diff options
-rw-r--r-- | demos/NVidia/VertexArrayRange.java | 709 |
1 files changed, 709 insertions, 0 deletions
diff --git a/demos/NVidia/VertexArrayRange.java b/demos/NVidia/VertexArrayRange.java new file mode 100644 index 0000000..52c6591 --- /dev/null +++ b/demos/NVidia/VertexArrayRange.java @@ -0,0 +1,709 @@ +import java.awt.*; +import java.awt.event.*; +import java.nio.*; +import java.util.*; +import gl4java.*; +import gl4java.awt.*; +import gl4java.drawable.*; + +/** <P> A port of NVidia's Vertex Array Range demonstration to OpenGL + for Java and the Java programming language. The current web site + for the demo (which does not appear to contain the original C++ + source code for this demo) is <a href = + "http://developer.nvidia.com/view.asp?IO=Using_GL_NV_fence">here</a>. </P> + + <P> This demonstration requires the following: + + <ul> + <li> A JDK 1.4 implementation + <li> an NVidia-based card + <li> a recent set of drivers + </ul> + + </P> +*/ + +public class VertexArrayRange { + private boolean[] b = new boolean[256]; + private GLFunc14 gl; + private GLUFunc14 glu; + private static final int SIZEOF_FLOAT = 4; + private static final int STRIP_SIZE = 48; + private int tileSize = 9 * STRIP_SIZE; + private int numBuffers = 4; + private int bufferLength = 1000000; + private int bufferSize = bufferLength * SIZEOF_FLOAT; + private static final int SIN_ARRAY_SIZE = 1024; + + + private FloatBuffer bigArrayVar; + private int[][] elements; + private float[] xyArray; + + // NOTE: we could as well use direct buffers for the "slow" vertices + // and normals. However, we do not use FloatBuffers to wrap these + // float[] arrays to prevent breaking the Class Hierarchy Analysis + // which (currently) allows inlining of all accessors in the + // innermost loop. Avoiding mixing direct and non-direct java.nio + // buffers in the same application is currently recommended + // practice. + static class VarBuffer { + public FloatBuffer fastVertices; + public FloatBuffer fastNormals; + public int fence; + public float[] slowVertices; + public float[] slowNormals; + } + private VarBuffer[] buffers; + + private float[] sinArray; + private float[] cosArray; + + // Primitive: GL_QUAD_STRIP, GL_LINE_STRIP, or GL_POINTS + private int primitive = GLEnum.GL_QUAD_STRIP; + + // Animation parameters + private float hicoef = .06f; + private float locoef = .10f; + private float hifreq = 6.1f; + private float lofreq = 2.5f; + private float phaseRate = .02f; + private float phase2Rate = -0.12f; + private float phase = 0; + private float phase2 = 0; + + // Temporaries for computation + float[] ysinlo = new float[STRIP_SIZE]; + float[] ycoslo = new float[STRIP_SIZE]; + float[] ysinhi = new float[STRIP_SIZE]; + float[] ycoshi = new float[STRIP_SIZE]; + + // For thread-safety when dealing with keypresses + private volatile boolean mustChangeState = false; + + // Frames-per-second computation + private boolean firstProfiledFrame; + private int profiledFrameCount; + private int numDrawElementsCalls; + private long startTimeMillis; + + static class PeriodicIterator { + public PeriodicIterator(int arraySize, + float period, + float initialOffset, + float delta) { + float arrayDelta = arraySize * (delta / period); // floating-point steps-per-increment + increment = (int)(arrayDelta * (1<<16)); // fixed-point steps-per-increment + + float offset = arraySize * (initialOffset / period); // floating-point initial index + initOffset = (int)(offset * (1<<16)); // fixed-point initial index + + arraySizeMask = 0; + int i = 20; // array should be reasonably sized... + while((arraySize & (1<<i)) == 0) { + i--; + } + arraySizeMask = (1<<i)-1; + index = initOffset; + } + + public PeriodicIterator(PeriodicIterator arg) { + this.arraySizeMask = arg.arraySizeMask; + this.increment = arg.increment; + this.initOffset = arg.initOffset; + this.index = arg.index; + } + + public int getIndex() { + return (index >> 16) & arraySizeMask; + } + + public void incr() { + index += increment; + } + + public void decr() { + index -= increment; + } + + public void reset() { + index = initOffset; + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + private int arraySizeMask; + // fraction bits == 16 + private int increment; + private int initOffset; + private int index; + } + + public static void usage(String className) { + System.out.println("usage: java " + className + " [-slow]"); + System.out.println("-slow flag starts up using data in the Java heap"); + System.exit(0); + } + + public static void main(String[] args) { + new VertexArrayRange().run(args); + } + + public void run(String[] args) { + boolean startSlow = false; + + if (args.length > 1) { + usage(getClass().getName()); + } + + if (args.length == 1) { + if (args[0].equals("-slow")) { + startSlow = true; + } else { + usage(getClass().getName()); + } + } + + if (!startSlow) { + setFlag('v', true); // VAR on + } + setFlag(' ', true); // animation on + setFlag('i', true); // infinite viewer and light + + // FIXME: add glGetString + Frame frame = new Frame("Very Simple NV_vertex_array_range demo"); + frame.setLayout(new BorderLayout()); + GLCapabilities caps = new GLCapabilities(true, false, true, 0, 0, 0, 0, 0); + + GLAnimCanvas canvas = GLDrawableFactory.getFactory().createGLAnimCanvas(caps, 800, 800); + VARListener listener = new VARListener(); + canvas.addGLEventListener(listener); + canvas.setUseRepaint(false); + canvas.setUseFpsSleep(false); + canvas.setUseYield(false); + frame.add(canvas, BorderLayout.CENTER); + frame.pack(); + frame.show(); + + canvas.requestFocus(); + canvas.start(); + } + + //---------------------------------------------------------------------- + // Internals only below this point + // + + private void setFlag(char key, boolean val) { + b[((int) key) & 0xFF] = val; + } + + private boolean getFlag(char key) { + return b[((int) key) & 0xFF]; + } + + private static boolean testPresent(String function) { + return GLContext.gljTestGLProc(function, false); + } + + private static void ensurePresent(String function) { + if (!testPresent(function)) { + throw new RuntimeException("OpenGL routine \"" + function + "\" not present"); + } + } + + class VARListener implements GLEventListener, GLEnum { + public void init(GLDrawable drawable) { + gl = (GLFunc14) drawable.getGL(); + glu = (GLUFunc14) drawable.getGLU(); + + gl.glEnable(GL_DEPTH_TEST); + + ensurePresent("glVertexArrayRangeNV"); + ensurePresent("glGenFencesNV"); + ensurePresent("glSetFenceNV"); + ensurePresent("glTestFenceNV"); + ensurePresent("glFinishFenceNV"); + ensurePresent("glAllocateMemoryNV"); + + gl.glClearColor(0, 0, 0, 0); + + gl.glEnable(GL_LIGHT0); + gl.glEnable(GL_LIGHTING); + gl.glEnable(GL_NORMALIZE); + gl.glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, new float[] {.1f, .1f, 0, 1}); + gl.glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, new float[] {.6f, .6f, .1f, 1}); + gl.glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, new float[] { 1, 1, .75f, 1}); + gl.glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 128.f); + + gl.glLightfv(GL_LIGHT0, GL_POSITION, new float[] { .5f, 0, .5f, 0}); + gl.glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0); + + // NOTE: it looks like GLUT (or something else) sets up the + // projection matrix in the C version of this demo. + gl.glMatrixMode(GL_PROJECTION); + gl.glLoadIdentity(); + glu.gluPerspective(60, 1.0, 0.1, 100); + gl.glMatrixMode(GL_MODELVIEW); + + allocateBigArray(true); + allocateBuffers(); + + sinArray = new float[SIN_ARRAY_SIZE]; + cosArray = new float[SIN_ARRAY_SIZE]; + + for (int i = 0; i < SIN_ARRAY_SIZE; i++) { + double step = i * 2 * Math.PI / SIN_ARRAY_SIZE; + sinArray[i] = (float) Math.sin(step); + cosArray[i] = (float) Math.cos(step); + } + + if (getFlag('v')) { + gl.glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + gl.glVertexArrayRangeNV(bufferSize, bigArrayVar); + } + gl.glEnableClientState(GL_VERTEX_ARRAY); + gl.glEnableClientState(GL_NORMAL_ARRAY); + + computeElements(); + + drawable.addKeyListener(new KeyAdapter() { + public void keyTyped(KeyEvent e) { + dispatchKey(e.getKeyChar()); + } + }); + } + + private void allocateBuffers() { + buffers = new VarBuffer[numBuffers]; + + int sliceSize = bufferLength / numBuffers; + int[] fences = new int[1]; + for (int i = 0; i < numBuffers; i++) { + buffers[i] = new VarBuffer(); + int startIndex = i * sliceSize; + buffers[i].fastVertices = sliceBuffer(bigArrayVar, startIndex, sliceSize); + buffers[i].fastNormals = sliceBuffer(buffers[i].fastVertices, 3, + buffers[i].fastVertices.limit() - 3); + buffers[i].slowVertices = new float[sliceSize]; + buffers[i].slowNormals = new float[sliceSize]; + gl.glGenFencesNV(1, fences); + buffers[i].fence = fences[0]; + } + } + + private void dispatchKey(char k) { + setFlag(k, !getFlag(k)); + // Quit on escape or 'q' + if ((k == (char) 27) || (k == 'q')) { + System.exit(0); + } + + if (k == 'r') { + if (getFlag(k)) { + profiledFrameCount = 0; + numDrawElementsCalls = 0; + firstProfiledFrame = true; + } + } + + if (k == 'w') { + if (getFlag(k)) { + primitive = GL_LINE_STRIP; + } else { + primitive = GL_QUAD_STRIP; + } + } + + if (k == 'p') { + if (getFlag(k)) { + primitive = GL_POINTS; + } else { + primitive = GL_QUAD_STRIP; + } + } + + if (k == 'v') { + mustChangeState = true; + } + + if (k == 'd') { + if (getFlag(k)) { + gl.glDisable(GL_LIGHTING); + } else { + gl.glEnable(GL_LIGHTING); + } + } + + if (k == 'i') { + if(getFlag(k)) { + // infinite light + gl.glLightfv(GL_LIGHT0, GL_POSITION, new float[] { .5f, 0, .5f, 0 }); + gl.glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0); + } else { + gl.glLightfv(GL_LIGHT0, GL_POSITION, new float[] { .5f, 0, -.5f,1 }); + gl.glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); + } + } + + if('h'==k) + hicoef += .005; + if('H'==k) + hicoef -= .005; + if('l'==k) + locoef += .005; + if('L'==k) + locoef -= .005; + if('1'==k) + lofreq += .1f; + if('2'==k) + lofreq -= .1f; + if('3'==k) + hifreq += .1f; + if('4'==k) + hifreq -= .1f; + if('5'==k) + phaseRate += .01f; + if('6'==k) + phaseRate -= .01f; + if('7'==k) + phase2Rate += .01f; + if('8'==k) + phase2Rate -= .01f; + + if('t'==k) { + if(tileSize < 864) { + tileSize += STRIP_SIZE; + computeElements(); + System.err.println("tileSize = " + tileSize); + } + } + + if('T'==k) { + if(tileSize > STRIP_SIZE) { + tileSize -= STRIP_SIZE; + computeElements(); + System.err.println("tileSize = " + tileSize); + } + } + } + + public void display(GLDrawable drawable) { + // Check to see whether to animate + if (getFlag(' ')) { + phase += phaseRate; + phase2 += phase2Rate; + + if (phase > (float) (20 * Math.PI)) { + phase = 0; + } + + if (phase2 < (float) (-20 * Math.PI)) { + phase2 = 0; + } + } + + PeriodicIterator loX = + new PeriodicIterator(SIN_ARRAY_SIZE, (float) (2 * Math.PI), phase, (float) ((1.f/tileSize)*lofreq*Math.PI)); + PeriodicIterator loY = new PeriodicIterator(loX); + PeriodicIterator hiX = + new PeriodicIterator(SIN_ARRAY_SIZE, (float) (2 * Math.PI), phase2, (float) ((1.f/tileSize)*hifreq*Math.PI)); + PeriodicIterator hiY = new PeriodicIterator(hiX); + + if (mustChangeState) { + if (getFlag('v')) { + gl.glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV); + gl.glVertexArrayRangeNV(bufferSize, bigArrayVar); + } else { + gl.glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV); + } + mustChangeState = false; + } + + gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + gl.glPushMatrix(); + + gl.glLoadMatrixf(new float[] { + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, -1, 1 + }); + + // FIXME: add mouse interaction + // camera.apply_inverse_transform(); + // object.apply_transform(); + + int cur = 0; + int numSlabs = tileSize / STRIP_SIZE; + + // Fast case/slow case split. The reason for this is to avoid + // any potential problems with the compilers not being able to + // inline the native array accesses if more than one subclass of + // FloatArray is loaded. + + if (getFlag('v')) { + // Fast case + for(int slab = 0; slab < numSlabs; slab++) { + cur = slab % numBuffers; + if (slab >= numBuffers) { + if (!gl.glTestFenceNV(buffers[cur].fence)) { + gl.glFinishFenceNV(buffers[cur].fence); + } + } + + FloatBuffer v = buffers[cur].fastVertices; + int vertexIndex = 0; + + gl.glVertexPointer(3, GL_FLOAT, 6 * SIZEOF_FLOAT, v); + gl.glNormalPointer(GL_FLOAT, 6 * SIZEOF_FLOAT, buffers[cur].fastNormals); + + for(int jj=0; jj < STRIP_SIZE; jj++) { + ysinlo[jj] = sinArray[loY.getIndex()]; + ycoslo[jj] = cosArray[loY.getIndex()]; loY.incr(); + ysinhi[jj] = sinArray[hiY.getIndex()]; + ycoshi[jj] = cosArray[hiY.getIndex()]; hiY.incr(); + } + loY.decr(); + hiY.decr(); + + for(int i = 0; i < tileSize; i++) { + float x = xyArray[i]; + int loXIndex = loX.getIndex(); + int hiXIndex = hiX.getIndex(); + + int jOffset = (STRIP_SIZE-1)*slab; + float nx = locoef * -cosArray[loXIndex] + hicoef * -cosArray[hiXIndex]; + + // Help the HotSpot Client Compiler by hoisting loop + // invariant variables into locals. Note that this may be + // good practice for innermost loops anyway since under + // the new memory model operations like accidental + // synchronization may force any compiler to reload these + // fields from memory, destroying their ability to + // optimize. + float locoef_tmp = locoef; + float hicoef_tmp = hicoef; + float[] ysinlo_tmp = ysinlo; + float[] ysinhi_tmp = ysinhi; + float[] ycoslo_tmp = ycoslo; + float[] ycoshi_tmp = ycoshi; + float[] sinArray_tmp = sinArray; + float[] xyArray_tmp = xyArray; + + for(int j = 0; j < STRIP_SIZE; j++) { + float y; + + y = xyArray_tmp[j + jOffset]; + + float ny; + + v.put(vertexIndex, x); + v.put(vertexIndex + 1, y); + v.put(vertexIndex + 2, (locoef_tmp * (sinArray_tmp[loXIndex] + ysinlo_tmp[j]) + + hicoef_tmp * (sinArray_tmp[hiXIndex] + ysinhi_tmp[j]))); + v.put(vertexIndex + 3, nx); + ny = locoef_tmp * -ycoslo_tmp[j] + hicoef_tmp * -ycoshi_tmp[j]; + v.put(vertexIndex + 4, ny); + v.put(vertexIndex + 5, .15f); //.15f * (1.f - sqrt(nx * nx + ny * ny)); + vertexIndex += 6; + } + loX.incr(); + hiX.incr(); + } + loX.reset(); + hiX.reset(); + + for (int i = 0; i < elements.length; i++) { + ++numDrawElementsCalls; + gl.glDrawElements(primitive, elements[i].length, GL_UNSIGNED_INT, elements[i]); + if(getFlag('f')) { + gl.glFlush(); + } + } + + gl.glSetFenceNV(buffers[cur].fence, GL_ALL_COMPLETED_NV); + } + } else { + // Slow case + for(int slab = 0; slab < numSlabs; slab++) { + cur = slab % numBuffers; + if (slab >= numBuffers) { + if (!gl.glTestFenceNV(buffers[cur].fence)) { + gl.glFinishFenceNV(buffers[cur].fence); + } + } + + float[] v = buffers[cur].slowVertices; + float[] n = buffers[cur].slowNormals; + int vertexIndex = 0; + + for(int jj=0; jj < STRIP_SIZE; jj++) { + ysinlo[jj] = sinArray[loY.getIndex()]; + ycoslo[jj] = cosArray[loY.getIndex()]; loY.incr(); + ysinhi[jj] = sinArray[hiY.getIndex()]; + ycoshi[jj] = cosArray[hiY.getIndex()]; hiY.incr(); + } + loY.decr(); + hiY.decr(); + + for(int i = 0; i < tileSize; i++) { + float x = xyArray[i]; + int loXIndex = loX.getIndex(); + int hiXIndex = hiX.getIndex(); + + int jOffset = (STRIP_SIZE-1)*slab; + float nx = locoef * -cosArray[loXIndex] + hicoef * -cosArray[hiXIndex]; + + // Help the HotSpot Client Compiler by hoisting loop + // invariant variables into locals. Note that this may be + // good practice for innermost loops anyway since under + // the new memory model operations like accidental + // synchronization may force any compiler to reload these + // fields from memory, destroying their ability to + // optimize. + float locoef_tmp = locoef; + float hicoef_tmp = hicoef; + float[] ysinlo_tmp = ysinlo; + float[] ysinhi_tmp = ysinhi; + float[] ycoslo_tmp = ycoslo; + float[] ycoshi_tmp = ycoshi; + float[] sinArray_tmp = sinArray; + float[] xyArray_tmp = xyArray; + + for(int j = 0; j < STRIP_SIZE; j++) { + float y; + + y = xyArray_tmp[j + jOffset]; + + float ny; + + v[vertexIndex] = x; + v[vertexIndex + 1] = y; + v[vertexIndex + 2] = (locoef_tmp * (sinArray_tmp[loXIndex] + ysinlo_tmp[j]) + + hicoef_tmp * (sinArray_tmp[hiXIndex] + ysinhi_tmp[j])); + n[vertexIndex] = nx; + n[vertexIndex + 1] = ny = locoef_tmp * -ycoslo_tmp[j] + hicoef_tmp * -ycoshi_tmp[j]; + n[vertexIndex + 2] = .15f; //.15f * (1.f - sqrt(nx * nx + ny * ny)); + + vertexIndex += 3; + } + loX.incr(); + hiX.incr(); + } + loX.reset(); + hiX.reset(); + + // NOTE: we don't make the glVertexPointer/glNormalPointer + // call until this point because the semantics in the + // "fixed" implementation are that they copy data. + gl.glVertexPointer(3, GL_FLOAT, 3 * SIZEOF_FLOAT, v); + gl.glNormalPointer(GL_FLOAT, 3 * SIZEOF_FLOAT, n); + + for (int i = 0; i < elements.length; i++) { + ++numDrawElementsCalls; + gl.glDrawElements(primitive, elements[i].length, GL_UNSIGNED_INT, elements[i]); + if(getFlag('f')) { + gl.glFlush(); + } + } + + gl.glSetFenceNV(buffers[cur].fence, GL_ALL_COMPLETED_NV); + } + } + + gl.glPopMatrix(); + + gl.glFinishFenceNV(buffers[cur].fence); + + if (getFlag('r')) { + if (!firstProfiledFrame) { + if (++profiledFrameCount == 30) { + long endTimeMillis = System.currentTimeMillis(); + double secs = (endTimeMillis - startTimeMillis) / 1000.0; + double fps = 30.0 / secs; + double ppf = tileSize * tileSize * 2; + double mpps = ppf * fps / 1000000.0; + System.err.println("fps: " + fps + " polys/frame: " + ppf + " million polys/sec: " + mpps + + " DrawElements calls/frame: " + (numDrawElementsCalls / 30)); + profiledFrameCount = 0; + numDrawElementsCalls = 0; + startTimeMillis = System.currentTimeMillis(); + } + } else { + startTimeMillis = System.currentTimeMillis(); + firstProfiledFrame = false; + + } + } + } + + // Unused routines + public void cleanup(GLDrawable drawable) {} + public void preDisplay(GLDrawable drawable) {} + public void postDisplay(GLDrawable drawable) {} + public void reshape(GLDrawable drawable, int width, int height) {} + } + + private void allocateBigArray(boolean tryAgain) { + float priority = .5f; + + float megabytes = (bufferSize / 1000000.f); + try { + bigArrayVar = setupBuffer(gl.glAllocateMemoryNV(bufferSize, 0, 0, priority)); + } + catch (OutOfMemoryError e1) { + // Try a higher priority + try { + bigArrayVar = setupBuffer(gl.glAllocateMemoryNV(bufferSize, 0, 0, 1.f)); + } + catch (OutOfMemoryError e2) { + if (!tryAgain) { + throw new RuntimeException("Unable to allocate " + megabytes + + " megabytes of fast memory. Giving up."); + } + + System.err.println("Unable to allocate " + megabytes + + " megabytes of fast memory. Trying less."); + bufferSize /= 2; + numBuffers /= 2; + allocateBigArray(false); + return; + } + } + + System.err.println("Allocated " + megabytes + " megabytes of fast memory"); + } + + private FloatBuffer setupBuffer(ByteBuffer buf) { + buf.order(ByteOrder.nativeOrder()); + return buf.asFloatBuffer(); + } + + private FloatBuffer sliceBuffer(FloatBuffer array, + int sliceStartIndex, int sliceLength) { + array.position(sliceStartIndex); + FloatBuffer ret = array.slice(); + array.position(0); + ret.limit(sliceLength); + return ret; + } + + private void computeElements() { + xyArray = new float[tileSize]; + for (int i = 0; i < tileSize; i++) { + xyArray[i] = i / (tileSize - 1.0f) - 0.5f; + } + + elements = new int[tileSize - 1][]; + for (int i = 0; i < tileSize - 1; i++) { + elements[i] = new int[2 * STRIP_SIZE]; + for (int j = 0; j < 2 * STRIP_SIZE; j += 2) { + elements[i][j] = i * STRIP_SIZE + (j / 2); + elements[i][j+1] = (i + 1) * STRIP_SIZE + (j / 2); + } + } + } +} |