/* San Angeles Observation OpenGL ES version example * Copyright 2004-2005 Jetro Lauha * All rights reserved. * Web: http://iki.fi/jetro/ * * This source is free software; you can redistribute it and/or * modify it under the terms of EITHER: * (1) The GNU Lesser General Public License as published by the Free * Software Foundation; either version 2.1 of the License, or (at * your option) any later version. The text of the GNU Lesser * General Public License is included with this source in the * file LICENSE-LGPL.txt. * (2) The BSD-style license that is included with this source in * the file LICENSE-BSD.txt. * * This source is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files * LICENSE-LGPL.txt and LICENSE-BSD.txt for more details. * * $Id$ * $Revision$ */ package demos.es1.angeles; import javax.media.opengl.*; import javax.media.opengl.glu.*; import com.jogamp.opengl.util.*; import com.jogamp.opengl.util.glsl.fixedfunc.*; import java.nio.*; public class AngelesGL implements GLEventListener { public AngelesGL() { this(true); } public AngelesGL(boolean enableBlending) { blendingEnabled = enableBlending; quadVertices = GLBuffers.newDirectFloatBuffer(12); quadVertices.put(new float[]{ -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }); quadVertices.flip(); light0Position=GLBuffers.newDirectFloatBuffer(4); light0Diffuse=GLBuffers.newDirectFloatBuffer(4); light1Position=GLBuffers.newDirectFloatBuffer(4); light1Diffuse=GLBuffers.newDirectFloatBuffer(4); light2Position=GLBuffers.newDirectFloatBuffer(4); light2Diffuse=GLBuffers.newDirectFloatBuffer(4); materialSpecular=GLBuffers.newDirectFloatBuffer(4); light0Position.put(new float[] { FixedPoint.toFloat(-0x40000), 1.0f, 1.0f, 0.0f }); light0Diffuse.put(new float[] { 1.0f, FixedPoint.toFloat(0x6666), 0.0f, 1.0f }); light1Position.put(new float[] { 1.0f, FixedPoint.toFloat(-0x20000), -1.0f, 0.0f }); light1Diffuse.put(new float[] { FixedPoint.toFloat(0x11eb), FixedPoint.toFloat(0x23d7), FixedPoint.toFloat(0x5999), 1.0f }); light2Position.put(new float[] { -1.0f, 0.0f, FixedPoint.toFloat(-0x40000), 0.0f }); light2Diffuse.put(new float[] { FixedPoint.toFloat(0x11eb), FixedPoint.toFloat(0x2b85), FixedPoint.toFloat(0x23d7), 1.0f }); materialSpecular.put(new float[] { 1.0f, 1.0f, 1.0f, 1.0f }); light0Position.flip(); light0Diffuse.flip(); light1Position.flip(); light1Diffuse.flip(); light2Position.flip(); light2Diffuse.flip(); materialSpecular.flip(); seedRandom(15); width=0; height=0; x=0; y=0; } public void init(GLAutoDrawable drawable) { // FIXME: gl.setSwapInterval(1); cComps = drawable.getGL().isGLES1() ? 4: 3; this.gl = FixedFuncUtil.wrapFixedFuncEmul(drawable.getGL(), ShaderSelectionMode.AUTO, null); System.err.println("AngelesGL: "+this.gl); this.glu = GLU.createGLU(); gl.glEnable(GL2ES1.GL_NORMALIZE); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDisable(GL.GL_CULL_FACE); gl.glCullFace(GL.GL_BACK); gl.glShadeModel(gl.GL_FLAT); gl.glEnable(gl.GL_LIGHTING); gl.glEnable(gl.GL_LIGHT0); gl.glEnable(gl.GL_LIGHT1); gl.glEnable(gl.GL_LIGHT2); gl.glEnableClientState(gl.GL_VERTEX_ARRAY); gl.glEnableClientState(gl.GL_COLOR_ARRAY); for (int a = 0; a < SuperShape.COUNT; ++a) { sSuperShapeObjects[a] = createSuperShape(SuperShape.sParams[a]); } sGroundPlane = createGroundPlane(); gAppAlive = 1; sStartTick = System.currentTimeMillis(); frames=0; /* gl.glGetError(); // flush error .. if(gl.isGLES2()) { GLES2 gles2 = gl.getGLES2(); // Debug .. //DebugGLES2 gldbg = new DebugGLES2(gles2); //gles2.getContext().setGL(gldbg); //gles2 = gldbg; // Trace .. TraceGLES2 gltrace = new TraceGLES2(gles2, System.err); gles2.getContext().setGL(gltrace); gles2 = gltrace; } */ } public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { this.width = width; this.height=height; this.x = x; this.y = y; this.gl = drawable.getGL().getGL2ES1(); gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); gl.glClearColor(0.1f, 0.2f, 0.3f, 1.0f); // JAU gl.glHint(GL2ES1.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); //gl.glShadeModel(gl.GL_SMOOTH); gl.glShadeModel(gl.GL_FLAT); gl.glDisable(GL.GL_DITHER); //gl.glMatrixMode(gl.GL_PROJECTION); //gl.glLoadIdentity(); //glu.gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f); //System.out.println("reshape .."); } public void dispose(GLAutoDrawable drawable) { } public void display(GLAutoDrawable drawable) { long tick = System.currentTimeMillis(); if (gAppAlive==0) return; this.gl = drawable.getGL().getGL2ES1(); // Actual tick value is "blurred" a little bit. sTick = (sTick + tick - sStartTick) >> 1; // Terminate application after running through the demonstration once. if (sTick >= RUN_LENGTH) { gAppAlive = 0; return; } gl.glClear(GL.GL_DEPTH_BUFFER_BIT | GL.GL_COLOR_BUFFER_BIT); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0f, (float)width / (float)height, 0.5f, 150.0f); // Update the camera position and set the lookat. camTrack(); // Configure environment. configureLightAndMaterial(); if(blendingEnabled) { gl.glEnable(GL.GL_CULL_FACE); // Draw the reflection by drawing models with negated Z-axis. gl.glPushMatrix(); drawModels(-1); gl.glPopMatrix(); } // Draw the ground plane to the window. (opt. blending) drawGroundPlane(); if(blendingEnabled) { gl.glDisable(GL.GL_CULL_FACE); } // Draw all the models normally. drawModels(1); if(blendingEnabled) { // Draw fade quad over whole window (when changing cameras). drawFadeQuad(); } frames++; tick = System.currentTimeMillis(); } public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { } private boolean blendingEnabled = true; private GL2ES1 gl; // temp cache private GLU glu; // Total run length is 20 * camera track base unit length (see cams.h). private int RUN_LENGTH = (20 * CamTrack.CAMTRACK_LEN) ; private int RANDOM_UINT_MAX = 65535 ; private long sRandomSeed = 0; void seedRandom(long seed) { sRandomSeed = seed; } int randomUInt() { sRandomSeed = sRandomSeed * 0x343fd + 0x269ec3; return Math.abs((int) (sRandomSeed >> 16)); } private int cComps; // Definition of one GL object in this demo. public class GLSpatial { /* Vertex array and color array are enabled for all objects, so their * pointers must always be valid and non-null. Normal array is not * used by the ground plane, so when its pointer is null then normal * array usage is disabled. * * Vertex array is supposed to use GL.GL_FLOAT datatype and stride 0 * (i.e. tightly packed array). Color array is supposed to have 4 * components per color with GL.GL_UNSIGNED_BYTE datatype and stride 0. * Normal array is supposed to use GL.GL_FLOAT datatype and stride 0. */ private int vboName, count; private int vComps, nComps; private ByteBuffer pBuffer=null; private FloatBuffer vertexArray=null; private FloatBuffer colorArray=null; private FloatBuffer normalArray=null; protected GLArrayDataWrapper vArrayData, cArrayData, nArrayData=null; public GLSpatial(int vertices, int vertexComponents, boolean useNormalArray) { count = vertices; vComps= vertexComponents; nComps = useNormalArray ? 3 : 0; int bSize = GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * ( vComps + cComps + nComps) ; pBuffer = GLBuffers.newDirectByteBuffer(bSize); int pos = 0; int size= GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * vComps ; vertexArray = (FloatBuffer) GLBuffers.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT); int vOffset = 0; pos+=size; size=GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * cComps ; colorArray = (FloatBuffer) GLBuffers.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT); int cOffset=pos; pos+=size; int nOffset=0; if(useNormalArray) { size=GLBuffers.sizeOfGLType(GL.GL_FLOAT) * count * nComps ; normalArray = (FloatBuffer) GLBuffers.sliceGLBuffer(pBuffer, pos, size, GL.GL_FLOAT); nOffset=pos; pos+=size; } pBuffer.position(pos); pBuffer.flip(); int[] tmp = new int[1]; gl.glGenBuffers(1, tmp, 0); vboName = tmp[0]; vArrayData = GLArrayDataWrapper.createFixed(gl.GL_VERTEX_ARRAY, vComps, GL.GL_FLOAT, false, 0, pBuffer, vboName, vOffset, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER); cArrayData = GLArrayDataWrapper.createFixed(gl.GL_COLOR_ARRAY, cComps, GL.GL_FLOAT, false, 0, pBuffer, vboName, cOffset, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER); if(useNormalArray) { nArrayData = GLArrayDataWrapper.createFixed(gl.GL_NORMAL_ARRAY, nComps, GL.GL_FLOAT, false, 0, pBuffer, vboName, nOffset, GL.GL_STATIC_DRAW, GL.GL_ARRAY_BUFFER); } } void setCount(int c) { if(count != c) { throw new RuntimeException("diff count: "+count+" -> "+c); } count = c; } private boolean sealed = false; void seal() { if(sealed) return; sealed = true; vertexArray.position(count); vertexArray.flip(); colorArray.position(count); colorArray.flip(); if(nComps>0) { normalArray.position(count); normalArray.flip(); } if(nComps>0) { gl.glEnableClientState(gl.GL_NORMAL_ARRAY); } gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); gl.glBufferData(GL.GL_ARRAY_BUFFER, pBuffer.limit(), pBuffer, GL.GL_STATIC_DRAW); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); if(nComps>0) { gl.glDisableClientState(gl.GL_NORMAL_ARRAY); } } void draw() { seal(); if(nComps>0) { gl.glEnableClientState(gl.GL_NORMAL_ARRAY); } gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vboName); gl.glVertexPointer(vArrayData); gl.glColorPointer(cArrayData); if(nComps>0) { gl.glNormalPointer(nArrayData); } gl.glDrawArrays(GL.GL_TRIANGLES, 0, count); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); if(nComps>0) { gl.glDisableClientState(gl.GL_NORMAL_ARRAY); } } } long sStartTick = 0; long sTick = 0; int sCurrentCamTrack = 0; long sCurrentCamTrackStartTick = 0; long sNextCamTrackStartTick = 0x7fffffff; GLSpatial sSuperShapeObjects[] = new GLSpatial[SuperShape.COUNT]; GLSpatial sGroundPlane; public class VECTOR3 { float x, y, z; public VECTOR3() { x=0f; y=0f; z=0f; } public VECTOR3(float x, float y, float z) { this.x=x; this.y=y; this.z=z; } } static void vector3Sub(VECTOR3 dest, VECTOR3 v1, VECTOR3 v2) { dest.x = v1.x - v2.x; dest.y = v1.y - v2.y; dest.z = v1.z - v2.z; } static void superShapeMap(VECTOR3 point, float r1, float r2, float t, float p) { // sphere-mapping of supershape parameters point.x = (float)(Math.cos(t) * Math.cos(p) / r1 / r2); point.y = (float)(Math.sin(t) * Math.cos(p) / r1 / r2); point.z = (float)(Math.sin(p) / r2); } float ssFunc(final float t, final float p[]) { return ssFunc(t, p, 0); } float ssFunc(final float t, final float p[], int pOff) { return (float)(Math.pow(Math.pow(Math.abs(Math.cos(p[0+pOff] * t / 4)) / p[1+pOff], p[4+pOff]) + Math.pow(Math.abs(Math.sin(p[0+pOff] * t / 4)) / p[2+pOff], p[5+pOff]), 1 / p[3+pOff])); } // Creates and returns a supershape object. // Based on Paul Bourke's POV-Ray implementation. // http://astronomy.swin.edu.au/~pbourke/povray/supershape/ GLSpatial createSuperShape(final float params[]) { final int resol1 = (int)params[SuperShape.PARAMS - 3]; final int resol2 = (int)params[SuperShape.PARAMS - 2]; // latitude 0 to pi/2 for no mirrored bottom // (latitudeBegin==0 for -pi/2 to pi/2 originally) final int latitudeBegin = resol2 / 4; final int latitudeEnd = resol2 / 2; // non-inclusive final int longitudeCount = resol1; final int latitudeCount = latitudeEnd - latitudeBegin; final int triangleCount = longitudeCount * latitudeCount * 2; final int vertices = triangleCount * 3; GLSpatial result; float baseColor[] = new float[3]; int a, longitude, latitude; int currentVertex, currentQuad; result = new GLSpatial(vertices, 3, true); if (result == null) return null; for (a = 0; a < 3; ++a) baseColor[a] = ((randomUInt() % 155) + 100) / 255.f; currentQuad = 0; currentVertex = 0; // longitude -pi to pi for (longitude = 0; longitude < longitudeCount; ++longitude) { // latitude 0 to pi/2 for (latitude = latitudeBegin; latitude < latitudeEnd; ++latitude) { float t1 = (float) ( -Math.PI + longitude * 2 * Math.PI / resol1 ); float t2 = (float) ( -Math.PI + (longitude + 1) * 2 * Math.PI / resol1 ); float p1 = (float) ( -Math.PI / 2 + latitude * 2 * Math.PI / resol2 ); float p2 = (float) ( -Math.PI / 2 + (latitude + 1) * 2 * Math.PI / resol2 ); float r0, r1, r2, r3; r0 = ssFunc(t1, params); r1 = ssFunc(p1, params, 6); r2 = ssFunc(t2, params); r3 = ssFunc(p2, params, 6); if (r0 != 0 && r1 != 0 && r2 != 0 && r3 != 0) { VECTOR3 pa=new VECTOR3(), pb=new VECTOR3(), pc=new VECTOR3(), pd=new VECTOR3(); VECTOR3 v1=new VECTOR3(), v2=new VECTOR3(), n=new VECTOR3(); float ca; int i; //float lenSq, invLenSq; superShapeMap(pa, r0, r1, t1, p1); superShapeMap(pb, r2, r1, t2, p1); superShapeMap(pc, r2, r3, t2, p2); superShapeMap(pd, r0, r3, t1, p2); // kludge to set lower edge of the object to fixed level if (latitude == latitudeBegin + 1) pa.z = pb.z = 0; vector3Sub(v1, pb, pa); vector3Sub(v2, pd, pa); // Calculate normal with cross product. /* i j k i j * v1.x v1.y v1.z | v1.x v1.y * v2.x v2.y v2.z | v2.x v2.y */ n.x = v1.y * v2.z - v1.z * v2.y; n.y = v1.z * v2.x - v1.x * v2.z; n.z = v1.x * v2.y - v1.y * v2.x; /* Pre-normalization of the normals is disabled here because * they will be normalized anyway later due to automatic * normalization (GL2ES1.GL_NORMALIZE). It is enabled because the * objects are scaled with glScale. */ /* lenSq = n.x * n.x + n.y * n.y + n.z * n.z; invLenSq = (float)(1 / sqrt(lenSq)); n.x *= invLenSq; n.y *= invLenSq; n.z *= invLenSq; */ ca = pa.z + 0.5f; if(result.normalArray!=null) { for (i = currentVertex * 3; i < (currentVertex + 6) * 3; i += 3) { result.normalArray.put(i , (n.x)); result.normalArray.put(i + 1, (n.y)); result.normalArray.put(i + 2, (n.z)); } } for (i = currentVertex * cComps; i < (currentVertex + 6) * cComps; i += cComps) { int j; float color[] = new float[3]; for (j = 0; j < 3; ++j) { color[j] = ca * baseColor[j]; if (color[j] > 1.0f) color[j] = 1.0f; } result.colorArray.put(i , color[0]); result.colorArray.put(i + 1, color[1]); result.colorArray.put(i + 2, color[2]); if(3> a) & 1); final int ym = y + ((0x31 >> a) & 1); final float m = (float)(Math.cos(xm * 2) * Math.sin(ym * 4) * 0.75f); result.vertexArray.put(currentVertex * vcomps, (xm * scale + m)); result.vertexArray.put(currentVertex * vcomps + 1, (ym * scale + m)); if(20) { float dist = cam.dist * 0.1f; cX = lerp[0]; cY = lerp[1]; cZ = lerp[2]; eX = cX - (float)Math.cos(lerp[3]) * dist; eY = cY - (float)Math.sin(lerp[3]) * dist; eZ = cZ - lerp[4]; } else { eX = lerp[0]; eY = lerp[1]; eZ = lerp[2]; cX = eX + (float)Math.cos(lerp[3]); cY = eY + (float)Math.sin(lerp[3]); cZ = eZ + lerp[4]; } glu.gluLookAt(eX, eY, eZ, cX, cY, cZ, 0, 0, 1); } private int gAppAlive = 0; private int width, height, x, y, frames; }