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authorSven Gothel <[email protected]>2014-10-24 17:47:51 +0200
committerSven Gothel <[email protected]>2014-10-24 17:47:51 +0200
commitb2da4858e8b5cb2ec3131ed76e2c61ad4a8a2e1c (patch)
tree047c266b721c840f367c143b1724157ee1d5ae69 /src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java
parent4392e90ea2909d89895d992833bf9e71ae922a1d (diff)
parent5a37c7f33e5b3584a3561f240392814940a69956 (diff)
Merge pull request #7 from toruwest/master
Test case of how to use instanced rendering.
Diffstat (limited to 'src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java')
-rw-r--r--src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java285
1 files changed, 285 insertions, 0 deletions
diff --git a/src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java b/src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java
new file mode 100644
index 0000000..7396700
--- /dev/null
+++ b/src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java
@@ -0,0 +1,285 @@
+package com.jogamp.opengl.test.junit.jogl.demos.gl4;
+
+import java.io.File;
+import java.io.FileOutputStream;
+import java.io.IOException;
+import java.io.PrintStream;
+import java.nio.FloatBuffer;
+import java.util.Random;
+
+import javax.media.opengl.DebugGL4;
+import javax.media.opengl.GL2;
+import javax.media.opengl.GL4;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.GLEventListener;
+import javax.media.opengl.TraceGL4;
+
+import com.jogamp.common.nio.Buffers;
+import com.jogamp.opengl.math.Matrix4;
+import com.jogamp.opengl.util.PMVMatrix;
+
+public class TrianglesInstancedRendererHardcoded implements GLEventListener {
+ private float aspect;
+
+ private int shaderProgram;
+ private int vertShader;
+ private int fragShader;
+ private int projectionMatrixLocation;
+ private int transformMatrixLocation;
+ private static final int locPos = 1;
+ private static final int locCol = 2;
+ private PMVMatrix projectionMatrix;
+
+ private static final int NO_OF_INSTANCE = 30;
+ private final FloatBuffer triangleTransform = FloatBuffer.allocate(16 * NO_OF_INSTANCE);
+ private final Matrix4[] mat = new Matrix4[NO_OF_INSTANCE];
+ private final float[] rotationSpeed = new float[NO_OF_INSTANCE];
+
+ private int[] vbo;
+ private int[] vao;
+ private PrintStream stream;
+ private final IInstancedRenderingView view;
+
+ private static final boolean useTraceGL = false;
+
+ public TrianglesInstancedRendererHardcoded(IInstancedRenderingView view) {
+ this.view = view;
+ initTransform();
+
+ if(useTraceGL) {
+ try {
+ stream = new PrintStream(new FileOutputStream(new File("instanced.txt")));
+ } catch (IOException e1) {
+ e1.printStackTrace();
+ }
+ }
+ }
+
+ @Override
+ public void init(GLAutoDrawable drawable) {
+ GL4 gl = drawable.getGL().getGL4();
+ drawable.setGL(new DebugGL4(gl));
+ if(useTraceGL) {
+ drawable.setGL(new TraceGL4(gl, stream));
+ }
+
+ gl.glClearColor(1, 1, 1, 1); //white background
+ // gl.glClearColor(0, 0, 0, 1); //black background
+ gl.glClearDepth(1.0f);
+
+ System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities());
+ System.err.println("INIT GL IS: " + gl.getClass().getName());
+ System.err.println("GL_VENDOR: " + gl.glGetString(GL4.GL_VENDOR));
+ System.err.println("GL_RENDERER: " + gl.glGetString(GL4.GL_RENDERER));
+ System.err.println("GL_VERSION: " + gl.glGetString(GL4.GL_VERSION));
+
+ try {
+ initShaders(gl);
+ } catch (IOException e) {
+ e.printStackTrace();
+ }
+ initVBO(gl);
+ }
+
+ @Override
+ public void display(GLAutoDrawable drawable) {
+
+ GL4 gl = drawable.getGL().getGL4();
+ gl.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT);
+
+ gl.glUseProgram(shaderProgram);
+
+ projectionMatrix.glMatrixMode(GL2.GL_PROJECTION);
+
+ projectionMatrix.glPushMatrix();
+ float winScale = 0.1f;
+ if(view != null) {
+ winScale = view.getScale();
+ }
+ projectionMatrix.glScalef(winScale, winScale, winScale);
+ projectionMatrix.update();
+ gl.glUniformMatrix4fv(projectionMatrixLocation, 1, false, projectionMatrix.glGetPMatrixf());
+ projectionMatrix.glPopMatrix();
+ generateTriangleTransform();
+ gl.glUniformMatrix4fv(transformMatrixLocation, NO_OF_INSTANCE, false, triangleTransform);
+
+ gl.glBindVertexArray(vao[0]);
+ gl.glDrawArraysInstanced(GL4.GL_TRIANGLES, 0, 3, NO_OF_INSTANCE);
+ gl.glBindVertexArray(0);
+ gl.glUseProgram(0);
+ }
+
+ @Override
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
+ System.out.println("Window resized to width=" + width + " height=" + height);
+ GL4 gl3 = drawable.getGL().getGL4();
+ gl3.glViewport(0, 0, width, height);
+ aspect = (float) width / (float) height;
+
+ projectionMatrix = new PMVMatrix();
+ projectionMatrix.glMatrixMode(GL2.GL_PROJECTION);
+ projectionMatrix.glLoadIdentity();
+ projectionMatrix.gluPerspective(45, aspect, 0.001f, 20f);
+ projectionMatrix.gluLookAt(0, 0, -10, 0, 0, 0, 0, 1, 0);
+ }
+
+ @Override
+ public void dispose(GLAutoDrawable drawable){
+ GL4 gl = drawable.getGL().getGL4();
+ gl.glUseProgram(0);
+ gl.glDeleteBuffers(2, vbo, 0);
+ gl.glDetachShader(shaderProgram, vertShader);
+ gl.glDeleteShader(vertShader);
+ gl.glDetachShader(shaderProgram, fragShader);
+ gl.glDeleteShader(fragShader);
+ gl.glDeleteProgram(shaderProgram);
+ }
+
+ private void initTransform() {
+ Random rnd = new Random();
+ for(int i = 0; i < NO_OF_INSTANCE; i++) {
+ rotationSpeed[i] = 0.3f * rnd.nextFloat();
+ mat[i] = new Matrix4();
+ mat[i].loadIdentity();
+ float scale = 1f + 4 * rnd.nextFloat();
+ mat[i].scale(scale, scale, scale);
+ //setup initial position of each triangle
+ mat[i].translate(20f * rnd.nextFloat() - 10f,
+ 10f * rnd.nextFloat() - 5f,
+ 0f);
+ }
+ }
+
+ private void initVBO(GL4 gl) {
+ FloatBuffer interleavedBuffer = Buffers.newDirectFloatBuffer(vertices.length + colors.length);
+ for(int i = 0; i < vertices.length/3; i++) {
+ for(int j = 0; j < 3; j++) {
+ interleavedBuffer.put(vertices[i*3 + j]);
+ }
+ for(int j = 0; j < 4; j++) {
+ interleavedBuffer.put(colors[i*4 + j]);
+ }
+ }
+ interleavedBuffer.flip();
+
+ vao = new int[1];
+ gl.glGenVertexArrays(1, vao , 0);
+ gl.glBindVertexArray(vao[0]);
+ vbo = new int[1];
+ gl.glGenBuffers(1, vbo, 0);
+ gl.glBindBuffer(GL4.GL_ARRAY_BUFFER, vbo[0]);
+ gl.glBufferData(GL4.GL_ARRAY_BUFFER, interleavedBuffer.limit() * Buffers.SIZEOF_FLOAT, interleavedBuffer, GL4.GL_STATIC_DRAW);
+
+ gl.glEnableVertexAttribArray(locPos);
+ gl.glEnableVertexAttribArray(locCol);
+
+ int stride = Buffers.SIZEOF_FLOAT * (3+4);
+ gl.glVertexAttribPointer( locPos, 3, GL4.GL_FLOAT, false, stride, 0);
+ gl.glVertexAttribPointer( locCol, 4, GL4.GL_FLOAT, false, stride, Buffers.SIZEOF_FLOAT * 3);
+ }
+
+ private void initShaders(GL4 gl) throws IOException {
+ vertShader = gl.glCreateShader(GL4.GL_VERTEX_SHADER);
+ fragShader = gl.glCreateShader(GL4.GL_FRAGMENT_SHADER);
+
+ String[] vlines = new String[] { vertexShaderString };
+ int[] vlengths = new int[] { vlines[0].length() };
+ gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0);
+ gl.glCompileShader(vertShader);
+
+ int[] compiled = new int[1];
+ gl.glGetShaderiv(vertShader, GL4.GL_COMPILE_STATUS, compiled, 0);
+ if(compiled[0] != 0) {
+ System.out.println("Vertex shader compiled");
+ } else {
+ int[] logLength = new int[1];
+ gl.glGetShaderiv(vertShader, GL4.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);
+ }
+
+ String[] flines = new String[] { fragmentShaderString };
+ int[] flengths = new int[] { flines[0].length() };
+ gl.glShaderSource(fragShader, flines.length, flines, flengths, 0);
+ gl.glCompileShader(fragShader);
+
+ gl.glGetShaderiv(fragShader, GL4.GL_COMPILE_STATUS, compiled, 0);
+ if(compiled[0] != 0){
+ System.out.println("Fragment shader compiled.");
+ } else {
+ int[] logLength = new int[1];
+ gl.glGetShaderiv(fragShader, GL4.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);
+ }
+
+ shaderProgram = gl.glCreateProgram();
+ gl.glAttachShader(shaderProgram, vertShader);
+ gl.glAttachShader(shaderProgram, fragShader);
+
+ gl.glBindAttribLocation(shaderProgram, locPos, "mgl_Vertex");
+ gl.glBindAttribLocation(shaderProgram, locCol, "mgl_Color");
+
+ gl.glLinkProgram(shaderProgram);
+
+ projectionMatrixLocation = gl.glGetUniformLocation(shaderProgram, "mgl_PMatrix");
+ System.out.println("projectionMatrixLocation:" + projectionMatrixLocation);
+ transformMatrixLocation = gl.glGetUniformLocation(shaderProgram, "mgl_MVMatrix");
+ System.out.println("transformMatrixLocation:" + transformMatrixLocation);
+ }
+
+ private void generateTriangleTransform() {
+ triangleTransform.clear();
+ for(int i = 0; i < NO_OF_INSTANCE; i++) {
+ // mat[i].translate(0.1f, 0.1f, 0);
+ mat[i].rotate(rotationSpeed[i], 0, 0, 1);
+ // mat[i].translate(-0.1f, -0.1f, 0);
+ triangleTransform.put(mat[i].getMatrix());
+ }
+ triangleTransform.flip();
+ }
+
+ private final String vertexShaderString =
+ "#version 410 \n" +
+ "\n" +
+ "uniform mat4 mgl_PMatrix; \n" +
+ "uniform mat4 mgl_MVMatrix[" + NO_OF_INSTANCE + "]; \n" +
+ "in vec3 mgl_Vertex; \n" +
+ "in vec4 mgl_Color; \n" +
+ "out vec4 frontColor; \n" +
+ "void main(void) \n" +
+ "{ \n" +
+ " frontColor = mgl_Color; \n" +
+ " gl_Position = mgl_PMatrix * mgl_MVMatrix[gl_InstanceID] * vec4(mgl_Vertex, 1);" +
+ "} ";
+
+ private final String fragmentShaderString =
+ "#version 410\n" +
+ "\n" +
+ "in vec4 frontColor; \n" +
+ "out vec4 mgl_FragColor; \n" +
+ "void main (void) \n" +
+ "{ \n" +
+ " mgl_FragColor = frontColor; \n" +
+ "} ";
+
+ private final float[] vertices = {
+ 1.0f, 0.0f, 0,
+ -0.5f, 0.866f, 0,
+ -0.5f, -0.866f, 0
+ };
+
+ private final float[] colors = {
+ 1.0f, 0.0f, 0.0f, 1.0f,
+ 0.0f, 1.0f, 0.0f, 1.0f,
+ 0f, 0f, 1.0f, 1f
+ };
+}