1 /*
   2  * Copyright (c) 2009, 2014, Oracle and/or its affiliates. All rights reserved.
   3  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
   4  *
   5  * This code is free software; you can redistribute it and/or modify it
   6  * under the terms of the GNU General Public License version 2 only, as
   7  * published by the Free Software Foundation.  Oracle designates this
   8  * particular file as subject to the "Classpath" exception as provided
   9  * by Oracle in the LICENSE file that accompanied this code.
  10  *
  11  * This code is distributed in the hope that it will be useful, but WITHOUT
  12  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
  13  * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
  14  * version 2 for more details (a copy is included in the LICENSE file that
  15  * accompanied this code).
  16  *
  17  * You should have received a copy of the GNU General Public License version
  18  * 2 along with this work; if not, write to the Free Software Foundation,
  19  * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
  20  *
  21  * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
  22  * or visit www.oracle.com if you need additional information or have any
  23  * questions.
  24  */
  25 
  26 package com.sun.prism.es2;
  27 
  28 import java.util.HashMap;
  29 import com.sun.glass.ui.Screen;
  30 import com.sun.javafx.PlatformUtil;
  31 import com.sun.javafx.geom.Rectangle;
  32 import com.sun.javafx.geom.Vec3d;
  33 import com.sun.javafx.geom.transform.Affine2D;
  34 import com.sun.javafx.geom.transform.BaseTransform;
  35 import com.sun.javafx.geom.transform.GeneralTransform3D;
  36 import com.sun.javafx.sg.prism.NGCamera;
  37 import com.sun.javafx.sg.prism.NGDefaultCamera;
  38 import com.sun.prism.CompositeMode;
  39 import com.sun.prism.Material;
  40 import com.sun.prism.PixelFormat;
  41 import com.sun.prism.RTTexture;
  42 import com.sun.prism.RenderTarget;
  43 import com.sun.prism.Texture;
  44 import com.sun.prism.impl.PrismSettings;
  45 import com.sun.prism.impl.ps.BaseShaderContext;
  46 import com.sun.prism.ps.Shader;
  47 import com.sun.prism.ps.ShaderFactory;
  48 
  49 class ES2Context extends BaseShaderContext {
  50 
  51     // Temporary variables
  52     private static GeneralTransform3D scratchTx = new GeneralTransform3D();
  53     private static final GeneralTransform3D flipTx = new GeneralTransform3D();
  54     // contains the combined projection/modelview matrix (elements 0-15)
  55     private static float rawMatrix[] = new float[GLContext.NUM_MATRIX_ELEMENTS];
  56 
  57     private GeneralTransform3D projViewTx = new GeneralTransform3D();
  58     private GeneralTransform3D worldTx = new GeneralTransform3D();
  59     private Vec3d cameraPos = new Vec3d();
  60 
  61     private RenderTarget currentTarget;
  62     private final GLContext glContext;
  63     private final GLDrawable dummyGLDrawable;
  64     private final GLPixelFormat pixelFormat;
  65     private State state;
  66     private int quadIndices;
  67     // The drawable that is current to the glContext
  68     private GLDrawable currentDrawable = null;
  69     private int indexBuffer = 0;
  70     private int shaderProgram;
  71 
  72     public static final int NUM_QUADS = PrismSettings.superShader ? 4096 : 256;
  73 
  74     private static ES2VertexBuffer createVertexBuffer() {
  75         return new ES2VertexBuffer(NUM_QUADS);
  76     }
  77 
  78     ES2Context(Screen screen, ShaderFactory factory) {
  79         super(screen, factory, createVertexBuffer());
  80         GLFactory glF = ES2Pipeline.glFactory;
  81 
  82         // NOTE: There is issue with the returned value of getNativeScreen.
  83         // HMonitor (Windows), GTKMonitor index (Linux) ...
  84         // We would prefer HDC (Windows) and screen number(index) (Linux)
  85         pixelFormat =
  86                 glF.createGLPixelFormat(screen.getNativeScreen(),
  87                 ES2Pipeline.pixelFormatAttributes);
  88 
  89         dummyGLDrawable = glF.createDummyGLDrawable(pixelFormat);
  90         glContext = glF.createGLContext(dummyGLDrawable, pixelFormat,
  91                 glF.getShareContext(), PrismSettings.isVsyncEnabled);
  92         makeCurrent(dummyGLDrawable);
  93         ES2VertexBuffer vb = (ES2VertexBuffer) getVertexBuffer();
  94         vb.enableVertexAttributes(glContext);
  95 
  96         quadIndices = vb.genQuadsIndexBuffer(NUM_QUADS);
  97         setIndexBuffer(quadIndices);
  98         state = new State();
  99 
 100         // JIRA: RT-21739
 101         // TODO: This is a temporary mechanism to work well with Glass on Mac due
 102         // to the CALayer work. Need to be removed in the early future for 3.0
 103         if (PlatformUtil.isMac() || PlatformUtil.isIOS()) {
 104            HashMap devDetails = (HashMap) ES2Pipeline.getInstance().getDeviceDetails();
 105            ES2Pipeline.glFactory.updateDeviceDetails(devDetails, glContext);
 106         }
 107     }
 108     
 109     final void clearContext() {
 110         if (currentDrawable != null) {
 111             currentDrawable.swapBuffers(glContext);
 112         }
 113     }
 114 
 115     final void setIndexBuffer(int ib) {
 116         if (indexBuffer != ib) {
 117             glContext.setIndexBuffer(indexBuffer = ib);
 118         }
 119     }
 120 
 121     GLContext getGLContext() {
 122         return glContext;
 123     }
 124 
 125     GLPixelFormat getPixelFormat() {
 126         return pixelFormat;
 127     }
 128 
 129     ES2Shader getPhongShader(ES2MeshView meshView) {
 130         return ES2PhongShader.getShader(meshView, this);
 131     }
 132 
 133     // JIRA: RT-21738
 134     // TODO: If we can't resolve this platform specific treatment code
 135     // by 3.0, we need to refactor it to platform specific project
 136     private int savedFBO = 0;
 137     void makeCurrent(GLDrawable drawable) {
 138         if (drawable == null) {
 139             drawable = dummyGLDrawable;
 140         }
 141         if (PlatformUtil.isMac() || PlatformUtil.isIOS()) {
 142             if (drawable != currentDrawable) {
 143                 if (drawable == dummyGLDrawable) {
 144                     // Need to restore FBO to Glass' boundFBO
 145                     glContext.bindFBO(savedFBO);
 146                 } else {
 147                     savedFBO = glContext.getBoundFBO();
 148                     glContext.makeCurrent(drawable);
 149                 }
 150                 currentDrawable = drawable;
 151             }
 152         } else { // Linux and Windows
 153             if (drawable != currentDrawable) {
 154                 glContext.makeCurrent(drawable);
 155                 // Need to restore FBO to on screen framebuffer
 156                 glContext.bindFBO(0);
 157                 currentDrawable = drawable;
 158             }
 159         }
 160     }
 161 
 162     /**
 163      * Called from ES2Graphics.updateRenderTarget() in response to a window
 164      * resize event.  This method ensures that the context is made current
 165      * after the resize event, which is required on Mac OS X in order to
 166      * force a call to [NSOpenGLContext update].
 167      */
 168     void forceRenderTarget(ES2Graphics g) {
 169         updateRenderTarget(g.getRenderTarget(), g.getCameraNoClone(),
 170                 g.isDepthTest() && g.isDepthBuffer());
 171     }
 172 
 173     int getShaderProgram() {
 174         return shaderProgram;
 175     }
 176 
 177     // Forcibly sets the current shader program to the given object.
 178     void setShaderProgram(int progid) {
 179         shaderProgram = progid;
 180         glContext.setShaderProgram(progid);
 181     }
 182 
 183     // Sets the current shader program to the given object only if it was
 184     // not already the current program.
 185     void updateShaderProgram(int progid) {
 186         if (progid != shaderProgram) {
 187             setShaderProgram(progid);
 188         }
 189     }
 190 
 191     @Override
 192     protected void init() {
 193         super.init();
 194     }
 195 
 196     @Override
 197     protected void releaseRenderTarget() {
 198         currentTarget = null;
 199         super.releaseRenderTarget();
 200     }
 201 
 202     @Override
 203     protected State updateRenderTarget(RenderTarget target, NGCamera camera,
 204             boolean depthTest) {
 205         int fboID = ((ES2RenderTarget)target).getFboID();
 206         glContext.bindFBO(fboID);
 207 
 208         boolean msaa = false;
 209         if (target instanceof ES2RTTexture) {
 210             // Attach a depth buffer to the currently bound FBO
 211             ES2RTTexture rtTarget = (ES2RTTexture)target;
 212             msaa = rtTarget.isMSAA();
 213             if (depthTest) {
 214                 rtTarget.attachDepthBuffer(this);
 215             }
 216         }
 217 
 218         // update viewport
 219         int x = target.getContentX();
 220         int y = target.getContentY();
 221         int w = target.getContentWidth();
 222         int h = target.getContentHeight();
 223         glContext.updateViewportAndDepthTest(x, y, w, h, depthTest);
 224         glContext.updateMSAAState(msaa);
 225 
 226         if (camera instanceof NGDefaultCamera) {
 227             // update projection matrix; this will be uploaded to the shader
 228             // along with the modelview matrix in updateShaderTransform()
 229             ((NGDefaultCamera) camera).validate(w, h);
 230             scratchTx = camera.getProjViewTx(scratchTx);
 231         } else {
 232             scratchTx = camera.getProjViewTx(scratchTx);
 233             // TODO: verify that this is the right solution. There may be
 234             // other use-cases where rendering needs different viewport size.
 235             double vw = camera.getViewWidth();
 236             double vh = camera.getViewHeight();
 237             if (w != vw || h != vh) {
 238                 scratchTx.scale(vw / w, vh / h, 1.0);
 239             }
 240         }
 241 
 242         if (target instanceof ES2RTTexture) {
 243             // Compute a flipped version of projViewTx
 244             projViewTx.set(flipTx);
 245             projViewTx.mul(scratchTx);
 246         } else {
 247             projViewTx.set(scratchTx);
 248         }
 249 
 250         // update camera position; this will be uploaded to the shader
 251         // when we switch to 3D state
 252         cameraPos = camera.getPositionInWorld(cameraPos);
 253 
 254         currentTarget = target;
 255         return state;
 256     }
 257 
 258     @Override
 259     protected void updateTexture(int texUnit, Texture tex) {
 260         glContext.updateActiveTextureUnit(texUnit);
 261 
 262         if (tex == null) {
 263             glContext.updateBoundTexture(0);
 264         } else {
 265             ES2Texture es2Tex = (ES2Texture)tex;
 266             glContext.updateBoundTexture(es2Tex.getNativeSourceHandle());
 267             es2Tex.updateWrapState();
 268             es2Tex.updateFilterState();
 269         }
 270     }
 271 
 272     @Override
 273     protected void updateShaderTransform(Shader shader, BaseTransform xform) {
 274         if (xform == null) {
 275             xform = BaseTransform.IDENTITY_TRANSFORM;
 276         }
 277 
 278         scratchTx.set(projViewTx);
 279         updateRawMatrix(scratchTx.mul(xform));
 280 
 281         ES2Shader es2shader = (ES2Shader) shader;
 282         es2shader.setMatrix("mvpMatrix", rawMatrix);
 283 //        printRawMatrix("mvpMatrix");
 284 
 285         if (es2shader.isPixcoordUsed()) {
 286             // the gl_FragCoord variable is in window coordinates and
 287             // does not take the viewport origin into account (or the fact
 288             // that we do a y-flip of the projection matrix in the case
 289             // of onscreen windows for that matter); we need to update
 290             // the special jsl_pixCoordOffset param here so that the shader
 291             // can continue to treat pixcoord as if it were in the range
 292             // [0,0] to [contentWidth,contentHeight] of the destination surface
 293             float xoff = currentTarget.getContentX();
 294             float yoff = currentTarget.getContentY();
 295             float yinv, yflip;
 296             if (currentTarget instanceof ES2SwapChain) {
 297                 // there is a y-flip in this case
 298                 yinv = currentTarget.getPhysicalHeight();
 299                 yflip = 1f;
 300             } else {
 301                 // no y-flip for RTTextures
 302                 yinv = 0f;
 303                 yflip = -1f;
 304             }
 305             shader.setConstant("jsl_pixCoordOffset", xoff, yoff, yinv, yflip);
 306         }
 307     }
 308 
 309     @Override
 310     protected void updateWorldTransform(BaseTransform xform) {
 311         worldTx.setIdentity();
 312         if ((xform != null) && (!xform.isIdentity())) {
 313             worldTx.mul(xform);
 314         }
 315     }
 316 
 317     @Override
 318     protected void updateClipRect(Rectangle clipRect) {
 319         if (clipRect == null || clipRect.isEmpty()) {
 320             glContext.scissorTest(false, 0, 0, 0, 0);
 321         } else {
 322             // the scissor rectangle is specified using the lower-left
 323             // origin of the clip region (in the framebuffer's coordinate
 324             // space), so we must account for the x/y offsets of the
 325             // destination surface, and use a flipped y origin when rendering
 326             // to an ES2SwapChain
 327             int w = clipRect.width;
 328             int h = clipRect.height;
 329             int x = currentTarget.getContentX();
 330             int y = currentTarget.getContentY();
 331             if (currentTarget instanceof ES2RTTexture) {
 332                 x += clipRect.x;
 333                 y += clipRect.y;
 334             } else {
 335                 int dsth = currentTarget.getPhysicalHeight();
 336                 x += clipRect.x;
 337                 y += dsth - (clipRect.y + h);
 338             }
 339             glContext.scissorTest(true, x, y, w, h);
 340         }
 341     }
 342 
 343     @Override
 344     protected void updateCompositeMode(CompositeMode mode) {
 345         switch (mode) {
 346             case CLEAR:
 347                 glContext.blendFunc(GLContext.GL_ZERO, GLContext.GL_ZERO);
 348                 break;
 349             case SRC:
 350                 glContext.blendFunc(GLContext.GL_ONE, GLContext.GL_ZERO);
 351                 break;
 352             case SRC_OVER:
 353                 glContext.blendFunc(GLContext.GL_ONE, GLContext.GL_ONE_MINUS_SRC_ALPHA);
 354                 break;
 355             case DST_OUT:
 356                 glContext.blendFunc(GLContext.GL_ZERO, GLContext.GL_ONE_MINUS_SRC_ALPHA);
 357                 break;
 358             case ADD:
 359                 glContext.blendFunc(GLContext.GL_ONE, GLContext.GL_ONE);
 360                 break;
 361             default:
 362                 throw new InternalError("Unrecognized composite mode: " + mode);
 363         }
 364     }
 365 
 366     @Override
 367     public void setDeviceParametersFor2D() {
 368         // invalidate cache data
 369         indexBuffer = 0;
 370         shaderProgram = 0;
 371         glContext.setDeviceParametersFor2D();
 372 
 373         ES2VertexBuffer vb = (ES2VertexBuffer) getVertexBuffer();
 374 
 375         // Bind vertex attributes and index buffer
 376         vb.enableVertexAttributes(glContext);
 377         setIndexBuffer(quadIndices);
 378     }
 379 
 380     @Override
 381     public void setDeviceParametersFor3D() {
 382 
 383         ES2VertexBuffer vb = (ES2VertexBuffer) getVertexBuffer();
 384 
 385         // unbind vertex attributes and index buffer
 386         vb.disableVertexAttributes(glContext);
 387         glContext.setDeviceParametersFor3D();
 388     }
 389 
 390     long createES2Mesh() {
 391         return glContext.createES2Mesh();
 392     }
 393 
 394     // TODO: 3D - Should this be called dispose?
 395     void releaseES2Mesh(long nativeHandle) {
 396         glContext.releaseES2Mesh(nativeHandle);
 397     }
 398 
 399     boolean buildNativeGeometry(long nativeHandle, float[] vertexBuffer,
 400             int vertexBufferLength, short[] indexBuffer, int indexBufferLength) {
 401         return glContext.buildNativeGeometry(nativeHandle, vertexBuffer,
 402                 vertexBufferLength, indexBuffer, indexBufferLength);
 403     }
 404 
 405     boolean buildNativeGeometry(long nativeHandle, float[] vertexBuffer,
 406             int vertexBufferLength, int[] indexBuffer, int indexBufferLength) {
 407         return glContext.buildNativeGeometry(nativeHandle, vertexBuffer,
 408                 vertexBufferLength, indexBuffer, indexBufferLength);
 409     }
 410 
 411     long createES2PhongMaterial() {
 412         return glContext.createES2PhongMaterial();
 413     }
 414 
 415     // TODO: 3D - Should this be called dispose?
 416     void releaseES2PhongMaterial(long nativeHandle) {
 417         glContext.releaseES2PhongMaterial(nativeHandle);
 418     }
 419 
 420     void setSolidColor(long nativeHandle, float r, float g, float b, float a) {
 421         glContext.setSolidColor(nativeHandle, r, g, b, a);
 422     }
 423 
 424     void setMap(long nativeHandle, int mapType, int texID) {
 425         glContext.setMap(nativeHandle, mapType, texID);
 426     }
 427 
 428     long createES2MeshView(ES2Mesh mesh) {
 429         return glContext.createES2MeshView(mesh.getNativeHandle());
 430     }
 431 
 432     // TODO: 3D - Should this be called dispose?
 433     void releaseES2MeshView(long nativeHandle) {
 434         glContext.releaseES2MeshView(nativeHandle);
 435     }
 436 
 437     void setCullingMode(long nativeHandle, int cullingMode) {
 438         // NOTE: Native code has set clockwise order as front-facing
 439         glContext.setCullingMode(nativeHandle, cullingMode);
 440     }
 441 
 442     void setMaterial(long nativeHandle, Material material) {
 443         ES2PhongMaterial es2Material = (ES2PhongMaterial)material;
 444 
 445         glContext.setMaterial(nativeHandle,
 446                 (es2Material).getNativeHandle());
 447     }
 448 
 449     void setWireframe(long nativeHandle, boolean wireframe) {
 450        glContext.setWireframe(nativeHandle, wireframe);
 451     }
 452 
 453     void setAmbientLight(long nativeHandle, float r, float g, float b) {
 454         glContext.setAmbientLight(nativeHandle, r, g, b);
 455     }
 456 
 457     void setPointLight(long nativeHandle, int index, float x, float y, float z, float r, float g, float b, float w) {
 458         glContext.setPointLight(nativeHandle, index, x, y, z, r, g, b, w);
 459     }
 460 
 461     @Override
 462     public void blit(RTTexture srcRTT, RTTexture dstRTT,
 463                      int srcX0, int srcY0, int srcX1, int srcY1,
 464                      int dstX0, int dstY0, int dstX1, int dstY1)
 465     {
 466         // If dstRTT is null then will blit to currently bound fbo
 467         int dstFboID = dstRTT == null ? 0 : ((ES2RTTexture)dstRTT).getFboID();
 468         int srcFboID = ((ES2RTTexture)srcRTT).getFboID();
 469         glContext.blitFBO(srcFboID, dstFboID,
 470                           srcX0, srcY0, srcX1, srcY1,
 471                           dstX0, dstY0, dstX1, dstY1);
 472     }
 473 
 474     void renderMeshView(long nativeHandle, BaseTransform xform, ES2MeshView meshView) {
 475 
 476         ES2Shader shader = (ES2Shader) getPhongShader(meshView);
 477         setShaderProgram(shader.getProgramObject());
 478 
 479         updateRawMatrix(projViewTx);
 480         shader.setMatrix("viewProjectionMatrix", rawMatrix);
 481         shader.setConstant("camPos", (float) cameraPos.x,
 482                 (float) cameraPos.y, (float)cameraPos.z);
 483 
 484         updateWorldTransform(xform);
 485         updateRawMatrix(worldTx);
 486 
 487         shader.setMatrix("worldMatrix", rawMatrix);
 488 //        printRawMatrix("worldMatrix");
 489 
 490         ES2PhongShader.setShaderParamaters(shader, meshView, this);
 491 
 492         glContext.renderMeshView(nativeHandle);
 493     }
 494 
 495     void printRawMatrix(String mesg) {
 496         System.err.println(mesg + " = ");
 497         for (int i = 0; i < 4; i++) {
 498             System.err.println(rawMatrix[i] + ", " + rawMatrix[i+4]
 499                     + ", " + rawMatrix[i+8] + ", " + rawMatrix[i+12]);
 500         }
 501     }
 502 
 503     // Need to transpose the matrix because OpenGL stores its matrix in
 504     // column major (though matrix computation is done in row major)
 505     private void updateRawMatrix(GeneralTransform3D src) {
 506         rawMatrix[0]  = (float)src.get(0); // Scale X
 507         rawMatrix[1]  = (float)src.get(4); // Shear Y
 508         rawMatrix[2]  = (float)src.get(8);
 509         rawMatrix[3]  = (float)src.get(12);
 510         rawMatrix[4]  = (float)src.get(1); // Shear X
 511         rawMatrix[5]  = (float)src.get(5); // Scale Y
 512         rawMatrix[6]  = (float)src.get(9);
 513         rawMatrix[7]  = (float)src.get(13);
 514         rawMatrix[8]  = (float)src.get(2);
 515         rawMatrix[9]  = (float)src.get(6);
 516         rawMatrix[10] = (float)src.get(10);
 517         rawMatrix[11] = (float)src.get(14);
 518         rawMatrix[12] = (float)src.get(3);  // Translate X
 519         rawMatrix[13] = (float)src.get(7);  // Translate Y
 520         rawMatrix[14] = (float)src.get(11);
 521         rawMatrix[15] = (float)src.get(15);
 522     }
 523 
 524     static {
 525         BaseTransform tx = Affine2D.getScaleInstance(1.0, -1.0);
 526         flipTx.setIdentity();
 527         flipTx.mul(tx);
 528     }
 529 }