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.GL2;
import com.jogamp.opengl.GL4;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.TraceGL4;
import com.jogamp.common.nio.Buffers;
import com.jogamp.opengl.math.Matrix4;
import com.jogamp.opengl.util.PMVMatrix;
public class TrianglesInstancedRendererHardcoded implements GLEventListener {
private float aspect;
private int shaderProgram;
private int vertShader;
private int fragShader;
private int projectionMatrixLocation;
private int transformMatrixLocation;
private static final int locPos = 1;
private static final int locCol = 2;
private PMVMatrix projectionMatrix;
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 int[] vbo;
private int[] vao;
private PrintStream stream;
private final IInstancedRenderingView view;
private static final boolean useTraceGL = false;
public TrianglesInstancedRendererHardcoded(IInstancedRenderingView view) {
this.view = view;
initTransform();
if(useTraceGL) {
try {
stream = new PrintStream(new FileOutputStream(new File("instanced.txt")));
} catch (IOException e1) {
e1.printStackTrace();
}
}
}
@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));
try {
initShaders(gl);
} catch (IOException e) {
e.printStackTrace();
}
initVBO(gl);
}
@Override
public void display(GLAutoDrawable drawable) {
GL4 gl = drawable.getGL().getGL4();
gl.glClear(GL4.GL_COLOR_BUFFER_BIT | GL4.GL_DEPTH_BUFFER_BIT);
gl.glUseProgram(shaderProgram);
projectionMatrix.glMatrixMode(GL2.GL_PROJECTION);
projectionMatrix.glPushMatrix();
float winScale = 0.1f;
if(view != null) {
winScale = view.getScale();
}
projectionMatrix.glScalef(winScale, winScale, winScale);
projectionMatrix.update();
gl.glUniformMatrix4fv(projectionMatrixLocation, 1, false, projectionMatrix.glGetPMatrixf());
projectionMatrix.glPopMatrix();
generateTriangleTransform();
gl.glUniformMatrix4fv(transformMatrixLocation, NO_OF_INSTANCE, false, triangleTransform);
gl.glBindVertexArray(vao[0]);
gl.glDrawArraysInstanced(GL4.GL_TRIANGLES, 0, 3, NO_OF_INSTANCE);
gl.glBindVertexArray(0);
gl.glUseProgram(0);
}
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
System.out.println("Window resized to width=" + width + " height=" + height);
GL4 gl3 = drawable.getGL().getGL4();
gl3.glViewport(0, 0, width, height);
aspect = (float) width / (float) height;
projectionMatrix = new PMVMatrix();
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();
gl.glUseProgram(0);
gl.glDeleteBuffers(2, vbo, 0);
gl.glDetachShader(shaderProgram, vertShader);
gl.glDeleteShader(vertShader);
gl.glDetachShader(shaderProgram, fragShader);
gl.glDeleteShader(fragShader);
gl.glDeleteProgram(shaderProgram);
}
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);
}
}
private void initVBO(GL4 gl) {
FloatBuffer interleavedBuffer = Buffers.newDirectFloatBuffer(vertices.length + colors.length);
for(int i = 0; i < vertices.length/3; i++) {
for(int j = 0; j < 3; j++) {
interleavedBuffer.put(vertices[i*3 + j]);
}
for(int j = 0; j < 4; j++) {
interleavedBuffer.put(colors[i*4 + j]);
}
}
interleavedBuffer.flip();
vao = new int[1];
gl.glGenVertexArrays(1, vao , 0);
gl.glBindVertexArray(vao[0]);
vbo = new int[1];
gl.glGenBuffers(1, vbo, 0);
gl.glBindBuffer(GL4.GL_ARRAY_BUFFER, vbo[0]);
gl.glBufferData(GL4.GL_ARRAY_BUFFER, interleavedBuffer.limit() * Buffers.SIZEOF_FLOAT, interleavedBuffer, GL4.GL_STATIC_DRAW);
gl.glEnableVertexAttribArray(locPos);
gl.glEnableVertexAttribArray(locCol);
int stride = Buffers.SIZEOF_FLOAT * (3+4);
gl.glVertexAttribPointer( locPos, 3, GL4.GL_FLOAT, false, stride, 0);
gl.glVertexAttribPointer( locCol, 4, GL4.GL_FLOAT, false, stride, Buffers.SIZEOF_FLOAT * 3);
}
private void initShaders(GL4 gl) throws IOException {
vertShader = gl.glCreateShader(GL4.GL_VERTEX_SHADER);
fragShader = gl.glCreateShader(GL4.GL_FRAGMENT_SHADER);
String[] vlines = new String[] { vertexShaderString };
int[] vlengths = new int[] { vlines[0].length() };
gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0);
gl.glCompileShader(vertShader);
int[] compiled = new int[1];
gl.glGetShaderiv(vertShader, GL4.GL_COMPILE_STATUS, compiled, 0);
if(compiled[0] != 0) {
System.out.println("Vertex shader compiled");
} else {
int[] logLength = new int[1];
gl.glGetShaderiv(vertShader, GL4.GL_INFO_LOG_LENGTH, logLength, 0);
byte[] log = new byte[logLength[0]];
gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0);
System.err.println("Error compiling the vertex shader: " + new String(log));
System.exit(1);
}
String[] flines = new String[] { fragmentShaderString };
int[] flengths = new int[] { flines[0].length() };
gl.glShaderSource(fragShader, flines.length, flines, flengths, 0);
gl.glCompileShader(fragShader);
gl.glGetShaderiv(fragShader, GL4.GL_COMPILE_STATUS, compiled, 0);
if(compiled[0] != 0){
System.out.println("Fragment shader compiled.");
} else {
int[] logLength = new int[1];
gl.glGetShaderiv(fragShader, GL4.GL_INFO_LOG_LENGTH, logLength, 0);
byte[] log = new byte[logLength[0]];
gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0);
System.err.println("Error compiling the fragment shader: " + new String(log));
System.exit(1);
}
shaderProgram = gl.glCreateProgram();
gl.glAttachShader(shaderProgram, vertShader);
gl.glAttachShader(shaderProgram, fragShader);
gl.glBindAttribLocation(shaderProgram, locPos, "mgl_Vertex");
gl.glBindAttribLocation(shaderProgram, locCol, "mgl_Color");
gl.glLinkProgram(shaderProgram);
projectionMatrixLocation = gl.glGetUniformLocation(shaderProgram, "mgl_PMatrix");
System.out.println("projectionMatrixLocation:" + projectionMatrixLocation);
transformMatrixLocation = gl.glGetUniformLocation(shaderProgram, "mgl_MVMatrix");
System.out.println("transformMatrixLocation:" + transformMatrixLocation);
}
private void generateTriangleTransform() {
triangleTransform.clear();
for(int i = 0; i < NO_OF_INSTANCE; i++) {
// mat[i].translate(0.1f, 0.1f, 0);
mat[i].rotate(rotationSpeed[i], 0, 0, 1);
// mat[i].translate(-0.1f, -0.1f, 0);
triangleTransform.put(mat[i].getMatrix());
}
triangleTransform.flip();
}
private final String vertexShaderString =
"#version 410 \n" +
"\n" +
"uniform mat4 mgl_PMatrix; \n" +
"uniform mat4 mgl_MVMatrix[" + NO_OF_INSTANCE + "]; \n" +
"in vec3 mgl_Vertex; \n" +
"in vec4 mgl_Color; \n" +
"out vec4 frontColor; \n" +
"void main(void) \n" +
"{ \n" +
" frontColor = mgl_Color; \n" +
" gl_Position = mgl_PMatrix * mgl_MVMatrix[gl_InstanceID] * vec4(mgl_Vertex, 1);" +
"} ";
private final String fragmentShaderString =
"#version 410\n" +
"\n" +
"in vec4 frontColor; \n" +
"out vec4 mgl_FragColor; \n" +
"void main (void) \n" +
"{ \n" +
" mgl_FragColor = frontColor; \n" +
"} ";
private 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
};
}