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Diffstat (limited to 'src/demos/es2/RedSquare.java')
-rwxr-xr-x | src/demos/es2/RedSquare.java | 311 |
1 files changed, 311 insertions, 0 deletions
diff --git a/src/demos/es2/RedSquare.java b/src/demos/es2/RedSquare.java new file mode 100755 index 0000000..6b53f04 --- /dev/null +++ b/src/demos/es2/RedSquare.java @@ -0,0 +1,311 @@ +package demos.es2; + +import java.nio.*; +import javax.media.opengl.*; +import javax.media.opengl.util.*; +import javax.media.opengl.glu.*; + +import com.sun.javafx.newt.*; + +public class RedSquare implements MouseListener, GLEventListener { + + private GLWindow window; + private GLU glu; + private boolean quit = false; + private long startTime; + private long curTime; + + public void mouseClicked(MouseEvent e) { + System.out.println("mouseevent: "+e); + switch(e.getClickCount()) { + case 1: + window.setFullscreen(!window.isFullscreen()); + break; + default: + quit=true; + break; + } + } + public void mouseEntered(MouseEvent e) { + } + public void mouseExited(MouseEvent e) { + } + public void mousePressed(MouseEvent e) { + } + public void mouseReleased(MouseEvent e) { + } + public void mouseMoved(MouseEvent e) { + } + public void mouseDragged(MouseEvent e) { + } + + private void run(int type) { + int width = 800; + int height = 480; + System.err.println("RedSquare.run()"); + GLProfile.setProfileGL2ES2(); + try { + Window nWindow = null; + if(0!=(type&USE_AWT)) { + Display nDisplay = NewtFactory.createDisplay(NewtFactory.AWT, null); // local display + Screen nScreen = NewtFactory.createScreen(NewtFactory.AWT, nDisplay, 0); // screen 0 + nWindow = NewtFactory.createWindow(NewtFactory.AWT, nScreen, 0); // dummy VisualID + } + + GLCapabilities caps = new GLCapabilities(); + // For emulation library, use 16 bpp + caps.setRedBits(5); + caps.setGreenBits(6); + caps.setBlueBits(5); + caps.setDepthBits(16); + window = GLWindow.create(nWindow, caps); + + window.addMouseListener(this); + window.addGLEventListener(this); + // window.setEventHandlerMode(GLWindow.EVENT_HANDLER_GL_CURRENT); // default + // window.setEventHandlerMode(GLWindow.EVENT_HANDLER_GL_NONE); // no current .. + + // Size OpenGL to Video Surface + window.setSize(width, height); + window.setFullscreen(true); + window.setVisible(true); + + startTime = System.currentTimeMillis(); + while (!quit && ((curTime = System.currentTimeMillis()) - startTime) < 20000) { + window.display(); + } + + // Shut things down cooperatively + window.close(); + window.getFactory().shutdown(); + System.out.println("RedSquare shut down cleanly."); + } catch (Throwable t) { + t.printStackTrace(); + } + } + + // FIXME: we must add storage of the pointers in the GL state to + // the GLImpl classes. The need for this can be seen by making + // these variables method local instead of instance members. The + // square will disappear after a second or so due to garbage + // collection. On desktop OpenGL this implies a stack of + // references due to the existence of glPush/PopClientAttrib. On + // OpenGL ES 1/2 it can simply be one set of references. + private FloatBuffer colors; + private FloatBuffer vertices; + + public static final int VERTEX_ARRAY = 0; + public static final int COLOR_ARRAY = 1; + + boolean shaderOk = false; + IntBuffer fragShader = BufferUtil.newIntBuffer(1); + IntBuffer vertShader = BufferUtil.newIntBuffer(1); + int shaderProgram=-1; + int shaderPMVMatrix=-1; + PMVMatrix pmvMatrix; + + public static final String[][] vertShaderSource = new String[][] { { + "#ifdef GL_ES\n"+ + " #define MEDIUMP mediump\n"+ + " #define HIGHP highp\n"+ + "#else\n"+ + " #define MEDIUMP\n"+ + " #define HIGHP\n"+ + "#endif\n"+ + "\n"+ + "uniform MEDIUMP mat4 mgl_PMVMatrix[2];\n"+ + "attribute HIGHP vec4 mgl_Vertex;\n"+ + "attribute HIGHP vec4 mgl_Color;\n"+ + "varying HIGHP vec4 frontColor;\n"+ + "void main(void)\n"+ + "{\n"+ + " frontColor=mgl_Color;\n"+ + " gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * mgl_Vertex;\n"+ + "}\n" } } ; + + public static final String[][] fragShaderSource = new String[][] { { + "#ifdef GL_ES\n"+ + " #define MEDIUMP mediump\n"+ + " #define HIGHP highp\n"+ + "#else\n"+ + " #define MEDIUMP\n"+ + " #define HIGHP\n"+ + "#endif\n"+ + "\n"+ + "varying HIGHP vec4 frontColor;\n"+ + "void main (void)\n"+ + "{\n"+ + " gl_FragColor = frontColor;\n"+ + "}\n" } } ; + + + private void initShader(GL2ES2 gl) { + int tmpI; + + // Create & Compile the vertex shader object + tmpI = gl.glCreateShader(gl.GL_VERTEX_SHADER); + vertShader.put(tmpI); + vertShader.flip(); + + gl.glShaderBinaryOrSource(vertShader, 0, null, vertShaderSource); + gl.glCompileShader(vertShader.get(0)); + if ( ! gl.glIsShaderStatusValid(vertShader.get(0), gl.GL_COMPILE_STATUS) ) { + System.err.println("Failed to compile vertex shader: id "+vertShader.get(0)+ + "\n\t"+gl.glGetShaderInfoLog(vertShader.get(0))); + return; + } + + // Create & Compile the fragment shader object + tmpI = gl.glCreateShader(gl.GL_FRAGMENT_SHADER); + fragShader.put(tmpI); + fragShader.flip(); + + gl.glShaderBinaryOrSource(fragShader, 0, null, fragShaderSource); + + gl.glCompileShader(fragShader.get(0)); + + if ( ! gl.glIsShaderStatusValid(fragShader.get(0), gl.GL_COMPILE_STATUS) ) { + System.err.println("Failed to compile fragment shader: id "+fragShader.get(0)+ + "\n\t"+gl.glGetShaderInfoLog(fragShader.get(0))); + return; + } + + // Create the shader program + shaderProgram = gl.glCreateProgram(); + + // Attach the fragment and vertex shaders to it + gl.glAttachShader(shaderProgram, fragShader.get(0)); + gl.glAttachShader(shaderProgram, vertShader.get(0)); + + gl.glBindAttribLocation(shaderProgram, VERTEX_ARRAY, "mgl_Vertex"); + gl.glBindAttribLocation(shaderProgram, COLOR_ARRAY, "mgl_Color"); + + // Link the program + gl.glLinkProgram(shaderProgram); + + if ( ! gl.glIsProgramValid(shaderProgram, System.err) ) { + return; + } + + gl.glUseProgram(shaderProgram); + + pmvMatrix.glMatrixMode(gl.GL_PROJECTION); + pmvMatrix.glLoadIdentity(); + pmvMatrix.glMatrixMode(gl.GL_MODELVIEW); + pmvMatrix.glLoadIdentity(); + + shaderPMVMatrix = gl.glGetUniformLocation(shaderProgram, "mgl_PMVMatrix"); + if(0<=shaderPMVMatrix) { + gl.glUniformMatrix4fv(shaderPMVMatrix, 2, false, pmvMatrix.glGetPMVMatrixf()); + } else { + System.err.println("could not get uniform mgl_PMVMatrix: "+shaderPMVMatrix); + return; + } + + shaderOk = true; + + } + + public void init(GLAutoDrawable drawable) { + GL2ES2 gl = drawable.getGL().getGL2ES2(); + glu = GLU.createGLU(); + System.err.println("Entering initialization"); + System.err.println("GL_VERSION=" + gl.glGetString(gl.GL_VERSION)); + System.err.println("GL_EXTENSIONS:"); + System.err.println(" " + gl.glGetString(gl.GL_EXTENSIONS)); + + if(gl.isGLES2()) { + pmvMatrix = gl.getGLES2().getPMVMatrix(); + } else { + pmvMatrix = new PMVMatrix(); + } + + initShader(gl); + + // Allocate vertex arrays + colors = BufferUtil.newFloatBuffer(16); + vertices = BufferUtil.newFloatBuffer(12); + // Fill them up + colors.put( 1); colors.put( 0); colors.put( 0); colors.put( 1); + colors.put( 0); colors.put( 0); colors.put( 1); colors.put( 1); + colors.put( 1); colors.put( 0); colors.put( 0); colors.put( 1); + colors.put( 1); colors.put( 0); colors.put( 0); colors.put( 1); + colors.flip(); + + vertices.put(-2); vertices.put( 2); vertices.put( 0); + vertices.put( 2); vertices.put( 2); vertices.put( 0); + vertices.put(-2); vertices.put( -2); vertices.put( 0); + vertices.put( 2); vertices.put( -2); vertices.put( 0); + vertices.flip(); + + gl.glEnableVertexAttribArray(VERTEX_ARRAY); + gl.glVertexAttribPointer(VERTEX_ARRAY, 3, gl.GL_FLOAT, false, 0, vertices); + + gl.glEnableVertexAttribArray(COLOR_ARRAY); + gl.glVertexAttribPointer(COLOR_ARRAY, 4, gl.GL_FLOAT, false, 0, colors); + + // OpenGL Render Settings + gl.glClearColor(0, 0, 0, 1); + gl.glEnable(GL2ES2.GL_DEPTH_TEST); + + gl.glUseProgram(0); + + } + + public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { + GL2ES2 gl = drawable.getGL().getGL2ES2(); + + // Set location in front of camera + pmvMatrix.glMatrixMode(GL2ES2.GL_PROJECTION); + pmvMatrix.glLoadIdentity(); + pmvMatrix.gluPerspective(45.0f, (float)width / (float)height, 1.0f, 100.0f); + //pmvMatrix.glOrthof(-4.0f, 4.0f, -4.0f, 4.0f, 1.0f, 100.0f); + + if(0<=shaderPMVMatrix) { + gl.glUniformMatrix4fv(shaderPMVMatrix, 2, false, pmvMatrix.glGetPMVMatrixf()); + } + } + + public void display(GLAutoDrawable drawable) { + GL2ES2 gl = drawable.getGL().getGL2ES2(); + + gl.glUseProgram(shaderProgram); + + gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT); + + // One rotation every four seconds + pmvMatrix.glMatrixMode(gl.GL_MODELVIEW); + pmvMatrix.glLoadIdentity(); + pmvMatrix.glTranslatef(0, 0, -10); + float ang = ((float) (curTime - startTime) * 360.0f) / 4000.0f; + pmvMatrix.glRotatef(ang, 0, 0, 1); + pmvMatrix.glRotatef(ang, 0, 1, 0); + + if(0<=shaderPMVMatrix) { + gl.glUniformMatrix4fv(shaderPMVMatrix, 2, false, pmvMatrix.glGetPMVMatrixf()); + } + + // Draw a square + gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4); + + gl.glUseProgram(0); + + } + + public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { + } + + public static int USE_NEWT = 0; + public static int USE_AWT = 1 << 0; + + public static void main(String[] args) { + int type = USE_NEWT ; + for(int i=args.length-1; i>=0; i--) { + if(args[i].equals("-awt")) { + type |= USE_AWT; + } + } + new RedSquare().run(type); + System.exit(0); + } +} |