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 }; }