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authorSven Gothel <[email protected]>2012-10-22 18:54:19 +0200
committerSven Gothel <[email protected]>2012-10-22 18:54:19 +0200
commit5bdd283a9c3d0c656c859d499476173e2f609839 (patch)
tree7763f7eed5faaa3ab2b1bca5bf23cb9528e4f5fe /src/jogl/classes/jogamp
parent40d01bef2a1db44533472c37961aabbef68de644 (diff)
FixedFuncPipeline GL_POINTS: Fix gl_PointSize (attribute data format), Add GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)
gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param. Due to efficiency, we use vec4[2] now and #defines in shader to easy readability. GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle. !GL_POINT_SOFT produces a proper square (billboard). Point-Vertex shader takes dist/fade attentuation into account.
Diffstat (limited to 'src/jogl/classes/jogamp')
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java119
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp29
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp25
-rw-r--r--src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl15
4 files changed, 91 insertions, 97 deletions
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
index a5ab684b6..8e0091e4c 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/FixedFuncPipeline.java
@@ -357,19 +357,19 @@ public class FixedFuncPipeline {
// Point Sprites
//
public void glPointSize(float size) {
- pointParams1.put(0, size);
+ pointParams.put(0, size);
pointParamsDirty = true;
}
public void glPointParameterf(int pname, float param) {
switch(pname) {
case GL2ES1.GL_POINT_SIZE_MIN:
- pointParams1.put(2, param);
+ pointParams.put(2, param);
break;
case GL2ES1.GL_POINT_SIZE_MAX:
- pointParams1.put(3, param);
+ pointParams.put(3, param);
break;
case GL2ES2.GL_POINT_FADE_THRESHOLD_SIZE:
- pointParams2.put(3, param);
+ pointParams.put(4+3, param);
break;
}
pointParamsDirty = true;
@@ -377,9 +377,9 @@ public class FixedFuncPipeline {
public void glPointParameterfv(int pname, float[] params, int params_offset) {
switch(pname) {
case GL2ES1.GL_POINT_DISTANCE_ATTENUATION:
- pointParams2.put(0, params[params_offset + 0]);
- pointParams2.put(1, params[params_offset + 1]);
- pointParams2.put(2, params[params_offset + 2]);
+ pointParams.put(4+0, params[params_offset + 0]);
+ pointParams.put(4+1, params[params_offset + 1]);
+ pointParams.put(4+2, params[params_offset + 2]);
break;
}
pointParamsDirty = true;
@@ -388,9 +388,9 @@ public class FixedFuncPipeline {
final int o = params.position();
switch(pname) {
case GL2ES1.GL_POINT_DISTANCE_ATTENUATION:
- pointParams2.put(0, params.get(o + 0));
- pointParams2.put(1, params.get(o + 1));
- pointParams2.put(2, params.get(o + 2));
+ pointParams.put(4+0, params.get(o + 0));
+ pointParams.put(4+1, params.get(o + 1));
+ pointParams.put(4+2, params.get(o + 2));
break;
}
pointParamsDirty = true;
@@ -399,68 +399,24 @@ public class FixedFuncPipeline {
// private int[] pointTexObj = new int[] { 0 };
private void glDrawPoints(GL2ES2 gl, GLRunnable2<Object,Object> glDrawAction, Object args) {
- /**
- * FIXME:
- *
- * Event thought it works using a texture and gl_PointCoord in frag shader,
- * I don't see the point here (lol) if gl_PointSize must be 1.0 in vert shader ..
- * otherwise nothing is seen on ES2.0.
- * On Desktop POINTS are always shown as 1 pixel sized points!
-
- final int prevActiveTextureUnit = activeTextureUnit;
- final int prevBoundTextureObject = this.boundTextureObject[0];
- glActiveTexture(GL.GL_TEXTURE0);
- gl.glActiveTexture(GL.GL_TEXTURE0);
- if( 0 == pointTexObj[0] ) {
- gl.glGenTextures(1, pointTexObj, 0);
- glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
- gl.glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
- final int sz = 32;
- ByteBuffer bb = Buffers.newDirectByteBuffer(sz*sz*4);
- for(int i=sz*sz*4-1; 0<=i; i--) {
- bb.put(i, (byte)0xff);
- }
- glTexImage2D(GL.GL_TEXTURE_2D, GL.GL_RGBA, GL.GL_RGBA);
- gl.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, sz, sz, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, bb);
- gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR );
- gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR );
- gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
- gl.glTexParameteri ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );
- } else {
- glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
- gl.glBindTexture(GL.GL_TEXTURE_2D, pointTexObj[0]);
+ if(gl.isGL2GL3()) {
+ gl.glEnable(GL2GL3.GL_VERTEX_PROGRAM_POINT_SIZE);
+ }
+ if(gl.isGL2ES1()) {
+ gl.glEnable(GL2ES1.GL_POINT_SPRITE);
}
- final boolean wasEnabled = glEnableTexture(true, 0);
- */
-
loadShaderPoints(gl);
shaderState.attachShaderProgram(gl, shaderProgramPoints, true);
validate(gl, false); // sync uniforms
- if(gl.isGL2GL3()) {
- // if(gl.isGL2()) {
- // gl.glEnable(GL2.GL_POINT_SPRITE);
- //}
- gl.glEnable(GL2GL3.GL_VERTEX_PROGRAM_POINT_SIZE);
- }
glDrawAction.run(gl, args);
+ if(gl.isGL2ES1()) {
+ gl.glDisable(GL2ES1.GL_POINT_SPRITE);
+ }
if(gl.isGL2GL3()) {
gl.glDisable(GL2GL3.GL_VERTEX_PROGRAM_POINT_SIZE);
- // if(gl.isGL2()) {
- // gl.glDisable(GL2.GL_POINT_SPRITE);
- //}
}
- /**
- if( 0 != prevBoundTextureObject ) {
- glBindTexture(GL.GL_TEXTURE_2D, prevBoundTextureObject);
- gl.glBindTexture(GL.GL_TEXTURE_2D, prevBoundTextureObject);
- }
- glActiveTexture(GL.GL_TEXTURE0+prevActiveTextureUnit);
- gl.glActiveTexture(GL.GL_TEXTURE0+prevActiveTextureUnit);
- if(!wasEnabled) {
- glEnableTexture(false, 0);
- } */
shaderState.attachShaderProgram(gl, selectShaderProgram(gl, currentShaderSelectionMode), true);
}
private static final GLRunnable2<Object, Object> glDrawArraysAction = new GLRunnable2<Object,Object>() {
@@ -712,9 +668,13 @@ public class FixedFuncPipeline {
return false;
case GL2ES1.GL_POINT_SMOOTH:
- pointParams1.put(1, enable ? 1.0f : 0.0f);
+ pointParams.put(1, enable ? 1.0f : 0.0f);
pointParamsDirty = true;
return false;
+
+ case GL2ES1.GL_POINT_SPRITE:
+ // gl_PointCoord always enabled
+ return false;
}
int light = cap - GLLightingFunc.GL_LIGHT0;
@@ -859,11 +819,13 @@ public class FixedFuncPipeline {
if(colorVAEnabledDirty) {
ud = shaderState.getUniform(mgl_ColorEnabled);
if(null!=ud) {
- int ca = (shaderState.isVertexAttribArrayEnabled(GLPointerFuncUtil.mgl_Color)==true)?1:0;
+ int ca = true == shaderState.isVertexAttribArrayEnabled(GLPointerFuncUtil.mgl_Color) ? 1 : 0 ;
if(ca!=ud.intValue()) {
ud.setData(ca);
shaderState.uniform(gl, ud);
}
+ } else {
+ throw new GLException("Failed to update: mgl_ColorEnabled");
}
colorVAEnabledDirty = false;
}
@@ -891,17 +853,11 @@ public class FixedFuncPipeline {
alphaTestDirty = false;
}
if(pointParamsDirty) {
- /** FIXME
- ud = shaderState.getUniform(mgl_PointParams1);
+ ud = shaderState.getUniform(mgl_PointParams);
if(null!=ud) {
// same data object
shaderState.uniform(gl, ud);
}
- ud = shaderState.getUniform(mgl_PointParams2);
- if(null!=ud) {
- // same data object
- shaderState.uniform(gl, ud);
- } */
pointParamsDirty = false;
}
@@ -1012,9 +968,9 @@ public class FixedFuncPipeline {
}
final ShaderCode vp = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, shaderRootClass, shaderSrcRoot,
- shaderBinRoot, vertexPointsFileDef, true);
+ shaderBinRoot, shaderPointFileDef, true);
final ShaderCode fp = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, shaderRootClass, shaderSrcRoot,
- shaderBinRoot, fragmentPointsFileDef, true);
+ shaderBinRoot, shaderPointFileDef, true);
customizeShader(gl, vp, fp, constMaxTextures2);
shaderProgramPoints = new ShaderProgram();
shaderProgramPoints.add(vp);
@@ -1173,8 +1129,7 @@ public class FixedFuncPipeline {
shaderState.uniform(gl, new GLUniformData(mgl_CullFace, cullFace)); */
shaderState.uniform(gl, new GLUniformData(mgl_AlphaTestFunc, alphaTestFunc));
shaderState.uniform(gl, new GLUniformData(mgl_AlphaTestRef, alphaTestRef));
- shaderState.uniform(gl, new GLUniformData(mgl_PointParams1, 4, pointParams1));
- shaderState.uniform(gl, new GLUniformData(mgl_PointParams2, 4, pointParams2));
+ shaderState.uniform(gl, new GLUniformData(mgl_PointParams, 4, pointParams));
for(int i=0; i<MAX_LIGHTS; i++) {
shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].ambient", 4, defAmbient));
shaderState.uniform(gl, new GLUniformData(mgl_LightSource+"["+i+"].diffuse", 4, 0==i ? one4f : defDiffuseN));
@@ -1239,11 +1194,9 @@ public class FixedFuncPipeline {
private float alphaTestRef=0f;
private boolean pointParamsDirty = false;
- /** pointSize, pointSmooth, attn. pointMinSize, attn. pointMaxSize */
- private final FloatBuffer pointParams1 = Buffers.newDirectFloatBuffer(new float[] { 1.0f, 0.0f, 0.0f, 1.0f });
- /** attenuation coefficients 1f 0f 0f, attenuation alpha theshold 1f */
- private final FloatBuffer pointParams2 = Buffers.newDirectFloatBuffer(new float[] { 1.0f, 0.0f, 0.0f, 1.0f });
-
+ /** ( pointSize, pointSmooth, attn. pointMinSize, attn. pointMaxSize ) , ( attenuation coefficients 1f 0f 0f, attenuation fade theshold 1f ) */
+ private final FloatBuffer pointParams = Buffers.newDirectFloatBuffer(new float[] { 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f });
+
private PMVMatrix pmvMatrix;
private ShaderState shaderState;
private ShaderProgram shaderProgramColor;
@@ -1268,8 +1221,7 @@ public class FixedFuncPipeline {
private static final String mgl_AlphaTestFunc = "mgl_AlphaTestFunc"; // 1i (lowp int)
private static final String mgl_AlphaTestRef = "mgl_AlphaTestRef"; // 1f
private static final String mgl_ShadeModel = "mgl_ShadeModel"; // 1i
- private static final String mgl_PointParams1 = "mgl_PointParams1"; // 4f (sz, smooth, attnMinSz, attnMaxSz)
- private static final String mgl_PointParams2 = "mgl_PointParams2"; // 4f (attnCoeff(3), attnAlphaTs)
+ private static final String mgl_PointParams = "mgl_PointParams"; // vec4[2]: { (sz, smooth, attnMinSz, attnMaxSz), (attnCoeff(3), attnFadeTs) }
private static final String mgl_TextureEnabled = "mgl_TextureEnabled"; // int mgl_TextureEnabled[MAX_TEXTURE_UNITS];
private static final String mgl_Texture = "mgl_Texture"; // sampler2D mgl_Texture<0..7>
@@ -1304,8 +1256,7 @@ public class FixedFuncPipeline {
private static final String vertexColorLightFileDef = "FixedFuncColorLight";
private static final String fragmentColorFileDef = "FixedFuncColor";
private static final String fragmentColorTextureFileDef = "FixedFuncColorTexture";
- private static final String vertexPointsFileDef = "FixedFuncPoints";
- private static final String fragmentPointsFileDef = vertexPointsFileDef;
+ private static final String shaderPointFileDef = "FixedFuncPoints";
private static final String shaderSrcRootDef = "shaders" ;
private static final String shaderBinRootDef = "shaders/bin" ;
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp
index beca47bc1..6185e96ef 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.fp
@@ -6,11 +6,34 @@
#include mgl_uniform.glsl
#include mgl_varying.glsl
+// #define TEST 1
+
void main (void)
{
- // FIXME: Since gl_Points must be 1.0 (otherwise no points)
- // don't see reason for fetching texture color.
- // gl_FragColor = frontColor * texture2D(mgl_Texture0, gl_PointCoord);
gl_FragColor = frontColor;
+
+ if( pointSmooth > 0.5 ) {
+ // smooth (AA)
+ const float border = 0.90; // take/give 10% for AA
+
+ // origin to 0/0, [-1/-1 .. 1/1]
+ vec2 pointPos = 2.0 * gl_PointCoord - 1.0 ;
+ float r = length( pointPos ); // one-circle sqrt(x * x + y * y), range: in-circle [0..1], out >1
+ float r1 = 1.0 - ( step(border, r) * 10.0 * ( r - border ) ) ; // [0..1]
+ #ifndef TEST
+ if( r1 < 0.0 ) {
+ discard;
+ }
+ #endif
+
+ #ifndef TEST
+ gl_FragColor.a *= r1;
+ #else
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ gl_FragColor.r = r1 < 0.0 ? 1.0 : 0.0;
+ gl_FragColor.g = r > 1.0 ? 1.0 : 0.0;
+ gl_FragColor.b = r > border ? 1.0 : 0.0;
+ #endif
+ }
}
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp
index 6d6a3a982..64732dc9e 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/FixedFuncPoints.vp
@@ -9,17 +9,26 @@
void main(void)
{
- if(mgl_ColorEnabled>0) {
- frontColor=mgl_Color;
+ if( mgl_ColorEnabled > 0 ) {
+ frontColor = mgl_Color;
} else {
- frontColor=mgl_ColorStatic;
+ frontColor = mgl_ColorStatic;
}
- // FIXME: ES2 .. doesn't work, but even on desktop
- // no big points!
- // gl_PointSize = mgl_PointParams1[0];
- gl_PointSize = 1.0;
+ vec4 eyeCoord = mgl_PMVMatrix[1] * mgl_Vertex;
+ gl_Position = mgl_PMVMatrix[0] * eyeCoord;
- gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * vec4(mgl_Vertex.xyz, 1.0);
+ float dist = distance(eyeCoord, vec4(0.0, 0.0, 0.0, 1.0));
+ float atten = sqrt( 1.0 / ( pointDistanceConstantAtten +
+ ( pointDistanceLinearAtten +
+ pointDistanceQuadraticAtten * dist
+ ) * dist
+ )
+ );
+ float size = clamp(pointSize * atten, pointSizeMin, pointSizeMax);
+ gl_PointSize = max(size, pointFadeThresholdSize);
+
+ float fade = min(size, pointFadeThresholdSize) / pointFadeThresholdSize;
+ frontColor.a *= fade * fade;
}
diff --git a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl
index fd24a953d..5029e4bd8 100644
--- a/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl
+++ b/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/shaders/mgl_uniform.glsl
@@ -11,8 +11,19 @@ uniform LOWP int mgl_ColorEnabled;
uniform vec4 mgl_ColorStatic;
uniform LOWP int mgl_AlphaTestFunc;
uniform float mgl_AlphaTestRef;
-uniform MEDIUMP float mgl_PointParams1[4]; // sz, smooth, attnMinSz, attnMaxSz
-uniform MEDIUMP float mgl_PointParams2[4]; // attnCoeff(3), attnAlphaTs
+
+// [0].rgba: size, smooth, attnMinSz, attnMaxSz
+// [1].rgba: attnCoeff(3), attnFadeTs
+uniform MEDIUMP vec4 mgl_PointParams[2];
+
+#define pointSize (mgl_PointParams[0].r)
+#define pointSmooth (mgl_PointParams[0].g)
+#define pointSizeMin (mgl_PointParams[0].b)
+#define pointSizeMax (mgl_PointParams[0].a)
+#define pointDistanceConstantAtten (mgl_PointParams[1].r)
+#define pointDistanceLinearAtten (mgl_PointParams[1].g)
+#define pointDistanceQuadraticAtten (mgl_PointParams[1].b)
+#define pointFadeThresholdSize (mgl_PointParams[1].a)
// uniform LOWP int mgl_CullFace; // ES2 supports CullFace implicit ..
#if MAX_TEXTURE_UNITS > 0