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* of conditions and the following disclaimer in the documentation and/or other materials
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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;
}
}
}