawTriangleList(indices, mesh, count);
2884 // throw new UnsupportedOperationException("Cannot render without index buffer");
2885 if (verboseLogging) {
2886 logger.log(Level.INFO, "GLES20.glDrawArrays({0}, 0, {1})",
2887 new Object[]{convertElementMode(mesh.getMode()), mesh.getVertexCount()});
2890 Gdx.gl20.glDrawArrays(convertElementMode(mesh.getMode()), 0, mesh.getVertexCount());
2894 public void renderMesh(Mesh mesh, int lod, int count) {
2895 if (context.pointSize != mesh.getPointSize()) {
2897 if (verboseLogging) {
2898 logger.log(Level.INFO, "GLES10.glPointSize({0})", mesh.getPointSize());
2901 Gdx.gl10.glPointSize(mesh.getPointSize());
2902 context.pointSize = mesh.getPointSize();
2904 if (context.lineWidth != mesh.getLineWidth()) {
2906 if (verboseLogging) {
2907 logger.log(Level.INFO, "GLES20.glLineWidth({0})", mesh.getLineWidth());
2910 Gdx.gl20.glLineWidth(mesh.getLineWidth());
2911 context.lineWidth = mesh.getLineWidth();
2914 statistics.onMeshDrawn(mesh, lod);
2915 // if (GLContext.getCapabilities().GL_ARB_vertex_array_object){
2916 // renderMeshVertexArray(mesh, lod, count);
2920 if (verboseLogging) {
2921 logger.info("RENDERING A MESH USING VertexBufferObject");
2924 renderMeshDefault(mesh, lod, count);
2926 if (verboseLogging) {
2927 logger.info("RENDERING A MESH USING VertexArray");
2930 renderMeshVertexArray(mesh, lod, count);
2936 private void checkGLError() {
2939 private void checkGLError2() {
2941 while ((error = Gdx.gl20.glGetError()) != GL20.GL_NO_ERROR) {
2942 logger.log(Level.WARNING, "glError {0}", error);
2943 // throw new RuntimeException("glError " + error);
2947 private boolean log(String message) {
2948 logger.info(message);
2953 * drawTriangleList_Array uses Vertex Array
2958 public void drawTriangleList_Array(VertexBuffer indexBuf, Mesh mesh, int count) {
2959 if (verboseLogging) {
2960 logger.log(Level.INFO, "drawTriangleList_Array(Count = {0})", count);
2963 if (indexBuf.getBufferType() != Type.Index) {
2964 throw new IllegalArgumentException("Only index buffers are allowed as triangle lists.");
2967 boolean useInstancing = count > 1 && caps.contains(Caps.MeshInstancing);
2968 if (useInstancing) {
2969 throw new IllegalArgumentException("Caps.MeshInstancing is not supported.");
2972 int vertCount = mesh.getVertexCount();
2973 Buffer indexData = indexBuf.getData();
2976 if (mesh.getMode() == Mode.Hybrid) {
2977 int[] modeStart = mesh.getModeStart();
2978 int[] elementLengths = mesh.getElementLengths();
2980 int elMode = convertElementMode(Mode.Triangles);
2981 int fmt = convertFormat(indexBuf.getFormat());
2982 int elSize = indexBuf.getFormat().getComponentSize();
2983 int listStart = modeStart[0];
2984 int stripStart = modeStart[1];
2985 int fanStart = modeStart[2];
2987 for (int i = 0; i < elementLengths.length; i++) {
2988 if (i == stripStart) {
2989 elMode = convertElementMode(Mode.TriangleStrip);
2990 } else if (i == fanStart) {
2991 elMode = convertElementMode(Mode.TriangleStrip);
2993 int elementLength = elementLengths[i];
2995 indexBuf.getData().position(curOffset);
2996 if (verboseLogging) {
2997 logger.log(Level.INFO, "glDrawElements(): {0}, {1}", new Object[]{elementLength, curOffset});
3000 Gdx.gl20.glDrawElements(elMode, elementLength, fmt, indexBuf.getData());
3002 curOffset += elementLength * elSize;
3005 if (verboseLogging) {
3006 logger.log(Level.INFO, "glDrawElements(), indexBuf.capacity ({0}), vertCount ({1})", new Object[]{indexBuf.getData().capacity(), vertCount});
3009 Gdx.gl20.glDrawElements(
3010 convertElementMode(mesh.getMode()),
3011 indexBuf.getData().capacity(),
3012 convertFormat(indexBuf.getFormat()),
3013 indexBuf.getData());
3018 * setVertexAttrib_Array uses Vertex Array
3022 public void setVertexAttrib_Array(VertexBuffer vb, VertexBuffer idb) {
3023 if (verboseLogging) {
3024 logger.log(Level.INFO, "setVertexAttrib_Array({0}, {1})", new Object[]{vb, idb});
3027 if (vb.getBufferType() == Type.Index) {
3028 throw new IllegalArgumentException("Index buffers not allowed to be set to vertex attrib");
3032 int programId = context.boundShaderProgram;
3033 if (programId > 0) {
3034 VertexBuffer[] attribs = context.boundAttribs;
3036 Attribute attrib = boundShader.getAttribute(vb.getBufferType());
3037 int loc = attrib.getLocation();
3039 //throw new IllegalArgumentException("Location is invalid for attrib: [" + vb.getBufferType().name() + "]");
3040 if (verboseLogging) {
3041 logger.log(Level.WARNING, "attribute is invalid in shader: [{0}]", vb.getBufferType().name());
3044 } else if (loc == -2) {
3045 String attributeName = "in" + vb.getBufferType().name();
3047 if (verboseLogging) {
3048 logger.log(Level.INFO, "GLES20.glGetAttribLocation({0}, {1})", new Object[]{programId, attributeName});
3051 loc = Gdx.gl20.glGetAttribLocation(programId, attributeName);
3053 attrib.setLocation(-1);
3054 if (verboseLogging) {
3055 logger.log(Level.WARNING, "attribute is invalid in shader: [{0}]", vb.getBufferType().name());
3057 return; // not available in shader.
3059 attrib.setLocation(loc);
3064 if ((attribs[loc] != vb) || vb.isUpdateNeeded()) {
3065 System.err.println("isUpdateNeeded "+vb.isUpdateNeeded());
3066 vb.clearUpdateNeeded();
3067 // NOTE: Use data from interleaved buffer if specified
3068 VertexBuffer avb = idb != null ? idb : vb;
3069 avb.getData().clear();
3070 avb.getData().position(vb.getOffset());
3072 if (verboseLogging) {
3073 logger.log(Level.INFO,
3074 "GLES20.glVertexAttribPointer("
3076 + "numComponents={1}, "
3078 + "isNormalized={3}, "
3080 + "data.capacity={5})",
3081 new Object[]{loc, vb.getNumComponents(),
3085 avb.getData().capacity()});
3089 // Upload attribute data
3091 Gdx.gl20.glVertexAttribPointer(loc,
3092 vb.getNumComponents(),
3093 convertFormat(vb.getFormat()),
3096 convBuffer(avb.getData()));
3099 Gdx.gl20.glEnableVertexAttribArray(loc);
3102 } // if (attribs[loc] != vb)
3104 throw new IllegalStateException("Cannot render mesh without shader bound");
3107 private ByteBuffer convBuffer(Buffer buf) {
3108 System.err.println("convBuffer");
3109 if (buf instanceof FloatBuffer) {
3110 System.err.println("FloatBuffer");
3111 FloatBuffer fb = (FloatBuffer)buf;
3112 ByteBuffer bb = BufferUtils.createByteBuffer(buf.capacity() * 4);
3113 FloatBuffer fb2 = bb.asFloatBuffer();
3116 } else if (buf instanceof ShortBuffer) {
3117 System.err.println("ShortBuffer");
3119 ShortBuffer sb = (ShortBuffer)buf;
3120 ByteBuffer bb = BufferUtils.createByteBuffer(buf.capacity() * 2);
3121 ShortBuffer sb2 = bb.asShortBuffer();
3125 return (ByteBuffer)buf;
3126 //throw new RuntimeException("type = "+buf.getClass().getName());
3131 * setVertexAttrib_Array uses Vertex Array
3134 public void setVertexAttrib_Array(VertexBuffer vb) {
3135 setVertexAttrib_Array(vb, null);
3138 public void setAlphaToCoverage(boolean value) {
3140 Gdx.gl20.glEnable(GL20.GL_SAMPLE_ALPHA_TO_COVERAGE);
3142 Gdx.gl20.glDisable(GL20.GL_SAMPLE_ALPHA_TO_COVERAGE);
3147 public void invalidateState() {
3153 public void resetBoundsTexture() {
3154 context.boundTextures[0] = null;
3155 if (context.boundTextureUnit != 0) {
3156 Gdx.gl20.glActiveTexture(GL20.GL_TEXTURE0);
3157 context.boundTextureUnit = 0;
3159 // GLES20.glDisable(GLES20.GL_TEXTURE_2D);
3160 Gdx.gl20.glBindTexture(GL20.GL_TEXTURE_2D, 0);
3161 // context.boundTextureUnit = -2;
3162 // context.boundElementArrayVBO = -2;
3163 // context.boundShaderProgram = -1;
3164 // context.boundArrayVBO = -1;
3165 // context.boundElementArrayVBO = -1;
3167 if (context.boundElementArrayVBO != 0) {
3170 Gdx.gl20.glBindBuffer(GL20.GL_ELEMENT_ARRAY_BUFFER, 0);
3171 context.boundElementArrayVBO = 0;
3173 if (context.boundArrayVBO != 0) {
3174 Gdx.gl20.glBindBuffer(GL20.GL_ARRAY_BUFFER, 0);
3175 context.boundArrayVBO = 0;
3177 if (context.boundShaderProgram != 0) {
3178 Gdx.gl20.glUseProgram(0);
3181 context.boundShaderProgram = 0;