Improve slider rendering.
Significantly improves looks and performance of sliders, especially on shared memory graphics models like integegrated GPUs. No longer renders using cones and a framebuffer, instead renders quads and triangles for curves, using much less geometry.
This commit is contained in:
parent
79bfa1c255
commit
9991364077
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@ -389,7 +389,7 @@ public class GameData {
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if (hitResultList != null) {
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for (HitObjectResult hitResult : hitResultList) {
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if (hitResult.curve != null)
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hitResult.curve.discardCache();
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hitResult.curve.discardGeometry();
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}
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}
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hitResultList = new LinkedBlockingDeque<HitObjectResult>();
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@ -943,7 +943,7 @@ public class GameData {
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hitResult.alpha = 1 - ((float) (trackPosition - hitResult.time) / HITRESULT_FADE_TIME);
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} else {
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if (hitResult.curve != null)
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hitResult.curve.discardCache();
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hitResult.curve.discardGeometry();
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iter.remove();
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}
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}
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@ -95,12 +95,12 @@ public abstract class Curve {
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Curve.borderColor = borderColor;
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ContextCapabilities capabilities = GLContext.getCapabilities();
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mmsliderSupported = capabilities.GL_EXT_framebuffer_object;
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mmsliderSupported = capabilities.OpenGL20;
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if (mmsliderSupported)
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CurveRenderState.init(width, height, circleDiameter);
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else {
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if (Options.getSkin().getSliderStyle() != Skin.STYLE_PEPPYSLIDER)
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Log.warn("New slider style requires FBO support.");
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Log.warn("New slider style requires OpenGL 2.0.");
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}
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}
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@ -172,8 +172,8 @@ public abstract class Curve {
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/**
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* Discards the slider cache (only used for mmsliders).
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*/
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public void discardCache() {
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public void discardGeometry() {
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if (renderState != null)
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renderState.discardCache();
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renderState.discardGeometry();
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}
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}
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@ -28,11 +28,15 @@ import java.nio.IntBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.EXTFramebufferObject;
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import org.lwjgl.opengl.GLContext;
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import org.lwjgl.opengl.ContextCapabilities;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL12;
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import org.lwjgl.opengl.GL13;
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import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.GL15;
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import org.lwjgl.opengl.GL20;
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import org.lwjgl.opengl.GL30;
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import org.newdawn.slick.Color;
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import org.newdawn.slick.Image;
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import org.newdawn.slick.util.Log;
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@ -53,8 +57,8 @@ public class CurveRenderState {
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/** Static state that's needed to draw the new style curves. */
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private static final NewCurveStyleState staticState = new NewCurveStyleState();
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/** Cached drawn slider, only used if new style sliders are activated. */
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public Rendertarget fbo;
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/** The vertex buffer used for the curve's vertices. */
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private int vboID;
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/** The HitObject associated with the curve to be drawn. */
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protected HitObject hitObject;
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@ -62,8 +66,8 @@ public class CurveRenderState {
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/** The points along the curve to be drawn. */
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protected Vec2f[] curve;
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/** The point to which the curve has last been rendered into the texture (as an index into {@code curve}). */
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private int lastPointDrawn;
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/** The indices of the points. */
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protected int[] pointIndices;
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/**
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* Set the width and height of the container that Curves get drawn into.
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@ -79,8 +83,6 @@ public class CurveRenderState {
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// equivalent to what happens in Slider.init()
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scale = (int) (circleDiameter * HitObject.getXMultiplier()); // convert from Osupixels (640x480)
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//scale = scale * 118 / 128; //for curves exactly as big as the sliderball
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FrameBufferCache.init(width, height);
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NewCurveStyleState.initUnitCone();
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}
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/**
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@ -90,7 +92,6 @@ public class CurveRenderState {
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*/
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public static void shutdown() {
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staticState.shutdown();
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FrameBufferCache.shutdown();
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}
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/**
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@ -99,9 +100,11 @@ public class CurveRenderState {
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* @param curve the points along the curve to be drawn
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*/
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public CurveRenderState(HitObject hitObject, Vec2f[] curve) {
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fbo = null;
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this.hitObject = hitObject;
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this.curve = curve;
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this.pointIndices = new int[curve.length];
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this.vboID = -1;
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}
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/**
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@ -116,70 +119,25 @@ public class CurveRenderState {
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t = Utils.clamp(t, 0.0f, 1.0f);
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float alpha = color.a;
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// if this curve hasn't been drawn, draw it and cache the result
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if (fbo == null) {
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FrameBufferCache cache = FrameBufferCache.getInstance();
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Rendertarget mapping = cache.get(hitObject);
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if (mapping == null)
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mapping = cache.insert(hitObject);
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fbo = mapping;
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createVertexBuffer(fbo.getVbo());
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//write impossible value to make sure the fbo is cleared
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lastPointDrawn = -1;
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// create curve geometry and store it on the GPU
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if (vboID == -1) {
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vboID = GL15.glGenBuffers();
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createVertexBuffer(vboID);
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}
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int drawUpTo = (int) (t * curve.length);
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int drawUpTo = (int) (t * (curve.length - 1));
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if (lastPointDrawn != drawUpTo) {
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if (drawUpTo == lastPointDrawn)
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return;
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int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT);
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int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
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//glGetInteger requires a buffer of size 16, even though just 4
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//values are returned in this specific case
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IntBuffer oldViewport = BufferUtils.createIntBuffer(16);
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GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport);
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EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID());
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GL11.glViewport(0, 0, fbo.width, fbo.height);
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if (lastPointDrawn <= 0 || lastPointDrawn > drawUpTo) {
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lastPointDrawn = 0;
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GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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}
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this.renderCurve(color, borderColor, lastPointDrawn, drawUpTo);
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lastPointDrawn = drawUpTo;
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color.a = 1f;
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex);
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EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb);
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GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3));
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}
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// draw a fullscreen quad with the texture that contains the curve
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GL11.glEnable(GL11.GL_TEXTURE_2D);
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GL11.glDisable(GL11.GL_TEXTURE_1D);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID());
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GL11.glBegin(GL11.GL_QUADS);
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GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha);
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GL11.glTexCoord2f(1.0f, 1.0f);
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GL11.glVertex2i(fbo.width, 0);
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GL11.glTexCoord2f(0.0f, 1.0f);
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GL11.glVertex2i(0, 0);
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GL11.glTexCoord2f(0.0f, 0.0f);
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GL11.glVertex2i(0, fbo.height);
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GL11.glTexCoord2f(1.0f, 0.0f);
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GL11.glVertex2i(fbo.width, fbo.height);
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GL11.glEnd();
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this.renderCurve(color, borderColor, drawUpTo);
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//color.a = 1f;
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}
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/**
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* Discard the cache mapping for this curve object.
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* Discard the geometry for this curve object.
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*/
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public void discardCache() {
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fbo = null;
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FrameBufferCache.getInstance().freeMappingFor(hitObject);
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public void discardGeometry() {
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GL15.glDeleteBuffers(vboID);
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vboID = -1;
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}
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/**
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@ -193,7 +151,6 @@ public class CurveRenderState {
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boolean depthEnabled;
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boolean depthWriteEnabled;
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boolean texEnabled;
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int texUnit;
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int oldProgram;
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int oldArrayBuffer;
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}
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@ -209,7 +166,6 @@ public class CurveRenderState {
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state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST);
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state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK);
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state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D);
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state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE);
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state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
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state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
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GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
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@ -223,16 +179,11 @@ public class CurveRenderState {
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GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture);
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GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
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GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
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GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
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GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
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GL20.glUseProgram(0);
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GL11.glMatrixMode(GL11.GL_PROJECTION);
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GL11.glPushMatrix();
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GL11.glLoadIdentity();
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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GL11.glPushMatrix();
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GL11.glLoadIdentity();
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GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
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return state;
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}
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@ -242,13 +193,9 @@ public class CurveRenderState {
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* @param state the old state to restore
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*/
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private void restoreRenderState(RenderState state) {
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GL11.glMatrixMode(GL11.GL_PROJECTION);
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GL11.glPopMatrix();
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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GL11.glPopMatrix();
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GL11.glEnable(GL11.GL_BLEND);
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GL20.glUseProgram(state.oldProgram);
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GL13.glActiveTexture(state.texUnit);
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GL11.glDisable(GL11.GL_TEXTURE_1D);
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GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer);
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if (!state.depthWriteEnabled)
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GL11.glDepthMask(false);
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@ -268,21 +215,246 @@ public class CurveRenderState {
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* @param bufferID the buffer ID for the OpenGL buffer the vertices should be written into
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*/
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private void createVertexBuffer(int bufferID) {
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float radius = scale / 2;
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float mul_x = 2.f / containerWidth;
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float mul_y = 2.f / containerHeight;
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int triangle_count = staticState.DIVIDES; // for curve caps
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float last_dx=0, last_dy=0;
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float last_alpha = 0;
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for (int i = 0; i < curve.length; ++i) { // compute number of triangles
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float x = curve[i].x;
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float y = curve[i].y;
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if (i > 0) {
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float last_x = curve[i - 1].x;
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float last_y = curve[i - 1].y;
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float diff_x = x - last_x;
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float diff_y = y - last_y;
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float alpha = (float)Math.atan2(diff_y, diff_x);
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if (i > 1) {
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float theta = alpha - last_alpha;
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if (theta > Math.PI) theta -= 2*Math.PI;
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if (theta < -Math.PI) theta += 2*Math.PI;
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if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) {
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triangle_count++;
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}else{
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int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
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triangle_count += divs;
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}
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}
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triangle_count += 4;
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last_dx = diff_x;
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last_dy = diff_y;
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last_alpha = alpha;
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}
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}
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int arrayBufferBinding = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
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FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * (2 * curve.length - 1) * (NewCurveStyleState.DIVIDES + 2)).asFloatBuffer();
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FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * 3 * (triangle_count)).asFloatBuffer();
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last_dx=0; last_dy=0;
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float last_length=0;
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float last_ox=0, last_oy=0;
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for (int i = 0; i < curve.length; ++i) {
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float x = curve[i].x;
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float y = curve[i].y;
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fillCone(buff, x, y);
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if (i != 0) {
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if (i > 0) {
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/*
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Render this shape:
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___ ___
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|A /|C /|
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| /B| /D|
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|/__|/__|
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*/
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float last_x = curve[i - 1].x;
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float last_y = curve[i - 1].y;
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double diff_x = x - last_x;
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double diff_y = y - last_y;
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x = (float) (x - diff_x / 2);
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y = (float) (y - diff_y / 2);
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fillCone(buff, x, y);
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float diff_x = x - last_x;
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float diff_y = y - last_y;
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float length = (float)Math.hypot(diff_x, diff_y);
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float offs_x = radius * diff_y / length;
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float offs_y = radius * -diff_x / length;
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float alpha = (float)Math.atan2(diff_y, diff_x);
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if (i > 1) {
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float cross = last_dx * diff_y - last_dy * diff_x;
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float theta = alpha - last_alpha;
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if (theta > Math.PI) theta -= 2*Math.PI;
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if (theta < -Math.PI) theta += 2*Math.PI;
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if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) { // small angle, just render single triangle
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if (cross > 0) { // going counterclockwise
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buff.put(1.0f); buff.put(0.5f);
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buff.put(last_x); buff.put(last_y);
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buff.put(0.0f); buff.put(1.0f);
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buff.put(0.0f); buff.put(0.5f);
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buff.put(last_x + last_ox);buff.put(last_y + last_oy);
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buff.put(1.0f); buff.put(1.0f);
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buff.put(0.0f); buff.put(0.5f);
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buff.put(last_x + offs_x); buff.put(last_y + offs_y);
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buff.put(1.0f); buff.put(1.0f);
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} else if (cross < 0) {
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buff.put(1.0f); buff.put(0.5f);
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buff.put(last_x); buff.put(last_y);
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buff.put(0.0f); buff.put(1.0f);
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buff.put(0.0f); buff.put(0.5f);
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buff.put(last_x - offs_x); buff.put(last_y - offs_y);
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buff.put(1.0f); buff.put(1.0f);
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buff.put(0.0f); buff.put(0.5f);
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buff.put(last_x - last_ox);buff.put(last_y - last_oy);
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buff.put(1.0f); buff.put(1.0f);
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} else {
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//straight line, very unlikely
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}
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} else {
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int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
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float phi = Math.abs(theta) / divs;
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float sinphi = (float)Math.sin(phi);
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float cosphi = (float)Math.cos(phi);
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float prev_ox = last_ox;
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float prev_oy = last_oy;
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if (cross < 0) {
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prev_ox = -offs_x;
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prev_oy = -offs_y;
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}
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for (int j = 0; j < divs; j++) {
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/*
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* Ratation matrix:
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* [ cos -sin ]
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* [ sin cos ]
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*/
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float ox = cosphi*prev_ox - sinphi*prev_oy;
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float oy = sinphi*prev_ox + cosphi*prev_oy;
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buff.put(1.0f); buff.put(0.5f);
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buff.put(last_x); buff.put(last_y);
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buff.put(0.0f); buff.put(1.0f);
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buff.put(0.0f); buff.put(0.5f);
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buff.put(last_x + prev_ox);buff.put(last_y + prev_oy);
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buff.put(1.0f); buff.put(1.0f);
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buff.put(0.0f); buff.put(0.5f);
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buff.put(last_x + ox); buff.put(last_y + oy);
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buff.put(1.0f); buff.put(1.0f);
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prev_ox = ox; prev_oy = oy;
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}
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}
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} else {
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int divs = staticState.DIVIDES/2;
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float phi = (float)(Math.PI / divs);
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float sinphi = (float)Math.sin(phi);
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float cosphi = (float)Math.cos(phi);
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float prev_ox = -offs_x;
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float prev_oy = -offs_y;
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for (int j = 0; j < divs; j++) {
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float ox = cosphi*prev_ox - sinphi*prev_oy;
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float oy = sinphi*prev_ox + cosphi*prev_oy;
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buff.put(1.0f); buff.put(0.5f);
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buff.put(last_x); buff.put(last_y);
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||||
buff.put(0.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(last_x + prev_ox);buff.put(last_y + prev_oy);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(last_x + ox); buff.put(last_y + oy);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
|
||||
prev_ox = ox; prev_oy = oy;
|
||||
}
|
||||
}
|
||||
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(last_x - offs_x); buff.put(last_y - offs_y);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(x); buff.put(y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(x - offs_x); buff.put(y - offs_y);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(last_x - offs_x); buff.put(last_y - offs_y);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(last_x); buff.put(last_y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(x); buff.put(y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(last_x); buff.put(last_y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(x + offs_x); buff.put(y + offs_y);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(x); buff.put(y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(last_x); buff.put(last_y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(last_x + offs_x); buff.put(last_y + offs_y);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(x + offs_x); buff.put(y + offs_y);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
|
||||
if (i == curve.length-1) {
|
||||
int divs = staticState.DIVIDES/2;
|
||||
|
||||
float phi = (float)(Math.PI / divs);
|
||||
float sinphi = (float)Math.sin(phi);
|
||||
float cosphi = (float)Math.cos(phi);
|
||||
float prev_ox = offs_x;
|
||||
float prev_oy = offs_y;
|
||||
|
||||
for (int j = 0; j < divs; j++) {
|
||||
float ox = cosphi*prev_ox - sinphi*prev_oy;
|
||||
float oy = sinphi*prev_ox + cosphi*prev_oy;
|
||||
|
||||
buff.put(1.0f); buff.put(0.5f);
|
||||
buff.put(x); buff.put(y);
|
||||
buff.put(0.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(x + prev_ox);buff.put(y + prev_oy);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
buff.put(0.0f); buff.put(0.5f);
|
||||
buff.put(x + ox); buff.put(y + oy);
|
||||
buff.put(1.0f); buff.put(1.0f);
|
||||
|
||||
prev_ox = ox; prev_oy = oy;
|
||||
}
|
||||
}
|
||||
|
||||
last_dx = diff_x;
|
||||
last_dy = diff_y;
|
||||
last_length = length;
|
||||
last_ox = offs_x;
|
||||
last_oy = offs_y;
|
||||
last_alpha = alpha;
|
||||
}
|
||||
|
||||
pointIndices[i] = buff.position() / 6; // 6 elements per vertex
|
||||
|
||||
}
|
||||
buff.flip();
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, bufferID);
|
||||
|
@ -295,52 +467,38 @@ public class CurveRenderState {
|
|||
* @param color the color of the curve
|
||||
* @param borderColor the curve border color
|
||||
*/
|
||||
private void renderCurve(Color color, Color borderColor, int from, int to) {
|
||||
private void renderCurve(Color color, Color borderColor, int to) {
|
||||
staticState.initGradient();
|
||||
RenderState state = saveRenderState();
|
||||
staticState.initShaderProgram();
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, fbo.getVbo());
|
||||
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
|
||||
GL20.glUseProgram(staticState.program);
|
||||
GL20.glEnableVertexAttribArray(staticState.attribLoc);
|
||||
GL20.glEnableVertexAttribArray(staticState.texCoordLoc);
|
||||
GL20.glUniform2f(staticState.invSSLoc, 2.f/containerWidth, -2.f/containerHeight);
|
||||
GL20.glUniform1i(staticState.texLoc, 0);
|
||||
GL20.glUniform3f(staticState.colLoc, color.r, color.g, color.b);
|
||||
GL20.glUniform4f(staticState.colLoc, color.r, color.g, color.b, color.a);
|
||||
GL20.glUniform4f(staticState.colBorderLoc, borderColor.r, borderColor.g, borderColor.b, borderColor.a);
|
||||
//stride is 6*4 for the floats (4 bytes) (u,v)(x,y,z,w)
|
||||
//2*4 is for skipping the first 2 floats (u,v)
|
||||
GL20.glVertexAttribPointer(staticState.attribLoc, 4, GL11.GL_FLOAT, false, 6 * 4, 2 * 4);
|
||||
GL20.glVertexAttribPointer(staticState.texCoordLoc, 2, GL11.GL_FLOAT, false, 6 * 4, 0);
|
||||
for (int i = from * 2; i < to * 2 - 1; ++i)
|
||||
GL11.glDrawArrays(GL11.GL_TRIANGLE_FAN, i * (NewCurveStyleState.DIVIDES + 2), NewCurveStyleState.DIVIDES + 2);
|
||||
|
||||
|
||||
GL11.glColorMask(false,false,false,false);
|
||||
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]);
|
||||
GL11.glColorMask(true,true,true,true);
|
||||
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
|
||||
GL11.glDepthFunc(GL11.GL_EQUAL);
|
||||
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, pointIndices[to]);
|
||||
GL11.glDepthFunc(GL11.GL_LESS);
|
||||
|
||||
GL11.glFlush();
|
||||
GL20.glDisableVertexAttribArray(staticState.texCoordLoc);
|
||||
GL20.glDisableVertexAttribArray(staticState.attribLoc);
|
||||
restoreRenderState(state);
|
||||
}
|
||||
|
||||
/**
|
||||
* Fill {@code buff} with the texture coordinates and positions for a cone
|
||||
* that has its center at the coordinates {@code (x1,y1)}.
|
||||
* @param buff the buffer to be filled
|
||||
* @param x1 x-coordinate of the cone
|
||||
* @param y1 y-coordinate of the cone
|
||||
*/
|
||||
protected void fillCone(FloatBuffer buff, float x1, float y1) {
|
||||
float divx = containerWidth / 2.0f;
|
||||
float divy = containerHeight / 2.0f;
|
||||
float offx = -1.0f;
|
||||
float offy = 1.0f;
|
||||
float radius = scale / 2;
|
||||
|
||||
for (int i = 0; i < NewCurveStyleState.unitCone.length / 6; ++i) {
|
||||
buff.put(NewCurveStyleState.unitCone[i * 6 + 0]);
|
||||
buff.put(NewCurveStyleState.unitCone[i * 6 + 1]);
|
||||
buff.put(offx + (x1 + radius * NewCurveStyleState.unitCone[i * 6 + 2]) / divx);
|
||||
buff.put(offy - (y1 + radius * NewCurveStyleState.unitCone[i * 6 + 3]) / divy);
|
||||
buff.put(NewCurveStyleState.unitCone[i * 6 + 4]);
|
||||
buff.put(NewCurveStyleState.unitCone[i * 6 + 5]);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Contains all the necessary state that needs to be tracked to draw curves
|
||||
|
@ -350,18 +508,11 @@ public class CurveRenderState {
|
|||
*/
|
||||
private static class NewCurveStyleState {
|
||||
/**
|
||||
* Used for new style Slider rendering, defines how many vertices the
|
||||
* base of the cone has that is used to draw the curve.
|
||||
* Used for new style Slider rendering, defines how many vertices there
|
||||
* are in a circle.
|
||||
*/
|
||||
protected static final int DIVIDES = 30;
|
||||
|
||||
/**
|
||||
* Array to hold the dummy vertex data (texture coordinates and position)
|
||||
* of a cone with DIVIDES vertices at its base, that is centered around
|
||||
* (0,0) and has a radius of 1 (so that it can be translated and scaled easily).
|
||||
*/
|
||||
protected static float[] unitCone = new float[(DIVIDES + 2) * 6];
|
||||
|
||||
/** OpenGL shader program ID used to draw and recolor the curve. */
|
||||
protected int program = 0;
|
||||
|
||||
|
@ -371,6 +522,9 @@ public class CurveRenderState {
|
|||
/** OpenGL shader attribute location of the texture coordinate attribute. */
|
||||
protected int texCoordLoc = 0;
|
||||
|
||||
/** OpenGL shader uniform location of the inverse screen size attribute. */
|
||||
protected int invSSLoc = 0;
|
||||
|
||||
/** OpenGL shader uniform location of the color attribute. */
|
||||
protected int colLoc = 0;
|
||||
|
||||
|
@ -402,47 +556,15 @@ public class CurveRenderState {
|
|||
buff.flip();
|
||||
GL11.glBindTexture(GL11.GL_TEXTURE_1D, gradientTexture);
|
||||
GL11.glTexImage1D(GL11.GL_TEXTURE_1D, 0, GL11.GL_RGBA, slider.getWidth(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buff);
|
||||
ContextCapabilities capabilities = GLContext.getCapabilities();
|
||||
if (capabilities.OpenGL30) {
|
||||
GL30.glGenerateMipmap(GL11.GL_TEXTURE_1D);
|
||||
} else if (capabilities.GL_EXT_framebuffer_object) {
|
||||
EXTFramebufferObject.glGenerateMipmapEXT(GL11.GL_TEXTURE_1D);
|
||||
} else {
|
||||
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL14.GL_GENERATE_MIPMAP, GL11.GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Write the data into {@code unitCone} if it hasn't already been initialized.
|
||||
*/
|
||||
public static void initUnitCone() {
|
||||
int index = 0;
|
||||
//check if initialization has already happened
|
||||
if (unitCone[0] == 0.0f) {
|
||||
//tip of the cone
|
||||
//vec2 texture coordinates
|
||||
unitCone[index++] = 1.0f;
|
||||
unitCone[index++] = 0.5f;
|
||||
|
||||
//vec4 position
|
||||
unitCone[index++] = 0.0f;
|
||||
unitCone[index++] = 0.0f;
|
||||
unitCone[index++] = 0.0f;
|
||||
unitCone[index++] = 1.0f;
|
||||
for (int j = 0; j < NewCurveStyleState.DIVIDES; ++j) {
|
||||
double phase = j * (float) Math.PI * 2 / NewCurveStyleState.DIVIDES;
|
||||
//vec2 texture coordinates
|
||||
unitCone[index++] = 0.0f;
|
||||
unitCone[index++] = 0.5f;
|
||||
//vec4 positon
|
||||
unitCone[index++] = (float) Math.sin(phase);
|
||||
unitCone[index++] = (float) Math.cos(phase);
|
||||
unitCone[index++] = 1.0f;
|
||||
unitCone[index++] = 1.0f;
|
||||
}
|
||||
//vec2 texture coordinates
|
||||
unitCone[index++] = 0.0f;
|
||||
unitCone[index++] = 0.5f;
|
||||
//vec4 positon
|
||||
unitCone[index++] = (float) Math.sin(0.0f);
|
||||
unitCone[index++] = (float) Math.cos(0.0f);
|
||||
unitCone[index++] = 1.0f;
|
||||
unitCone[index++] = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -455,6 +577,7 @@ public class CurveRenderState {
|
|||
int vtxShdr = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
|
||||
int frgShdr = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
|
||||
GL20.glShaderSource(vtxShdr, "#version 110\n"
|
||||
+ "uniform vec2 inv_screensize;\n"
|
||||
+ "\n"
|
||||
+ "attribute vec4 in_position;\n"
|
||||
+ "attribute vec2 in_tex_coord;\n"
|
||||
|
@ -462,7 +585,7 @@ public class CurveRenderState {
|
|||
+ "varying vec2 tex_coord;\n"
|
||||
+ "void main()\n"
|
||||
+ "{\n"
|
||||
+ " gl_Position = in_position;\n"
|
||||
+ " gl_Position = vec4(vec2(-1.f,1.f)+inv_screensize*in_position.xy,in_position.zw);\n"
|
||||
+ " tex_coord = in_tex_coord;\n"
|
||||
+ "}");
|
||||
GL20.glCompileShader(vtxShdr);
|
||||
|
@ -475,7 +598,7 @@ public class CurveRenderState {
|
|||
+ "\n"
|
||||
+ "uniform sampler1D tex;\n"
|
||||
+ "uniform vec2 tex_size;\n"
|
||||
+ "uniform vec3 col_tint;\n"
|
||||
+ "uniform vec4 col_tint;\n"
|
||||
+ "uniform vec4 col_border;\n"
|
||||
+ "\n"
|
||||
+ "varying vec2 tex_coord;\n"
|
||||
|
@ -484,7 +607,7 @@ public class CurveRenderState {
|
|||
+ "{\n"
|
||||
+ " vec4 in_color = texture1D(tex, tex_coord.x);\n"
|
||||
+ " float blend_factor = in_color.r-in_color.b;\n"
|
||||
+ " vec4 new_color = vec4(mix(in_color.xyz*col_border.xyz,col_tint,blend_factor),in_color.w);\n"
|
||||
+ " vec4 new_color = vec4(mix(in_color.xyz*col_border.xyz,col_tint.xyz,blend_factor),in_color.w*col_tint.w);\n"
|
||||
+ " gl_FragColor = new_color;\n"
|
||||
+ "}");
|
||||
GL20.glCompileShader(frgShdr);
|
||||
|
@ -505,6 +628,7 @@ public class CurveRenderState {
|
|||
GL20.glDeleteShader(frgShdr);
|
||||
attribLoc = GL20.glGetAttribLocation(program, "in_position");
|
||||
texCoordLoc = GL20.glGetAttribLocation(program, "in_tex_coord");
|
||||
invSSLoc = GL20.glGetUniformLocation(program, "inv_screensize");
|
||||
texLoc = GL20.glGetUniformLocation(program, "tex");
|
||||
colLoc = GL20.glGetUniformLocation(program, "col_tint");
|
||||
colBorderLoc = GL20.glGetUniformLocation(program, "col_border");
|
||||
|
@ -525,6 +649,7 @@ public class CurveRenderState {
|
|||
program = 0;
|
||||
attribLoc = 0;
|
||||
texCoordLoc = 0;
|
||||
invSSLoc = 0;
|
||||
colLoc = 0;
|
||||
colBorderLoc = 0;
|
||||
texLoc = 0;
|
||||
|
|
Loading…
Reference in New Issue
Block a user