diff options
Diffstat (limited to 'src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java')
-rw-r--r-- | src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java | 285 |
1 files changed, 285 insertions, 0 deletions
diff --git a/src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java b/src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java new file mode 100644 index 0000000..7396700 --- /dev/null +++ b/src/demos/instancedRendering/TrianglesInstancedRendererHardcoded.java @@ -0,0 +1,285 @@ +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.GL2; +import javax.media.opengl.GL4; +import javax.media.opengl.GLAutoDrawable; +import javax.media.opengl.GLEventListener; +import javax.media.opengl.TraceGL4; + +import com.jogamp.common.nio.Buffers; +import com.jogamp.opengl.math.Matrix4; +import com.jogamp.opengl.util.PMVMatrix; + +public class TrianglesInstancedRendererHardcoded implements GLEventListener { + private float aspect; + + private int shaderProgram; + private int vertShader; + private int fragShader; + private int projectionMatrixLocation; + private int transformMatrixLocation; + private static final int locPos = 1; + private static final int locCol = 2; + private PMVMatrix projectionMatrix; + + 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 int[] vbo; + private int[] vao; + private PrintStream stream; + private final IInstancedRenderingView view; + + private static final boolean useTraceGL = false; + + public TrianglesInstancedRendererHardcoded(IInstancedRenderingView view) { + this.view = view; + initTransform(); + + if(useTraceGL) { + try { + stream = new PrintStream(new FileOutputStream(new File("instanced.txt"))); + } catch (IOException e1) { + e1.printStackTrace(); + } + } + } + + @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)); + + try { + initShaders(gl); + } catch (IOException e) { + e.printStackTrace(); + } + initVBO(gl); + } + + @Override + public void display(GLAutoDrawable drawable) { + + GL4 gl = drawable.getGL().getGL4(); + gl.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT); + + gl.glUseProgram(shaderProgram); + + projectionMatrix.glMatrixMode(GL2.GL_PROJECTION); + + projectionMatrix.glPushMatrix(); + float winScale = 0.1f; + if(view != null) { + winScale = view.getScale(); + } + projectionMatrix.glScalef(winScale, winScale, winScale); + projectionMatrix.update(); + gl.glUniformMatrix4fv(projectionMatrixLocation, 1, false, projectionMatrix.glGetPMatrixf()); + projectionMatrix.glPopMatrix(); + generateTriangleTransform(); + gl.glUniformMatrix4fv(transformMatrixLocation, NO_OF_INSTANCE, false, triangleTransform); + + gl.glBindVertexArray(vao[0]); + gl.glDrawArraysInstanced(GL4.GL_TRIANGLES, 0, 3, NO_OF_INSTANCE); + gl.glBindVertexArray(0); + gl.glUseProgram(0); + } + + @Override + public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { + System.out.println("Window resized to width=" + width + " height=" + height); + GL4 gl3 = drawable.getGL().getGL4(); + gl3.glViewport(0, 0, width, height); + aspect = (float) width / (float) height; + + projectionMatrix = new PMVMatrix(); + 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(); + gl.glUseProgram(0); + gl.glDeleteBuffers(2, vbo, 0); + gl.glDetachShader(shaderProgram, vertShader); + gl.glDeleteShader(vertShader); + gl.glDetachShader(shaderProgram, fragShader); + gl.glDeleteShader(fragShader); + gl.glDeleteProgram(shaderProgram); + } + + 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); + } + } + + private void initVBO(GL4 gl) { + FloatBuffer interleavedBuffer = Buffers.newDirectFloatBuffer(vertices.length + colors.length); + for(int i = 0; i < vertices.length/3; i++) { + for(int j = 0; j < 3; j++) { + interleavedBuffer.put(vertices[i*3 + j]); + } + for(int j = 0; j < 4; j++) { + interleavedBuffer.put(colors[i*4 + j]); + } + } + interleavedBuffer.flip(); + + vao = new int[1]; + gl.glGenVertexArrays(1, vao , 0); + gl.glBindVertexArray(vao[0]); + vbo = new int[1]; + gl.glGenBuffers(1, vbo, 0); + gl.glBindBuffer(GL4.GL_ARRAY_BUFFER, vbo[0]); + gl.glBufferData(GL4.GL_ARRAY_BUFFER, interleavedBuffer.limit() * Buffers.SIZEOF_FLOAT, interleavedBuffer, GL4.GL_STATIC_DRAW); + + gl.glEnableVertexAttribArray(locPos); + gl.glEnableVertexAttribArray(locCol); + + int stride = Buffers.SIZEOF_FLOAT * (3+4); + gl.glVertexAttribPointer( locPos, 3, GL4.GL_FLOAT, false, stride, 0); + gl.glVertexAttribPointer( locCol, 4, GL4.GL_FLOAT, false, stride, Buffers.SIZEOF_FLOAT * 3); + } + + private void initShaders(GL4 gl) throws IOException { + vertShader = gl.glCreateShader(GL4.GL_VERTEX_SHADER); + fragShader = gl.glCreateShader(GL4.GL_FRAGMENT_SHADER); + + String[] vlines = new String[] { vertexShaderString }; + int[] vlengths = new int[] { vlines[0].length() }; + gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0); + gl.glCompileShader(vertShader); + + int[] compiled = new int[1]; + gl.glGetShaderiv(vertShader, GL4.GL_COMPILE_STATUS, compiled, 0); + if(compiled[0] != 0) { + System.out.println("Vertex shader compiled"); + } else { + int[] logLength = new int[1]; + gl.glGetShaderiv(vertShader, GL4.GL_INFO_LOG_LENGTH, logLength, 0); + + byte[] log = new byte[logLength[0]]; + gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0); + + System.err.println("Error compiling the vertex shader: " + new String(log)); + System.exit(1); + } + + String[] flines = new String[] { fragmentShaderString }; + int[] flengths = new int[] { flines[0].length() }; + gl.glShaderSource(fragShader, flines.length, flines, flengths, 0); + gl.glCompileShader(fragShader); + + gl.glGetShaderiv(fragShader, GL4.GL_COMPILE_STATUS, compiled, 0); + if(compiled[0] != 0){ + System.out.println("Fragment shader compiled."); + } else { + int[] logLength = new int[1]; + gl.glGetShaderiv(fragShader, GL4.GL_INFO_LOG_LENGTH, logLength, 0); + + byte[] log = new byte[logLength[0]]; + gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0); + + System.err.println("Error compiling the fragment shader: " + new String(log)); + System.exit(1); + } + + shaderProgram = gl.glCreateProgram(); + gl.glAttachShader(shaderProgram, vertShader); + gl.glAttachShader(shaderProgram, fragShader); + + gl.glBindAttribLocation(shaderProgram, locPos, "mgl_Vertex"); + gl.glBindAttribLocation(shaderProgram, locCol, "mgl_Color"); + + gl.glLinkProgram(shaderProgram); + + projectionMatrixLocation = gl.glGetUniformLocation(shaderProgram, "mgl_PMatrix"); + System.out.println("projectionMatrixLocation:" + projectionMatrixLocation); + transformMatrixLocation = gl.glGetUniformLocation(shaderProgram, "mgl_MVMatrix"); + System.out.println("transformMatrixLocation:" + transformMatrixLocation); + } + + private void generateTriangleTransform() { + triangleTransform.clear(); + for(int i = 0; i < NO_OF_INSTANCE; i++) { + // mat[i].translate(0.1f, 0.1f, 0); + mat[i].rotate(rotationSpeed[i], 0, 0, 1); + // mat[i].translate(-0.1f, -0.1f, 0); + triangleTransform.put(mat[i].getMatrix()); + } + triangleTransform.flip(); + } + + private final String vertexShaderString = + "#version 410 \n" + + "\n" + + "uniform mat4 mgl_PMatrix; \n" + + "uniform mat4 mgl_MVMatrix[" + NO_OF_INSTANCE + "]; \n" + + "in vec3 mgl_Vertex; \n" + + "in vec4 mgl_Color; \n" + + "out vec4 frontColor; \n" + + "void main(void) \n" + + "{ \n" + + " frontColor = mgl_Color; \n" + + " gl_Position = mgl_PMatrix * mgl_MVMatrix[gl_InstanceID] * vec4(mgl_Vertex, 1);" + + "} "; + + private final String fragmentShaderString = + "#version 410\n" + + "\n" + + "in vec4 frontColor; \n" + + "out vec4 mgl_FragColor; \n" + + "void main (void) \n" + + "{ \n" + + " mgl_FragColor = frontColor; \n" + + "} "; + + private 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 + }; +} |