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📄 joglrgbaimagerenderer.java

📁 基于java的3d开发库。对坐java3d的朋友有很大的帮助。
💻 JAVA
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//===========================================================================//=-------------------------------------------------------------------------=//= Module history:                                                         =//= - November 25 2005 - Oscar Chavarro: Original base version              =//= - December 7 2005 - Fabio Aroca / Eduardo Mendoza: importJOGLimage and  =//=   getImageJOGL methods added                                            =//= - March 14 2006 - Oscar Chavarro: quality check                         =//===========================================================================package vsdk.toolkit.render.jogl;// Java base classesimport java.io.FileInputStream;import java.nio.ByteBuffer;import java.util.ArrayList;// JOGL classesimport javax.media.opengl.GL;//import javax.media.opengl.glu.GLU;import com.sun.opengl.util.texture.Texture;import com.sun.opengl.util.texture.TextureData;import com.sun.opengl.util.texture.TextureIO;import com.sun.opengl.cg.CGparameter;import com.sun.opengl.cg.CgGL;// VitralSDK classesimport vsdk.toolkit.media.RGBAImage;import vsdk.toolkit.common.RendererConfiguration;class _JoglRGBAImageRendererImageAssociation extends JoglRenderer{    public int glList;    public Texture renderer;    public RGBAImage image;}public class JoglRGBAImageRenderer extends JoglRenderer {    private static ArrayList<_JoglRGBAImageRendererImageAssociation> compiledImages = new ArrayList<_JoglRGBAImageRendererImageAssociation>();    //private static GLU glu = null;    /**    This method generates an OpenGL/JOGL MipMap structure, assoiates it with    the given image reference and activates.    The method keeps track of all images activated, and take that history into    account to pass the image data to the graphics hardware only once. Note that    this method creates and use an OpenGL/JOGL compilation list for each image,    to ensure optimal performance.    \todo    In applications with changing images, the memory list of compiled lists    and the list themselves should be cleared, or not used. This will lead to    the creation of new methods.    */    private static int activateBase(GL gl, RGBAImage img)    {        //- 1. Initialization of texture parameters -----------------------        int x_tam = img.getXSize();        int y_tam = img.getYSize();        int lists[] = new int[1];        if ( (x_tam % 4) == 0 ) {            gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 4);          }          else if ( (x_tam % 2) == 0 ) {            gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 2);          }          else {            gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1);        }        /*        if ( glu == null ) {            glu = new GLU();        }        */        //- 2. Seek if there is a precompiled glList for this image -------        boolean glListIsCompiled = false;        _JoglRGBAImageRendererImageAssociation item = null;        int i;        for ( i = 0; i < compiledImages.size(); i++ ) {            item = compiledImages.get(i);            if ( item.image == img ) {                glListIsCompiled = true;                break;            }        }        //- 3. If there is no glList, create it ---------------------------        gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);        gl.glEnable(GL.GL_BLEND);        if ( glListIsCompiled == false ) {            //----            item = new _JoglRGBAImageRendererImageAssociation();            item.image = img;            item.glList = 1;            compiledImages.add(item);            //----            gl.glGenTextures(1, lists, 0);            item.glList=lists[0];            //gl.glBindTexture(gl.GL_TEXTURE_2D, item.glList);            //----            try {                TextureData textureData;                textureData = new TextureData(                   4,              // int internalFormat (number of components)                   x_tam,          // int width                   y_tam,          // int height                   0,              // int border                   gl.GL_RGBA,     // int pixelFormat                   gl.GL_UNSIGNED_BYTE, // int pixelType                   true,           // boolean mipmap                   false,          // boolean dataIsCompressed                   false,          // boolean mustFlipVertically                   ByteBuffer.wrap(img.getRawImage()), // Buffer buffer                   null            // TextureData.Flusher flusher                );                item.renderer = TextureIO.newTexture(textureData);            }            catch ( Exception e ) {                System.err.println(e);            }            //----            /*            //glu.gluBuild2DMipmaps(gl.GL_TEXTURE_2D, 4, x_tam, y_tam, gl.GL_RGBA,             //                  gl.GL_UNSIGNED_BYTE, ByteBuffer.wrap(img.getRawImage()));            gl.glTexImage2D(gl.GL_TEXTURE_2D,                             0, 4,                             x_tam, y_tam,                             0, gl.GL_RGBA,                            gl.GL_UNSIGNED_BYTE,                             ByteBuffer.wrap(img.getRawImage()));            */            }        //- 4. Use the image's glList -------------------------------------//        if ( glListIsCompiled == false ) {            item.renderer.bind();            item.renderer.enable();/*          }          else {            gl.glCallList(item.glList);        }*/        /*        if ( item != null ) {            gl.glBindTexture(gl.GL_TEXTURE_2D, item.glList);        }        */        gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE);        return item.glList;    }    public static int activate(GL gl, RGBAImage img)    {        int list = activateBase(gl, img);        //-----------------------------------------------------------------        CGparameter param;        if ( nvidiaCgAutomaticMode ) {            param = CgGL.cgGetNamedParameter(JoglRenderer.NvidiaGpuPixelProgramTexture,            "textureMap");            CgGL.cgGLSetTextureParameter(param, list);            param = CgGL.cgGetNamedParameter(JoglRenderer.NvidiaGpuPixelProgramTextureBump,            "textureMap");            CgGL.cgGLSetTextureParameter(param, list);        }        return list;    }    public static int activateAsNormalMap(GL gl, RGBAImage img, RendererConfiguration quality)    {        int list = -1;        //-----------------------------------------------------------------        CGparameter param;        if ( nvidiaCgAutomaticMode && !nvidiaCgErrorReported &&             needCg(quality) ) {            list = activateBase(gl, img);            param = CgGL.cgGetNamedParameter(JoglRenderer.NvidiaGpuPixelProgramTextureBump, "normalMap");            CgGL.cgGLSetTextureParameter(param, list);        }        return list;    }    public static void draw(GL gl, RGBAImage img)    {        gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1);        gl.glRasterPos2f(-1, -1);        gl.glDrawPixels(img.getXSize(), img.getYSize(),                         gl.GL_RGBA, gl.GL_UNSIGNED_BYTE,                         ByteBuffer.wrap(img.getRawImage()));    }    public static ByteBuffer importJOGLimage(GL gl) {        int[] view= new int[4];        //IntBuffer vpBuffer = BufferUtils.newIntBuffer(16);        gl.glGetIntegerv(GL.GL_VIEWPORT, view,0);        int width = view[2], height = view[3];        ByteBuffer bb = ByteBuffer.allocateDirect(3 * width * height);        gl.glReadBuffer(GL.GL_FRONT_LEFT);        gl.glPixelStorei(GL.GL_PACK_ALIGNMENT, 1);        gl.glReadPixels( -1, -1, width, height, GL.GL_RGB, GL.GL_UNSIGNED_BYTE,                        bb);        gl.glFlush();        return bb;    }    public static RGBAImage getImageJOGL(GL gl) {        RGBAImage image = new RGBAImage();        int[] view= new int[4];        gl.glGetIntegerv(GL.GL_VIEWPORT, view,0);        int width = view[2], height = view[3];        image.init(width, height);        // TODO: Check if this can be done without duplication!        ByteBuffer bb = importJOGLimage(gl).duplicate();        int pos = 0;        for (int y =image.getYSize()-1; y >=0; y--) {            for (int x = 0; x < image.getXSize(); x++) {                image.putPixel(x,y, bb.get(pos), bb.get(pos + 1),                               bb.get(pos + 2));                pos += 3;            }        }        return image;    }}//===========================================================================//= EOF                                                                     =//===========================================================================

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