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authorXerxes Rånby <[email protected]>2013-09-02 10:33:20 +0200
committerXerxes Rånby <[email protected]>2013-09-02 10:33:20 +0200
commit594cba9b34faf0ef2f0f7bf7801c2b228984b02a (patch)
tree18fd43ba5bf244a5eb4c4b1b3f64e2c5fd6f665e
parent84a886cf4957e8f55af39abf8e9bad04a1de2e4f (diff)
Fix bug 821: RawGL2ES2demo: Explicit add #version 130 for GL3 core & release VBO using glDeleteBuffers.
Signed-off-by: Xerxes Rånby <[email protected]>
-rw-r--r--src/demos/es2/RawGL2ES2demo.java83
1 files changed, 57 insertions, 26 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java
index 2079909..d35ec92 100644
--- a/src/demos/es2/RawGL2ES2demo.java
+++ b/src/demos/es2/RawGL2ES2demo.java
@@ -106,15 +106,17 @@ public class RawGL2ES2demo implements GLEventListener{
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
* sent to the GPU driver for compilation.
*/
-static final String vertexShader =
+private String vertexShaderString =
// For GLSL 1 and 1.1 code i highly recomend to not include a
// GLSL ES language #version line, GLSL ES section 3.4
// Many GPU drivers refuse to compile the shader if #version is different from
// the drivers internal GLSL version.
+//
+// This demo use GLSL version 1.1 (the implicit version)
"#if __VERSION__ >= 130\n" + // GLSL 130+ uses in and out
" #define attribute in\n" + // instead of attribute and varying
-" #define varying out\n" + // used by OpenGL ES 3 and GL 3.3 and later.
+" #define varying out\n" + // used by OpenGL 3 core and later.
"#endif\n" +
"#ifdef GL_ES \n" +
@@ -160,13 +162,12 @@ static final String vertexShader =
* http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
* sent to the GPU driver for compilation.
*/
-static final String fragmentShader =
+private String fragmentShaderString =
"#if __VERSION__ >= 130\n" +
" #define varying in\n" +
" out vec4 mgl_FragColor;\n" +
" #define texture2D texture\n" +
-"#else\n" +
-" #define mgl_FragColor gl_FragColor\n" +
+" #define gl_FragColor mgl_FragColor\n" +
"#endif\n" +
"#ifdef GL_ES \n" +
@@ -235,7 +236,7 @@ static final String fragmentShader =
/* Introducing the GL2ES2 demo
*
- * How to render a triangle using 424 lines of code using the RAW
+ * How to render a triangle using ~500 lines of code using the RAW
* OpenGL ES 2 API.
* The Programmable pipeline in OpenGL ES 2 are both fast and flexible
* yet it do take some extra lines of code to setup.
@@ -253,6 +254,7 @@ static final String fragmentShader =
private int fragShader;
private int ModelViewProjectionMatrix_location;
+ int[] vboHandles;
private int vboVertices, vboColors;
public static void main(String[] s){
@@ -317,13 +319,40 @@ static final String fragmentShader =
System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER));
System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION));
- //Create shaders
- //OpenGL ES retuns a index id to be stored for future reference.
+ /* The initialization below will use the OpenGL ES 2 API directly
+ * to setup the two shader programs that will be run on the GPU.
+ *
+ * Its recommended to use the jogamp/opengl/util/glsl/ classes
+ * import com.jogamp.opengl.util.glsl.ShaderCode;
+ * import com.jogamp.opengl.util.glsl.ShaderProgram;
+ * import com.jogamp.opengl.util.glsl.ShaderState;
+ * to simplify shader customization, compile and loading.
+ *
+ * You may also want to look at the JOGL RedSquareES2 demo
+ * http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/RedSquareES2.java;hb=HEAD#l78
+ * to see how the shader customization, compile and loading is done
+ * using the recommended JogAmp GLSL utility classes.
+ */
+
+ // Make the shader strings compatible with OpenGL 3 core if needed
+ // GL2ES2 also includes the intersection of GL3 core
+ // The default implicit GLSL version 1.1 is now depricated in GL3 core
+ // GLSL 1.3 is the minimum version that now has to be explicitly set.
+ // This allows the shaders to compile using the latest
+ // desktop OpenGL 3 and 4 drivers.
+ if(gl.isGL3core()){
+ System.out.println("GL3 core detected: explicit add #version 130 to shaders");
+ vertexShaderString = "#version 130\n"+vertexShaderString;
+ fragmentShaderString = "#version 130\n"+fragmentShaderString;
+ }
+
+ // Create GPU shader handles
+ // OpenGL ES retuns a index id to be stored for future reference.
vertShader = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
fragShader = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
//Compile the vertexShader String into a program.
- String[] vlines = new String[] { vertexShader };
+ String[] vlines = new String[] { vertexShaderString };
int[] vlengths = new int[] { vlines[0].length() };
gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0);
gl.glCompileShader(vertShader);
@@ -344,7 +373,7 @@ static final String fragmentShader =
}
//Compile the fragmentShader String into a program.
- String[] flines = new String[] { fragmentShader };
+ String[] flines = new String[] { fragmentShaderString };
int[] flengths = new int[] { flines[0].length() };
gl.glShaderSource(fragShader, flines.length, flines, flengths, 0);
gl.glCompileShader(fragShader);
@@ -380,18 +409,20 @@ static final String fragmentShader =
//so that we can update it.
ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection");
- // GL2ES2 also includes the intersection of GL3 core
- // GL3 core and later mandates that a "Vector Buffer Object" must
- // be created and bound before calls such as gl.glDrawArrays is used.
- // The VBO lines in this demo makes the code forward compatible with
- // OpenGL 3 and ES 3 core and later where a default
- // vector buffer object is deprecated.
- // generate two VBO pointers / handles
- // VBO is data buffers stored inside the graphics card memory
- int[] vboHandle = new int[2];
- gl.glGenBuffers(2, vboHandle, 0);
- vboColors = vboHandle[0];
- vboVertices = vboHandle[1];
+ /* GL2ES2 also includes the intersection of GL3 core
+ * GL3 core and later mandates that a "Vector Buffer Object" must
+ * be created and bound before calls such as gl.glDrawArrays is used.
+ * The VBO lines in this demo makes the code forward compatible with
+ * OpenGL 3 and ES 3 core and later where a default
+ * vector buffer object is deprecated.
+ *
+ * Generate two VBO pointers / handles
+ * VBO is data buffers stored inside the graphics card memory.
+ */
+ vboHandles = new int[2];
+ gl.glGenBuffers(2, vboHandles, 0);
+ vboColors = vboHandles[0];
+ vboVertices = vboHandles[1];
}
public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) {
@@ -483,6 +514,7 @@ static final String fragmentShader =
// transfer data to VBO, this perform the copy of data from CPU -> GPU memory
int numBytes = vertices.length * 4;
gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbVertices, GL.GL_STATIC_DRAW);
+ fbVertices = null; // It is OK to release CPU vertices memory after transfer to GPU
// Associate Vertex attribute 0 with the last bound VBO
gl.glVertexAttribPointer(0 /* the vertex attribute */, 3,
@@ -507,6 +539,7 @@ static final String fragmentShader =
gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboColors);
numBytes = colors.length * 4;
gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbColors, GL.GL_STATIC_DRAW);
+ fbColors = null; // It is OK to release CPU color memory after transfer to GPU
// Associate Vertex attribute 1 with the last bound VBO
gl.glVertexAttribPointer(1 /* the vertex attribute */, 4 /* four possitions used for each vertex */,
@@ -519,10 +552,8 @@ static final String fragmentShader =
gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory
gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory
- // It is only safe to let the garbage collector collect the vertices and colors
- // NIO buffers data after first calling glDisableVertexAttribArray.
- fbVertices = null;
- fbColors = null;
+
+ gl.glDeleteBuffers(2, vboHandles, 0); // Release VBO, color and vertices, buffer GPU memory.
}
public void dispose(GLAutoDrawable drawable){