diff options
author | Xerxes Rånby <[email protected]> | 2013-08-30 16:52:12 +0200 |
---|---|---|
committer | Xerxes Rånby <[email protected]> | 2013-08-30 16:52:12 +0200 |
commit | 84a886cf4957e8f55af39abf8e9bad04a1de2e4f (patch) | |
tree | cf0aef401a33b00025416a6c502eb05b0322b2f5 /src | |
parent | 0c81c5489b0b65392b28877faf0d0e68022e6181 (diff) |
Fix bug 821: RawGL2ES2demo: Use VBO buffers and update shaders to stay GL3/ES3 core profile compatible.
Signed-off-by: Xerxes Rånby <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/demos/es2/RawGL2ES2demo.java | 64 |
1 files changed, 59 insertions, 5 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java index 5f0f9ab..2079909 100644 --- a/src/demos/es2/RawGL2ES2demo.java +++ b/src/demos/es2/RawGL2ES2demo.java @@ -1,5 +1,5 @@ /** - * Copyright 2012 JogAmp Community. All rights reserved. + * Copyright 2012-2013 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: @@ -111,6 +111,12 @@ static final String vertexShader = // 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. + +"#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. +"#endif\n" + + "#ifdef GL_ES \n" + "precision mediump float; \n" + // Precision Qualifiers "precision mediump int; \n" + // GLSL ES section 4.5.2 @@ -155,6 +161,14 @@ static final String vertexShader = * sent to the GPU driver for compilation. */ static final String fragmentShader = +"#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" + +"#endif\n" + + "#ifdef GL_ES \n" + "precision mediump float; \n" + "precision mediump int; \n" + @@ -239,10 +253,12 @@ static final String fragmentShader = private int fragShader; private int ModelViewProjectionMatrix_location; + private int vboVertices, vboColors; + 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. + /* This demo are based on the GL2ES2 GLProfile that uses common hardware acceleration + * functionality of desktop OpenGL 3, 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. @@ -363,6 +379,19 @@ static final String fragmentShader = //Get a id number to the uniform_Projection matrix //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]; } public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) { @@ -448,9 +477,25 @@ static final String fragmentShader = // I will here use the com.jogamp.common.nio.Buffers to quicly wrap the array in a Direct NIO buffer. FloatBuffer fbVertices = Buffers.newDirectFloatBuffer(vertices); - gl.glVertexAttribPointer(0, 3, GL2ES2.GL_FLOAT, false, 0, fbVertices); + // Select the VBO, GPU memory data, to use for vertices + gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboVertices); + + // 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); + + // Associate Vertex attribute 0 with the last bound VBO + gl.glVertexAttribPointer(0 /* the vertex attribute */, 3, + GL2ES2.GL_FLOAT, false /* normalized? */, 0 /* stride */, + 0 /* The bound VBO data offset */); + + // VBO + // gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0); // You can unbind the VBO after it have been associated using glVertexAttribPointer + gl.glEnableVertexAttribArray(0); + + float[] colors = { 1.0f, 0.0f, 0.0f, 1.0f, //Top color (red) 0.0f, 0.0f, 0.0f, 1.0f, //Bottom Left color (black) 1.0f, 1.0f, 0.0f, 0.9f //Bottom Right color (yellow) with 10% transparence @@ -458,7 +503,16 @@ static final String fragmentShader = FloatBuffer fbColors = Buffers.newDirectFloatBuffer(colors); - gl.glVertexAttribPointer(1, 4, GL2ES2.GL_FLOAT, false, 0, fbColors); + // Select the VBO, GPU memory data, to use for colors + gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboColors); + numBytes = colors.length * 4; + gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbColors, GL.GL_STATIC_DRAW); + + // Associate Vertex attribute 1 with the last bound VBO + gl.glVertexAttribPointer(1 /* the vertex attribute */, 4 /* four possitions used for each vertex */, + GL2ES2.GL_FLOAT, false /* normalized? */, 0 /* stride */, + 0 /* The bound VBO data offset */); + gl.glEnableVertexAttribArray(1); gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle |