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-rw-r--r--src/demos/instancedRendering/TriangleInstancedRendererWithShaderState.java269
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diff --git a/src/demos/instancedRendering/TriangleInstancedRendererWithShaderState.java b/src/demos/instancedRendering/TriangleInstancedRendererWithShaderState.java
new file mode 100644
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+++ b/src/demos/instancedRendering/TriangleInstancedRendererWithShaderState.java
@@ -0,0 +1,269 @@
+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.GL;
+import javax.media.opengl.GL2;
+import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GL4;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.GLEventListener;
+import javax.media.opengl.GLException;
+import javax.media.opengl.GLUniformData;
+import javax.media.opengl.TraceGL4;
+
+import com.jogamp.opengl.math.Matrix4;
+import com.jogamp.opengl.util.GLArrayDataClient;
+import com.jogamp.opengl.util.GLArrayDataServer;
+import com.jogamp.opengl.util.PMVMatrix;
+import com.jogamp.opengl.util.glsl.ShaderCode;
+import com.jogamp.opengl.util.glsl.ShaderProgram;
+import com.jogamp.opengl.util.glsl.ShaderState;
+
+public class TriangleInstancedRendererWithShaderState implements GLEventListener {
+ private float aspect;
+
+ private static final String shaderBasename = "triangles";
+// private static final boolean useInterleaved = false;
+ private static final boolean useInterleaved = true;
+
+ private ShaderState st;
+ private PMVMatrix projectionMatrix;
+ private GLUniformData projectionMatrixUniform;
+ private GLUniformData transformMatrixUniform;
+
+ private GLArrayDataServer interleavedVBO;
+ private GLArrayDataClient verticesVBO;
+ private GLArrayDataClient colorsVBO;
+
+ 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 static final boolean useTraceGL = false;
+ private PrintStream stream;
+ private final IInstancedRenderingView view;
+
+ private boolean isInitialized = false;
+
+ public TriangleInstancedRendererWithShaderState(IInstancedRenderingView view) {
+ this.view = view;
+
+ if(useTraceGL) {
+ try {
+ stream = new PrintStream(new FileOutputStream(new File("instanced-with-st.txt")));
+ } catch (IOException e1) {
+ e1.printStackTrace();
+ }
+ }
+
+ initTransform();
+ }
+
+ 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);
+ }
+ }
+
+ @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));
+
+ initShader(gl);
+ projectionMatrix = new PMVMatrix();
+ projectionMatrixUniform = new GLUniformData("mgl_PMatrix", 4, 4, projectionMatrix.glGetPMatrixf());
+ st.ownUniform(projectionMatrixUniform);
+ if(!st.uniform(gl, projectionMatrixUniform)) {
+ throw new GLException("Error setting mgl_PMatrix in shader: " + st);
+ }
+
+ transformMatrixUniform = new GLUniformData("mgl_MVMatrix", 4, 4, triangleTransform);
+
+ st.ownUniform(transformMatrixUniform);
+ if(!st.uniform(gl, transformMatrixUniform)) {
+ throw new GLException("Error setting mgl_MVMatrix in shader: " + st);
+ }
+
+ if(useInterleaved) {
+ initVBO_interleaved(gl);
+ } else {
+ initVBO_nonInterleaved(gl);
+ }
+
+ isInitialized = true;
+ }
+
+ @Override
+ public void display(GLAutoDrawable drawable) {
+ if(!isInitialized ) return;
+
+ GL4 gl = drawable.getGL().getGL4();
+ gl.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT);
+
+ st.useProgram(gl, true);
+ projectionMatrix.glMatrixMode(GL2.GL_PROJECTION);
+ projectionMatrix.glPushMatrix();
+
+ float winScale = 0.1f;
+ if(view != null) winScale = view.getScale();
+ projectionMatrix.glScalef(winScale, winScale, winScale);
+ projectionMatrix.update();
+ st.uniform(gl, projectionMatrixUniform);
+ projectionMatrix.glPopMatrix();
+
+ generateTriangleTransform();
+ st.uniform(gl, transformMatrixUniform);
+ if(useInterleaved) {
+ interleavedVBO.enableBuffer(gl, true);
+ } else {
+ verticesVBO.enableBuffer(gl, true);
+ colorsVBO.enableBuffer(gl, true);
+ }
+ //gl.glVertexAttribDivisor() is not required since each instance has the same attribute (color).
+ gl.glDrawArraysInstanced(GL4.GL_TRIANGLES, 0, 3, NO_OF_INSTANCE);
+ if(useInterleaved) {
+ interleavedVBO.enableBuffer(gl, false);
+ } else {
+ verticesVBO.enableBuffer(gl, false);
+ colorsVBO.enableBuffer(gl, false);
+ }
+ st.useProgram(gl, false);
+ }
+
+ @Override
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
+ GL4 gl3 = drawable.getGL().getGL4();
+ gl3.glViewport(0, 0, width, height);
+ aspect = (float) width / (float) height;
+
+ 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();
+ st.destroy(gl);
+ }
+
+ private void generateTriangleTransform() {
+ triangleTransform.clear();
+ for(int i = 0; i < NO_OF_INSTANCE; i++) {
+ mat[i].rotate(rotationSpeed[i], 0, 0, 1);
+ triangleTransform.put(mat[i].getMatrix());
+ }
+ triangleTransform.rewind();
+ }
+
+ private void initVBO_nonInterleaved(GL4 gl) {
+ int VERTEX_COUNT = 3;
+
+ verticesVBO = GLArrayDataClient.createGLSL("mgl_Vertex", 3, GL4.GL_FLOAT, false, VERTEX_COUNT);
+ FloatBuffer verticeBuf = (FloatBuffer)verticesVBO.getBuffer();
+ verticeBuf.put(vertices);
+ verticesVBO.seal(gl, true);
+
+ colorsVBO = GLArrayDataClient.createGLSL("mgl_Color", 4, GL4.GL_FLOAT, false, VERTEX_COUNT);
+ FloatBuffer colorBuf = (FloatBuffer)colorsVBO.getBuffer();
+ colorBuf.put(colors);
+ colorsVBO.seal(gl, true);
+
+ verticesVBO.enableBuffer(gl, false);
+ colorsVBO.enableBuffer(gl, false);
+
+ st.ownAttribute(verticesVBO, true);
+ st.ownAttribute(colorsVBO, true);
+ st.useProgram(gl, false);
+ }
+
+ private void initVBO_interleaved(GL4 gl) {
+ int VERTEX_COUNT = 3;
+ interleavedVBO = GLArrayDataServer.createGLSLInterleaved(3 + 4, GL.GL_FLOAT, false, VERTEX_COUNT, GL.GL_STATIC_DRAW);
+ interleavedVBO.addGLSLSubArray("mgl_Vertex", 3, GL.GL_ARRAY_BUFFER);
+ interleavedVBO.addGLSLSubArray("mgl_Color", 4, GL.GL_ARRAY_BUFFER);
+
+ FloatBuffer ib = (FloatBuffer)interleavedVBO.getBuffer();
+
+ for(int i = 0; i < VERTEX_COUNT; i++) {
+ ib.put(vertices, i*3, 3);
+ ib.put(colors, i*4, 4);
+ }
+ interleavedVBO.seal(gl, true);
+ interleavedVBO.enableBuffer(gl, false);
+ st.ownAttribute(interleavedVBO, true);
+ st.useProgram(gl, false);
+ }
+
+ private void initShader(GL4 gl) {
+ // Create & Compile the shader objects
+ ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(),
+ "shader", "shader/bin", shaderBasename, true);
+ ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(),
+ "shader", "shader/bin", shaderBasename, true);
+ vp0.replaceInShaderSource("NO_OF_INSTANCE", String.valueOf(NO_OF_INSTANCE));
+
+ vp0.defaultShaderCustomization(gl, true, true);
+ fp0.defaultShaderCustomization(gl, true, true);
+
+ //vp0.dumpShaderSource(System.out);
+
+ // Create & Link the shader program
+ ShaderProgram sp = new ShaderProgram();
+ sp.add(vp0);
+ sp.add(fp0);
+ if(!sp.link(gl, System.err)) {
+ throw new GLException("Couldn't link program: "+sp);
+ }
+
+ // Let's manage all our states using ShaderState.
+ st = new ShaderState();
+ st.attachShaderProgram(gl, sp, true);
+ }
+
+
+ private static 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
+ };
+
+}