package com.jogamp.opengl.test.junit.jogl.demos.gl4; import java.io.File; import java.io.FileOutputStream; import java.io.IOException; import java.io.PrintStream; import java.nio.FloatBuffer; import java.util.Random; import com.jogamp.opengl.DebugGL4; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GL4; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.GLEventListener; import com.jogamp.opengl.GLException; import com.jogamp.opengl.GLUniformData; import com.jogamp.opengl.TraceGL4; import com.jogamp.opengl.math.Matrix4; import com.jogamp.opengl.util.GLArrayDataClient; import com.jogamp.opengl.util.GLArrayDataServer; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderProgram; import com.jogamp.opengl.util.glsl.ShaderState; public class TriangleInstancedRendererWithShaderState implements GLEventListener { private float aspect; private static final String shaderBasename = "triangles"; // private static final boolean useInterleaved = false; private static final boolean useInterleaved = true; private ShaderState st; private PMVMatrix projectionMatrix; private GLUniformData projectionMatrixUniform; private GLUniformData transformMatrixUniform; private GLArrayDataServer interleavedVBO; private GLArrayDataClient verticesVBO; private GLArrayDataClient colorsVBO; private static final int NO_OF_INSTANCE = 30; private final FloatBuffer triangleTransform = FloatBuffer.allocate(16 * NO_OF_INSTANCE); private final Matrix4[] mat = new Matrix4[NO_OF_INSTANCE]; private final float[] rotationSpeed = new float[NO_OF_INSTANCE]; private static final boolean useTraceGL = false; private PrintStream stream; private final IInstancedRenderingView view; private boolean isInitialized = false; public TriangleInstancedRendererWithShaderState(IInstancedRenderingView view) { this.view = view; if(useTraceGL) { try { stream = new PrintStream(new FileOutputStream(new File("instanced-with-st.txt"))); } catch (IOException e1) { e1.printStackTrace(); } } initTransform(); } private void initTransform() { Random rnd = new Random(); for(int i = 0; i < NO_OF_INSTANCE; i++) { rotationSpeed[i] = 0.3f * rnd.nextFloat(); mat[i] = new Matrix4(); mat[i].loadIdentity(); float scale = 1f + 4 * rnd.nextFloat(); mat[i].scale(scale, scale, scale); //setup initial position of each triangle mat[i].translate(20f * rnd.nextFloat() - 10f, 10f * rnd.nextFloat() - 5f, 0f); } } @Override public void init(GLAutoDrawable drawable) { GL4 gl = drawable.getGL().getGL4(); drawable.setGL(new DebugGL4(gl)); if(useTraceGL) { drawable.setGL(new TraceGL4(gl, stream)); } gl.glClearColor(1, 1, 1, 1); //white background // gl.glClearColor(0, 0, 0, 1); //black background gl.glClearDepth(1.0f); System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); System.err.println("INIT GL IS: " + gl.getClass().getName()); System.err.println("GL_VENDOR: " + gl.glGetString(GL4.GL_VENDOR)); System.err.println("GL_RENDERER: " + gl.glGetString(GL4.GL_RENDERER)); System.err.println("GL_VERSION: " + gl.glGetString(GL4.GL_VERSION)); initShader(gl); projectionMatrix = new PMVMatrix(); projectionMatrixUniform = new GLUniformData("mgl_PMatrix", 4, 4, projectionMatrix.glGetPMatrixf()); st.ownUniform(projectionMatrixUniform); if(!st.uniform(gl, projectionMatrixUniform)) { throw new GLException("Error setting mgl_PMatrix in shader: " + st); } transformMatrixUniform = new GLUniformData("mgl_MVMatrix", 4, 4, triangleTransform); st.ownUniform(transformMatrixUniform); if(!st.uniform(gl, transformMatrixUniform)) { throw new GLException("Error setting mgl_MVMatrix in shader: " + st); } if(useInterleaved) { initVBO_interleaved(gl); } else { initVBO_nonInterleaved(gl); } isInitialized = true; } @Override public void display(GLAutoDrawable drawable) { if(!isInitialized ) return; GL4 gl = drawable.getGL().getGL4(); gl.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT); st.useProgram(gl, true); projectionMatrix.glMatrixMode(GL2.GL_PROJECTION); projectionMatrix.glPushMatrix(); float winScale = 0.1f; if(view != null) winScale = view.getScale(); projectionMatrix.glScalef(winScale, winScale, winScale); projectionMatrix.update(); st.uniform(gl, projectionMatrixUniform); projectionMatrix.glPopMatrix(); generateTriangleTransform(); st.uniform(gl, transformMatrixUniform); if(useInterleaved) { interleavedVBO.enableBuffer(gl, true); } else { verticesVBO.enableBuffer(gl, true); colorsVBO.enableBuffer(gl, true); } //gl.glVertexAttribDivisor() is not required since each instance has the same attribute (color). gl.glDrawArraysInstanced(GL4.GL_TRIANGLES, 0, 3, NO_OF_INSTANCE); if(useInterleaved) { interleavedVBO.enableBuffer(gl, false); } else { verticesVBO.enableBuffer(gl, false); colorsVBO.enableBuffer(gl, false); } st.useProgram(gl, false); } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL4 gl3 = drawable.getGL().getGL4(); gl3.glViewport(0, 0, width, height); aspect = (float) width / (float) height; projectionMatrix.glMatrixMode(GL2.GL_PROJECTION); projectionMatrix.glLoadIdentity(); projectionMatrix.gluPerspective(45, aspect, 0.001f, 20f); projectionMatrix.gluLookAt(0, 0, -10, 0, 0, 0, 0, 1, 0); } @Override public void dispose(GLAutoDrawable drawable){ GL4 gl = drawable.getGL().getGL4(); st.destroy(gl); } private void generateTriangleTransform() { triangleTransform.clear(); for(int i = 0; i < NO_OF_INSTANCE; i++) { mat[i].rotate(rotationSpeed[i], 0, 0, 1); triangleTransform.put(mat[i].getMatrix()); } triangleTransform.rewind(); } private void initVBO_nonInterleaved(GL4 gl) { int VERTEX_COUNT = 3; verticesVBO = GLArrayDataClient.createGLSL("mgl_Vertex", 3, GL4.GL_FLOAT, false, VERTEX_COUNT); FloatBuffer verticeBuf = (FloatBuffer)verticesVBO.getBuffer(); verticeBuf.put(vertices); verticesVBO.seal(gl, true); colorsVBO = GLArrayDataClient.createGLSL("mgl_Color", 4, GL4.GL_FLOAT, false, VERTEX_COUNT); FloatBuffer colorBuf = (FloatBuffer)colorsVBO.getBuffer(); colorBuf.put(colors); colorsVBO.seal(gl, true); verticesVBO.enableBuffer(gl, false); colorsVBO.enableBuffer(gl, false); st.ownAttribute(verticesVBO, true); st.ownAttribute(colorsVBO, true); st.useProgram(gl, false); } private void initVBO_interleaved(GL4 gl) { int VERTEX_COUNT = 3; interleavedVBO = GLArrayDataServer.createGLSLInterleaved(3 + 4, GL.GL_FLOAT, false, VERTEX_COUNT, GL.GL_STATIC_DRAW); interleavedVBO.addGLSLSubArray("mgl_Vertex", 3, GL.GL_ARRAY_BUFFER); interleavedVBO.addGLSLSubArray("mgl_Color", 4, GL.GL_ARRAY_BUFFER); FloatBuffer ib = (FloatBuffer)interleavedVBO.getBuffer(); for(int i = 0; i < VERTEX_COUNT; i++) { ib.put(vertices, i*3, 3); ib.put(colors, i*4, 4); } interleavedVBO.seal(gl, true); interleavedVBO.enableBuffer(gl, false); st.ownAttribute(interleavedVBO, true); st.useProgram(gl, false); } private void initShader(GL4 gl) { // Create & Compile the shader objects ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(), "shader", "shader/bin", shaderBasename, true); ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(), "shader", "shader/bin", shaderBasename, true); vp0.replaceInShaderSource("NO_OF_INSTANCE", String.valueOf(NO_OF_INSTANCE)); vp0.defaultShaderCustomization(gl, true, true); fp0.defaultShaderCustomization(gl, true, true); //vp0.dumpShaderSource(System.out); // Create & Link the shader program ShaderProgram sp = new ShaderProgram(); sp.add(vp0); sp.add(fp0); if(!sp.link(gl, System.err)) { throw new GLException("Couldn't link program: "+sp); } // Let's manage all our states using ShaderState. st = new ShaderState(); st.attachShaderProgram(gl, sp, true); } private static final float[] vertices = { 1.0f, 0.0f, 0, -0.5f, 0.866f, 0, -0.5f, -0.866f, 0 }; private final float[] colors = { 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0f, 0f, 1.0f, 1f }; }