diff options
author | Sven Gothel <[email protected]> | 2012-04-16 13:08:26 -0700 |
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committer | Sven Gothel <[email protected]> | 2012-04-16 13:08:26 -0700 |
commit | 9c2d74736fdd723267aaf6f7a5018dd1bc882775 (patch) | |
tree | b50d0448f61378d3e28a7b122343355e003d8759 /src/demos/es2/RawGL2ES2demo.java | |
parent | 179fd5dace4203317bc971a7025eb18564313f2a (diff) | |
parent | c975bbff5fe88312f45668b4f552b4cecccabad1 (diff) |
RAW JOGL2 OpenGL ES 2 demo
Diffstat (limited to 'src/demos/es2/RawGL2ES2demo.java')
-rw-r--r-- | src/demos/es2/RawGL2ES2demo.java | 455 |
1 files changed, 455 insertions, 0 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java new file mode 100644 index 0000000..2e2f345 --- /dev/null +++ b/src/demos/es2/RawGL2ES2demo.java @@ -0,0 +1,455 @@ +/** + * Copyright 2012 JogAmp Community. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without modification, are + * permitted provided that the following conditions are met: + * + * 1. Redistributions of source code must retain the above copyright notice, this list of + * conditions and the following disclaimer. + * + * 2. Redistributions in binary form must reproduce the above copyright notice, this list + * of conditions and the following disclaimer in the documentation and/or other materials + * provided with the distribution. + * + * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED + * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND + * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR + * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING + * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF + * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + * + * The views and conclusions contained in the software and documentation are those of the + * authors and should not be interpreted as representing official policies, either expressed + * or implied, of JogAmp Community. + */ + +import javax.media.opengl.GL; +import javax.media.opengl.GL2ES2; +import javax.media.opengl.GLAutoDrawable; +import javax.media.opengl.GLEventListener; +import javax.media.opengl.GLProfile; +import javax.media.opengl.GLCapabilities; +import javax.media.opengl.GLContext; +import com.jogamp.newt.opengl.GLWindow; + +import com.jogamp.newt.awt.NewtCanvasAWT; +import com.jogamp.opengl.util.GLArrayDataServer; +import com.jogamp.opengl.util.glsl.ShaderCode; +import com.jogamp.opengl.util.glsl.ShaderState; +import com.jogamp.opengl.util.glsl.ShaderProgram; +import com.jogamp.opengl.util.*; + +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.FloatBuffer; +import java.nio.Buffer; + +import javax.swing.JFrame; +import javax.media.opengl.*; +import javax.media.opengl.awt.GLCanvas; + +/** + * <pre> + * __ __|_ ___________________________________________________________________________ ___|__ __ + * // /\ _ /\ \\ + * //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\ + * \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / / + * \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/ + * /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\ + * / \____\ http://jogamp.org |_| /____/ \ + * \ / "' _________________________________________________________________________ `" \ / + * \/____. .____\/ + * </pre> + * + * <p> + * JOGL2 OpenGL ES 2 demo to expose and learn what the RAW OpenGL ES 2 API looks like. + * + * Compile, run and enjoy: + wget http://jogamp.org/deployment/jogamp-test/archive/jogamp-all-platforms.7z + 7z x jogamp-all-platforms.7z + cd jogamp-all-platforms + wget https://raw.github.com/xranby/jogl-demos/master/src/demos/es2/RawGL2ES2demo.java + javac -cp jar/jogl.all.jar:jar/gluegen-rt.jar RawGL2ES2demo.java + java -cp jar/jogl.all.jar:jar/gluegen-rt.jar:. RawGL2ES2demo + * </p> + * + * + * @author Xerxes RĂ„nby (xranby) + */ + +public class RawGL2ES2demo implements GLEventListener{ + +/* Introducing the OpenGL ES 2 Vertex shader + * + * The main loop inside the vertex shader gets executed + * one time for each vertex. + * + * vertex -> * uniform data -> mat4 projection = ( 1, 0, 0, 0, + * (0,1,0) / \ 0, 1, 0, 0, + * / . \ <- origo (0,0,0) 0, 0, 1, 0, + * / \ 0, 0,-1, 1 ); + * vertex -> *-------* <- vertex + * (-1,-1,0) (1,-1,0) <- attribute data can be used + * (0, 0,1) for color, position, normals etc. + * + * The vertex shader recive input data in form of + * "uniform" data that are common to all vertex + * and + * "attribute" data that are individual to each vertex. + * One vertex can have several "attribute" data sources enabled. + * + * The vertex shader produce output used by the fragment shader. + * gl_Position are expected to get set to the final vertex position. + * You can also send additional user defined + * "varying" data to the fragment shader. + * + * Model Translate, Scale and Rotate are done here by matrix-multiplying a + * projection matrix against each vertex position. + * + * The whole vertex shader program are a String containing GLSL ES language + * 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 = +"#ifdef GL_ES \n" + +"#version 100 \n" + // GLSL ES language version, GLSL ES section 3.4 + // many GPU drivers require it. +"precision mediump float; \n" + // Precision Qualifiers +"precision mediump int; \n" + // GLSL ES section 4.5.2 +"#else \n" + +"#version 110 \n" + // Mesa X11 GL drivers require version 1.1 +"#endif \n" + + +"uniform mat4 uniform_Projection; \n" + // Incomming data used by +"attribute vec4 attribute_Position; \n" + // the vertex shader +"attribute vec4 attribute_Color; \n" + // uniform and attributes + +"varying vec4 varying_Color; \n" + // Outgoing varying data + // sent to the fragment shader +"void main(void) \n" + +"{ \n" + +" varying_Color = attribute_Color; \n" + +" gl_Position = uniform_Projection * attribute_Position; \n" + +"} "; + +/* Introducing the OpenGL ES 2 Fragment shader + * + * The main loop of the fragment shader gets executed for each visible + * pixel fragment on the render buffer. + * + * vertex-> * + * (0,1,-1) /f\ + * /ffF\ <- This fragment F gl_FragCoord get interpolated + * /fffff\ to (0.25,0.25,-1) based on the + * vertex-> *fffffff* <-vertex three vertex gl_Position. + * (-1,-1,-1) (1,-1,-1) + * + * + * All incomming "varying" and gl_FragCoord data to the fragment shader + * gets interpolated based on the vertex positions. + * + * The fragment shader produce and store the final color data output into + * gl_FragColor. + * + * Is up to you to set the final colors and calculate lightning here based on + * supplied position, color and normal data. + * + * The whole fragment shader program are a String containing GLSL ES language + * 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 = +"#ifdef GL_ES \n" + +"#version 100 \n" + +"precision mediump float; \n" + +"precision mediump int; \n" + +"#else \n" + +"#version 110 \n" + +"#endif \n" + + +"varying vec4 varying_Color; \n" + //incomming varying data to the + //frament shader + //sent from the vertex shader +"void main (void)\n" + +"{ \n" + +" gl_FragColor = varying_Color; \n" + +"} "; + +/* Introducing projection matrix helper functions + * + * OpenGL ES 2 vertex projection transformations gets applied inside the + * vertex shader, all you have to do are to calculate and supply a projection matrix. + * + * Its recomended to use the com/jogamp/opengl/util/PMVMatrix.java + * import com.jogamp.opengl.util.PMVMatrix; + * To simplify all your projection model view matrix creation needs. + * + * These helpers here are based on PMVMatrix code and common linear + * algebra for matrix multiplication, translate and rotations. + */ + private void glMultMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer d) { + final int aP = a.position(); + final int bP = b.position(); + final int dP = d.position(); + for (int i = 0; i < 4; i++) { + final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); + d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ); + d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ); + d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ); + d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) ); + } + } + + private float[] multiply(float[] a,float[] b){ + float tmp[] = new float[16]; + glMultMatrixf(FloatBuffer.wrap(a),FloatBuffer.wrap(b),FloatBuffer.wrap(tmp)); + return tmp; + } + + private float[] translate(float[] m,float x,float y,float z){ + float t[] = { 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + x, y, z, 1.0f }; + return multiply(m, t); + } + + private float[] rotate(float[] m,float a,float x,float y,float z){ + float s, c; + s = (float)Math.sin(Math.toRadians(a)); + c = (float)Math.cos(Math.toRadians(a)); + float r[] = { + x * x * (1.0f - c) + c, y * x * (1.0f - c) + z * s, x * z * (1.0f - c) - y * s, 0.0f, + x * y * (1.0f - c) - z * s, y * y * (1.0f - c) + c, y * z * (1.0f - c) + x * s, 0.0f, + x * z * (1.0f - c) + y * s, y * z * (1.0f - c) - x * s, z * z * (1.0f - c) + c, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f }; + return multiply(m, r); + } + + private void printMatrix(float[] m){ + System.out.println(m[0]+" "+m[1]+" "+m[2]+" "+m[3]+"\n"+ + m[4]+" "+m[5]+" "+m[6]+" "+m[7]+"\n"+ + m[8]+" "+m[9]+" "+m[10]+" "+m[11]+"\n"+ + m[12]+" "+m[13]+" "+m[14]+" "+m[15]+"\n"); + } + +/* Introducing the GL2ES demo + * + * How to render a triangle using 424 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. + * + */ + private double theta=0; + private double s=0; + private double c=0; + + private int shaderProgram; + private int vertShader; + private int fragShader; + private int ModelViewProjectionMatrix_location; + + public static void main(String[] s){ + + /* This demo are based on the GL2ES2 GLProfile that allows hardware acceleration + * on both desktop OpenGL 2 and mobile OpenGL ES 2 devices. + * JogAmp JOGL will probe all the installed libGL.so, libEGL.so and libGLESv2.so librarys on + * the system to find which one provide hardware acceleration for your GPU device. + * Its common to find more than one version of these librarys installed on a system. + * For example on a ARM Linux system JOGL may find + * Hardware accelerated Nvidia tegra GPU drivers in: /usr/lib/nvidia-tegra/libEGL.so + * Software rendered Mesa Gallium driver in: /usr/lib/arm-linux-gnueabi/mesa-egl/libEGL.so.1 + * Software rendered Mesa X11 in: /usr/lib/arm-linux-gnueabi/mesa/libGL.so + * Good news!: JOGL does all this probing for you all you have to do are to ask for + * the GLProfile you want to use. + */ + + GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2)); + GLWindow canvas = GLWindow.create(caps); + + NewtCanvasAWT newtCanvas = new NewtCanvasAWT(canvas); + JFrame frame = new JFrame("RAW GL2ES Demo"); + frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); + frame.setSize(300,300); + frame.add(newtCanvas); + //add some swing code if you like. + /* javax.swing.JButton b = new javax.swing.JButton(); + b.setText("Hi"); + frame.add(b); */ + frame.setVisible(true); + + canvas.addGLEventListener(new RawGL2ES2demo()); + FPSAnimator animator = new FPSAnimator(canvas,60); + animator.add(canvas); + animator.start(); + } + + public void init(GLAutoDrawable drawable) { + GL2ES2 gl = drawable.getGL().getGL2ES2(); + + System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); + System.err.println("INIT GL IS: " + gl.getClass().getName()); + System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR)); + 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. + 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 }; + int[] vlengths = new int[] { vlines[0].length() }; + gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0); + gl.glCompileShader(vertShader); + + //Check compile status. + int[] compiled = new int[1]; + gl.glGetShaderiv(vertShader, GL2ES2.GL_COMPILE_STATUS, compiled,0); + if(compiled[0]!=0){System.out.println("Horray! vertex shader compiled");} + else { + int[] logLength = new int[1]; + gl.glGetShaderiv(vertShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0); + + byte[] log = new byte[logLength[0]]; + gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0); + + System.err.println("Error compiling the vertex shader: " + new String(log)); + System.exit(1); + } + + //Compile the fragmentShader String into a program. + String[] flines = new String[] { fragmentShader }; + int[] flengths = new int[] { flines[0].length() }; + gl.glShaderSource(fragShader, flines.length, flines, flengths, 0); + gl.glCompileShader(fragShader); + + //Check compile status. + gl.glGetShaderiv(fragShader, GL2ES2.GL_COMPILE_STATUS, compiled,0); + if(compiled[0]!=0){System.out.println("Horray! fragment shader compiled");} + else { + int[] logLength = new int[1]; + gl.glGetShaderiv(fragShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0); + + byte[] log = new byte[logLength[0]]; + gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0); + + System.err.println("Error compiling the fragment shader: " + new String(log)); + System.exit(1); + } + + //Each shaderProgram must have + //one vertex shader and one fragment shader. + shaderProgram = gl.glCreateProgram(); + gl.glAttachShader(shaderProgram, vertShader); + gl.glAttachShader(shaderProgram, fragShader); + + //Associate attribute ids with the attribute names inside + //the vertex shader. + gl.glBindAttribLocation(shaderProgram, 0, "attribute_Position"); + gl.glBindAttribLocation(shaderProgram, 1, "attribute_Color"); + + gl.glLinkProgram(shaderProgram); + + //Get a id number to the uniform_Projection matrix + //so that we can update it. + ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection"); + } + + public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) { + } + + public void display(GLAutoDrawable drawable) { + // Update variables used in animation + theta += 0.08; + s = Math.sin(theta); + c = Math.cos(theta); + + // Get gl + GL2ES2 gl = drawable.getGL().getGL2ES2(); + + // Set viewport + //gl.glViewport(0,0,300,300); + + // Clear screen + gl.glClearColor(1, 0, 1, 1); //Purple + gl.glClear(GL2ES2.GL_COLOR_BUFFER_BIT | GL2ES2.GL_DEPTH_BUFFER_BIT); + + // Use the shaderProgram that got linked during the init part. + gl.glUseProgram(shaderProgram); + + /* Change a projection matrix + * The matrix multiplications and OpenGL ES2 code below + * basically match this OpenGL ES1 code. + * note that the model_view_projection matrix gets sent to the vertexShader. + * + * gl.glLoadIdentity(); + * gl.glTranslatef(0.0f,0.0f,-0.1f); + * gl.glRotatef((float)30f*(float)s,1.0f,0.0f,1.0f); + * + */ + + float model_view_projection[]; + float identity_matrix[] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f, + }; + model_view_projection = translate(identity_matrix,0.0f,0.0f, -0.1f); + model_view_projection = rotate(model_view_projection,(float)30f*(float)s,1.0f,0.0f,1.0f); + + // Send the final projection matrix to the vertex shader by + // using the uniform location id obtained during the init part. + gl.glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, false, model_view_projection, 0); + + /* + * Render a triangle: + * The OpenGL ES2 code below basically match this OpenGL code. + * + * gl.glBegin(GL_TRIANGLES); // Drawing Using Triangles + * gl.glVertex3f( 0.0f, 1.0f, 0.0f); // Top + * gl.glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left + * gl.glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right + * gl.glEnd(); // Finished Drawing The Triangle + */ + + float vertices[] = { 0.0f, 1.0f, 0.0f, //Top + -1.0f, -1.0f, 0.0f, //Bottom Left + 1.0f, -1.0f, 0.0f //Bottom Right + }; + + gl.glVertexAttribPointer(0, 3, GL2ES2.GL_FLOAT, false, 0, FloatBuffer.wrap(vertices)); + gl.glEnableVertexAttribArray(0); + + float colors[] = { 1.0f, 0.0f, 0.0f, //Top color (red) + 0.0f, 0.0f, 0.0f, //Bottom Left color (black) + 1.0f, 1.0f, 0.0f //Bottom Right color (yellow) + }; + + gl.glVertexAttribPointer(1, 3, GL2ES2.GL_FLOAT, false, 0, FloatBuffer.wrap(colors)); + gl.glEnableVertexAttribArray(1); + + gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle + + gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory + gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory + } + + public void dispose(GLAutoDrawable drawable){ + System.out.println("cleanup, remember to release shaders"); + GL2ES2 gl = drawable.getGL().getGL2ES2(); + gl.glUseProgram(0); + gl.glDetachShader(shaderProgram, vertShader); + gl.glDeleteShader(vertShader); + gl.glDetachShader(shaderProgram, fragShader); + gl.glDeleteShader(fragShader); + gl.glDeleteProgram(shaderProgram); + System.exit(0); + } +} |