/** * Copyright 2014 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. */ package com.jogamp.opengl.test.junit.jogl.demos.gl4; import java.nio.FloatBuffer; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GL2ES3; import com.jogamp.opengl.GL2GL3; import com.jogamp.opengl.GL4; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.GLEventListener; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderProgram; /** * JOGL Tessellation ShaderCode GL4 test case. * <p> * Demonstrates tessellation-control and -evaluation shaders. * </p> * * @author Raymond L. Rivera, 2014 * @author Sven Gothel */ public class TessellationShader01aGLSL440CoreHardcoded implements GLEventListener { private static final double ANIMATION_RATE = 950.0; private ShaderProgram program; private final int[] vertexArray = new int[1]; private FloatBuffer vertexOffset; private FloatBuffer backgroundColor; @Override public void init(final GLAutoDrawable auto) { final GL4 gl = auto.getGL().getGL4(); program = createProgram(auto); if( null == program ) { return; } final double theta = System.currentTimeMillis() / ANIMATION_RATE; vertexOffset = FloatBuffer.allocate(4); vertexOffset.put(0, (float)(Math.sin(theta) * 0.5f)); vertexOffset.put(1, (float)(Math.cos(theta) * 0.6f)); vertexOffset.put(2, 0.0f); vertexOffset.put(3, 0.0f); backgroundColor = FloatBuffer.allocate(4); backgroundColor.put(0, 0.25f); backgroundColor.put(1, 0.25f); backgroundColor.put(2, 0.25f); backgroundColor.put(3, 1.0f); gl.glGenVertexArrays(vertexArray.length, vertexArray, 0); gl.glBindVertexArray(vertexArray[0]); gl.glPatchParameteri(GL4.GL_PATCH_VERTICES, 3); gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2GL3.GL_LINE); } @Override public void display(final GLAutoDrawable auto) { if( null == program ) { return; } final GL4 gl = auto.getGL().getGL4(); final double value = System.currentTimeMillis() / ANIMATION_RATE; gl.glClearBufferfv(GL2ES3.GL_COLOR, 0, backgroundColor); gl.glUseProgram(program.program()); vertexOffset.put(0, (float)(Math.sin(value) * 0.5f)); vertexOffset.put(1, (float)(Math.cos(value) * 0.6f)); gl.glVertexAttrib4fv(0, vertexOffset); gl.glDrawArrays(GL4.GL_PATCHES, 0, 3); } @Override public void dispose(final GLAutoDrawable auto) { if( null == program ) { return; } final GL4 gl = auto.getGL().getGL4(); gl.glDeleteVertexArrays(vertexArray.length, vertexArray, 0); program.destroy(gl); } @Override public void reshape(final GLAutoDrawable auto, final int x, final int y, final int width, final int height) { // final GL4 gl = auto.getGL().getGL4(); } private ShaderProgram createProgram(final GLAutoDrawable auto) { final GL4 gl = auto.getGL().getGL4(); final String vertexSource = "#version 440 core \n" + " \n" + "layout (location = 0) in vec4 offset; \n" + " \n" + "void main(void) \n" + "{ \n" + " const vec4 vertices[3] = vec4[3] ( \n" + " vec4( 0.25, 0.25, 0.5, 1.0), \n" + " vec4(-0.25, -0.25, 0.5, 1.0), \n" + " vec4( 0.25, -0.25, 0.5, 1.0)); \n" + " gl_Position = vertices[gl_VertexID] + offset; \n" + "} \n"; final String tessCtrlSource = "#version 440 core \n" + "layout (vertices = 3) out; \n" + " \n" + "void main(void) \n" + "{ \n" + " if (gl_InvocationID == 0) \n" + " { \n" + " gl_TessLevelInner[0] = 5.0; \n" + " gl_TessLevelOuter[0] = 5.0; \n" + " gl_TessLevelOuter[1] = 5.0; \n" + " gl_TessLevelOuter[2] = 5.0; \n" + " } \n" + " gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;\n" + "} \n"; final String tessEvalSource = "#version 440 core \n" + " \n" + "layout (triangles, equal_spacing, cw) in; \n" + " \n" + "void main(void) \n" + "{ \n" + " gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) + \n" + " (gl_TessCoord.y * gl_in[1].gl_Position) + \n" + " (gl_TessCoord.z * gl_in[2].gl_Position); \n" + "} \n"; final String fragmentSource = "#version 440 core \n" + " \n" + "out vec4 color; \n" + " \n" + "void main(void) \n" + "{ \n" + " color = vec4(1.0, 1.0, 1.0, 1.0); \n" + "} \n"; final ShaderCode vertexShader = createShader(gl, GL2ES2.GL_VERTEX_SHADER, vertexSource); if( null == vertexShader ) { return null; } final ShaderCode tessCtrlShader = createShader(gl, GL4.GL_TESS_CONTROL_SHADER, tessCtrlSource); if( null == tessCtrlShader ) { vertexShader.destroy(gl); return null; } final ShaderCode tessEvalShader = createShader(gl, GL4.GL_TESS_EVALUATION_SHADER, tessEvalSource); if( null == tessEvalShader ) { vertexShader.destroy(gl); tessCtrlShader.destroy(gl); return null; } final ShaderCode fragmentShader = createShader(gl, GL2ES2.GL_FRAGMENT_SHADER, fragmentSource); if( null == fragmentShader ) { vertexShader.destroy(gl); tessCtrlShader.destroy(gl); tessEvalShader.destroy(gl); return null; } final ShaderProgram program = new ShaderProgram(); program.init(gl); program.add(vertexShader); program.add(tessCtrlShader); program.add(tessEvalShader); program.add(fragmentShader); program.link(gl, System.err); if( !program.validateProgram(gl, System.out) ) { System.err.println("[error] Program linking failed."); program.destroy(gl); return null; } else { return program; } } private ShaderCode createShader(final GL4 gl, final int shaderType, final String source) { final String[][] sources = new String[1][1]; sources[0] = new String[]{ source }; final ShaderCode shader = new ShaderCode(shaderType, sources.length, sources); final boolean compiled = shader.compile(gl, System.err); if (!compiled) { System.err.println("[error] Shader compilation failed."); shader.destroy(gl); return null; } else { return shader; } } }