/* * JaamSim Discrete Event Simulation * Copyright (C) 2012 Ausenco Engineering Canada Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.jaamsim.render; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.util.HashMap; import java.util.List; import com.jogamp.opengl.GL2GL3; import com.jaamsim.math.ConvexHull; import com.jaamsim.math.Mat4d; import com.jaamsim.math.Vec3d; /** * A renderable prototype for a convex hull * @author Matt.Chudleigh * */ public class HullProto { private ConvexHull _hull; boolean _isLoadedGPU = false; private HashMap<Integer, Integer> _vaoMap = new HashMap<>(); public HullProto(ConvexHull hull) { _hull = hull; } private void setupVAO(int contextID, Renderer renderer, int progHandle, int vertexBuffer, int indexBuffer) { GL2GL3 gl = renderer.getGL(); int vao = renderer.generateVAO(contextID, gl); _vaoMap.put(contextID, vao); gl.glBindVertexArray(vao); gl.glUseProgram(progHandle); int posVar = gl.glGetAttribLocation(progHandle, "position"); gl.glEnableVertexAttribArray(posVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertexBuffer); gl.glVertexAttribPointer(posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); gl.glBindVertexArray(0); } public void render(int contextID, Renderer renderer, Mat4d modelViewMat, Camera cam) { GL2GL3 gl = renderer.getGL(); Shader s = renderer.getShader(Renderer.ShaderHandle.HULL); int progHandle = s.getProgramHandle(); gl.glUseProgram(progHandle); int modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat"); int projMatVar = gl.glGetUniformLocation(progHandle, "projMat"); int cVar = gl.glGetUniformLocation(progHandle, "C"); int fcVar = gl.glGetUniformLocation(progHandle, "FC"); int[] is = new int[2]; gl.glGenBuffers(2, is, 0); int vertexBuffer = is[0]; int indexBuffer = is[1]; List<Vec3d> verts = _hull.getVertices(); // Generate the vertex buffer FloatBuffer fb = FloatBuffer.allocate(verts.size() * 3); // for (Vec3d v : verts) { RenderUtils.putPointXYZ(fb, v); } fb.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertexBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, verts.size() * 3 * 4, fb, GL2GL3.GL_STATIC_DRAW); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); // Generate the index buffer List<ConvexHull.HullFace> faces = _hull.getFaces(); int numIndices = faces.size() * 3; IntBuffer ib = IntBuffer.allocate(faces.size() * 3); // for (ConvexHull.HullFace f : faces) { ib.put(f.indices, 0 ,3); } ib.flip(); gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, indexBuffer); gl.glBufferData(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, faces.size() * 3 * 4, ib, GL2GL3.GL_STATIC_DRAW); gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, 0); if (!_vaoMap.containsKey(contextID)) { setupVAO(contextID, renderer, progHandle, vertexBuffer, indexBuffer); } int vao = _vaoMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(progHandle); // Setup uniforms for this object Mat4d projMat = cam.getProjMat4d(); gl.glUniformMatrix4fv(modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0); gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0); gl.glUniform1f(cVar, Camera.C); gl.glUniform1f(fcVar, Camera.FC); // Actually draw it gl.glEnable(GL2GL3.GL_BLEND); gl.glEnable(GL2GL3.GL_CULL_FACE); gl.glCullFace(GL2GL3.GL_BACK); gl.glBlendFunc(GL2GL3.GL_ONE, GL2GL3.GL_ONE_MINUS_SRC_ALPHA); gl.glBlendEquation(GL2GL3.GL_FUNC_ADD); gl.glDisable(GL2GL3.GL_DEPTH_TEST); //gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_LINE); gl.glDrawElements(GL2GL3.GL_TRIANGLES, numIndices, GL2GL3.GL_UNSIGNED_INT, 0); //gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_FILL); gl.glEnable(GL2GL3.GL_DEPTH_TEST); gl.glDisable(GL2GL3.GL_CULL_FACE); gl.glCullFace(GL2GL3.GL_BACK); gl.glDisable(GL2GL3.GL_BLEND); gl.glBindVertexArray(0); gl.glDeleteBuffers(2, is, 0); } public boolean isLoadedGPU() { return _isLoadedGPU; } }