diff options
Diffstat (limited to 'src/demos/es1')
-rwxr-xr-x | src/demos/es1/angeles/AngelesGL.java | 208 | ||||
-rwxr-xr-x | src/demos/es1/angeles/AngelesGLil.java | 840 | ||||
-rwxr-xr-x | src/demos/es1/angeles/Main.java | 15 |
3 files changed, 986 insertions, 77 deletions
diff --git a/src/demos/es1/angeles/AngelesGL.java b/src/demos/es1/angeles/AngelesGL.java index 046f5dd..bb2aecd 100755 --- a/src/demos/es1/angeles/AngelesGL.java +++ b/src/demos/es1/angeles/AngelesGL.java @@ -85,6 +85,8 @@ public class AngelesGL implements GLEventListener { gl.getGLES2().enableFixedFunctionEmulationMode(GLES2.FIXED_EMULATION_VERTEXCOLORTEXTURE); System.err.println("AngelesGL Fixed emu: FIXED_EMULATION_VERTEXCOLORTEXTURE"); } + cComps = gl.isGLES1() ? 4: 3; + gl.glEnable(GL2ES1.GL_NORMALIZE); gl.glEnable(gl.GL_DEPTH_TEST); gl.glDisable(gl.GL_CULL_FACE); @@ -94,7 +96,7 @@ public class AngelesGL implements GLEventListener { gl.glEnable(gl.GL_LIGHTING); gl.glEnable(gl.GL_LIGHT0); gl.glEnable(gl.GL_LIGHT1); - gl.glEnable(gl.GL_LIGHT2); + gl.glEnable(gl.GL_LIGHT2); gl.glEnableClientState(gl.GL_VERTEX_ARRAY); gl.glEnableClientState(gl.GL_COLOR_ARRAY); @@ -234,6 +236,7 @@ int randomUInt() return Math.abs((int) (sRandomSeed >> 16)); } +private int cComps; // Definition of one GL object in this demo. public class GLObject { @@ -247,64 +250,117 @@ public class GLObject { * components per color with gl.GL_UNSIGNED_BYTE datatype and stride 0. * Normal array is supposed to use gl.GL_FLOAT datatype and stride 0. */ - private GLArrayDataServer vertexArray; - private GLArrayDataServer colorArray; - private GLArrayDataServer normalArray; - private int count; + private int vboName, count; + private int vComps, nComps; + private ByteBuffer pBuffer=null; + private FloatBuffer vertexArray=null; + private FloatBuffer colorArray=null; + private FloatBuffer normalArray=null; + protected GLArrayDataWrapper vArrayData, cArrayData, nArrayData=null; public GLObject(int vertices, int vertexComponents, boolean useNormalArray) { count = vertices; - vertexArray = GLArrayDataServer.createFixed(GL.GL_VERTEX_ARRAY, null, vertexComponents, - GL.GL_FLOAT, false, vertices, GL.GL_STATIC_DRAW); - vertexArray.setEnableAlways(true); - colorArray = GLArrayDataServer.createFixed(GL.GL_COLOR_ARRAY, null, 4, - GL.GL_FLOAT, false, vertices, GL.GL_STATIC_DRAW); - colorArray.setEnableAlways(true); + vComps= vertexComponents; + nComps = useNormalArray ? 3 : 0; + + int bSize = BufferUtil.sizeOfGLType(GL.GL_FLOAT) * count * ( vComps + cComps + nComps) ; + pBuffer = BufferUtil.newByteBuffer(bSize); + + int pos = 0; + int size= BufferUtil.sizeOfGLType(GL.GL_FLOAT) * count * vComps ; + vertexArray = (FloatBuffer) BufferUtil.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT); + int vOffset = 0; + pos+=size; + + size=BufferUtil.sizeOfGLType(GL.GL_FLOAT) * count * cComps ; + colorArray = (FloatBuffer) BufferUtil.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT); + int cOffset=pos; + pos+=size; + + int nOffset=0; + if(useNormalArray) { + size=BufferUtil.sizeOfGLType(GL.GL_FLOAT) * count * nComps ; + normalArray = (FloatBuffer) BufferUtil.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT); + nOffset=pos; + pos+=size; + } + pBuffer.position(pos); + pBuffer.flip(); + + int[] tmp = new int[1]; + gl.glGenBuffers(1, tmp, 0); + vboName = tmp[0]; + + vArrayData = GLArrayDataWrapper.createFixed(GL.GL_VERTEX_ARRAY, vComps, GL.GL_FLOAT, false, + 0, pBuffer, vboName, vOffset); + cArrayData = GLArrayDataWrapper.createFixed(GL.GL_COLOR_ARRAY, cComps, GL.GL_FLOAT, false, + 0, pBuffer, vboName, cOffset); if(useNormalArray) { - normalArray = GLArrayDataServer.createFixed(GL.GL_NORMAL_ARRAY, null, 3, - GL.GL_FLOAT, false, vertices, GL.GL_STATIC_DRAW); + nArrayData = GLArrayDataWrapper.createFixed(GL.GL_NORMAL_ARRAY, nComps, GL.GL_FLOAT, false, + 0, pBuffer, vboName, nOffset); } } - void setCount(int c) { count = c; } + void setCount(int c) { + if(count != c) { + throw new RuntimeException("diff count: "+count+" -> "+c); + } + count = c; + } - FloatBuffer vertexArray() { return (FloatBuffer)vertexArray.getBuffer(); } - FloatBuffer colorArray() { return (FloatBuffer) colorArray.getBuffer(); } - FloatBuffer normalArray() { return (normalArray!=null)?(FloatBuffer)normalArray.getBuffer():null; } + private boolean sealed = false; void seal() { - vertexArray().position( count * vertexArray.getComponentNumber() ); - vertexArray.seal(gl, true); + if(sealed) return; + sealed = true; + + vertexArray.position(count); + vertexArray.flip(); + colorArray.position(count); + colorArray.flip(); + if(nComps>0) { + normalArray.position(count); + normalArray.flip(); + } - colorArray().position( count * colorArray.getComponentNumber() ); - colorArray.seal(gl, true); + if(nComps>0) { + gl.glEnableClientState(gl.GL_NORMAL_ARRAY); + } - if(null!=normalArray) { - normalArray().position( count * normalArray.getComponentNumber() ); - normalArray.seal(gl, true); - normalArray.enableBuffer(gl, false); + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); + gl.glBufferData(GL.GL_ARRAY_BUFFER, pBuffer.limit(), pBuffer, GL.GL_STATIC_DRAW); + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); + + if(nComps>0) { + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); } } void draw() { - vertexArray.enableBuffer(gl, true); - colorArray.enableBuffer(gl, true); - if(null!=normalArray) { - normalArray.enableBuffer(gl, true); - } else { - gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + seal(); + if(nComps>0) { + gl.glEnableClientState(gl.GL_NORMAL_ARRAY); } - gl.glDrawArrays(gl.GL_TRIANGLES, 0, vertexArray.getElementNumber()); + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); - // System.out.println(gl); + gl.glVertexPointer(vArrayData); + gl.glColorPointer(cArrayData); + if(nComps>0) { + gl.glNormalPointer(nArrayData); + } - if(null!=normalArray) { - normalArray.enableBuffer(gl, false); - } + + gl.glDrawArrays(gl.GL_TRIANGLES, 0, count); + + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); + + if(nComps>0) { + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + } } } @@ -456,19 +512,19 @@ GLObject createSuperShape(final float params[]) ca = pa.z + 0.5f; - if(result.normalArray()!=null) { + if(result.normalArray!=null) { for (i = currentVertex * 3; i < (currentVertex + 6) * 3; i += 3) { - result.normalArray().put(i , (n.x)); - result.normalArray().put(i + 1, (n.y)); - result.normalArray().put(i + 2, (n.z)); + result.normalArray.put(i , (n.x)); + result.normalArray.put(i + 1, (n.y)); + result.normalArray.put(i + 2, (n.z)); } } - for (i = currentVertex * 4; - i < (currentVertex + 6) * 4; - i += 4) + for (i = currentVertex * cComps; + i < (currentVertex + 6) * cComps; + i += cComps) { int j; float color[] = new float[3]; @@ -477,34 +533,36 @@ GLObject createSuperShape(final float params[]) color[j] = ca * baseColor[j]; if (color[j] > 1.0f) color[j] = 1.0f; } - result.colorArray().put(i , color[0]); - result.colorArray().put(i + 1, color[1]); - result.colorArray().put(i + 2, color[2]); - result.colorArray().put(i + 3, 0f); + result.colorArray.put(i , color[0]); + result.colorArray.put(i + 1, color[1]); + result.colorArray.put(i + 2, color[2]); + if(3<cComps) { + result.colorArray.put(i + 3, 0f); + } } - result.vertexArray().put(currentVertex * 3, (pa.x)); - result.vertexArray().put(currentVertex * 3 + 1, (pa.y)); - result.vertexArray().put(currentVertex * 3 + 2, (pa.z)); + result.vertexArray.put(currentVertex * 3, (pa.x)); + result.vertexArray.put(currentVertex * 3 + 1, (pa.y)); + result.vertexArray.put(currentVertex * 3 + 2, (pa.z)); ++currentVertex; - result.vertexArray().put(currentVertex * 3, (pb.x)); - result.vertexArray().put(currentVertex * 3 + 1, (pb.y)); - result.vertexArray().put(currentVertex * 3 + 2, (pb.z)); + result.vertexArray.put(currentVertex * 3, (pb.x)); + result.vertexArray.put(currentVertex * 3 + 1, (pb.y)); + result.vertexArray.put(currentVertex * 3 + 2, (pb.z)); ++currentVertex; - result.vertexArray().put(currentVertex * 3, (pd.x)); - result.vertexArray().put(currentVertex * 3 + 1, (pd.y)); - result.vertexArray().put(currentVertex * 3 + 2, (pd.z)); + result.vertexArray.put(currentVertex * 3, (pd.x)); + result.vertexArray.put(currentVertex * 3 + 1, (pd.y)); + result.vertexArray.put(currentVertex * 3 + 2, (pd.z)); ++currentVertex; - result.vertexArray().put(currentVertex * 3, (pb.x)); - result.vertexArray().put(currentVertex * 3 + 1, (pb.y)); - result.vertexArray().put(currentVertex * 3 + 2, (pb.z)); + result.vertexArray.put(currentVertex * 3, (pb.x)); + result.vertexArray.put(currentVertex * 3 + 1, (pb.y)); + result.vertexArray.put(currentVertex * 3 + 2, (pb.z)); ++currentVertex; - result.vertexArray().put(currentVertex * 3, (pc.x)); - result.vertexArray().put(currentVertex * 3 + 1, (pc.y)); - result.vertexArray().put(currentVertex * 3 + 2, (pc.z)); + result.vertexArray.put(currentVertex * 3, (pc.x)); + result.vertexArray.put(currentVertex * 3 + 1, (pc.y)); + result.vertexArray.put(currentVertex * 3 + 2, (pc.z)); ++currentVertex; - result.vertexArray().put(currentVertex * 3, (pd.x)); - result.vertexArray().put(currentVertex * 3 + 1, (pd.y)); - result.vertexArray().put(currentVertex * 3 + 2, (pd.z)); + result.vertexArray.put(currentVertex * 3, (pd.x)); + result.vertexArray.put(currentVertex * 3 + 1, (pd.y)); + result.vertexArray.put(currentVertex * 3 + 2, (pd.z)); ++currentVertex; } // r0 && r1 && r2 && r3 ++currentQuad; @@ -544,12 +602,14 @@ GLObject createGroundPlane() float color; int i, a; color = ((float)(randomUInt() % 255))/255.0f; - for (i = currentVertex * 4; i < (currentVertex + 6) * 4; i += 4) + for (i = currentVertex * cComps; i < (currentVertex + 6) * cComps; i += cComps) { - result.colorArray().put(i, color); - result.colorArray().put(i + 1, color); - result.colorArray().put(i + 2, color); - result.colorArray().put(i + 3, 0); + result.colorArray.put(i, color); + result.colorArray.put(i + 1, color); + result.colorArray.put(i + 2, color); + if(3<cComps) { + result.colorArray.put(i + 3, 0); + } } // Axis bits for quad triangles: @@ -560,10 +620,10 @@ GLObject createGroundPlane() final int xm = x + ((0x1c >> a) & 1); final int ym = y + ((0x31 >> a) & 1); final float m = (float)(Math.cos(xm * 2) * Math.sin(ym * 4) * 0.75f); - result.vertexArray().put(currentVertex * vcomps, (xm * scale + m)); - result.vertexArray().put(currentVertex * vcomps + 1, (ym * scale + m)); + result.vertexArray.put(currentVertex * vcomps, (xm * scale + m)); + result.vertexArray.put(currentVertex * vcomps + 1, (ym * scale + m)); if(2<vcomps) { - result.vertexArray().put(currentVertex * vcomps + 2, 0f); + result.vertexArray.put(currentVertex * vcomps + 2, 0f); } ++currentVertex; } @@ -621,7 +681,7 @@ void drawFadeQuad() gl.glEnableClientState(gl.GL_VERTEX_ARRAY); gl.glVertexPointer(2, gl.GL_FLOAT, 0, quadVertices); gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6); - gl.glDisableClientState(gl.GL_VERTEX_ARRAY); + gl.glEnableClientState(gl.GL_COLOR_ARRAY); gl.glMatrixMode(gl.GL_MODELVIEW); diff --git a/src/demos/es1/angeles/AngelesGLil.java b/src/demos/es1/angeles/AngelesGLil.java new file mode 100755 index 0000000..ace1a4f --- /dev/null +++ b/src/demos/es1/angeles/AngelesGLil.java @@ -0,0 +1,840 @@ +/* San Angeles Observation OpenGL ES version example + * Copyright 2004-2005 Jetro Lauha + * All rights reserved. + * Web: http://iki.fi/jetro/ + * + * This source is free software; you can redistribute it and/or + * modify it under the terms of EITHER: + * (1) The GNU Lesser General Public License as published by the Free + * Software Foundation; either version 2.1 of the License, or (at + * your option) any later version. The text of the GNU Lesser + * General Public License is included with this source in the + * file LICENSE-LGPL.txt. + * (2) The BSD-style license that is included with this source in + * the file LICENSE-BSD.txt. + * + * This source is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files + * LICENSE-LGPL.txt and LICENSE-BSD.txt for more details. + * + * $Id$ + * $Revision$ + */ + +package demos.es1.angeles; + +import javax.media.opengl.*; +import javax.media.opengl.util.*; +import javax.media.opengl.glu.*; +import java.nio.*; + +public class AngelesGLil implements GLEventListener { + + public AngelesGLil(boolean enableBlending) { + blendingEnabled = enableBlending; + quadVertices = BufferUtil.newFloatBuffer(12); + quadVertices.put(new float[]{ + -1.0f, -1.0f, + 1.0f, -1.0f, + -1.0f, 1.0f, + 1.0f, -1.0f, + 1.0f, 1.0f, + -1.0f, 1.0f + }); + quadVertices.flip(); + + light0Position=BufferUtil.newFloatBuffer(4); + light0Diffuse=BufferUtil.newFloatBuffer(4); + light1Position=BufferUtil.newFloatBuffer(4); + light1Diffuse=BufferUtil.newFloatBuffer(4); + light2Position=BufferUtil.newFloatBuffer(4); + light2Diffuse=BufferUtil.newFloatBuffer(4); + materialSpecular=BufferUtil.newFloatBuffer(4); + + light0Position.put(new float[] { FixedPoint.toFloat(-0x40000), 1.0f, 1.0f, 0.0f }); + light0Diffuse.put(new float[] { 1.0f, FixedPoint.toFloat(0x6666), 0.0f, 1.0f }); + light1Position.put(new float[] { 1.0f, FixedPoint.toFloat(-0x20000), -1.0f, 0.0f }); + light1Diffuse.put(new float[] { FixedPoint.toFloat(0x11eb), FixedPoint.toFloat(0x23d7), FixedPoint.toFloat(0x5999), 1.0f }); + light2Position.put(new float[] { -1.0f, 0.0f, FixedPoint.toFloat(-0x40000), 0.0f }); + light2Diffuse.put(new float[] { FixedPoint.toFloat(0x11eb), FixedPoint.toFloat(0x2b85), FixedPoint.toFloat(0x23d7), 1.0f }); + materialSpecular.put(new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); + + light0Position.flip(); + light0Diffuse.flip(); + light1Position.flip(); + light1Diffuse.flip(); + light2Position.flip(); + light2Diffuse.flip(); + materialSpecular.flip(); + + seedRandom(15); + + width=0; + height=0; + x=0; + y=0; + } + + public void init(GLAutoDrawable drawable) { + // FIXME: gl.setSwapInterval(1); + + this.gl = drawable.getGL(); + this.glu = GLU.createGLU(); + if(gl.isGLES2()) { + gl.getGLES2().enableFixedFunctionEmulationMode(GLES2.FIXED_EMULATION_VERTEXCOLORTEXTURE); + System.err.println("AngelesGLil Fixed emu: FIXED_EMULATION_VERTEXCOLORTEXTURE"); + } + + cComps = gl.isGLES1() ? 4: 3; + + gl.glEnable(GL2ES1.GL_NORMALIZE); + gl.glEnable(gl.GL_DEPTH_TEST); + gl.glDisable(gl.GL_CULL_FACE); + gl.glCullFace(GL.GL_BACK); + gl.glShadeModel(gl.GL_FLAT); + + gl.glEnable(gl.GL_LIGHTING); + gl.glEnable(gl.GL_LIGHT0); + gl.glEnable(gl.GL_LIGHT1); + gl.glEnable(gl.GL_LIGHT2); + + gl.glEnableClientState(gl.GL_VERTEX_ARRAY); + gl.glEnableClientState(gl.GL_COLOR_ARRAY); + + for (int a = 0; a < SuperShape.COUNT; ++a) + { + sSuperShapeObjects[a] = createSuperShape(SuperShape.sParams[a]); + } + sGroundPlane = createGroundPlane(); + + gAppAlive = 1; + + sStartTick = System.currentTimeMillis(); + frames=0; + + /* + gl.glGetError(); // flush error .. + if(gl.isGLES2()) { + GLES2 gles2 = gl.getGLES2(); + + // Debug .. + //DebugGLES2 gldbg = new DebugGLES2(gles2); + //gles2.getContext().setGL(gldbg); + //gles2 = gldbg; + + // Trace .. + TraceGLES2 gltrace = new TraceGLES2(gles2, System.err); + gles2.getContext().setGL(gltrace); + gles2 = gltrace; + } else if(gl.isGL2()) { + GL2 gl2 = gl.getGL2(); + + // Debug .. + //DebugGL2 gldbg = new DebugGL2(gl2); + //gl2.getContext().setGL(gldbg); + //gl2 = gldbg; + + // Trace .. + TraceGL2 gltrace = new TraceGL2(gl2, System.err); + gl2.getContext().setGL(gltrace); + gl2 = gltrace; + }*/ + } + + public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { + this.width = width; + this.height=height; + this.x = x; + this.y = y; + + this.gl = drawable.getGL(); + + gl.glMatrixMode(gl.GL_MODELVIEW); + gl.glLoadIdentity(); + + gl.glClearColor(0.1f, 0.2f, 0.3f, 1.0f); + + // JAU gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); + + //gl.glShadeModel(GL.GL_SMOOTH); + gl.glShadeModel(gl.GL_FLAT); + gl.glDisable(gl.GL_DITHER); + + //gl.glMatrixMode(gl.GL_PROJECTION); + //gl.glLoadIdentity(); + //glu.gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f); + + //System.out.println("reshape .."); + } + + public void display(GLAutoDrawable drawable) { + long tick = System.currentTimeMillis(); + + if (gAppAlive==0) + return; + + this.gl = drawable.getGL(); + + // Actual tick value is "blurred" a little bit. + sTick = (sTick + tick - sStartTick) >> 1; + + // Terminate application after running through the demonstration once. + if (sTick >= RUN_LENGTH) + { + gAppAlive = 0; + return; + } + + gl.glClear(gl.GL_DEPTH_BUFFER_BIT | gl.GL_COLOR_BUFFER_BIT); + + gl.glMatrixMode(gl.GL_PROJECTION); + gl.glLoadIdentity(); + glu.gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f); + + // Update the camera position and set the lookat. + camTrack(); + + // Configure environment. + configureLightAndMaterial(); + + if(blendingEnabled) { + gl.glEnable(gl.GL_CULL_FACE); + // Draw the reflection by drawing models with negated Z-axis. + gl.glPushMatrix(); + drawModels(-1); + gl.glPopMatrix(); + } + + // Draw the ground plane to the window. (opt. blending) + drawGroundPlane(); + + if(blendingEnabled) { + gl.glDisable(gl.GL_CULL_FACE); + } + + // Draw all the models normally. + drawModels(1); + + if(blendingEnabled) { + // Draw fade quad over whole window (when changing cameras). + drawFadeQuad(); + } + + frames++; + tick = System.currentTimeMillis(); + } + + public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { + } + + private boolean blendingEnabled = true; + private GL gl; + private GLU glu; + + // Total run length is 20 * camera track base unit length (see cams.h). + private int RUN_LENGTH = (20 * CamTrack.CAMTRACK_LEN) ; + private int RANDOM_UINT_MAX = 65535 ; + + private long sRandomSeed = 0; + +void seedRandom(long seed) +{ + sRandomSeed = seed; +} + +int randomUInt() +{ + sRandomSeed = sRandomSeed * 0x343fd + 0x269ec3; + return Math.abs((int) (sRandomSeed >> 16)); +} + + +private int cComps; + +// Definition of one GL object in this demo. +public class GLObject { + /* Vertex array and color array are enabled for all objects, so their + * pointers must always be valid and non-null. Normal array is not + * used by the ground plane, so when its pointer is null then normal + * array usage is disabled. + * + * Vertex array is supposed to use gl.GL_FLOAT datatype and stride 0 + * (i.e. tightly packed array). Color array is supposed to have 4 + * components per color with gl.GL_UNSIGNED_BYTE datatype and stride 0. + * Normal array is supposed to use gl.GL_FLOAT datatype and stride 0. + */ + protected int vboName, count; + protected int vComps, nComps; + protected ByteBuffer pBuffer; + protected FloatBuffer interlArray; + protected GLArrayDataWrapper vArrayData, cArrayData, nArrayData=null; + + public GLObject(int vertices, int vertexComponents, + boolean useNormalArray) { + count = vertices; + vComps= vertexComponents; + nComps = useNormalArray ? 3 : 0; + + int bStride = BufferUtil.sizeOfGLType(GL.GL_FLOAT) * ( vComps + cComps + nComps ); + int bSize = count * bStride; + + pBuffer = BufferUtil.newByteBuffer(bSize); + interlArray = pBuffer.asFloatBuffer(); + + int vOffset = 0; + int cOffset = BufferUtil.sizeOfGLType(GL.GL_FLOAT) * (vComps); + int nOffset = BufferUtil.sizeOfGLType(GL.GL_FLOAT) * (vComps + cComps); + + int[] tmp = new int[1]; + gl.glGenBuffers(1, tmp, 0); + vboName = tmp[0]; + + pBuffer.position(bSize); + pBuffer.flip(); + + // just for documentation reasons .. + interlArray.position(count*(vComps+cComps+nComps)); + interlArray.flip(); + + vArrayData = GLArrayDataWrapper.createFixed(GL.GL_VERTEX_ARRAY, vComps, GL.GL_FLOAT, false, + bStride, pBuffer, vboName, vOffset); + cArrayData = GLArrayDataWrapper.createFixed(GL.GL_COLOR_ARRAY, cComps, GL.GL_FLOAT, false, + bStride, pBuffer, vboName, cOffset); + if(useNormalArray) { + nArrayData = GLArrayDataWrapper.createFixed(GL.GL_NORMAL_ARRAY, nComps, GL.GL_FLOAT, false, + bStride, pBuffer, vboName, nOffset); + } + } + + private boolean sealed = false; + + void seal() + { + if(sealed) return; + sealed = true; + + if(nComps>0) { + gl.glEnableClientState(gl.GL_NORMAL_ARRAY); + } + + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); + gl.glBufferData(GL.GL_ARRAY_BUFFER, pBuffer.limit(), pBuffer, GL.GL_STATIC_DRAW); + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); + + if(nComps>0) { + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + } + } + + void draw() + { + seal(); + if(nComps>0) { + gl.glEnableClientState(gl.GL_NORMAL_ARRAY); + } + + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); + + gl.glVertexPointer(vArrayData); + gl.glColorPointer(cArrayData); + if(nComps>0) { + gl.glNormalPointer(nArrayData); + } + + gl.glDrawArrays(gl.GL_TRIANGLES, 0, count); + + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); + + if(nComps>0) { + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + } + } +} + +long sStartTick = 0; +long sTick = 0; + +int sCurrentCamTrack = 0; +long sCurrentCamTrackStartTick = 0; +long sNextCamTrackStartTick = 0x7fffffff; + +GLObject sSuperShapeObjects[] = new GLObject[SuperShape.COUNT]; +GLObject sGroundPlane; + + +public class VECTOR3 { + float x, y, z; + + public VECTOR3() { + x=0f; y=0f; z=0f; + } + public VECTOR3(float x, float y, float z) { + this.x=x; + this.y=y; + this.z=z; + } +} + + + +static void vector3Sub(VECTOR3 dest, VECTOR3 v1, VECTOR3 v2) +{ + dest.x = v1.x - v2.x; + dest.y = v1.y - v2.y; + dest.z = v1.z - v2.z; +} + + +static void superShapeMap(VECTOR3 point, float r1, float r2, float t, float p) +{ + // sphere-mapping of supershape parameters + point.x = (float)(Math.cos(t) * Math.cos(p) / r1 / r2); + point.y = (float)(Math.sin(t) * Math.cos(p) / r1 / r2); + point.z = (float)(Math.sin(p) / r2); +} + + +float ssFunc(final float t, final float p[]) +{ + return ssFunc(t, p, 0); +} + +float ssFunc(final float t, final float p[], int pOff) +{ + return (float)(Math.pow(Math.pow(Math.abs(Math.cos(p[0+pOff] * t / 4)) / p[1+pOff], p[4+pOff]) + + Math.pow(Math.abs(Math.sin(p[0+pOff] * t / 4)) / p[2+pOff], p[5+pOff]), 1 / p[3+pOff])); +} + + +// Creates and returns a supershape object. +// Based on Paul Bourke's POV-Ray implementation. +// http://astronomy.swin.edu.au/~pbourke/povray/supershape/ +GLObject createSuperShape(final float params[]) +{ + final int resol1 = (int)params[SuperShape.PARAMS - 3]; + final int resol2 = (int)params[SuperShape.PARAMS - 2]; + // latitude 0 to pi/2 for no mirrored bottom + // (latitudeBegin==0 for -pi/2 to pi/2 originally) + final int latitudeBegin = resol2 / 4; + final int latitudeEnd = resol2 / 2; // non-inclusive + final int longitudeCount = resol1; + final int latitudeCount = latitudeEnd - latitudeBegin; + final int triangleCount = longitudeCount * latitudeCount * 2; + final int vertices = triangleCount * 3; + GLObject result; + float baseColor[] = new float[3]; + float color[] = new float[3]; + int a, longitude, latitude; + int currentIndex, currentQuad; + + result = new GLObject(vertices, 3, true); + if (result == null) + return null; + + for (a = 0; a < 3; ++a) { + baseColor[a] = ((randomUInt() % 155) + 100) / 255.f; + } + + currentQuad = 0; + currentIndex = 0; + + // longitude -pi to pi + for (longitude = 0; longitude < longitudeCount; ++longitude) + { + + // latitude 0 to pi/2 + for (latitude = latitudeBegin; latitude < latitudeEnd; ++latitude) + { + float t1 = (float) ( -Math.PI + longitude * 2 * Math.PI / resol1 ); + float t2 = (float) ( -Math.PI + (longitude + 1) * 2 * Math.PI / resol1 ); + float p1 = (float) ( -Math.PI / 2 + latitude * 2 * Math.PI / resol2 ); + float p2 = (float) ( -Math.PI / 2 + (latitude + 1) * 2 * Math.PI / resol2 ); + float r0, r1, r2, r3; + + r0 = ssFunc(t1, params); + r1 = ssFunc(p1, params, 6); + r2 = ssFunc(t2, params); + r3 = ssFunc(p2, params, 6); + + if (r0 != 0 && r1 != 0 && r2 != 0 && r3 != 0) + { + VECTOR3 pa=new VECTOR3(), pb=new VECTOR3(), pc=new VECTOR3(), pd=new VECTOR3(); + VECTOR3 v1=new VECTOR3(), v2=new VECTOR3(), n=new VECTOR3(); + float ca; + int i; + //float lenSq, invLenSq; + + superShapeMap(pa, r0, r1, t1, p1); + superShapeMap(pb, r2, r1, t2, p1); + superShapeMap(pc, r2, r3, t2, p2); + superShapeMap(pd, r0, r3, t1, p2); + + // kludge to set lower edge of the object to fixed level + if (latitude == latitudeBegin + 1) + pa.z = pb.z = 0; + + vector3Sub(v1, pb, pa); + vector3Sub(v2, pd, pa); + + // Calculate normal with cross product. + /* i j k i j + * v1.x v1.y v1.z | v1.x v1.y + * v2.x v2.y v2.z | v2.x v2.y + */ + + n.x = v1.y * v2.z - v1.z * v2.y; + n.y = v1.z * v2.x - v1.x * v2.z; + n.z = v1.x * v2.y - v1.y * v2.x; + + /* Pre-normalization of the normals is disabled here because + * they will be normalized anyway later due to automatic + * normalization (gl.GL_NORMALIZE). It is enabled because the + * objects are scaled with glScale. + */ + /* + lenSq = n.x * n.x + n.y * n.y + n.z * n.z; + invLenSq = (float)(1 / sqrt(lenSq)); + n.x *= invLenSq; + n.y *= invLenSq; + n.z *= invLenSq; + */ + + ca = pa.z + 0.5f; + + for (int j = 0; j < 3; ++j) + { + color[j] = ca * baseColor[j]; + if (color[j] > 1.0f) color[j] = 1.0f; + } + + result.interlArray.put(currentIndex++, (pa.x)); + result.interlArray.put(currentIndex++, (pa.y)); + result.interlArray.put(currentIndex++, (pa.z)); + result.interlArray.put(currentIndex++, color[0]); + result.interlArray.put(currentIndex++, color[1]); + result.interlArray.put(currentIndex++, color[2]); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0f); + } + if(result.nComps>0) { + result.interlArray.put(currentIndex++, (n.x)); + result.interlArray.put(currentIndex++, (n.y)); + result.interlArray.put(currentIndex++, (n.z)); + } + + result.interlArray.put(currentIndex++, (pb.x)); + result.interlArray.put(currentIndex++, (pb.y)); + result.interlArray.put(currentIndex++, (pb.z)); + result.interlArray.put(currentIndex++, color[0]); + result.interlArray.put(currentIndex++, color[1]); + result.interlArray.put(currentIndex++, color[2]); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0f); + } + if(result.nComps>0) { + result.interlArray.put(currentIndex++, (n.x)); + result.interlArray.put(currentIndex++, (n.y)); + result.interlArray.put(currentIndex++, (n.z)); + } + + result.interlArray.put(currentIndex++, (pd.x)); + result.interlArray.put(currentIndex++, (pd.y)); + result.interlArray.put(currentIndex++, (pd.z)); + result.interlArray.put(currentIndex++, color[0]); + result.interlArray.put(currentIndex++, color[1]); + result.interlArray.put(currentIndex++, color[2]); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0f); + } + if(result.nComps>0) { + result.interlArray.put(currentIndex++, (n.x)); + result.interlArray.put(currentIndex++, (n.y)); + result.interlArray.put(currentIndex++, (n.z)); + } + + result.interlArray.put(currentIndex++, (pb.x)); + result.interlArray.put(currentIndex++, (pb.y)); + result.interlArray.put(currentIndex++, (pb.z)); + result.interlArray.put(currentIndex++, color[0]); + result.interlArray.put(currentIndex++, color[1]); + result.interlArray.put(currentIndex++, color[2]); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0f); + } + if(result.nComps>0) { + result.interlArray.put(currentIndex++, (n.x)); + result.interlArray.put(currentIndex++, (n.y)); + result.interlArray.put(currentIndex++, (n.z)); + } + + result.interlArray.put(currentIndex++, (pc.x)); + result.interlArray.put(currentIndex++, (pc.y)); + result.interlArray.put(currentIndex++, (pc.z)); + result.interlArray.put(currentIndex++, color[0]); + result.interlArray.put(currentIndex++, color[1]); + result.interlArray.put(currentIndex++, color[2]); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0f); + } + if(result.nComps>0) { + result.interlArray.put(currentIndex++, (n.x)); + result.interlArray.put(currentIndex++, (n.y)); + result.interlArray.put(currentIndex++, (n.z)); + } + + result.interlArray.put(currentIndex++, (pd.x)); + result.interlArray.put(currentIndex++, (pd.y)); + result.interlArray.put(currentIndex++, (pd.z)); + result.interlArray.put(currentIndex++, color[0]); + result.interlArray.put(currentIndex++, color[1]); + result.interlArray.put(currentIndex++, color[2]); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0f); + } + if(result.nComps>0) { + result.interlArray.put(currentIndex++, (n.x)); + result.interlArray.put(currentIndex++, (n.y)); + result.interlArray.put(currentIndex++, (n.z)); + } + + } // r0 && r1 && r2 && r3 + ++currentQuad; + } // latitude + } // longitude + + result.seal(); + return result; +} + +GLObject createGroundPlane() +{ + final int scale = 4; + final int yBegin = -15, yEnd = 15; // ends are non-inclusive + final int xBegin = -15, xEnd = 15; + final int triangleCount = (yEnd - yBegin) * (xEnd - xBegin) * 2; + final int vertices = triangleCount * 3; + GLObject result; + int x, y; + int currentIndex, currentQuad; + final int vcomps = 2; + + result = new GLObject(vertices, vcomps, false); + if (result == null) + return null; + + currentQuad = 0; + currentIndex = 0; + + for (y = yBegin; y < yEnd; ++y) + { + for (x = xBegin; x < xEnd; ++x) + { + float color; + int i, a; + color = ((float)(randomUInt() % 255))/255.0f; + + // Axis bits for quad triangles: + // x: 011100 (0x1c), y: 110001 (0x31) (clockwise) + // x: 001110 (0x0e), y: 100011 (0x23) (counter-clockwise) + for (a = 0; a < 6; ++a) + { + final int xm = x + ((0x1c >> a) & 1); + final int ym = y + ((0x31 >> a) & 1); + final float m = (float)(Math.cos(xm * 2) * Math.sin(ym * 4) * 0.75f); + result.interlArray.put(currentIndex++, (xm * scale + m)); + result.interlArray.put(currentIndex++, (ym * scale + m)); + if(2<vcomps) { + result.interlArray.put(currentIndex++, 0f); + } + result.interlArray.put(currentIndex++, color); + result.interlArray.put(currentIndex++, color); + result.interlArray.put(currentIndex++, color); + if(3<cComps) { + result.interlArray.put(currentIndex++, 0); + } + } + ++currentQuad; + } + } + result.seal(); + return result; +} + + +void drawGroundPlane() +{ + gl.glDisable(gl.GL_LIGHTING); + gl.glDisable(gl.GL_DEPTH_TEST); + if(blendingEnabled) { + gl.glEnable(gl.GL_BLEND); + gl.glBlendFunc(gl.GL_ZERO, gl.GL_SRC_COLOR); + } + + sGroundPlane.draw(); + + if(blendingEnabled) { + gl.glDisable(gl.GL_BLEND); + } + gl.glEnable(gl.GL_DEPTH_TEST); + gl.glEnable(gl.GL_LIGHTING); +} + +void drawFadeQuad() +{ + final int beginFade = (int) (sTick - sCurrentCamTrackStartTick); + final int endFade = (int) (sNextCamTrackStartTick - sTick); + final int minFade = beginFade < endFade ? beginFade : endFade; + + if (minFade < 1024) + { + final float fadeColor = FixedPoint.toFloat(minFade << 7); + gl.glColor4f(fadeColor, fadeColor, fadeColor, 0f); + + gl.glDisable(gl.GL_DEPTH_TEST); + gl.glEnable(gl.GL_BLEND); + gl.glBlendFunc(gl.GL_ZERO, gl.GL_SRC_COLOR); + gl.glDisable(gl.GL_LIGHTING); + + gl.glMatrixMode(gl.GL_MODELVIEW); + gl.glLoadIdentity(); + + gl.glMatrixMode(gl.GL_PROJECTION); + gl.glLoadIdentity(); + + gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); + gl.glDisableClientState(gl.GL_COLOR_ARRAY); + gl.glDisableClientState(gl.GL_NORMAL_ARRAY); + gl.glEnableClientState(gl.GL_VERTEX_ARRAY); + gl.glVertexPointer(2, gl.GL_FLOAT, 0, quadVertices); + gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6); + gl.glEnableClientState(gl.GL_COLOR_ARRAY); + + gl.glMatrixMode(gl.GL_MODELVIEW); + + gl.glEnable(gl.GL_LIGHTING); + gl.glDisable(gl.GL_BLEND); + gl.glEnable(gl.GL_DEPTH_TEST); + } +} + +FloatBuffer quadVertices; +FloatBuffer light0Position; +FloatBuffer light0Diffuse; +FloatBuffer light1Position; +FloatBuffer light1Diffuse; +FloatBuffer light2Position; +FloatBuffer light2Diffuse; +FloatBuffer materialSpecular; + +void configureLightAndMaterial() +{ + gl.glLightfv(gl.GL_LIGHT0, gl.GL_POSITION, light0Position); + gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, light0Diffuse); + gl.glLightfv(gl.GL_LIGHT1, gl.GL_POSITION, light1Position); + gl.glLightfv(gl.GL_LIGHT1, gl.GL_DIFFUSE, light1Diffuse); + gl.glLightfv(gl.GL_LIGHT2, gl.GL_POSITION, light2Position); + gl.glLightfv(gl.GL_LIGHT2, gl.GL_DIFFUSE, light2Diffuse); + gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_SPECULAR, materialSpecular); + + gl.glMaterialf(gl.GL_FRONT_AND_BACK, gl.GL_SHININESS, 60.0f); + gl.glEnable(gl.GL_COLOR_MATERIAL); +} + + +void drawModels(float zScale) +{ + final int translationScale = 9; + int x, y; + + seedRandom(9); + + gl.glScalef(1.0f, 1.0f, zScale); + + for (y = -5; y <= 5; ++y) + { + for (x = -5; x <= 5; ++x) + { + int curShape = randomUInt() % SuperShape.COUNT; + float buildingScale = SuperShape.sParams[curShape][SuperShape.PARAMS - 1]; + + gl.glPushMatrix(); + gl.glTranslatef((float)(x * translationScale), + (float)(y * translationScale), + 0f); + gl.glRotatef((float)(randomUInt() % 360), 0f, 0f, 1f); + gl.glScalef(buildingScale, buildingScale, buildingScale); + + sSuperShapeObjects[curShape].draw(); + gl.glPopMatrix(); + } + } + + for (x = -2; x <= 2; ++x) + { + final int shipScale100 = translationScale * 500; + final int offs100 = x * shipScale100 + (int)(sTick % shipScale100); + float offs = offs100 * 0.01f; + gl.glPushMatrix(); + gl.glTranslatef(offs, -4.0f, 2.0f); + sSuperShapeObjects[SuperShape.COUNT - 1].draw(); + gl.glPopMatrix(); + gl.glPushMatrix(); + gl.glTranslatef(-4.0f, offs, 4.0f); + gl.glRotatef(90.0f, 0.0f, 0.0f, 1.0f); + sSuperShapeObjects[SuperShape.COUNT - 1].draw(); + gl.glPopMatrix(); + } +} + + +void camTrack() +{ + float lerp[]= new float[5]; + float eX, eY, eZ, cX, cY, cZ; + float trackPos; + CamTrack cam; + long currentCamTick; + int a; + + if (sNextCamTrackStartTick <= sTick) + { + ++sCurrentCamTrack; + sCurrentCamTrackStartTick = sNextCamTrackStartTick; + } + sNextCamTrackStartTick = sCurrentCamTrackStartTick + + CamTrack.sCamTracks[sCurrentCamTrack].len * CamTrack.CAMTRACK_LEN; + + cam = CamTrack.sCamTracks[sCurrentCamTrack]; + currentCamTick = sTick - sCurrentCamTrackStartTick; + trackPos = (float)currentCamTick / (CamTrack.CAMTRACK_LEN * cam.len); + + for (a = 0; a < 5; ++a) + lerp[a] = (cam.src[a] + cam.dest[a] * trackPos) * 0.01f; + + if (cam.dist>0) + { + float dist = cam.dist * 0.1f; + cX = lerp[0]; + cY = lerp[1]; + cZ = lerp[2]; + eX = cX - (float)Math.cos(lerp[3]) * dist; + eY = cY - (float)Math.sin(lerp[3]) * dist; + eZ = cZ - lerp[4]; + } + else + { + eX = lerp[0]; + eY = lerp[1]; + eZ = lerp[2]; + cX = eX + (float)Math.cos(lerp[3]); + cY = eY + (float)Math.sin(lerp[3]); + cZ = eZ + lerp[4]; + } + glu.gluLookAt(eX, eY, eZ, cX, cY, cZ, 0, 0, 1); +} + +private int gAppAlive = 0; +private int width, height, x, y, frames; +} + diff --git a/src/demos/es1/angeles/Main.java b/src/demos/es1/angeles/Main.java index 7e5ed80..1c9ea23 100755 --- a/src/demos/es1/angeles/Main.java +++ b/src/demos/es1/angeles/Main.java @@ -67,9 +67,15 @@ public class Main implements MouseListener { AngelesES1 angel = new AngelesES1( 0 == (type&USE_NOBLEND) ); window.addGLEventListener(angel); } else { - System.out.println("Using: AngelesGL .. "); - AngelesGL angel = new AngelesGL( 0 == (type&USE_NOBLEND) ); - window.addGLEventListener(angel); + if(0!=(type&USE_INTERLEAVE)) { + System.out.println("Using: AngelesGLil .. "); + AngelesGLil angel = new AngelesGLil( 0 == (type&USE_NOBLEND) ); + window.addGLEventListener(angel); + } else { + System.out.println("Using: AngelesGL .. "); + AngelesGL angel = new AngelesGL( 0 == (type&USE_NOBLEND) ); + window.addGLEventListener(angel); + } } while (!quit && window.getDuration() < 215000) { @@ -89,6 +95,7 @@ public class Main implements MouseListener { public static int USE_AWT = 1 << 0; public static int USE_ANGELESF = 1 << 1; public static int USE_NOBLEND = 1 << 2; + public static int USE_INTERLEAVE= 1 << 3; public static void main(String[] args) { int type = USE_NEWT ; @@ -99,6 +106,8 @@ public class Main implements MouseListener { type |= USE_ANGELESF; } else if(args[i].equals("-noblend")) { type |= USE_NOBLEND; + } else if(args[i].equals("-interleave")) { + type |= USE_INTERLEAVE; } } new Main().run(type); |