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authorSven Gothel <[email protected]>2012-04-16 13:08:26 -0700
committerSven Gothel <[email protected]>2012-04-16 13:08:26 -0700
commit9c2d74736fdd723267aaf6f7a5018dd1bc882775 (patch)
treeb50d0448f61378d3e28a7b122343355e003d8759 /src
parent179fd5dace4203317bc971a7025eb18564313f2a (diff)
parentc975bbff5fe88312f45668b4f552b4cecccabad1 (diff)
Merge pull request #3 from xranby/masterv2.0-rc9v2.0-rc6
RAW JOGL2 OpenGL ES 2 demo
Diffstat (limited to 'src')
-rw-r--r--src/demos/es2/RawGL2ES2demo.java455
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+/**
+ * Copyright 2012 JogAmp Community. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification, are
+ * permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this list of
+ * conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice, this list
+ * of conditions and the following disclaimer in the documentation and/or other materials
+ * provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
+ * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
+ * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
+ * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are those of the
+ * authors and should not be interpreted as representing official policies, either expressed
+ * or implied, of JogAmp Community.
+ */
+
+import javax.media.opengl.GL;
+import javax.media.opengl.GL2ES2;
+import javax.media.opengl.GLAutoDrawable;
+import javax.media.opengl.GLEventListener;
+import javax.media.opengl.GLProfile;
+import javax.media.opengl.GLCapabilities;
+import javax.media.opengl.GLContext;
+import com.jogamp.newt.opengl.GLWindow;
+
+import com.jogamp.newt.awt.NewtCanvasAWT;
+import com.jogamp.opengl.util.GLArrayDataServer;
+import com.jogamp.opengl.util.glsl.ShaderCode;
+import com.jogamp.opengl.util.glsl.ShaderState;
+import com.jogamp.opengl.util.glsl.ShaderProgram;
+import com.jogamp.opengl.util.*;
+
+import java.nio.ByteBuffer;
+import java.nio.ByteOrder;
+import java.nio.FloatBuffer;
+import java.nio.Buffer;
+
+import javax.swing.JFrame;
+import javax.media.opengl.*;
+import javax.media.opengl.awt.GLCanvas;
+
+/**
+ * <pre>
+ * __ __|_ ___________________________________________________________________________ ___|__ __
+ * // /\ _ /\ \\
+ * //____/ \__ __ _____ _____ _____ _____ _____ | | __ _____ _____ __ __/ \____\\
+ * \ \ / / __| | | __| _ | | _ | | | __| | | __| | /\ \ / /
+ * \____\/_/ | | | | | | | | | | | __| | | | | | | | | | |__ " \_\/____/
+ * /\ \ |_____|_____|_____|__|__|_|_|_|__| | | |_____|_____|_____|_____| _ / /\
+ * / \____\ http://jogamp.org |_| /____/ \
+ * \ / "' _________________________________________________________________________ `" \ /
+ * \/____. .____\/
+ * </pre>
+ *
+ * <p>
+ * JOGL2 OpenGL ES 2 demo to expose and learn what the RAW OpenGL ES 2 API looks like.
+ *
+ * Compile, run and enjoy:
+ wget http://jogamp.org/deployment/jogamp-test/archive/jogamp-all-platforms.7z
+ 7z x jogamp-all-platforms.7z
+ cd jogamp-all-platforms
+ wget https://raw.github.com/xranby/jogl-demos/master/src/demos/es2/RawGL2ES2demo.java
+ javac -cp jar/jogl.all.jar:jar/gluegen-rt.jar RawGL2ES2demo.java
+ java -cp jar/jogl.all.jar:jar/gluegen-rt.jar:. RawGL2ES2demo
+ * </p>
+ *
+ *
+ * @author Xerxes RĂ„nby (xranby)
+ */
+
+public class RawGL2ES2demo implements GLEventListener{
+
+/* Introducing the OpenGL ES 2 Vertex shader
+ *
+ * The main loop inside the vertex shader gets executed
+ * one time for each vertex.
+ *
+ * vertex -> * uniform data -> mat4 projection = ( 1, 0, 0, 0,
+ * (0,1,0) / \ 0, 1, 0, 0,
+ * / . \ <- origo (0,0,0) 0, 0, 1, 0,
+ * / \ 0, 0,-1, 1 );
+ * vertex -> *-------* <- vertex
+ * (-1,-1,0) (1,-1,0) <- attribute data can be used
+ * (0, 0,1) for color, position, normals etc.
+ *
+ * The vertex shader recive input data in form of
+ * "uniform" data that are common to all vertex
+ * and
+ * "attribute" data that are individual to each vertex.
+ * One vertex can have several "attribute" data sources enabled.
+ *
+ * The vertex shader produce output used by the fragment shader.
+ * gl_Position are expected to get set to the final vertex position.
+ * You can also send additional user defined
+ * "varying" data to the fragment shader.
+ *
+ * Model Translate, Scale and Rotate are done here by matrix-multiplying a
+ * projection matrix against each vertex position.
+ *
+ * The whole vertex shader program are a String containing GLSL ES language
+ * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
+ * sent to the GPU driver for compilation.
+ */
+static final String vertexShader =
+"#ifdef GL_ES \n" +
+"#version 100 \n" + // GLSL ES language version, GLSL ES section 3.4
+ // many GPU drivers require it.
+"precision mediump float; \n" + // Precision Qualifiers
+"precision mediump int; \n" + // GLSL ES section 4.5.2
+"#else \n" +
+"#version 110 \n" + // Mesa X11 GL drivers require version 1.1
+"#endif \n" +
+
+"uniform mat4 uniform_Projection; \n" + // Incomming data used by
+"attribute vec4 attribute_Position; \n" + // the vertex shader
+"attribute vec4 attribute_Color; \n" + // uniform and attributes
+
+"varying vec4 varying_Color; \n" + // Outgoing varying data
+ // sent to the fragment shader
+"void main(void) \n" +
+"{ \n" +
+" varying_Color = attribute_Color; \n" +
+" gl_Position = uniform_Projection * attribute_Position; \n" +
+"} ";
+
+/* Introducing the OpenGL ES 2 Fragment shader
+ *
+ * The main loop of the fragment shader gets executed for each visible
+ * pixel fragment on the render buffer.
+ *
+ * vertex-> *
+ * (0,1,-1) /f\
+ * /ffF\ <- This fragment F gl_FragCoord get interpolated
+ * /fffff\ to (0.25,0.25,-1) based on the
+ * vertex-> *fffffff* <-vertex three vertex gl_Position.
+ * (-1,-1,-1) (1,-1,-1)
+ *
+ *
+ * All incomming "varying" and gl_FragCoord data to the fragment shader
+ * gets interpolated based on the vertex positions.
+ *
+ * The fragment shader produce and store the final color data output into
+ * gl_FragColor.
+ *
+ * Is up to you to set the final colors and calculate lightning here based on
+ * supplied position, color and normal data.
+ *
+ * The whole fragment shader program are a String containing GLSL ES language
+ * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf
+ * sent to the GPU driver for compilation.
+ */
+static final String fragmentShader =
+"#ifdef GL_ES \n" +
+"#version 100 \n" +
+"precision mediump float; \n" +
+"precision mediump int; \n" +
+"#else \n" +
+"#version 110 \n" +
+"#endif \n" +
+
+"varying vec4 varying_Color; \n" + //incomming varying data to the
+ //frament shader
+ //sent from the vertex shader
+"void main (void)\n" +
+"{ \n" +
+" gl_FragColor = varying_Color; \n" +
+"} ";
+
+/* Introducing projection matrix helper functions
+ *
+ * OpenGL ES 2 vertex projection transformations gets applied inside the
+ * vertex shader, all you have to do are to calculate and supply a projection matrix.
+ *
+ * Its recomended to use the com/jogamp/opengl/util/PMVMatrix.java
+ * import com.jogamp.opengl.util.PMVMatrix;
+ * To simplify all your projection model view matrix creation needs.
+ *
+ * These helpers here are based on PMVMatrix code and common linear
+ * algebra for matrix multiplication, translate and rotations.
+ */
+ private void glMultMatrixf(final FloatBuffer a, final FloatBuffer b, FloatBuffer d) {
+ final int aP = a.position();
+ final int bP = b.position();
+ final int dP = d.position();
+ for (int i = 0; i < 4; i++) {
+ final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4);
+ d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) );
+ d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) );
+ d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) );
+ d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) );
+ }
+ }
+
+ private float[] multiply(float[] a,float[] b){
+ float tmp[] = new float[16];
+ glMultMatrixf(FloatBuffer.wrap(a),FloatBuffer.wrap(b),FloatBuffer.wrap(tmp));
+ return tmp;
+ }
+
+ private float[] translate(float[] m,float x,float y,float z){
+ float t[] = { 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ x, y, z, 1.0f };
+ return multiply(m, t);
+ }
+
+ private float[] rotate(float[] m,float a,float x,float y,float z){
+ float s, c;
+ s = (float)Math.sin(Math.toRadians(a));
+ c = (float)Math.cos(Math.toRadians(a));
+ float r[] = {
+ x * x * (1.0f - c) + c, y * x * (1.0f - c) + z * s, x * z * (1.0f - c) - y * s, 0.0f,
+ x * y * (1.0f - c) - z * s, y * y * (1.0f - c) + c, y * z * (1.0f - c) + x * s, 0.0f,
+ x * z * (1.0f - c) + y * s, y * z * (1.0f - c) - x * s, z * z * (1.0f - c) + c, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+ return multiply(m, r);
+ }
+
+ private void printMatrix(float[] m){
+ System.out.println(m[0]+" "+m[1]+" "+m[2]+" "+m[3]+"\n"+
+ m[4]+" "+m[5]+" "+m[6]+" "+m[7]+"\n"+
+ m[8]+" "+m[9]+" "+m[10]+" "+m[11]+"\n"+
+ m[12]+" "+m[13]+" "+m[14]+" "+m[15]+"\n");
+ }
+
+/* Introducing the GL2ES demo
+ *
+ * How to render a triangle using 424 lines of code using the RAW
+ * OpenGL ES 2 API.
+ * The Programmable pipeline in OpenGL ES 2 are both fast and flexible
+ * yet it do take some extra lines of code to setup.
+ *
+ */
+ private double theta=0;
+ private double s=0;
+ private double c=0;
+
+ private int shaderProgram;
+ private int vertShader;
+ private int fragShader;
+ private int ModelViewProjectionMatrix_location;
+
+ public static void main(String[] s){
+
+ /* This demo are based on the GL2ES2 GLProfile that allows hardware acceleration
+ * on both desktop OpenGL 2 and mobile OpenGL ES 2 devices.
+ * JogAmp JOGL will probe all the installed libGL.so, libEGL.so and libGLESv2.so librarys on
+ * the system to find which one provide hardware acceleration for your GPU device.
+ * Its common to find more than one version of these librarys installed on a system.
+ * For example on a ARM Linux system JOGL may find
+ * Hardware accelerated Nvidia tegra GPU drivers in: /usr/lib/nvidia-tegra/libEGL.so
+ * Software rendered Mesa Gallium driver in: /usr/lib/arm-linux-gnueabi/mesa-egl/libEGL.so.1
+ * Software rendered Mesa X11 in: /usr/lib/arm-linux-gnueabi/mesa/libGL.so
+ * Good news!: JOGL does all this probing for you all you have to do are to ask for
+ * the GLProfile you want to use.
+ */
+
+ GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2));
+ GLWindow canvas = GLWindow.create(caps);
+
+ NewtCanvasAWT newtCanvas = new NewtCanvasAWT(canvas);
+ JFrame frame = new JFrame("RAW GL2ES Demo");
+ frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
+ frame.setSize(300,300);
+ frame.add(newtCanvas);
+ //add some swing code if you like.
+ /* javax.swing.JButton b = new javax.swing.JButton();
+ b.setText("Hi");
+ frame.add(b); */
+ frame.setVisible(true);
+
+ canvas.addGLEventListener(new RawGL2ES2demo());
+ FPSAnimator animator = new FPSAnimator(canvas,60);
+ animator.add(canvas);
+ animator.start();
+ }
+
+ public void init(GLAutoDrawable drawable) {
+ GL2ES2 gl = drawable.getGL().getGL2ES2();
+
+ System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities());
+ System.err.println("INIT GL IS: " + gl.getClass().getName());
+ System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR));
+ System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER));
+ System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION));
+
+ //Create shaders
+ //OpenGL ES retuns a index id to be stored for future reference.
+ vertShader = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER);
+ fragShader = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER);
+
+ //Compile the vertexShader String into a program.
+ String[] vlines = new String[] { vertexShader };
+ int[] vlengths = new int[] { vlines[0].length() };
+ gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0);
+ gl.glCompileShader(vertShader);
+
+ //Check compile status.
+ int[] compiled = new int[1];
+ gl.glGetShaderiv(vertShader, GL2ES2.GL_COMPILE_STATUS, compiled,0);
+ if(compiled[0]!=0){System.out.println("Horray! vertex shader compiled");}
+ else {
+ int[] logLength = new int[1];
+ gl.glGetShaderiv(vertShader, GL2ES2.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);
+ }
+
+ //Compile the fragmentShader String into a program.
+ String[] flines = new String[] { fragmentShader };
+ int[] flengths = new int[] { flines[0].length() };
+ gl.glShaderSource(fragShader, flines.length, flines, flengths, 0);
+ gl.glCompileShader(fragShader);
+
+ //Check compile status.
+ gl.glGetShaderiv(fragShader, GL2ES2.GL_COMPILE_STATUS, compiled,0);
+ if(compiled[0]!=0){System.out.println("Horray! fragment shader compiled");}
+ else {
+ int[] logLength = new int[1];
+ gl.glGetShaderiv(fragShader, GL2ES2.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);
+ }
+
+ //Each shaderProgram must have
+ //one vertex shader and one fragment shader.
+ shaderProgram = gl.glCreateProgram();
+ gl.glAttachShader(shaderProgram, vertShader);
+ gl.glAttachShader(shaderProgram, fragShader);
+
+ //Associate attribute ids with the attribute names inside
+ //the vertex shader.
+ gl.glBindAttribLocation(shaderProgram, 0, "attribute_Position");
+ gl.glBindAttribLocation(shaderProgram, 1, "attribute_Color");
+
+ gl.glLinkProgram(shaderProgram);
+
+ //Get a id number to the uniform_Projection matrix
+ //so that we can update it.
+ ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection");
+ }
+
+ public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) {
+ }
+
+ public void display(GLAutoDrawable drawable) {
+ // Update variables used in animation
+ theta += 0.08;
+ s = Math.sin(theta);
+ c = Math.cos(theta);
+
+ // Get gl
+ GL2ES2 gl = drawable.getGL().getGL2ES2();
+
+ // Set viewport
+ //gl.glViewport(0,0,300,300);
+
+ // Clear screen
+ gl.glClearColor(1, 0, 1, 1); //Purple
+ gl.glClear(GL2ES2.GL_COLOR_BUFFER_BIT | GL2ES2.GL_DEPTH_BUFFER_BIT);
+
+ // Use the shaderProgram that got linked during the init part.
+ gl.glUseProgram(shaderProgram);
+
+ /* Change a projection matrix
+ * The matrix multiplications and OpenGL ES2 code below
+ * basically match this OpenGL ES1 code.
+ * note that the model_view_projection matrix gets sent to the vertexShader.
+ *
+ * gl.glLoadIdentity();
+ * gl.glTranslatef(0.0f,0.0f,-0.1f);
+ * gl.glRotatef((float)30f*(float)s,1.0f,0.0f,1.0f);
+ *
+ */
+
+ float model_view_projection[];
+ float identity_matrix[] = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ };
+ model_view_projection = translate(identity_matrix,0.0f,0.0f, -0.1f);
+ model_view_projection = rotate(model_view_projection,(float)30f*(float)s,1.0f,0.0f,1.0f);
+
+ // Send the final projection matrix to the vertex shader by
+ // using the uniform location id obtained during the init part.
+ gl.glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, false, model_view_projection, 0);
+
+ /*
+ * Render a triangle:
+ * The OpenGL ES2 code below basically match this OpenGL code.
+ *
+ * gl.glBegin(GL_TRIANGLES); // Drawing Using Triangles
+ * gl.glVertex3f( 0.0f, 1.0f, 0.0f); // Top
+ * gl.glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
+ * gl.glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
+ * gl.glEnd(); // Finished Drawing The Triangle
+ */
+
+ float vertices[] = { 0.0f, 1.0f, 0.0f, //Top
+ -1.0f, -1.0f, 0.0f, //Bottom Left
+ 1.0f, -1.0f, 0.0f //Bottom Right
+ };
+
+ gl.glVertexAttribPointer(0, 3, GL2ES2.GL_FLOAT, false, 0, FloatBuffer.wrap(vertices));
+ gl.glEnableVertexAttribArray(0);
+
+ float colors[] = { 1.0f, 0.0f, 0.0f, //Top color (red)
+ 0.0f, 0.0f, 0.0f, //Bottom Left color (black)
+ 1.0f, 1.0f, 0.0f //Bottom Right color (yellow)
+ };
+
+ gl.glVertexAttribPointer(1, 3, GL2ES2.GL_FLOAT, false, 0, FloatBuffer.wrap(colors));
+ gl.glEnableVertexAttribArray(1);
+
+ gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle
+
+ gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory
+ gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory
+ }
+
+ public void dispose(GLAutoDrawable drawable){
+ System.out.println("cleanup, remember to release shaders");
+ GL2ES2 gl = drawable.getGL().getGL2ES2();
+ gl.glUseProgram(0);
+ gl.glDetachShader(shaderProgram, vertShader);
+ gl.glDeleteShader(vertShader);
+ gl.glDetachShader(shaderProgram, fragShader);
+ gl.glDeleteShader(fragShader);
+ gl.glDeleteProgram(shaderProgram);
+ System.exit(0);
+ }
+}