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authorKenneth Russel <[email protected]>2003-08-07 19:53:38 +0000
committerKenneth Russel <[email protected]>2003-08-07 19:53:38 +0000
commite90e3d0a63fc5f35ad43d3413d1f612e808d9203 (patch)
tree2d9ba5dc74b12a42eed187c7fbfa008951089aa5 /src/demos/vertexBufferObject/VertexBufferObject.java
parent02e667d6c20294bae59cce280bad77c7c61cf2b8 (diff)
Changed glMapBufferARB's implementation to return the same ByteBuffer
if the address and capacity of the underlying buffer object haven't changed. This saves applications the cost of re-slicing the returned buffer each frame and avoids allocation of one or more finalizable objects per frame. Moved GlueGen's checking of whether a passed buffer is direct up into Java from C to be able to handle buffers that wrap the NULL pointer (needed for the "buffer offsets" used by ARB_vertex_buffer_object). Ported the VertexArrayRange demo to VertexBufferObject. Currently slower than VertexArrayRange but needs to be updated to triangulate the geometry more efficiently (currently the triangle strips are only 48 vertices long) and to move the indices into fast RAM. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/../svn-server-sync/jogl-demos/trunk@20 3298f667-5e0e-4b4a-8ed4-a3559d26a5f4
Diffstat (limited to 'src/demos/vertexBufferObject/VertexBufferObject.java')
-rw-r--r--src/demos/vertexBufferObject/VertexBufferObject.java724
1 files changed, 724 insertions, 0 deletions
diff --git a/src/demos/vertexBufferObject/VertexBufferObject.java b/src/demos/vertexBufferObject/VertexBufferObject.java
new file mode 100644
index 0000000..ce30b88
--- /dev/null
+++ b/src/demos/vertexBufferObject/VertexBufferObject.java
@@ -0,0 +1,724 @@
+/*
+ * 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 java.awt.*;
+import java.awt.event.*;
+import java.nio.*;
+import java.util.*;
+import javax.swing.*;
+
+import net.java.games.jogl.*;
+import net.java.games.jogl.util.*;
+
+/** <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
+ glMapBufferARB, to achieve higher performance than accessing the
+ same data in system memory allows. </P>
+*/
+
+public class VertexBufferObject {
+ private boolean[] b = new boolean[256];
+ private static final int SIZEOF_FLOAT = 4;
+ private static final int STRIP_SIZE = 48;
+ private int tileSize = 9 * STRIP_SIZE;
+ private int numBuffers = 4;
+ 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 int[][] elements;
+ 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 = GL.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;
+ private volatile boolean quit = false;
+
+ // Frames-per-second computation
+ private boolean firstProfiledFrame;
+ private int profiledFrameCount;
+ private int numDrawElementsCalls;
+ private long startTimeMillis;
+
+ private GLCanvas canvas = null;
+ private Animator animator;
+
+ 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;
+ }
+
+ public static void usage(String className) {
+ System.out.println("usage: java " + className + " [-slow]");
+ System.out.println("-slow flag starts up using data in the Java heap");
+ System.exit(0);
+ }
+
+ public static void main(String[] args) {
+ new VertexBufferObject().run(args);
+ }
+
+ public void run(String[] args) {
+ if (args.length > 1) {
+ usage(getClass().getName());
+ }
+
+ if (args.length == 1) {
+ if (args[0].equals("-slow")) {
+ vboEnabled = false;
+ } else {
+ usage(getClass().getName());
+ }
+ }
+
+ setFlag(' ', true); // animation on
+ setFlag('i', true); // infinite viewer and light
+
+ canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities());
+ // canvas.setGL(new TraceGL(canvas.getGL(), System.err));
+ // canvas.setGL(new DebugGL(canvas.getGL()));
+ VBOListener listener = new VBOListener();
+ canvas.addGLEventListener(listener);
+
+ animator = new Animator(canvas);
+
+ Frame frame = new Frame("Very Simple NV_vertex_array_range demo");
+ frame.setLayout(new BorderLayout());
+ canvas.setSize(800, 800);
+ frame.add(canvas, BorderLayout.CENTER);
+ frame.pack();
+ frame.show();
+ canvas.requestFocus();
+
+ frame.addWindowListener(new WindowAdapter() {
+ public void windowClosing(WindowEvent e) {
+ animator.stop();
+ System.exit(0);
+ }
+ });
+
+ animator.start();
+ }
+
+ //----------------------------------------------------------------------
+ // Internals only below this point
+ //
+
+ 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);
+ runExit();
+ }
+ }).start();
+ throw new RuntimeException(message);
+ }
+ }
+ class VBOListener implements GLEventListener {
+ boolean exiting = false;
+
+ public void init(GLDrawable drawable) {
+ GL gl = drawable.getGL();
+ GLU glu = drawable.getGLU();
+
+ // Try and disable synch-to-retrace for fastest framerate
+ if (gl.isFunctionAvailable("wglSwapIntervalEXT")) {
+ System.err.println("wglSwapIntervalEXT available; disabling sync-to-refresh for best framerate");
+ gl.wglSwapIntervalEXT(0);
+ }
+ else {
+ System.err.println("wglSwapIntervalEXT not available; cannot disable sync-to-refresh");
+ }
+
+ System.err.println("Available extensions:");
+ System.err.println(gl.glGetString(GL.GL_EXTENSIONS));
+
+ try {
+ initExtension(gl, "GL_ARB_vertex_buffer_object");
+ } catch (RuntimeException e) {
+ quit = true;
+ throw (e);
+ }
+
+ gl.glEnable(GL.GL_DEPTH_TEST);
+
+ gl.glClearColor(0, 0, 0, 0);
+
+ gl.glEnable(GL.GL_LIGHT0);
+ gl.glEnable(GL.GL_LIGHTING);
+ gl.glEnable(GL.GL_NORMALIZE);
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT, new float[] {.1f, .1f, 0, 1});
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_DIFFUSE, new float[] {.6f, .6f, .1f, 1});
+ gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[] { 1, 1, .75f, 1});
+ gl.glMaterialf(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, 128.f);
+
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, .5f, 0});
+ gl.glLightModeli(GL.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(GL.GL_PROJECTION);
+ gl.glLoadIdentity();
+ glu.gluPerspective(60, 1.0, 0.1, 100);
+ gl.glMatrixMode(GL.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(GL.GL_VERTEX_ARRAY);
+ gl.glEnableClientState(GL.GL_NORMAL_ARRAY);
+
+ computeElements();
+
+ drawable.addKeyListener(new KeyAdapter() {
+ public void keyTyped(KeyEvent e) {
+ dispatchKey(e.getKeyChar());
+ }
+ });
+ }
+
+ 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 * BufferUtils.SIZEOF_FLOAT;
+ buffers[i].normalOffset = (startIndex + 3) * BufferUtils.SIZEOF_FLOAT;
+ }
+ }
+
+ private void dispatchKey(char k) {
+ setFlag(k, !getFlag(k));
+ // Quit on escape or 'q'
+ if ((k == (char) 27) || (k == 'q')) {
+ runExit();
+ }
+
+ 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 = GL.GL_QUAD_STRIP;
+ }
+ }
+
+ if (k == 'p') {
+ if (getFlag(k)) {
+ primitive = GL.GL_POINTS;
+ } else {
+ primitive = GL.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 display(GLDrawable drawable) {
+ // Don't try to do OpenGL operations if we're tearing things down
+ if (quit) {
+ return;
+ }
+
+ GL gl = drawable.getGL();
+ GLU glu = drawable.getGLU();
+
+ // 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(GL.GL_LIGHTING);
+ } else {
+ gl.glEnable(GL.GL_LIGHTING);
+ }
+ toggleLighting = false;
+ }
+
+ if (toggleLightingModel) {
+ if(getFlag('i')) {
+ // infinite light
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, .5f, 0 });
+ gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 0);
+ } else {
+ gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[] { .5f, 0, -.5f,1 });
+ gl.glLightModeli(GL.GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
+ }
+ toggleLightingModel = false;
+ }
+
+ if (recomputeElements) {
+ computeElements();
+ 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);
+
+ // FIXME: add mouse interaction
+ // camera.apply_inverse_transform();
+ // object.apply_transform();
+
+ int cur = 0;
+ int numSlabs = tileSize / STRIP_SIZE;
+
+ if (vboEnabled) {
+ gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, bigBufferObject);
+ } else {
+ gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, 0);
+ }
+
+ for(int slab = numSlabs; --slab>=0; ) {
+ cur = slab % numBuffers;
+
+ if (vboEnabled) {
+ ByteBuffer tmp = gl.glMapBufferARB(GL.GL_ARRAY_BUFFER_ARB, GL.GL_WRITE_ONLY_ARB);
+ if (tmp == null) {
+ throw new RuntimeException("Unable to map vertex buffer object");
+ }
+ if (tmp != bigArrayVBOBytes) {
+ bigArrayVBOBytes = tmp;
+ bigArrayVBO = setupBuffer(tmp);
+ bigArray = bigArrayVBO;
+ setupBuffers();
+ }
+ }
+
+ FloatBuffer v = buffers[cur].vertices;
+ int vertexIndex = 0;
+
+ if (vboEnabled) {
+ gl.glVertexPointer(3, GL.GL_FLOAT, 6 * SIZEOF_FLOAT, BufferUtils.bufferOffset(buffers[cur].vertexOffset));
+ gl.glNormalPointer( GL.GL_FLOAT, 6 * SIZEOF_FLOAT, BufferUtils.bufferOffset(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.glUnmapBufferARB(GL.GL_ARRAY_BUFFER_ARB);
+ }
+
+ for (int i = 0; i < elements.length; i++) {
+ ++numDrawElementsCalls;
+ gl.glDrawElements(primitive, elements[i].length, GL.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(GLDrawable drawable, int x, int y, int width, int height) {}
+
+ // Unused routines
+ public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
+ } // end class VBOListener
+
+ private void allocateBigArray(GL gl) {
+ bigArraySystem = setupBuffer(ByteBuffer.allocateDirect(bufferSize));
+
+ int[] tmp = new int[1];
+ gl.glGenBuffersARB(1, tmp);
+ bigBufferObject = tmp[0];
+ gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, bigBufferObject);
+ // Initialize data store of buffer object
+ gl.glBufferDataARB(GL.GL_ARRAY_BUFFER_ARB, bufferSize, null, GL.GL_DYNAMIC_DRAW_ARB);
+ bigArrayVBOBytes = gl.glMapBufferARB(GL.GL_ARRAY_BUFFER_ARB, GL.GL_WRITE_ONLY_ARB);
+ bigArrayVBO = setupBuffer(bigArrayVBOBytes);
+ gl.glUnmapBufferARB(GL.GL_ARRAY_BUFFER_ARB);
+ // Unbind buffer; will be bound again in main loop
+ gl.glBindBufferARB(GL.GL_ARRAY_BUFFER_ARB, 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() {
+ xyArray = new float[tileSize];
+ for (int i = 0; i < tileSize; i++) {
+ xyArray[i] = i / (tileSize - 1.0f) - 0.5f;
+ }
+
+ elements = new int[tileSize - 1][];
+ for (int i = 0; i < tileSize - 1; i++) {
+ elements[i] = new int[2 * STRIP_SIZE];
+ for (int j = 0; j < 2 * STRIP_SIZE; j += 2) {
+ elements[i][j] = i * STRIP_SIZE + (j / 2);
+ elements[i][j+1] = (i + 1) * STRIP_SIZE + (j / 2);
+ }
+ }
+ }
+
+ private void runExit() {
+ quit = true;
+ // 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 and cause this one to
+ // terminate by throwing an exception out of it.
+ new Thread(new Runnable() {
+ public void run() {
+ animator.stop();
+ System.exit(0);
+ }
+ }).start();
+ }
+}