Esempio n. 1
0
/**
 * Enables the LCD text shader and updates any related state, such as the
 * gamma lookup table textures.
 */
static jboolean
OGLTR_EnableLCDGlyphModeState(GLuint glyphTextureID, jint contrast)
{
    // bind the texture containing glyph data to texture unit 0
    j2d_glActiveTextureARB(GL_TEXTURE0_ARB);
    j2d_glBindTexture(GL_TEXTURE_2D, glyphTextureID);

    // bind the texture tile containing destination data to texture unit 1
    j2d_glActiveTextureARB(GL_TEXTURE1_ARB);
    if (cachedDestTextureID == 0) {
        cachedDestTextureID =
            OGLContext_CreateBlitTexture(GL_RGB8, GL_RGB,
                                         OGLTR_CACHED_DEST_WIDTH,
                                         OGLTR_CACHED_DEST_HEIGHT);
        if (cachedDestTextureID == 0) {
            return JNI_FALSE;
        }
    }
    j2d_glBindTexture(GL_TEXTURE_2D, cachedDestTextureID);

    // note that GL_TEXTURE_2D was already enabled for texture unit 0,
    // but we need to explicitly enable it for texture unit 1
    j2d_glEnable(GL_TEXTURE_2D);

    // create the LCD text shader, if necessary
    if (lcdTextProgram == 0) {
        lcdTextProgram = OGLTR_CreateLCDTextProgram();
        if (lcdTextProgram == 0) {
            return JNI_FALSE;
        }
    }

    // enable the LCD text shader
    j2d_glUseProgramObjectARB(lcdTextProgram);

    // update the current contrast settings, if necessary
    if (lastLCDContrast != contrast) {
        if (!OGLTR_UpdateLCDTextContrast(contrast)) {
            return JNI_FALSE;
        }
        lastLCDContrast = contrast;
    }

    // update the current color settings
    if (!OGLTR_UpdateLCDTextColor(contrast)) {
        return JNI_FALSE;
    }

    // bind the gamma LUT textures
    j2d_glActiveTextureARB(GL_TEXTURE2_ARB);
    j2d_glBindTexture(GL_TEXTURE_3D, invGammaLutTextureID);
    j2d_glEnable(GL_TEXTURE_3D);
    j2d_glActiveTextureARB(GL_TEXTURE3_ARB);
    j2d_glBindTexture(GL_TEXTURE_3D, gammaLutTextureID);
    j2d_glEnable(GL_TEXTURE_3D);

    return JNI_TRUE;
}
Esempio n. 2
0
/**
 * Initializes a small texture tile for use with tiled blit operations (see
 * OGLBlitLoops.c and OGLMaskBlit.c for usage examples).  The texture ID for
 * the tile is stored in the given OGLContext.  The tile is initially filled
 * with garbage values, but the tile is updated as needed (via
 * glTexSubImage2D()) with real RGBA values used in tiled blit situations.
 * The internal format for the texture is GL_RGBA8, which should be sufficient
 * for storing system memory surfaces of any known format (see PixelFormats
 * for a list of compatible surface formats).
 */
jboolean
OGLContext_InitBlitTileTexture(OGLContext *oglc)
{
    J2dTraceLn(J2D_TRACE_INFO, "OGLContext_InitBlitTileTexture");

    oglc->blitTextureID =
        OGLContext_CreateBlitTexture(GL_RGBA8, GL_RGBA,
                                     OGLC_BLIT_TILE_SIZE,
                                     OGLC_BLIT_TILE_SIZE);

    return JNI_TRUE;
}