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Java example source code file (OGLRenderer.c)
The OGLRenderer.c Java example source code/* * Copyright (c) 2003, 2008, Oracle and/or its affiliates. All rights reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Oracle designates this * particular file as subject to the "Classpath" exception as provided * by Oracle in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA * or visit www.oracle.com if you need additional information or have any * questions. */ #ifndef HEADLESS #include <jlong.h> #include <jni_util.h> #include <math.h> #include "sun_java2d_opengl_OGLRenderer.h" #include "OGLRenderer.h" #include "OGLRenderQueue.h" #include "OGLSurfaceData.h" /** * Note: Some of the methods in this file apply a "magic number" * translation to line segments. The OpenGL specification lays out the * "diamond exit rule" for line rasterization, but it is loose enough to * allow for a wide range of line rendering hardware. (It appears that * some hardware, such as the Nvidia GeForce2 series, does not even meet * the spec in all cases.) As such it is difficult to find a mapping * between the Java2D and OpenGL line specs that works consistently across * all hardware combinations. * * Therefore the "magic numbers" you see here have been empirically derived * after testing on a variety of graphics hardware in order to find some * reasonable middle ground between the two specifications. The general * approach is to apply a fractional translation to vertices so that they * hit pixel centers and therefore touch the same pixels as in our other * pipelines. Emphasis was placed on finding values so that OGL lines with * a slope of +/- 1 hit all the same pixels as our other (software) loops. * The stepping in other diagonal lines rendered with OGL may deviate * slightly from those rendered with our software loops, but the most * important thing is that these magic numbers ensure that all OGL lines * hit the same endpoints as our software loops. * * If you find it necessary to change any of these magic numbers in the * future, just be sure that you test the changes across a variety of * hardware to ensure consistent rendering everywhere. */ void OGLRenderer_DrawLine(OGLContext *oglc, jint x1, jint y1, jint x2, jint y2) { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DrawLine"); RETURN_IF_NULL(oglc); CHECK_PREVIOUS_OP(GL_LINES); if (y1 == y2) { // horizontal GLfloat fx1 = (GLfloat)x1; GLfloat fx2 = (GLfloat)x2; GLfloat fy = ((GLfloat)y1) + 0.2f; if (x1 > x2) { GLfloat t = fx1; fx1 = fx2; fx2 = t; } j2d_glVertex2f(fx1+0.2f, fy); j2d_glVertex2f(fx2+1.2f, fy); } else if (x1 == x2) { // vertical GLfloat fx = ((GLfloat)x1) + 0.2f; GLfloat fy1 = (GLfloat)y1; GLfloat fy2 = (GLfloat)y2; if (y1 > y2) { GLfloat t = fy1; fy1 = fy2; fy2 = t; } j2d_glVertex2f(fx, fy1+0.2f); j2d_glVertex2f(fx, fy2+1.2f); } else { // diagonal GLfloat fx1 = (GLfloat)x1; GLfloat fy1 = (GLfloat)y1; GLfloat fx2 = (GLfloat)x2; GLfloat fy2 = (GLfloat)y2; if (x1 < x2) { fx1 += 0.2f; fx2 += 1.0f; } else { fx1 += 0.8f; fx2 -= 0.2f; } if (y1 < y2) { fy1 += 0.2f; fy2 += 1.0f; } else { fy1 += 0.8f; fy2 -= 0.2f; } j2d_glVertex2f(fx1, fy1); j2d_glVertex2f(fx2, fy2); } } void OGLRenderer_DrawRect(OGLContext *oglc, jint x, jint y, jint w, jint h) { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DrawRect"); if (w < 0 || h < 0) { return; } RETURN_IF_NULL(oglc); if (w < 2 || h < 2) { // If one dimension is less than 2 then there is no // gap in the middle - draw a solid filled rectangle. CHECK_PREVIOUS_OP(GL_QUADS); GLRECT_BODY_XYWH(x, y, w+1, h+1); } else { GLfloat fx1 = ((GLfloat)x) + 0.2f; GLfloat fy1 = ((GLfloat)y) + 0.2f; GLfloat fx2 = fx1 + ((GLfloat)w); GLfloat fy2 = fy1 + ((GLfloat)h); // Avoid drawing the endpoints twice. // Also prefer including the endpoints in the // horizontal sections which draw pixels faster. CHECK_PREVIOUS_OP(GL_LINES); // top j2d_glVertex2f(fx1, fy1); j2d_glVertex2f(fx2+1.0f, fy1); // right j2d_glVertex2f(fx2, fy1+1.0f); j2d_glVertex2f(fx2, fy2); // bottom j2d_glVertex2f(fx1, fy2); j2d_glVertex2f(fx2+1.0f, fy2); // left j2d_glVertex2f(fx1, fy1+1.0f); j2d_glVertex2f(fx1, fy2); } } void OGLRenderer_DrawPoly(OGLContext *oglc, jint nPoints, jint isClosed, jint transX, jint transY, jint *xPoints, jint *yPoints) { jboolean isEmpty = JNI_TRUE; jint mx, my; jint i; J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DrawPoly"); if (xPoints == NULL || yPoints == NULL) { J2dRlsTraceLn(J2D_TRACE_ERROR, "OGLRenderer_DrawPoly: points array is null"); return; } RETURN_IF_NULL(oglc); // Note that BufferedRenderPipe.drawPoly() has already rejected polys // with nPoints<2, so we can be certain here that we have nPoints>=2. mx = xPoints[0]; my = yPoints[0]; CHECK_PREVIOUS_OP(GL_LINE_STRIP); for (i = 0; i < nPoints; i++) { jint x = xPoints[i]; jint y = yPoints[i]; isEmpty = isEmpty && (x == mx && y == my); // Translate each vertex by a fraction so that we hit pixel centers. j2d_glVertex2f((GLfloat)(x + transX) + 0.5f, (GLfloat)(y + transY) + 0.5f); } if (isClosed && !isEmpty && (xPoints[nPoints-1] != mx || yPoints[nPoints-1] != my)) { // In this case, the polyline's start and end positions are // different and need to be closed manually; we do this by adding // one more segment back to the starting position. Note that we // do not need to fill in the last pixel (as we do in the following // block) because we are returning to the starting pixel, which // has already been filled in. j2d_glVertex2f((GLfloat)(mx + transX) + 0.5f, (GLfloat)(my + transY) + 0.5f); RESET_PREVIOUS_OP(); // so that we don't leave the line strip open } else if (!isClosed || isEmpty) { // OpenGL omits the last pixel in a polyline, so we fix this by // adding a one-pixel segment at the end. Also, if the polyline // never went anywhere (isEmpty is true), we need to use this // workaround to ensure that a single pixel is touched. CHECK_PREVIOUS_OP(GL_LINES); // this closes the line strip first mx = xPoints[nPoints-1] + transX; my = yPoints[nPoints-1] + transY; j2d_glVertex2i(mx, my); j2d_glVertex2i(mx+1, my+1); // no need for RESET_PREVIOUS_OP, as the line strip is no longer open } else { RESET_PREVIOUS_OP(); // so that we don't leave the line strip open } } JNIEXPORT void JNICALL Java_sun_java2d_opengl_OGLRenderer_drawPoly (JNIEnv *env, jobject oglr, jintArray xpointsArray, jintArray ypointsArray, jint nPoints, jboolean isClosed, jint transX, jint transY) { jint *xPoints, *yPoints; J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_drawPoly"); xPoints = (jint *) (*env)->GetPrimitiveArrayCritical(env, xpointsArray, NULL); if (xPoints != NULL) { yPoints = (jint *) (*env)->GetPrimitiveArrayCritical(env, ypointsArray, NULL); if (yPoints != NULL) { OGLContext *oglc = OGLRenderQueue_GetCurrentContext(); OGLRenderer_DrawPoly(oglc, nPoints, isClosed, transX, transY, xPoints, yPoints); // 6358147: reset current state, and ensure rendering is // flushed to dest if (oglc != NULL) { RESET_PREVIOUS_OP(); j2d_glFlush(); } (*env)->ReleasePrimitiveArrayCritical(env, ypointsArray, yPoints, JNI_ABORT); } (*env)->ReleasePrimitiveArrayCritical(env, xpointsArray, xPoints, JNI_ABORT); } } void OGLRenderer_DrawScanlines(OGLContext *oglc, jint scanlineCount, jint *scanlines) { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DrawScanlines"); RETURN_IF_NULL(oglc); RETURN_IF_NULL(scanlines); CHECK_PREVIOUS_OP(GL_LINES); while (scanlineCount > 0) { // Translate each vertex by a fraction so // that we hit pixel centers. GLfloat x1 = ((GLfloat)*(scanlines++)) + 0.2f; GLfloat x2 = ((GLfloat)*(scanlines++)) + 1.2f; GLfloat y = ((GLfloat)*(scanlines++)) + 0.5f; j2d_glVertex2f(x1, y); j2d_glVertex2f(x2, y); scanlineCount--; } } void OGLRenderer_FillRect(OGLContext *oglc, jint x, jint y, jint w, jint h) { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_FillRect"); if (w <= 0 || h <= 0) { return; } RETURN_IF_NULL(oglc); CHECK_PREVIOUS_OP(GL_QUADS); GLRECT_BODY_XYWH(x, y, w, h); } void OGLRenderer_FillSpans(OGLContext *oglc, jint spanCount, jint *spans) { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_FillSpans"); RETURN_IF_NULL(oglc); RETURN_IF_NULL(spans); CHECK_PREVIOUS_OP(GL_QUADS); while (spanCount > 0) { jint x1 = *(spans++); jint y1 = *(spans++); jint x2 = *(spans++); jint y2 = *(spans++); GLRECT_BODY_XYXY(x1, y1, x2, y2); spanCount--; } } #define FILL_PGRAM(fx11, fy11, dx21, dy21, dx12, dy12) \ do { \ j2d_glVertex2f(fx11, fy11); \ j2d_glVertex2f(fx11 + dx21, fy11 + dy21); \ j2d_glVertex2f(fx11 + dx21 + dx12, fy11 + dy21 + dy12); \ j2d_glVertex2f(fx11 + dx12, fy11 + dy12); \ } while (0) void OGLRenderer_FillParallelogram(OGLContext *oglc, jfloat fx11, jfloat fy11, jfloat dx21, jfloat dy21, jfloat dx12, jfloat dy12) { J2dTraceLn6(J2D_TRACE_INFO, "OGLRenderer_FillParallelogram " "(x=%6.2f y=%6.2f " "dx1=%6.2f dy1=%6.2f " "dx2=%6.2f dy2=%6.2f)", fx11, fy11, dx21, dy21, dx12, dy12); RETURN_IF_NULL(oglc); CHECK_PREVIOUS_OP(GL_QUADS); FILL_PGRAM(fx11, fy11, dx21, dy21, dx12, dy12); } void OGLRenderer_DrawParallelogram(OGLContext *oglc, jfloat fx11, jfloat fy11, jfloat dx21, jfloat dy21, jfloat dx12, jfloat dy12, jfloat lwr21, jfloat lwr12) { // dx,dy for line width in the "21" and "12" directions. jfloat ldx21 = dx21 * lwr21; jfloat ldy21 = dy21 * lwr21; jfloat ldx12 = dx12 * lwr12; jfloat ldy12 = dy12 * lwr12; // calculate origin of the outer parallelogram jfloat ox11 = fx11 - (ldx21 + ldx12) / 2.0f; jfloat oy11 = fy11 - (ldy21 + ldy12) / 2.0f; J2dTraceLn8(J2D_TRACE_INFO, "OGLRenderer_DrawParallelogram " "(x=%6.2f y=%6.2f " "dx1=%6.2f dy1=%6.2f lwr1=%6.2f " "dx2=%6.2f dy2=%6.2f lwr2=%6.2f)", fx11, fy11, dx21, dy21, lwr21, dx12, dy12, lwr12); RETURN_IF_NULL(oglc); CHECK_PREVIOUS_OP(GL_QUADS); // Only need to generate 4 quads if the interior still // has a hole in it (i.e. if the line width ratio was // less than 1.0) if (lwr21 < 1.0f && lwr12 < 1.0f) { // Note: "TOP", "BOTTOM", "LEFT" and "RIGHT" here are // relative to whether the dxNN variables are positive // and negative. The math works fine regardless of // their signs, but for conceptual simplicity the // comments will refer to the sides as if the dxNN // were all positive. "TOP" and "BOTTOM" segments // are defined by the dxy21 deltas. "LEFT" and "RIGHT" // segments are defined by the dxy12 deltas. // Each segment includes its starting corner and comes // to just short of the following corner. Thus, each // corner is included just once and the only lengths // needed are the original parallelogram delta lengths // and the "line width deltas". The sides will cover // the following relative territories: // // T T T T T R // L R // L R // L R // L R // L B B B B B // TOP segment, to left side of RIGHT edge // "width" of original pgram, "height" of hor. line size fx11 = ox11; fy11 = oy11; FILL_PGRAM(fx11, fy11, dx21, dy21, ldx12, ldy12); // RIGHT segment, to top of BOTTOM edge // "width" of vert. line size , "height" of original pgram fx11 = ox11 + dx21; fy11 = oy11 + dy21; FILL_PGRAM(fx11, fy11, ldx21, ldy21, dx12, dy12); // BOTTOM segment, from right side of LEFT edge // "width" of original pgram, "height" of hor. line size fx11 = ox11 + dx12 + ldx21; fy11 = oy11 + dy12 + ldy21; FILL_PGRAM(fx11, fy11, dx21, dy21, ldx12, ldy12); // LEFT segment, from bottom of TOP edge // "width" of vert. line size , "height" of inner pgram fx11 = ox11 + ldx12; fy11 = oy11 + ldy12; FILL_PGRAM(fx11, fy11, ldx21, ldy21, dx12, dy12); } else { // The line width ratios were large enough to consume // the entire hole in the middle of the parallelogram // so we can just issue one large quad for the outer // parallelogram. dx21 += ldx21; dy21 += ldy21; dx12 += ldx12; dy12 += ldy12; FILL_PGRAM(ox11, oy11, dx21, dy21, dx12, dy12); } } static GLhandleARB aaPgramProgram = 0; /* * This shader fills the space between an outer and inner parallelogram. * It can be used to draw an outline by specifying both inner and outer * values. It fills pixels by estimating what portion falls inside the * outer shape, and subtracting an estimate of what portion falls inside * the inner shape. Specifying both inner and outer values produces a * standard "wide outline". Specifying an inner shape that falls far * outside the outer shape allows the same shader to fill the outer * shape entirely since pixels that fall within the outer shape are never * inside the inner shape and so they are filled based solely on their * coverage of the outer shape. * * The setup code renders this shader over the bounds of the outer * shape (or the only shape in the case of a fill operation) and * sets the texture 0 coordinates so that 0,0=>0,1=>1,1=>1,0 in those * texture coordinates map to the four corners of the parallelogram. * Similarly the texture 1 coordinates map the inner shape to the * unit square as well, but in a different coordinate system. * * When viewed in the texture coordinate systems the parallelograms * we are filling are unit squares, but the pixels have then become * tiny parallelograms themselves. Both of the texture coordinate * systems are affine transforms so the rate of change in X and Y * of the texture coordinates are essentially constants and happen * to correspond to the size and direction of the slanted sides of * the distorted pixels relative to the "square mapped" boundary * of the parallelograms. * * The shader uses the dFdx() and dFdy() functions to measure the "rate * of change" of these texture coordinates and thus gets an accurate * measure of the size and shape of a pixel relative to the two * parallelograms. It then uses the bounds of the size and shape * of a pixel to intersect with the unit square to estimate the * coverage of the pixel. Unfortunately, without a lot more work * to calculate the exact area of intersection between a unit * square (the original parallelogram) and a parallelogram (the * distorted pixel), this shader only approximates the pixel * coverage, but emperically the estimate is very useful and * produces visually pleasing results, if not theoretically accurate. */ static const char *aaPgramShaderSource = "void main() {" // Calculate the vectors for the "legs" of the pixel parallelogram // for the outer parallelogram. " vec2 oleg1 = dFdx(gl_TexCoord[0].st);" " vec2 oleg2 = dFdy(gl_TexCoord[0].st);" // Calculate the bounds of the distorted pixel parallelogram. " vec2 corner = gl_TexCoord[0].st - (oleg1+oleg2)/2.0;" " vec2 omin = min(corner, corner+oleg1);" " omin = min(omin, corner+oleg2);" " omin = min(omin, corner+oleg1+oleg2);" " vec2 omax = max(corner, corner+oleg1);" " omax = max(omax, corner+oleg2);" " omax = max(omax, corner+oleg1+oleg2);" // Calculate the vectors for the "legs" of the pixel parallelogram // for the inner parallelogram. " vec2 ileg1 = dFdx(gl_TexCoord[1].st);" " vec2 ileg2 = dFdy(gl_TexCoord[1].st);" // Calculate the bounds of the distorted pixel parallelogram. " corner = gl_TexCoord[1].st - (ileg1+ileg2)/2.0;" " vec2 imin = min(corner, corner+ileg1);" " imin = min(imin, corner+ileg2);" " imin = min(imin, corner+ileg1+ileg2);" " vec2 imax = max(corner, corner+ileg1);" " imax = max(imax, corner+ileg2);" " imax = max(imax, corner+ileg1+ileg2);" // Clamp the bounds of the parallelograms to the unit square to // estimate the intersection of the pixel parallelogram with // the unit square. The ratio of the 2 rectangle areas is a // reasonable estimate of the proportion of coverage. " vec2 o1 = clamp(omin, 0.0, 1.0);" " vec2 o2 = clamp(omax, 0.0, 1.0);" " float oint = (o2.y-o1.y)*(o2.x-o1.x);" " float oarea = (omax.y-omin.y)*(omax.x-omin.x);" " vec2 i1 = clamp(imin, 0.0, 1.0);" " vec2 i2 = clamp(imax, 0.0, 1.0);" " float iint = (i2.y-i1.y)*(i2.x-i1.x);" " float iarea = (imax.y-imin.y)*(imax.x-imin.x);" // Proportion of pixel in outer shape minus the proportion // of pixel in the inner shape == the coverage of the pixel // in the area between the two. " float coverage = oint/oarea - iint / iarea;" " gl_FragColor = gl_Color * coverage;" "}"; #define ADJUST_PGRAM(V1, DV, V2) \ do { \ if ((DV) >= 0) { \ (V2) += (DV); \ } else { \ (V1) += (DV); \ } \ } while (0) // Invert the following transform: // DeltaT(0, 0) == (0, 0) // DeltaT(1, 0) == (DX1, DY1) // DeltaT(0, 1) == (DX2, DY2) // DeltaT(1, 1) == (DX1+DX2, DY1+DY2) // TM00 = DX1, TM01 = DX2, (TM02 = X11) // TM10 = DY1, TM11 = DY2, (TM12 = Y11) // Determinant = TM00*TM11 - TM01*TM10 // = DX1*DY2 - DX2*DY1 // Inverse is: // IM00 = TM11/det, IM01 = -TM01/det // IM10 = -TM10/det, IM11 = TM00/det // IM02 = (TM01 * TM12 - TM11 * TM02) / det, // IM12 = (TM10 * TM02 - TM00 * TM12) / det, #define DECLARE_MATRIX(MAT) \ jfloat MAT ## 00, MAT ## 01, MAT ## 02, MAT ## 10, MAT ## 11, MAT ## 12 #define GET_INVERTED_MATRIX(MAT, X11, Y11, DX1, DY1, DX2, DY2, RET_CODE) \ do { \ jfloat det = DX1*DY2 - DX2*DY1; \ if (det == 0) { \ RET_CODE; \ } \ MAT ## 00 = DY2/det; \ MAT ## 01 = -DX2/det; \ MAT ## 10 = -DY1/det; \ MAT ## 11 = DX1/det; \ MAT ## 02 = (DX2 * Y11 - DY2 * X11) / det; \ MAT ## 12 = (DY1 * X11 - DX1 * Y11) / det; \ } while (0) #define TRANSFORM(MAT, TX, TY, X, Y) \ do { \ TX = (X) * MAT ## 00 + (Y) * MAT ## 01 + MAT ## 02; \ TY = (X) * MAT ## 10 + (Y) * MAT ## 11 + MAT ## 12; \ } while (0) void OGLRenderer_FillAAParallelogram(OGLContext *oglc, OGLSDOps *dstOps, jfloat fx11, jfloat fy11, jfloat dx21, jfloat dy21, jfloat dx12, jfloat dy12) { DECLARE_MATRIX(om); // parameters for parallelogram bounding box jfloat bx11, by11, bx22, by22; // parameters for uv texture coordinates of parallelogram corners jfloat u11, v11, u12, v12, u21, v21, u22, v22; J2dTraceLn6(J2D_TRACE_INFO, "OGLRenderer_FillAAParallelogram " "(x=%6.2f y=%6.2f " "dx1=%6.2f dy1=%6.2f " "dx2=%6.2f dy2=%6.2f)", fx11, fy11, dx21, dy21, dx12, dy12); RETURN_IF_NULL(oglc); RETURN_IF_NULL(dstOps); GET_INVERTED_MATRIX(om, fx11, fy11, dx21, dy21, dx12, dy12, return); CHECK_PREVIOUS_OP(OGL_STATE_PGRAM_OP); bx11 = bx22 = fx11; by11 = by22 = fy11; ADJUST_PGRAM(bx11, dx21, bx22); ADJUST_PGRAM(by11, dy21, by22); ADJUST_PGRAM(bx11, dx12, bx22); ADJUST_PGRAM(by11, dy12, by22); bx11 = (jfloat) floor(bx11); by11 = (jfloat) floor(by11); bx22 = (jfloat) ceil(bx22); by22 = (jfloat) ceil(by22); TRANSFORM(om, u11, v11, bx11, by11); TRANSFORM(om, u21, v21, bx22, by11); TRANSFORM(om, u12, v12, bx11, by22); TRANSFORM(om, u22, v22, bx22, by22); j2d_glBegin(GL_QUADS); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u11, v11); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 5.f, 5.f); j2d_glVertex2f(bx11, by11); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u21, v21); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 6.f, 5.f); j2d_glVertex2f(bx22, by11); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u22, v22); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 6.f, 6.f); j2d_glVertex2f(bx22, by22); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u12, v12); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, 5.f, 6.f); j2d_glVertex2f(bx11, by22); j2d_glEnd(); } void OGLRenderer_FillAAParallelogramInnerOuter(OGLContext *oglc, OGLSDOps *dstOps, jfloat ox11, jfloat oy11, jfloat ox21, jfloat oy21, jfloat ox12, jfloat oy12, jfloat ix11, jfloat iy11, jfloat ix21, jfloat iy21, jfloat ix12, jfloat iy12) { DECLARE_MATRIX(om); DECLARE_MATRIX(im); // parameters for parallelogram bounding box jfloat bx11, by11, bx22, by22; // parameters for uv texture coordinates of outer parallelogram corners jfloat ou11, ov11, ou12, ov12, ou21, ov21, ou22, ov22; // parameters for uv texture coordinates of inner parallelogram corners jfloat iu11, iv11, iu12, iv12, iu21, iv21, iu22, iv22; RETURN_IF_NULL(oglc); RETURN_IF_NULL(dstOps); GET_INVERTED_MATRIX(im, ix11, iy11, ix21, iy21, ix12, iy12, // inner parallelogram is degenerate // therefore it encloses no area // fill outer OGLRenderer_FillAAParallelogram(oglc, dstOps, ox11, oy11, ox21, oy21, ox12, oy12); return); GET_INVERTED_MATRIX(om, ox11, oy11, ox21, oy21, ox12, oy12, return); CHECK_PREVIOUS_OP(OGL_STATE_PGRAM_OP); bx11 = bx22 = ox11; by11 = by22 = oy11; ADJUST_PGRAM(bx11, ox21, bx22); ADJUST_PGRAM(by11, oy21, by22); ADJUST_PGRAM(bx11, ox12, bx22); ADJUST_PGRAM(by11, oy12, by22); bx11 = (jfloat) floor(bx11); by11 = (jfloat) floor(by11); bx22 = (jfloat) ceil(bx22); by22 = (jfloat) ceil(by22); TRANSFORM(om, ou11, ov11, bx11, by11); TRANSFORM(om, ou21, ov21, bx22, by11); TRANSFORM(om, ou12, ov12, bx11, by22); TRANSFORM(om, ou22, ov22, bx22, by22); TRANSFORM(im, iu11, iv11, bx11, by11); TRANSFORM(im, iu21, iv21, bx22, by11); TRANSFORM(im, iu12, iv12, bx11, by22); TRANSFORM(im, iu22, iv22, bx22, by22); j2d_glBegin(GL_QUADS); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, ou11, ov11); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, iu11, iv11); j2d_glVertex2f(bx11, by11); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, ou21, ov21); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, iu21, iv21); j2d_glVertex2f(bx22, by11); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, ou22, ov22); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, iu22, iv22); j2d_glVertex2f(bx22, by22); j2d_glMultiTexCoord2fARB(GL_TEXTURE0_ARB, ou12, ov12); j2d_glMultiTexCoord2fARB(GL_TEXTURE1_ARB, iu12, iv12); j2d_glVertex2f(bx11, by22); j2d_glEnd(); } void OGLRenderer_DrawAAParallelogram(OGLContext *oglc, OGLSDOps *dstOps, jfloat fx11, jfloat fy11, jfloat dx21, jfloat dy21, jfloat dx12, jfloat dy12, jfloat lwr21, jfloat lwr12) { // dx,dy for line width in the "21" and "12" directions. jfloat ldx21, ldy21, ldx12, ldy12; // parameters for "outer" parallelogram jfloat ofx11, ofy11, odx21, ody21, odx12, ody12; // parameters for "inner" parallelogram jfloat ifx11, ify11, idx21, idy21, idx12, idy12; J2dTraceLn8(J2D_TRACE_INFO, "OGLRenderer_DrawAAParallelogram " "(x=%6.2f y=%6.2f " "dx1=%6.2f dy1=%6.2f lwr1=%6.2f " "dx2=%6.2f dy2=%6.2f lwr2=%6.2f)", fx11, fy11, dx21, dy21, lwr21, dx12, dy12, lwr12); RETURN_IF_NULL(oglc); RETURN_IF_NULL(dstOps); // calculate true dx,dy for line widths from the "line width ratios" ldx21 = dx21 * lwr21; ldy21 = dy21 * lwr21; ldx12 = dx12 * lwr12; ldy12 = dy12 * lwr12; // calculate coordinates of the outer parallelogram ofx11 = fx11 - (ldx21 + ldx12) / 2.0f; ofy11 = fy11 - (ldy21 + ldy12) / 2.0f; odx21 = dx21 + ldx21; ody21 = dy21 + ldy21; odx12 = dx12 + ldx12; ody12 = dy12 + ldy12; // Only process the inner parallelogram if the line width ratio // did not consume the entire interior of the parallelogram // (i.e. if the width ratio was less than 1.0) if (lwr21 < 1.0f && lwr12 < 1.0f) { // calculate coordinates of the inner parallelogram ifx11 = fx11 + (ldx21 + ldx12) / 2.0f; ify11 = fy11 + (ldy21 + ldy12) / 2.0f; idx21 = dx21 - ldx21; idy21 = dy21 - ldy21; idx12 = dx12 - ldx12; idy12 = dy12 - ldy12; OGLRenderer_FillAAParallelogramInnerOuter(oglc, dstOps, ofx11, ofy11, odx21, ody21, odx12, ody12, ifx11, ify11, idx21, idy21, idx12, idy12); } else { OGLRenderer_FillAAParallelogram(oglc, dstOps, ofx11, ofy11, odx21, ody21, odx12, ody12); } } void OGLRenderer_EnableAAParallelogramProgram() { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_EnableAAParallelogramProgram"); if (aaPgramProgram == 0) { aaPgramProgram = OGLContext_CreateFragmentProgram(aaPgramShaderSource); if (aaPgramProgram == 0) { J2dRlsTraceLn(J2D_TRACE_ERROR, "OGLRenderer_EnableAAParallelogramProgram: " "error creating program"); return; } } j2d_glUseProgramObjectARB(aaPgramProgram); } void OGLRenderer_DisableAAParallelogramProgram() { J2dTraceLn(J2D_TRACE_INFO, "OGLRenderer_DisableAAParallelogramProgram"); j2d_glUseProgramObjectARB(0); } #endif /* !HEADLESS */ Other Java examples (source code examples)Here is a short list of links related to this Java OGLRenderer.c source code file: |
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