summaryrefslogtreecommitdiffstats
path: root/src/demos/es2
diff options
context:
space:
mode:
Diffstat (limited to 'src/demos/es2')
-rw-r--r--src/demos/es2/RawGL2ES2demo.java50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/demos/es2/RawGL2ES2demo.java b/src/demos/es2/RawGL2ES2demo.java
index d35ec92..2d99490 100644
--- a/src/demos/es2/RawGL2ES2demo.java
+++ b/src/demos/es2/RawGL2ES2demo.java
@@ -107,7 +107,7 @@ public class RawGL2ES2demo implements GLEventListener{
* sent to the GPU driver for compilation.
*/
private String vertexShaderString =
-// For GLSL 1 and 1.1 code i highly recomend to not include a
+// For GLSL 1 and 1.1 code i highly recomend to not include a
// 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.
@@ -115,9 +115,9 @@ private String vertexShaderString =
// This demo use GLSL version 1.1 (the implicit 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 3 core and later.
-"#endif\n" +
+" #define attribute in\n" + // instead of attribute and varying
+" #define varying out\n" + // used by OpenGL 3 core and later.
+"#endif\n" +
"#ifdef GL_ES \n" +
"precision mediump float; \n" + // Precision Qualifiers
@@ -168,7 +168,7 @@ private String fragmentShaderString =
" out vec4 mgl_FragColor;\n" +
" #define texture2D texture\n" +
" #define gl_FragColor mgl_FragColor\n" +
-"#endif\n" +
+"#endif\n" +
"#ifdef GL_ES \n" +
"precision mediump float; \n" +
@@ -245,7 +245,7 @@ private String fragmentShaderString =
private double t0 = System.currentTimeMillis();
private double theta;
private double s;
-
+
private static int width=1920;
private static int height=1080;
@@ -254,8 +254,9 @@ private String fragmentShaderString =
private int fragShader;
private int ModelViewProjectionMatrix_location;
+ static final int COLOR_IDX = 0;
+ static final int VERTICES_IDX = 1;
int[] vboHandles;
- private int vboVertices, vboColors;
public static void main(String[] s){
@@ -273,7 +274,7 @@ private String fragmentShaderString =
*/
GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2));
- // We may at this point tweak the caps and request a translucent drawable
+ // We may at this point tweak the caps and request a translucent drawable
caps.setBackgroundOpaque(false);
GLWindow glWindow = GLWindow.create(caps);
@@ -289,7 +290,7 @@ private String fragmentShaderString =
* // add some swing code if you like.
* // javax.swing.JButton b = new javax.swing.JButton();
* // b.setText("Hi");
- * // frame.add(b);
+ * // frame.add(b);
* frame.setVisible(true);
*/
@@ -325,17 +326,17 @@ private String fragmentShaderString =
* Its recommended to use the jogamp/opengl/util/glsl/ classes
* import com.jogamp.opengl.util.glsl.ShaderCode;
* import com.jogamp.opengl.util.glsl.ShaderProgram;
- * import com.jogamp.opengl.util.glsl.ShaderState;
+ * import com.jogamp.opengl.util.glsl.ShaderState;
* to simplify shader customization, compile and loading.
*
* You may also want to look at the JOGL RedSquareES2 demo
* http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/RedSquareES2.java;hb=HEAD#l78
* to see how the shader customization, compile and loading is done
* using the recommended JogAmp GLSL utility classes.
- */
+ */
// Make the shader strings compatible with OpenGL 3 core if needed
- // GL2ES2 also includes the intersection of GL3 core
+ // GL2ES2 also includes the intersection of GL3 core
// The default implicit GLSL version 1.1 is now depricated in GL3 core
// GLSL 1.3 is the minimum version that now has to be explicitly set.
// This allows the shaders to compile using the latest
@@ -344,7 +345,7 @@ private String fragmentShaderString =
System.out.println("GL3 core detected: explicit add #version 130 to shaders");
vertexShaderString = "#version 130\n"+vertexShaderString;
fragmentShaderString = "#version 130\n"+fragmentShaderString;
- }
+ }
// Create GPU shader handles
// OpenGL ES retuns a index id to be stored for future reference.
@@ -421,8 +422,6 @@ private String fragmentShaderString =
*/
vboHandles = new int[2];
gl.glGenBuffers(2, vboHandles, 0);
- vboColors = vboHandles[0];
- vboVertices = vboHandles[1];
}
public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) {
@@ -476,7 +475,7 @@ private String fragmentShaderString =
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);
+ model_view_projection = rotate(model_view_projection,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.
@@ -504,12 +503,12 @@ private String fragmentShaderString =
// Therefore it is mandatory to allocate a NIO Direct buffer that stays pinned in memory
// and thus can not get moved by the java garbage collector.
// Also we need to keep a reference to the NIO Direct buffer around up untill
- // we call glDisableVertexAttribArray first then will it be safe to garbage collect the memory.
+ // we call glDisableVertexAttribArray first then will it be safe to garbage collect the memory.
// 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);
// Select the VBO, GPU memory data, to use for vertices
- gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboVertices);
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboHandles[VERTICES_IDX]);
// transfer data to VBO, this perform the copy of data from CPU -> GPU memory
int numBytes = vertices.length * 4;
@@ -532,11 +531,12 @@ private String fragmentShaderString =
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
};
-
+
FloatBuffer fbColors = Buffers.newDirectFloatBuffer(colors);
- // Select the VBO, GPU memory data, to use for colors
- gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboColors);
+ // Select the VBO, GPU memory data, to use for colors
+ gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboHandles[COLOR_IDX]);
+
numBytes = colors.length * 4;
gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbColors, GL.GL_STATIC_DRAW);
fbColors = null; // It is OK to release CPU color memory after transfer to GPU
@@ -549,17 +549,17 @@ private String fragmentShaderString =
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
- gl.glDeleteBuffers(2, vboHandles, 0); // Release VBO, color and vertices, buffer GPU memory.
+ 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.glDeleteBuffers(2, vboHandles, 0); // Release VBO, color and vertices, buffer GPU memory.
+ vboHandles = null;
gl.glDetachShader(shaderProgram, vertShader);
gl.glDeleteShader(vertShader);
gl.glDetachShader(shaderProgram, fragShader);