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diff --git a/src/demos/vertexBufferObject/VertexBufferObject.java b/src/demos/vertexBufferObject/VertexBufferObject.java
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+/*
+ * Portions Copyright (C) 2003 Sun Microsystems, Inc.
+ * All rights reserved.
+ */
+
+/*
+ *
+ * COPYRIGHT NVIDIA CORPORATION 2003. ALL RIGHTS RESERVED.
+ * BY ACCESSING OR USING THIS SOFTWARE, YOU AGREE TO:
+ *
+ * 1) ACKNOWLEDGE NVIDIA'S EXCLUSIVE OWNERSHIP OF ALL RIGHTS
+ * IN AND TO THE SOFTWARE;
+ *
+ * 2) NOT MAKE OR DISTRIBUTE COPIES OF THE SOFTWARE WITHOUT
+ * INCLUDING THIS NOTICE AND AGREEMENT;
+ *
+ * 3) ACKNOWLEDGE THAT TO THE MAXIMUM EXTENT PERMITTED BY
+ * APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND
+ * THAT NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES,
+ * EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED
+ * TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+ * FOR A PARTICULAR PURPOSE.
+ *
+ * IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
+ * SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
+ * WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
+ * OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
+ * INFORMATION, OR ANY OTHER PECUNIARY LOSS), INCLUDING ATTORNEYS'
+ * FEES, RELATING TO THE USE OF OR INABILITY TO USE THIS SOFTWARE,
+ * EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
+ *
+ */
+
+package demos.vertexBufferObject;
+
+import demos.common.Demo;
+import demos.common.DemoListener;
+import java.awt.BorderLayout;
+import java.awt.Frame;
+import java.awt.event.KeyAdapter;
+import java.awt.event.KeyEvent;
+import java.awt.event.WindowAdapter;
+import java.awt.event.WindowEvent;
+import java.nio.Buffer;
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+import java.nio.IntBuffer;
+import javax.media.opengl.GL;
+import javax.media.opengl.GLCapabilities;
+import javax.media.opengl.GLProfile;
+import javax.media.opengl.GL2ES1;
+import javax.media.opengl.GL2;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.GLProfile;
+import javax.media.opengl.awt.AWTGLAutoDrawable;
+import javax.media.opengl.awt.GLCanvas;
+import javax.media.opengl.glu.GLU;
+import com.sun.opengl.util.Animator;
+import com.sun.opengl.util.BufferUtil;
+import javax.swing.JOptionPane;
+
+
+
+/** <P> A port of NVidia's [tm] Vertex Array Range demonstration to
+ OpenGL[tm] for Java[tm], the Java programming language, and the
+ vendor-neutral Vertex Buffer Object extension. The current web
+ site for the demo is <a href =
+ "http://developer.nvidia.com/object/vardemo.html">here</a>. </P>
+
+ <P> This demonstration requires the following:
+
+ <ul>
+ <li> A JDK 1.4 implementation
+ <li> A card supporting the GL_ARB_vertex_buffer_object extension
+ (only in recent drivers)
+ </ul>
+
+ </P>
+
+ <P> This demonstration illustrates the use of the java.nio direct
+ buffer classes in JDK 1.4 to access memory outside of the Java
+ garbage-collected heap, in particular that returned from the call
+ glMapBuffer, to achieve higher performance than accessing the
+ same data in system memory allows. </P>
+*/
+
+public class VertexBufferObject extends Demo {
+
+ public static void main(String[] args) {
+
+ boolean vboEnabled = true;
+
+ if (args.length > 1) {
+ usage();
+ }
+
+ if (args.length == 1) {
+ if (args[0].equals("-slow")) {
+ vboEnabled = false;
+ } else {
+ usage();
+ }
+ }
+ GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2));
+ GLCanvas canvas = new GLCanvas(caps);
+ VertexBufferObject demo = new VertexBufferObject();
+ demo.vboEnabled = vboEnabled;
+ canvas.addGLEventListener(demo);
+
+ final Animator animator = new Animator(canvas);
+ animator.setRunAsFastAsPossible(true);
+ demo.setDemoListener(new DemoListener() {
+ public void shutdownDemo() {
+ runExit(animator);
+ }
+ public void repaint() {}
+ });
+
+ Frame frame = new Frame("Very Simple vertex_buffer_object demo");
+ frame.addWindowListener(new WindowAdapter() {
+ public void windowClosing(WindowEvent e) {
+ runExit(animator);
+ }
+ });
+ frame.setLayout(new BorderLayout());
+ canvas.setSize(800, 800);
+ frame.add(canvas, BorderLayout.CENTER);
+ frame.pack();
+ frame.setVisible(true);
+ canvas.requestFocus();
+
+ animator.start();
+ }
+
+ private static void usage() {
+ System.out.println("usage: java VertexBufferObject [-slow]");
+ System.out.println("-slow flag starts up using data in the Java heap");
+ System.exit(0);
+ }
+
+ public VertexBufferObject() {
+ setFlag(' ', true); // animation on
+ setFlag('i', true); // infinite viewer and light
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private GLU glu = new GLU();
+ private boolean initComplete;
+ private boolean[] b = new boolean[256];
+ private static final int SIZEOF_FLOAT = 4;
+ // private static final int STRIP_SIZE = 48;
+ private static final int STRIP_SIZE = 144;
+ // private int tileSize = 9 * STRIP_SIZE;
+ private int tileSize = 3 * STRIP_SIZE;
+ private int numBuffers = 1;
+ private int bufferLength = 1000000;
+ private int bufferSize = bufferLength * SIZEOF_FLOAT;
+ private static final int SIN_ARRAY_SIZE = 1024;
+
+ private int bigBufferObject;
+ private boolean vboEnabled = true;
+ private ByteBuffer bigArrayVBOBytes;
+ private FloatBuffer bigArrayVBO;
+ private FloatBuffer bigArraySystem;
+ private FloatBuffer bigArray;
+ private IntBuffer[] elements;
+ private int elementBufferObject;
+ private float[] xyArray;
+
+ static class VBOBuffer {
+ public FloatBuffer vertices;
+ public FloatBuffer normals;
+ public int vertexOffset;
+ public int normalOffset;
+ }
+ private VBOBuffer[] buffers;
+
+ private float[] sinArray;
+ private float[] cosArray;
+
+ // Primitive: GL_QUAD_STRIP, GL_LINE_STRIP, or GL_POINTS
+ private int primitive = GL2.GL_QUAD_STRIP;
+
+ // Animation parameters
+ private float hicoef = .06f;
+ private float locoef = .10f;
+ private float hifreq = 6.1f;
+ private float lofreq = 2.5f;
+ private float phaseRate = .02f;
+ private float phase2Rate = -0.12f;
+ private float phase = 0;
+ private float phase2 = 0;
+
+ // Temporaries for computation
+ float[] ysinlo = new float[STRIP_SIZE];
+ float[] ycoslo = new float[STRIP_SIZE];
+ float[] ysinhi = new float[STRIP_SIZE];
+ float[] ycoshi = new float[STRIP_SIZE];
+
+ // For thread-safety when dealing with keypresses
+ private volatile boolean toggleVBO = false;
+ private volatile boolean toggleLighting = false;
+ private volatile boolean toggleLightingModel = false;
+ private volatile boolean recomputeElements = false;
+
+ // Frames-per-second computation
+ private boolean firstProfiledFrame;
+ private int profiledFrameCount;
+ private int numDrawElementsCalls;
+ private long startTimeMillis;
+
+ static class PeriodicIterator {
+ public PeriodicIterator(int arraySize,
+ float period,
+ float initialOffset,
+ float delta) {
+ float arrayDelta = arraySize * (delta / period); // floating-point steps-per-increment
+ increment = (int)(arrayDelta * (1<<16)); // fixed-point steps-per-increment
+
+ float offset = arraySize * (initialOffset / period); // floating-point initial index
+ initOffset = (int)(offset * (1<<16)); // fixed-point initial index
+
+ arraySizeMask = 0;
+ int i = 20; // array should be reasonably sized...
+ while((arraySize & (1<<i)) == 0) {
+ i--;
+ }
+ arraySizeMask = (1<<i)-1;
+ index = initOffset;
+ }
+
+ public PeriodicIterator(PeriodicIterator arg) {
+ this.arraySizeMask = arg.arraySizeMask;
+ this.increment = arg.increment;
+ this.initOffset = arg.initOffset;
+ this.index = arg.index;
+ }
+
+ public int getIndex() {
+ return (index >> 16) & arraySizeMask;
+ }
+
+ public void incr() {
+ index += increment;
+ }
+
+ public void decr() {
+ index -= increment;
+ }
+
+ public void reset() {
+ index = initOffset;
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ private int arraySizeMask;
+ // fraction bits == 16
+ private int increment;
+ private int initOffset;
+ private int index;
+ }
+
+ private void setFlag(char key, boolean val) {
+ b[((int) key) & 0xFF] = val;
+ }
+
+ private boolean getFlag(char key) {
+ return b[((int) key) & 0xFF];
+ }
+
+ private void initExtension(GL gl, String glExtensionName) {
+ if (!gl.isExtensionAvailable(glExtensionName)) {
+ final String message = "OpenGL extension \"" + glExtensionName + "\" not available";
+ new Thread(new Runnable() {
+ public void run() {
+ JOptionPane.showMessageDialog(null, message, "Unavailable extension", JOptionPane.ERROR_MESSAGE);
+ shutdownDemo();
+ }
+ }).start();
+ throw new RuntimeException(message);
+ }
+ }
+
+ public void init(GLAutoDrawable drawable) {
+ initComplete = false;
+ // drawable.setGL(new TraceGL(drawable.getGL(), System.err));
+ // drawable.setGL(new DebugGL(drawable.getGL()));
+
+ GL2 gl = drawable.getGL().getGL2();
+
+ // Try and disable synch-to-retrace for fastest framerate
+ gl.setSwapInterval(0);
+
+ try {
+ initExtension(gl, "GL_ARB_vertex_buffer_object");
+ } catch (RuntimeException e) {
+ throw (e);
+ }
+
+ gl.glEnable(GL.GL_DEPTH_TEST);
+
+ gl.glClearColor(0, 0, 0, 0);
+
+ gl.glEnable(GL2ES1.GL_LIGHT0);
+ gl.glEnable(GL2ES1.GL_LIGHTING);
+ gl.glEnable(GL2ES1.GL_NORMALIZE);
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2ES1.GL_AMBIENT, new float[] {.1f, .1f, 0, 1}, 0);
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2ES1.GL_DIFFUSE, new float[] {.6f, .6f, .1f, 1}, 0);
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL2ES1.GL_SPECULAR, new float[] { 1, 1, .75f, 1}, 0);
+ gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL2ES1.GL_SHININESS, 128.f);
+
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_POSITION, new float[] { .5f, 0, .5f, 0}, 0);
+ gl.glLightModeli(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
+
+ // NOTE: it looks like GLUT (or something else) sets up the
+ // projection matrix in the C version of this demo.
+ gl.glMatrixMode(GL2ES1.GL_PROJECTION);
+ gl.glLoadIdentity();
+ glu.gluPerspective(60, 1.0, 0.1, 100);
+ gl.glMatrixMode(GL2ES1.GL_MODELVIEW);
+
+ allocateBigArray(gl);
+ allocateBuffers(gl);
+
+ sinArray = new float[SIN_ARRAY_SIZE];
+ cosArray = new float[SIN_ARRAY_SIZE];
+
+ for (int i = 0; i < SIN_ARRAY_SIZE; i++) {
+ double step = i * 2 * Math.PI / SIN_ARRAY_SIZE;
+ sinArray[i] = (float) Math.sin(step);
+ cosArray[i] = (float) Math.cos(step);
+ }
+
+ if (vboEnabled) {
+ bigArray = bigArrayVBO;
+ } else {
+ bigArray = bigArraySystem;
+ }
+ setupBuffers();
+ gl.glEnableClientState(GL2ES1.GL_VERTEX_ARRAY);
+ gl.glEnableClientState(GL2ES1.GL_NORMAL_ARRAY);
+
+ computeElements(gl);
+
+ if (drawable instanceof AWTGLAutoDrawable) {
+ ((AWTGLAutoDrawable) drawable).addKeyListener(new KeyAdapter() {
+ public void keyTyped(KeyEvent e) {
+ dispatchKey(e.getKeyChar());
+ }
+ });
+ }
+
+ initComplete = true;
+ }
+
+ private void allocateBuffers(GL gl) {
+ buffers = new VBOBuffer[numBuffers];
+ for (int i = 0; i < numBuffers; i++) {
+ buffers[i] = new VBOBuffer();
+ }
+ }
+
+ private void setupBuffers() {
+ int sliceSize = bufferLength / numBuffers;
+ for (int i = 0; i < numBuffers; i++) {
+ int startIndex = i * sliceSize;
+ buffers[i].vertices = sliceBuffer(bigArray, startIndex, sliceSize);
+ buffers[i].normals = sliceBuffer(buffers[i].vertices, 3,
+ buffers[i].vertices.limit() - 3);
+ buffers[i].vertexOffset = startIndex * BufferUtil.SIZEOF_FLOAT;
+ buffers[i].normalOffset = (startIndex + 3) * BufferUtil.SIZEOF_FLOAT;
+ }
+ }
+
+ private void dispatchKey(char k) {
+ setFlag(k, !getFlag(k));
+ // Quit on escape or 'q'
+ if ((k == (char) 27) || (k == 'q')) {
+ shutdownDemo();
+ return;
+ }
+
+ if (k == 'r') {
+ if (getFlag(k)) {
+ profiledFrameCount = 0;
+ numDrawElementsCalls = 0;
+ firstProfiledFrame = true;
+ }
+ }
+
+ if (k == 'w') {
+ if (getFlag(k)) {
+ primitive = GL.GL_LINE_STRIP;
+ } else {
+ primitive = GL2.GL_QUAD_STRIP;
+ }
+ }
+
+ if (k == 'p') {
+ if (getFlag(k)) {
+ primitive = GL.GL_POINTS;
+ } else {
+ primitive = GL2.GL_QUAD_STRIP;
+ }
+ }
+
+ if (k == 'v') {
+ toggleVBO = true;
+ }
+
+ if (k == 'd') {
+ toggleLighting = true;
+ }
+
+ if (k == 'i') {
+ toggleLightingModel = true;
+ }
+
+ if('h'==k)
+ hicoef += .005;
+ if('H'==k)
+ hicoef -= .005;
+ if('l'==k)
+ locoef += .005;
+ if('L'==k)
+ locoef -= .005;
+ if('1'==k)
+ lofreq += .1f;
+ if('2'==k)
+ lofreq -= .1f;
+ if('3'==k)
+ hifreq += .1f;
+ if('4'==k)
+ hifreq -= .1f;
+ if('5'==k)
+ phaseRate += .01f;
+ if('6'==k)
+ phaseRate -= .01f;
+ if('7'==k)
+ phase2Rate += .01f;
+ if('8'==k)
+ phase2Rate -= .01f;
+
+ if('t'==k) {
+ if(tileSize < 864) {
+ tileSize += STRIP_SIZE;
+ recomputeElements = true;
+ System.err.println("tileSize = " + tileSize);
+ }
+ }
+
+ if('T'==k) {
+ if(tileSize > STRIP_SIZE) {
+ tileSize -= STRIP_SIZE;
+ recomputeElements = true;
+ System.err.println("tileSize = " + tileSize);
+ }
+ }
+ }
+
+ public void dispose(GLAutoDrawable drawable) {
+ }
+
+ public void display(GLAutoDrawable drawable) {
+ if (!initComplete) {
+ return;
+ }
+
+ GL2 gl = drawable.getGL().getGL2();
+
+ // Check to see whether to animate
+ if (getFlag(' ')) {
+ phase += phaseRate;
+ phase2 += phase2Rate;
+
+ if (phase > (float) (20 * Math.PI)) {
+ phase = 0;
+ }
+
+ if (phase2 < (float) (-20 * Math.PI)) {
+ phase2 = 0;
+ }
+ }
+
+ PeriodicIterator loX =
+ new PeriodicIterator(SIN_ARRAY_SIZE, (float) (2 * Math.PI), phase, (float) ((1.f/tileSize)*lofreq*Math.PI));
+ PeriodicIterator loY = new PeriodicIterator(loX);
+ PeriodicIterator hiX =
+ new PeriodicIterator(SIN_ARRAY_SIZE, (float) (2 * Math.PI), phase2, (float) ((1.f/tileSize)*hifreq*Math.PI));
+ PeriodicIterator hiY = new PeriodicIterator(hiX);
+
+ if (toggleVBO) {
+ vboEnabled = !vboEnabled;
+ if (!vboEnabled) {
+ bigArray = bigArraySystem;
+ setupBuffers();
+ }
+ toggleVBO = false;
+ }
+
+ if (toggleLighting) {
+ if (getFlag('d')) {
+ gl.glDisable(GL2ES1.GL_LIGHTING);
+ } else {
+ gl.glEnable(GL2ES1.GL_LIGHTING);
+ }
+ toggleLighting = false;
+ }
+
+ if (toggleLightingModel) {
+ if(getFlag('i')) {
+ // infinite light
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_POSITION, new float[] { .5f, 0, .5f, 0 }, 0);
+ gl.glLightModeli(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
+ } else {
+ gl.glLightfv(GL2ES1.GL_LIGHT0, GL2ES1.GL_POSITION, new float[] { .5f, 0, -.5f,1 }, 0);
+ gl.glLightModeli(GL2.GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
+ }
+ toggleLightingModel = false;
+ }
+
+ if (recomputeElements) {
+ computeElements(gl);
+ recomputeElements = false;
+ }
+
+ gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
+
+ gl.glPushMatrix();
+
+ final float[] modelViewMatrix = new float[] {
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, -1, 1
+ };
+ gl.glLoadMatrixf(modelViewMatrix, 0);
+
+ // FIXME: add mouse interaction
+ // camera.apply_inverse_transform();
+ // object.apply_transform();
+
+ int cur = 0;
+ int numSlabs = tileSize / STRIP_SIZE;
+
+ if (vboEnabled) {
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, bigBufferObject);
+ } else {
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
+ }
+
+ for(int slab = numSlabs; --slab>=0; ) {
+ cur = slab % numBuffers;
+
+ if (vboEnabled) {
+ ByteBuffer tmp = gl.glMapBuffer(GL.GL_ARRAY_BUFFER, GL2.GL_WRITE_ONLY);
+ if (tmp == null) {
+ throw new RuntimeException("Unable to map vertex buffer object");
+ }
+ if (tmp != bigArrayVBOBytes) {
+ bigArrayVBOBytes = tmp;
+ bigArrayVBO = setupBuffer(tmp);
+ }
+ if (bigArray != bigArrayVBO) {
+ bigArray = bigArrayVBO;
+ setupBuffers();
+ }
+ }
+
+ FloatBuffer v = buffers[cur].vertices;
+ int vertexIndex = 0;
+
+ if (vboEnabled) {
+ gl.glVertexPointer(3, GL.GL_FLOAT, 6 * SIZEOF_FLOAT, buffers[cur].vertexOffset);
+ gl.glNormalPointer( GL.GL_FLOAT, 6 * SIZEOF_FLOAT, buffers[cur].normalOffset);
+ } else {
+ gl.glVertexPointer(3, GL.GL_FLOAT, 6 * SIZEOF_FLOAT, v);
+ gl.glNormalPointer( GL.GL_FLOAT, 6 * SIZEOF_FLOAT, buffers[cur].normals);
+ }
+
+ for(int jj=STRIP_SIZE; --jj>=0; ) {
+ ysinlo[jj] = sinArray[loY.getIndex()];
+ ycoslo[jj] = cosArray[loY.getIndex()]; loY.incr();
+ ysinhi[jj] = sinArray[hiY.getIndex()];
+ ycoshi[jj] = cosArray[hiY.getIndex()]; hiY.incr();
+ }
+ loY.decr();
+ hiY.decr();
+
+ for(int i = tileSize; --i>=0; ) {
+ float x = xyArray[i];
+ int loXIndex = loX.getIndex();
+ int hiXIndex = hiX.getIndex();
+
+ int jOffset = (STRIP_SIZE-1)*slab;
+ float nx = locoef * -cosArray[loXIndex] + hicoef * -cosArray[hiXIndex];
+
+ // Help the HotSpot Client Compiler by hoisting loop
+ // invariant variables into locals. Note that this may be
+ // good practice for innermost loops anyway since under
+ // the new memory model operations like accidental
+ // synchronization may force any compiler to reload these
+ // fields from memory, destroying their ability to
+ // optimize.
+ float locoef_tmp = locoef;
+ float hicoef_tmp = hicoef;
+ float[] ysinlo_tmp = ysinlo;
+ float[] ysinhi_tmp = ysinhi;
+ float[] ycoslo_tmp = ycoslo;
+ float[] ycoshi_tmp = ycoshi;
+ float[] sinArray_tmp = sinArray;
+ float[] xyArray_tmp = xyArray;
+
+ for(int j = STRIP_SIZE; --j>=0; ) {
+ float y;
+
+ y = xyArray_tmp[j + jOffset];
+
+ float ny;
+
+ v.put(vertexIndex, x);
+ v.put(vertexIndex + 1, y);
+ v.put(vertexIndex + 2, (locoef_tmp * (sinArray_tmp[loXIndex] + ysinlo_tmp[j]) +
+ hicoef_tmp * (sinArray_tmp[hiXIndex] + ysinhi_tmp[j])));
+ v.put(vertexIndex + 3, nx);
+ ny = locoef_tmp * -ycoslo_tmp[j] + hicoef_tmp * -ycoshi_tmp[j];
+ v.put(vertexIndex + 4, ny);
+ v.put(vertexIndex + 5, .15f); //.15f * (1.f - sqrt(nx * nx + ny * ny));
+ vertexIndex += 6;
+ }
+ loX.incr();
+ hiX.incr();
+ }
+ loX.reset();
+ hiX.reset();
+
+ if (vboEnabled) {
+ gl.glUnmapBuffer(GL.GL_ARRAY_BUFFER);
+ }
+
+ if (getFlag('m')) {
+ // Elements merged into buffer object (doesn't seem to improve performance)
+
+ int len = tileSize - 1;
+ gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
+ for (int i = 0; i < len; i++) {
+ ++numDrawElementsCalls;
+ gl.glDrawElements(primitive, 2 * STRIP_SIZE, GL2.GL_UNSIGNED_INT,
+ i * 2 * STRIP_SIZE * BufferUtil.SIZEOF_INT);
+ if(getFlag('f')) {
+ gl.glFlush();
+ }
+ }
+ gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
+ } else {
+ for (int i = 0; i < elements.length; i++) {
+ ++numDrawElementsCalls;
+ gl.glDrawElements(primitive, elements[i].remaining(), GL2.GL_UNSIGNED_INT, elements[i]);
+ if(getFlag('f')) {
+ gl.glFlush();
+ }
+ }
+ }
+ }
+
+ gl.glPopMatrix();
+
+ if (getFlag('r')) {
+ if (!firstProfiledFrame) {
+ if (++profiledFrameCount == 30) {
+ long endTimeMillis = System.currentTimeMillis();
+ double secs = (endTimeMillis - startTimeMillis) / 1000.0;
+ double fps = 30.0 / secs;
+ double ppf = tileSize * tileSize * 2;
+ double mpps = ppf * fps / 1000000.0;
+ System.err.println("fps: " + fps + " polys/frame: " + ppf + " million polys/sec: " + mpps +
+ " DrawElements calls/frame: " + (numDrawElementsCalls / 30));
+ profiledFrameCount = 0;
+ numDrawElementsCalls = 0;
+ startTimeMillis = System.currentTimeMillis();
+ }
+ } else {
+ startTimeMillis = System.currentTimeMillis();
+ firstProfiledFrame = false;
+ }
+ }
+ }
+
+ public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
+
+ // Unused routines
+ public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+
+ private void allocateBigArray(GL2 gl) {
+ bigArraySystem = setupBuffer(ByteBuffer.allocateDirect(bufferSize));
+
+ int[] tmp = new int[1];
+ gl.glGenBuffers(1, tmp, 0);
+ bigBufferObject = tmp[0];
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, bigBufferObject);
+ // Initialize data store of buffer object
+ gl.glBufferData(GL.GL_ARRAY_BUFFER, bufferSize, (Buffer) null, GL.GL_DYNAMIC_DRAW);
+ bigArrayVBOBytes = gl.glMapBuffer(GL.GL_ARRAY_BUFFER, GL2.GL_WRITE_ONLY);
+ bigArrayVBO = setupBuffer(bigArrayVBOBytes);
+ gl.glUnmapBuffer(GL.GL_ARRAY_BUFFER);
+ // Unbind buffer; will be bound again in main loop
+ gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0);
+
+ float megabytes = (bufferSize / 1000000.f);
+ System.err.println("Allocated " + megabytes + " megabytes of fast memory");
+ }
+
+ private FloatBuffer setupBuffer(ByteBuffer buf) {
+ buf.order(ByteOrder.nativeOrder());
+ return buf.asFloatBuffer();
+ }
+
+ private FloatBuffer sliceBuffer(FloatBuffer array,
+ int sliceStartIndex, int sliceLength) {
+ array.position(sliceStartIndex);
+ FloatBuffer ret = array.slice();
+ array.position(0);
+ ret.limit(sliceLength);
+ return ret;
+ }
+
+ private void computeElements(GL2 gl) {
+ xyArray = new float[tileSize];
+ for (int i = 0; i < tileSize; i++) {
+ xyArray[i] = i / (tileSize - 1.0f) - 0.5f;
+ }
+
+ elements = new IntBuffer[tileSize - 1];
+ for (int i = 0; i < tileSize - 1; i++) {
+ elements[i] = IntBuffer.allocate(2 * STRIP_SIZE);
+ for (int j = 0; j < 2 * STRIP_SIZE; j += 2) {
+ elements[i].put(j, i * STRIP_SIZE + (j / 2));
+ elements[i].put(j+1, (i + 1) * STRIP_SIZE + (j / 2));
+ }
+ }
+
+ // Create element array buffer
+ IntBuffer linearElements = IntBuffer.allocate((tileSize - 1) * (2 * STRIP_SIZE));
+ int idx = 0;
+ for (int i = 0; i < tileSize - 1; i++) {
+ for (int j = 0; j < 2 * STRIP_SIZE; j += 2) {
+ linearElements.put(idx++, i * STRIP_SIZE + (j / 2));
+ linearElements.put(idx++, (i + 1) * STRIP_SIZE + (j / 2));
+ }
+ }
+ int[] tmp = new int[1];
+ gl.glGenBuffers(1, tmp, 0);
+ elementBufferObject = tmp[0];
+ gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, elementBufferObject);
+ gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER,
+ linearElements.remaining() * BufferUtil.SIZEOF_INT,
+ linearElements,
+ GL.GL_STATIC_DRAW);
+ gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+ private static void runExit(final Animator animator) {
+ // Note: calling System.exit() synchronously inside the draw,
+ // reshape or init callbacks can lead to deadlocks on certain
+ // platforms (in particular, X11) because the JAWT's locking
+ // routines cause a global AWT lock to be grabbed. Run the
+ // exit routine in another thread.
+ new Thread(new Runnable() {
+ public void run() {
+ animator.stop();
+ System.exit(0);
+ }
+ }).start();
+ }
+}