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:
Matteo Signer 2016-12-03 14:06:58 +01:00
parent 79bfa1c255
commit 9991364077
3 changed files with 297 additions and 172 deletions

View File

@ -389,7 +389,7 @@ public class GameData {
if (hitResultList != null) {
for (HitObjectResult hitResult : hitResultList) {
if (hitResult.curve != null)
hitResult.curve.discardCache();
hitResult.curve.discardGeometry();
}
}
hitResultList = new LinkedBlockingDeque<HitObjectResult>();
@ -943,7 +943,7 @@ public class GameData {
hitResult.alpha = 1 - ((float) (trackPosition - hitResult.time) / HITRESULT_FADE_TIME);
} else {
if (hitResult.curve != null)
hitResult.curve.discardCache();
hitResult.curve.discardGeometry();
iter.remove();
}
}

View File

@ -95,12 +95,12 @@ public abstract class Curve {
Curve.borderColor = borderColor;
ContextCapabilities capabilities = GLContext.getCapabilities();
mmsliderSupported = capabilities.GL_EXT_framebuffer_object;
mmsliderSupported = capabilities.OpenGL20;
if (mmsliderSupported)
CurveRenderState.init(width, height, circleDiameter);
else {
if (Options.getSkin().getSliderStyle() != Skin.STYLE_PEPPYSLIDER)
Log.warn("New slider style requires FBO support.");
Log.warn("New slider style requires OpenGL 2.0.");
}
}
@ -172,8 +172,8 @@ public abstract class Curve {
/**
* Discards the slider cache (only used for mmsliders).
*/
public void discardCache() {
public void discardGeometry() {
if (renderState != null)
renderState.discardCache();
renderState.discardGeometry();
}
}

View File

@ -28,11 +28,15 @@ import java.nio.IntBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.EXTFramebufferObject;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.ContextCapabilities;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
import org.newdawn.slick.util.Log;
@ -53,8 +57,8 @@ public class CurveRenderState {
/** Static state that's needed to draw the new style curves. */
private static final NewCurveStyleState staticState = new NewCurveStyleState();
/** Cached drawn slider, only used if new style sliders are activated. */
public Rendertarget fbo;
/** The vertex buffer used for the curve's vertices. */
private int vboID;
/** The HitObject associated with the curve to be drawn. */
protected HitObject hitObject;
@ -62,8 +66,8 @@ public class CurveRenderState {
/** The points along the curve to be drawn. */
protected Vec2f[] curve;
/** The point to which the curve has last been rendered into the texture (as an index into {@code curve}). */
private int lastPointDrawn;
/** The indices of the points. */
protected int[] pointIndices;
/**
* Set the width and height of the container that Curves get drawn into.
@ -79,8 +83,6 @@ public class CurveRenderState {
// equivalent to what happens in Slider.init()
scale = (int) (circleDiameter * HitObject.getXMultiplier()); // convert from Osupixels (640x480)
//scale = scale * 118 / 128; //for curves exactly as big as the sliderball
FrameBufferCache.init(width, height);
NewCurveStyleState.initUnitCone();
}
/**
@ -90,7 +92,6 @@ public class CurveRenderState {
*/
public static void shutdown() {
staticState.shutdown();
FrameBufferCache.shutdown();
}
/**
@ -99,9 +100,11 @@ public class CurveRenderState {
* @param curve the points along the curve to be drawn
*/
public CurveRenderState(HitObject hitObject, Vec2f[] curve) {
fbo = null;
this.hitObject = hitObject;
this.curve = curve;
this.pointIndices = new int[curve.length];
this.vboID = -1;
}
/**
@ -116,70 +119,25 @@ public class CurveRenderState {
t = Utils.clamp(t, 0.0f, 1.0f);
float alpha = color.a;
// if this curve hasn't been drawn, draw it and cache the result
if (fbo == null) {
FrameBufferCache cache = FrameBufferCache.getInstance();
Rendertarget mapping = cache.get(hitObject);
if (mapping == null)
mapping = cache.insert(hitObject);
fbo = mapping;
createVertexBuffer(fbo.getVbo());
//write impossible value to make sure the fbo is cleared
lastPointDrawn = -1;
// create curve geometry and store it on the GPU
if (vboID == -1) {
vboID = GL15.glGenBuffers();
createVertexBuffer(vboID);
}
int drawUpTo = (int) (t * curve.length);
int drawUpTo = (int) (t * (curve.length - 1));
if (lastPointDrawn != drawUpTo) {
if (drawUpTo == lastPointDrawn)
return;
int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT);
int oldTex = GL11.glGetInteger(GL11.GL_TEXTURE_BINDING_2D);
//glGetInteger requires a buffer of size 16, even though just 4
//values are returned in this specific case
IntBuffer oldViewport = BufferUtils.createIntBuffer(16);
GL11.glGetInteger(GL11.GL_VIEWPORT, oldViewport);
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, fbo.getID());
GL11.glViewport(0, 0, fbo.width, fbo.height);
if (lastPointDrawn <= 0 || lastPointDrawn > drawUpTo) {
lastPointDrawn = 0;
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
}
this.renderCurve(color, borderColor, lastPointDrawn, drawUpTo);
lastPointDrawn = drawUpTo;
color.a = 1f;
GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex);
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb);
GL11.glViewport(oldViewport.get(0), oldViewport.get(1), oldViewport.get(2), oldViewport.get(3));
}
// draw a fullscreen quad with the texture that contains the curve
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_TEXTURE_1D);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, fbo.getTextureID());
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor4f(1.0f, 1.0f, 1.0f, alpha);
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex2i(fbo.width, 0);
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex2i(0, 0);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex2i(0, fbo.height);
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex2i(fbo.width, fbo.height);
GL11.glEnd();
this.renderCurve(color, borderColor, drawUpTo);
//color.a = 1f;
}
/**
* Discard the cache mapping for this curve object.
* Discard the geometry for this curve object.
*/
public void discardCache() {
fbo = null;
FrameBufferCache.getInstance().freeMappingFor(hitObject);
public void discardGeometry() {
GL15.glDeleteBuffers(vboID);
vboID = -1;
}
/**
@ -193,7 +151,6 @@ public class CurveRenderState {
boolean depthEnabled;
boolean depthWriteEnabled;
boolean texEnabled;
int texUnit;
int oldProgram;
int oldArrayBuffer;
}
@ -209,7 +166,6 @@ public class CurveRenderState {
state.depthEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_TEST);
state.depthWriteEnabled = GL11.glGetBoolean(GL11.GL_DEPTH_WRITEMASK);
state.texEnabled = GL11.glGetBoolean(GL11.GL_TEXTURE_2D);
state.texUnit = GL11.glGetInteger(GL13.GL_ACTIVE_TEXTURE);
state.oldProgram = GL11.glGetInteger(GL20.GL_CURRENT_PROGRAM);
state.oldArrayBuffer = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
GL11.glDisable(GL11.GL_POLYGON_SMOOTH);
@ -223,16 +179,11 @@ public class CurveRenderState {
GL11.glBindTexture(GL11.GL_TEXTURE_1D, staticState.gradientTexture);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_1D, GL11.GL_TEXTURE_WRAP_S, GL12.GL_CLAMP_TO_EDGE);
GL20.glUseProgram(0);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPushMatrix();
GL11.glLoadIdentity();
GL11.glClear(GL11.GL_DEPTH_BUFFER_BIT);
return state;
}
@ -242,13 +193,9 @@ public class CurveRenderState {
* @param state the old state to restore
*/
private void restoreRenderState(RenderState state) {
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glPopMatrix();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_BLEND);
GL20.glUseProgram(state.oldProgram);
GL13.glActiveTexture(state.texUnit);
GL11.glDisable(GL11.GL_TEXTURE_1D);
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, state.oldArrayBuffer);
if (!state.depthWriteEnabled)
GL11.glDepthMask(false);
@ -268,21 +215,246 @@ public class CurveRenderState {
* @param bufferID the buffer ID for the OpenGL buffer the vertices should be written into
*/
private void createVertexBuffer(int bufferID) {
float radius = scale / 2;
float mul_x = 2.f / containerWidth;
float mul_y = 2.f / containerHeight;
int triangle_count = staticState.DIVIDES; // for curve caps
float last_dx=0, last_dy=0;
float last_alpha = 0;
for (int i = 0; i < curve.length; ++i) { // compute number of triangles
float x = curve[i].x;
float y = curve[i].y;
if (i > 0) {
float last_x = curve[i - 1].x;
float last_y = curve[i - 1].y;
float diff_x = x - last_x;
float diff_y = y - last_y;
float alpha = (float)Math.atan2(diff_y, diff_x);
if (i > 1) {
float theta = alpha - last_alpha;
if (theta > Math.PI) theta -= 2*Math.PI;
if (theta < -Math.PI) theta += 2*Math.PI;
if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) {
triangle_count++;
}else{
int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
triangle_count += divs;
}
}
triangle_count += 4;
last_dx = diff_x;
last_dy = diff_y;
last_alpha = alpha;
}
}
int arrayBufferBinding = GL11.glGetInteger(GL15.GL_ARRAY_BUFFER_BINDING);
FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * (2 * curve.length - 1) * (NewCurveStyleState.DIVIDES + 2)).asFloatBuffer();
FloatBuffer buff = BufferUtils.createByteBuffer(4 * (4 + 2) * 3 * (triangle_count)).asFloatBuffer();
last_dx=0; last_dy=0;
float last_length=0;
float last_ox=0, last_oy=0;
for (int i = 0; i < curve.length; ++i) {
float x = curve[i].x;
float y = curve[i].y;
fillCone(buff, x, y);
if (i != 0) {
if (i > 0) {
/*
Render this shape:
___ ___
|A /|C /|
| /B| /D|
|/__|/__|
*/
float last_x = curve[i - 1].x;
float last_y = curve[i - 1].y;
double diff_x = x - last_x;
double diff_y = y - last_y;
x = (float) (x - diff_x / 2);
y = (float) (y - diff_y / 2);
fillCone(buff, x, y);
float diff_x = x - last_x;
float diff_y = y - last_y;
float length = (float)Math.hypot(diff_x, diff_y);
float offs_x = radius * diff_y / length;
float offs_y = radius * -diff_x / length;
float alpha = (float)Math.atan2(diff_y, diff_x);
if (i > 1) {
float cross = last_dx * diff_y - last_dy * diff_x;
float theta = alpha - last_alpha;
if (theta > Math.PI) theta -= 2*Math.PI;
if (theta < -Math.PI) theta += 2*Math.PI;
if (Math.abs(theta) < 2*Math.PI / staticState.DIVIDES) { // small angle, just render single triangle
if (cross > 0) { // going counterclockwise
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 + last_ox);buff.put(last_y + last_oy);
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);
} else if (cross < 0) {
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(last_x - last_ox);buff.put(last_y - last_oy);
buff.put(1.0f); buff.put(1.0f);
} else {
//straight line, very unlikely
}
} else {
int divs = (int)(Math.ceil(staticState.DIVIDES * Math.abs(theta) / (2*Math.PI)));
float phi = Math.abs(theta) / divs;
float sinphi = (float)Math.sin(phi);
float cosphi = (float)Math.cos(phi);
float prev_ox = last_ox;
float prev_oy = last_oy;
if (cross < 0) {
prev_ox = -offs_x;
prev_oy = -offs_y;
}
for (int j = 0; j < divs; j++) {
/*
* Ratation matrix:
* [ cos -sin ]
* [ sin cos ]
*/
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(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 + 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;
}
}
} else {
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(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 + 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;