/******************************************************************************* * Breakout Cave Survey Visualizer * * Copyright (C) 2014 James Edwards * * jedwards8 at fastmail dot fm * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation; either version 2 of the License, or (at your option) any later * version. * * This program 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 GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 51 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *******************************************************************************/ package org.andork.jogl.util; import static org.andork.jogl.util.JoglUtils.checkGLError; import java.nio.Buffer; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; public class SimplePolygon { static int program; static int vertexShader; static int fragmentShader; private static final String vertexShaderCode = "uniform mat4 mvpMatrix;" + "attribute vec3 coord;" + "void main() {" + " gl_Position = mvpMatrix * vec4(coord, 1.0);" + "}"; private static final String fragmentShaderCode = "uniform vec4 color;" + "void main() {" + " gl_FragColor = color;" + "}"; public static void globalInit(GL2ES2 gl) { vertexShader = JoglUtils.loadShader(gl, GL2ES2.GL_VERTEX_SHADER, vertexShaderCode); fragmentShader = JoglUtils.loadShader(gl, GL2ES2.GL_FRAGMENT_SHADER, fragmentShaderCode); program = gl.glCreateProgram(); gl.glAttachShader(program, vertexShader); checkGLError(gl, "glAttachShader"); gl.glAttachShader(program, fragmentShader); checkGLError(gl, "glAttachShader"); gl.glLinkProgram(program); checkGLError(gl, "glLinkProgram"); } public int coordsType = GL2ES2.GL_FLOAT; public int coordsStride = 12; public int vertexCount; public Buffer coords; public final float[] color = { 1, 0, 0, 1 }; int vbo; public void draw(GL2ES2 gl, float[] mvpMatrix) { gl.glUseProgram(program); checkGLError(gl, "glUseProgram"); int mvpMatrixIndex = gl.glGetUniformLocation(program, "mvpMatrix"); checkGLError(gl, "glGetUniformLocation"); gl.glUniformMatrix4fv(mvpMatrixIndex, 1, false, mvpMatrix, 0); checkGLError(gl, "glUniformMatrix4fv"); int colorLocation = gl.glGetUniformLocation(program, "color"); checkGLError(gl, "glGetUniformLocation"); gl.glUniform4fv(colorLocation, 1, color, 0); checkGLError(gl, "glUniform4fv"); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo); checkGLError(gl, "glBindBuffer"); int coordIndex = gl.glGetAttribLocation(program, "coord"); checkGLError(gl, "glGetAttribLocation"); gl.glEnableVertexAttribArray(coordIndex); checkGLError(gl, "glEnableVertexAttribArray"); gl.glVertexAttribPointer(coordIndex, 3, coordsType, false, coordsStride, 0); checkGLError(gl, "glVertexAttribPointer"); gl.glDrawArrays(GL.GL_LINE_STRIP, 0, vertexCount); checkGLError(gl, "glDrawArrays"); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); } public void init(GL2ES2 gl) { int[] temp = new int[1]; gl.glGenBuffers(1, temp, 0); checkGLError(gl, "glGenBuffers"); vbo = temp[0]; gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo); checkGLError(gl, "glBindBuffer"); coords.position(0); gl.glBufferData(GL.GL_ARRAY_BUFFER, coords.capacity(), coords, GL.GL_STATIC_DRAW); checkGLError(gl, "glBufferData"); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, 0); } }