/** * 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.GLException; 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 TessellationShader01bGL4 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(); } static final String shaderBasename = "tess_example01"; private ShaderProgram createProgram(final GLAutoDrawable auto) { final GL4 gl = auto.getGL().getGL4(); final ShaderProgram sp; { final ShaderCode vs, tcs, tes, fs; vs = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(), "shader", "shader/bin", shaderBasename, true); tcs = ShaderCode.create(gl, GL4.GL_TESS_CONTROL_SHADER, this.getClass(), "shader", "shader/bin", shaderBasename, true); tes = ShaderCode.create(gl, GL4.GL_TESS_EVALUATION_SHADER, this.getClass(), "shader", "shader/bin", shaderBasename, true); fs = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(), "shader", "shader/bin", shaderBasename, true); vs.defaultShaderCustomization(gl, true, true); tcs.defaultShaderCustomization(gl, true, true); tes.defaultShaderCustomization(gl, true, true); fs.defaultShaderCustomization(gl, true, true); sp = new ShaderProgram(); sp.add(gl, vs, System.err); sp.add(gl, tcs, System.err); sp.add(gl, tes, System.err); sp.add(gl, fs, System.err); } if( !sp.link(gl, System.err) ) { System.err.println("[error] Couldn't link program: "+sp); sp.destroy(gl); return null; } else { return sp; } } }