Java Code Examples for com.jogamp.opengl.GL2GL3#glDisable()

The following examples show how to use com.jogamp.opengl.GL2GL3#glDisable() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Polygon.java    From jaamsim with Apache License 2.0 6 votes vote down vote up
private void renderFill(GL2GL3 gl) {
	if (_tessPoints == null) {
		_tessPoints = SimpleTess.tesselate(_points);

		fb = FloatBuffer.allocate(3 * _tessPoints.size());
		for (Vec3d vert : _tessPoints) {
			RenderUtils.putPointXYZ(fb, vert);
		}
		fb.flip();
	}

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDisable(GL2GL3.GL_CULL_FACE);
	gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, _tessPoints.size());
	gl.glEnable(GL2GL3.GL_CULL_FACE);

}
 
Example 2
Source File: Renderer.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
@Override
public void display(GLAutoDrawable drawable) {
	synchronized (rendererLock) {

		Camera cam = cameras.get(window.getWindowID());

		// The ray of the current mouse position (or null if the mouse is not hovering over the window)
		Ray pickRay = RenderUtils.getPickRay(getMouseInfo(window.getWindowID()));

		PerfInfo pi = new PerfInfo();

		long startNanos = System.nanoTime();

		allowDelayedTextures = true;

		// Cache the current scene. This way we don't need to lock it for the full render
		ArrayList<Renderable> scene = new ArrayList<>(currentScene.size());
		ArrayList<OverlayRenderable> overlay = new ArrayList<>(currentOverlay.size());
		synchronized(sceneLock) {
			scene.addAll(currentScene);
			overlay.addAll(currentOverlay);
		}

		renderScene(drawable.getContext(), window.getWindowID(),
		            scene, overlay,
		            cam, window.getViewableWidth(), window.getViewableHeight(),
		            pickRay, window.getViewID(), pi);

		GL2GL3 gl = drawable.getContext().getGL().getGL2GL3(); // Just to clean up the code below

		boolean showDebug;
		synchronized(settingsLock) {
			showDebug = showDebugInfo;
		}
		if (showDebug) {
			// Draw a window specific performance counter
			gl.glDisable(GL2GL3.GL_DEPTH_TEST);
			drawContext = drawable.getContext();
			StringBuilder perf = new StringBuilder();
			perf.append( String.format( "Objects Culled: %s", pi.objectsCulled) );
			perf.append( String.format( "   VRAM (MB): %.0f", usedVRAM/(1024.0*1024.0)) );
			perf.append( String.format( "   Frame time (ms): %.3f", lastFrameNanos/1000000.0) );
			perf.append( String.format( "   SceneTime (ms): %.3f", sceneTimeNS/1000000.0) );
			perf.append( String.format( "   Loop Time (ms): %.3f", loopTimeNS/1000000.0) );

			TessFont defFont = getTessFont(defaultBoldFontKey);
			OverlayString os = new OverlayString(defFont, perf.toString(), ColourInput.BLACK,
			                                     10, 10, 15, false, false, DisplayModel.ALWAYS, DEBUG_PICK_ID);
			os.render(window.getWindowID(), Renderer.this,
			          window.getViewableWidth(), window.getViewableHeight(), cam, null);

			// Also draw this window's debug string
			os = new OverlayString(defFont, window.getDebugString(), ColourInput.BLACK,
			                       10, 10, 30, false, false, DisplayModel.ALWAYS, DEBUG_PICK_ID);
			os.render(window.getWindowID(), Renderer.this,
			          window.getViewableWidth(), window.getViewableHeight(), cam, null);

			drawContext = null;
			gl.glEnable(GL2GL3.GL_DEPTH_TEST);

		}

		gl.glFinish();

		long endNanos = System.nanoTime();
		lastFrameNanos = endNanos - startNanos;
	}
}
 
Example 3
Source File: TextureView.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
private void renderImp(int contextID, Renderer renderer, Camera cam, Ray pickRay) {

		if (!staticInit) {
			initStaticBuffers(renderer);
		}

		GL2GL3 gl = renderer.getGL();

		int textureID = _texLoader.getTexID(renderer);

		if (textureID == TexCache.LOADING_TEX_ID) {
			return; // This texture is not ready yet
		}

		if (!VAOMap.containsKey(contextID)) {
			setupVAO(contextID, renderer);
		}

		int vao = VAOMap.get(contextID);
		gl.glBindVertexArray(vao);

		if (	_texCoords != null &&
				(_texCoordHandle == null || !_texCoordHandle.isValid()) ) {
			updateTexCoordBuffer(renderer);
		}

		Mat4d modelViewMat = new Mat4d();

		cam.getViewMat4d(modelViewMat);
		modelViewMat.mult4(_trans.getMat4dRef());
		modelViewMat.scaleCols3(_scale);

		Mat4d normalMat = RenderUtils.getInverseWithScale(_trans, _scale);
		normalMat.transpose4();

		gl.glUseProgram(progHandle);

		gl.glUniformMatrix4fv(modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
		gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(cam.getProjMat4d()), 0);
		gl.glUniformMatrix4fv(normalMatVar, 1, false, RenderUtils.MarshalMat4d(normalMat), 0);
		gl.glUniformMatrix4fv(bindSpaceMatVar, 1, false, identMat, 0);
		gl.glUniformMatrix4fv(bindSpaceNorMatVar, 1, false, identMat, 0);

		gl.glUniform1f(cVar, Camera.C);
		gl.glUniform1f(fcVar, Camera.FC);

		gl.glUniform1i(numLightsVar, 1);
		gl.glUniform3fv(lightDirVar, 1, lightDir, 0);
		gl.glUniform1fv(lightIntVar, 1, lightInt, 0);

		gl.glUniform3f(ambientColorVar, 0.0f, 0.0f, 0.0f);
		gl.glUniform3f(specColorVar, 0.0f, 0.0f, 0.0f);
		gl.glUniform1f(shininessVar, 1.0f);

		gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
		gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
		gl.glUniform1i(texVar, 0);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_CLAMP_TO_EDGE);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_CLAMP_TO_EDGE);

		// Draw
		gl.glDisable(GL2GL3.GL_CULL_FACE);
		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);
		gl.glEnable(GL2GL3.GL_CULL_FACE);

		gl.glBindVertexArray(0);

	}
 
Example 4
Source File: OverlayTexture.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
@Override
public void render(int contextID, Renderer renderer,
		double windowWidth, double windowHeight, Camera cam, Ray pickRay) {

	if (!staticInit) {
		initStaticBuffers(renderer);
	}

	double x = _x;
	double y = _y;
	if (_alignRight) {
		x = windowWidth - _x - _width;
	}
	if (!_alignBottom) {
		y = windowHeight - _y - _height;
	}

	GL2GL3 gl = renderer.getGL();

	int textureID = renderer.getTexCache().getTexID(gl, _imageURI, _isTransparent, _isCompressed, false);

	if (textureID == TexCache.LOADING_TEX_ID) {
		return; // This texture is not ready yet
	}

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(progHandle);

	gl.glUniform1i(hasTexVar, 1);

	gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
	gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
	gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_CLAMP_TO_EDGE);
	gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_CLAMP_TO_EDGE);
	gl.glUniform1i(texVar, 0);

	if (_isTransparent) {
		gl.glEnable(GL2GL3.GL_BLEND);
		gl.glBlendEquationSeparate(GL2GL3.GL_FUNC_ADD, GL2GL3.GL_MAX);
		gl.glBlendFuncSeparate(GL2GL3.GL_SRC_ALPHA, GL2GL3.GL_ONE_MINUS_SRC_ALPHA, GL2GL3.GL_ONE, GL2GL3.GL_ONE);
	}

	// Set the size and scale in normalized (-1, 1) coordinates
	double normX = x / (0.5 *  windowWidth) - 1;
	double normY = y / (0.5 * windowHeight) - 1;

	double normWidth  =  _width / (0.5 *  windowWidth);
	double normHeight = _height / (0.5 * windowHeight);

	gl.glUniform2f(offsetVar, (float)normX, (float)normY);
	gl.glUniform2f(sizeVar, (float)normWidth, (float)normHeight);

	// Draw
	gl.glDisable(GL2GL3.GL_CULL_FACE);
	gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);
	gl.glEnable(GL2GL3.GL_CULL_FACE);

	if (_isTransparent) {
		gl.glDisable(GL2GL3.GL_BLEND);
	}

}
 
Example 5
Source File: MeshProto.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
@SuppressWarnings("unused")
private void renderBatch(int contextID, Renderer renderer,
        MeshBatch batch) {

	// TODO bounds
	// TODO size culling


	Material mat = _materials.get(batch.matIndex);
	SubMesh subMesh = _subMeshes.get(batch.meshIndex);

	int shaderID = mat.shaderID | Renderer.STATIC_BATCH_FLAG;

	GL2GL3 gl = renderer.getGL();
	GL4 gl4 = renderer.getGL4();

	if (!batch.vaoMaps[shaderID].containsKey(contextID)) {
		setupVAOForBatch(contextID, batch, renderer);
	}

	int vao = batch.vaoMaps[shaderID].get(contextID);
	gl.glBindVertexArray(vao);

	ShaderInfo si = sInfos[shaderID];

	gl.glUseProgram(si.meshProgHandle);

	// Setup uniforms for this object\
	if (mat._textureIndex != -1) {
		int texHandle = _textureHandles.get(mat._textureIndex);
		gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
		gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, texHandle);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_REPEAT);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_REPEAT);
		gl.glUniform1i(si.texVar, 0);
	} else {
		gl.glUniform4fv(si.diffuseColorVar, 1, mat._diffuseColor.toFloats(), 0);
	}

	gl.glUniform3fv(si.ambientColorVar, 1, mat._ambientColor.toFloats(), 0);
	gl.glUniform3fv(si.specColorVar, 1, mat._specColor.toFloats(), 0);
	gl.glUniform1f(si.shininessVar, (float)mat._shininess);

	// Actually draw it
	gl.glDisable(GL2GL3.GL_CULL_FACE);

	//gl.glDrawElements(GL2GL3.GL_TRIANGLES, subMesh._numVerts, GL2GL3.GL_UNSIGNED_INT, 0);
	gl4.glDrawElementsInstanced(GL2GL3.GL_TRIANGLES, subMesh._numVerts, GL2GL3.GL_UNSIGNED_INT, 0, batch.numInstances);

	gl.glEnable(GL2GL3.GL_CULL_FACE);

	gl.glBindVertexArray(0);

}
 
Example 6
Source File: MeshProto.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
private void renderSubMesh(SubMesh subMesh, int materialIndex,
                           Mat4d subInstTrans,
                           Mat4d subInstInvTrans,
                           int contextID,
                           Renderer renderer) {

	Material mat = _materials.get(materialIndex);
	int shaderID = mat.shaderID;

	GL2GL3 gl = renderer.getGL();

	if (!subMesh.vaoMaps[shaderID].containsKey(contextID)) {
		setupVAOForSubMesh(contextID, subMesh, renderer);
	}

	int vao = subMesh.vaoMaps[shaderID].get(contextID);
	gl.glBindVertexArray(vao);

	ShaderInfo si = sInfos[shaderID];

	gl.glUseProgram(si.meshProgHandle);

	// Setup uniforms for this object
	Mat4d subInstNorm = new Mat4d(subInstInvTrans);
	subInstNorm.transpose4();

	gl.glUniformMatrix4fv(si.bindSpaceMatVar, 1, false, RenderUtils.MarshalMat4d(subInstTrans), 0);
	gl.glUniformMatrix4fv(si.bindSpaceNorMatVar, 1, false, RenderUtils.MarshalMat4d(subInstNorm), 0);

	if (mat._textureIndex != -1) {
		int texHandle = _textureHandles.get(mat._textureIndex);
		gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
		gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, texHandle);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_REPEAT);
		gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_REPEAT);
		gl.glUniform1i(si.texVar, 0);
	} else {
		gl.glUniform4fv(si.diffuseColorVar, 1, mat._diffuseColor.toFloats(), 0);
	}

	gl.glUniform3fv(si.ambientColorVar, 1, mat._ambientColor.toFloats(), 0);
	gl.glUniform3fv(si.specColorVar, 1, mat._specColor.toFloats(), 0);
	gl.glUniform1f(si.shininessVar, (float)mat._shininess);

	if (mat._transType != MeshData.NO_TRANS) {
		gl.glBlendEquationSeparate(GL2GL3.GL_FUNC_ADD, GL2GL3.GL_MAX);

		if (mat._transType != MeshData.DIFF_ALPHA_TRANS) {
			gl.glBlendColor((float)mat._transColour.r,
			                (float)mat._transColour.g,
			                (float)mat._transColour.b,
			                (float)mat._transColour.a);
		}

		if (mat._transType == MeshData.A_ONE_TRANS) {
			gl.glBlendFuncSeparate(GL2GL3.GL_CONSTANT_ALPHA, GL2GL3.GL_ONE_MINUS_CONSTANT_ALPHA, GL2GL3.GL_ONE, GL2GL3.GL_ZERO);
		} else if (mat._transType == MeshData.RGB_ZERO_TRANS) {
			gl.glBlendFuncSeparate(GL2GL3.GL_ONE_MINUS_CONSTANT_COLOR, GL2GL3.GL_CONSTANT_COLOR, GL2GL3.GL_ONE, GL2GL3.GL_ZERO);
		} else if (mat._transType == MeshData.DIFF_ALPHA_TRANS) {
			gl.glBlendFuncSeparate(GL2GL3.GL_SRC_ALPHA, GL2GL3.GL_ONE_MINUS_SRC_ALPHA, GL2GL3.GL_ONE, GL2GL3.GL_ZERO);
		} else {
			assert(false); // Unknown transparency type
		}
	}

	// Actually draw it
	//gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_LINE);
	gl.glDisable(GL2GL3.GL_CULL_FACE);

	if (flattenBuffers) {
		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, subMesh._numVerts);
	} else {
		gl.glDrawElements(GL2GL3.GL_TRIANGLES, subMesh._numVerts, GL2GL3.GL_UNSIGNED_INT, 0);
	}
	gl.glEnable(GL2GL3.GL_CULL_FACE);

	// Reset the blend state
	if (mat._transType != MeshData.NO_TRANS) {
		gl.glBlendEquationSeparate(GL2GL3.GL_FUNC_ADD, GL2GL3.GL_MAX);
		gl.glBlendFuncSeparate(GL2GL3.GL_SRC_ALPHA, GL2GL3.GL_ONE_MINUS_SRC_ALPHA, GL2GL3.GL_ONE, GL2GL3.GL_ONE);
	}

	gl.glBindVertexArray(0);

}
 
Example 7
Source File: MeshProto.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
private void renderStaticMeshes(int contextID, Renderer renderer, Mat4d modelViewMat, Camera cam) {

	if (data.getStaticMeshInstances().size() == 0) {
		return;
	}
	GL2GL3 gl = renderer.getGL();
	GL4 gl4 = renderer.getGL4();

	if (!_meshVAOs.containsKey(contextID)) {
		setupVAOForStaticMeshes(contextID, renderer);
	}

	int vao = _meshVAOs.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	// Actually draw it
	gl4.glBindBuffer(GL4.GL_ELEMENT_ARRAY_BUFFER, meshIndBuffer);

	// Server side indirect buffer
	gl4.glBindBuffer(GL4.GL_DRAW_INDIRECT_BUFFER, meshIndirectBuffer);
	gl4.glMultiDrawElementsIndirect(GL2GL3.GL_TRIANGLES, GL2GL3.GL_UNSIGNED_INT, null, _batches.size(), 0);

	// Client side indirect buffer
//	gl4.glBindBuffer(GL4.GL_DRAW_INDIRECT_BUFFER, 0);
//	gl4.glMultiDrawElementsIndirect(GL2GL3.GL_TRIANGLES, GL2GL3.GL_UNSIGNED_INT, indirectBufferData, _indirectData.size(), 0);

	// Individual indirect calls
//	gl4.glBindBuffer(GL4.GL_DRAW_INDIRECT_BUFFER, 0);
//	for (int i = 0; i < _batches.size(); ++i) {
//		indirectBufferData.position(i*5);
//		gl4.glDrawElementsIndirect(GL2GL3.GL_TRIANGLES, GL2GL3.GL_UNSIGNED_INT, indirectBufferData);
//	}

//	for (IndirectData id: _indirectData) {
//		gl4.glDrawElementsInstancedBaseVertexBaseInstance(
//				GL2GL3.GL_TRIANGLES,
//				id.count,
//				GL4.GL_UNSIGNED_INT,
//				id.firstIndex*4,
//				id.numInstances,
//				id.baseVertex,
//				id.baseInstance
//			);
//	}

	gl.glEnable(GL2GL3.GL_CULL_FACE);

	gl.glBindVertexArray(0);
}
 
Example 8
Source File: DebugUtils.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
public static void renderArmature(int contextID, Renderer renderer, Mat4d modelViewMat,
                                  Armature arm, ArrayList<Mat4d> pose, Color4d color, Camera cam) {

	GL2GL3 gl = renderer.getGL();

	if (!_debugVAOMap.containsKey(contextID)) {
		setupDebugVAO(contextID, renderer);
	}

	int vao = _debugVAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(_debugProgHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();

	gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);

	gl.glUniform1f(_cVar, Camera.C);
	gl.glUniform1f(_fcVar, Camera.FC);

	ArrayList<Armature.Bone> bones = arm.getAllBones();
	//Build up the list of bone vertices
	Vec4d[] vects = new Vec4d[bones.size() * 2];
	for (int i = 0; i < bones.size(); ++i) {
		Armature.Bone b = bones.get(i);

		Vec4d boneStart = new Vec4d(0, 0, 0, 1);
		boneStart.mult4(b.getMatrix(), boneStart);

		Vec4d boneEnd = new Vec4d(0, b.getLength(), 0, 1);
		boneEnd.mult4(b.getMatrix(), boneEnd);

		if (pose != null) {
			// Adjust the bone by the current pose
			Mat4d poseMat = pose.get(i);

			boneStart.mult4(poseMat, boneStart);
			boneEnd.mult4(poseMat, boneEnd);
		}

		vects[2*i + 0] = boneStart;
		vects[2*i + 1] = boneEnd;
	}

	// Now push it to the card
	FloatBuffer fb = FloatBuffer.allocate(vects.length * 3);
	for (Vec4d v : vects) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDisable(GL2GL3.GL_DEPTH_TEST);
	gl.glDrawArrays(GL2GL3.GL_LINES, 0, fb.limit() / 3);
	gl.glEnable(GL2GL3.GL_DEPTH_TEST);

	gl.glLineWidth(1.0f);

	gl.glBindVertexArray(0);

}
 
Example 9
Source File: BillboardString.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
/**
 * Note: render() and renderForView() are mutually non-reentrant due to shared temporaries. This should be fine
 * because neither should ever be called by any thread other than the render thread.
 */
@Override
public void render(int contextID, Renderer renderer, double windowWidth,
		double windowHeight, Camera cam, Ray pickRay) {

	GL2GL3 gl = renderer.getGL();

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	// Render the string
	Shader s = renderer.getShader(Renderer.ShaderHandle.OVERLAY_FONT);

	s.useShader(gl);
	int prog = s.getProgramHandle();

	// Work out the billboard position
	cam.getViewMat4d(tempViewMat);
	// Build up the projection*view matrix
	tempViewMat.mult4(cam.getProjMat4d(), tempViewMat);

	tempPos.x = _pos.x;
	tempPos.y = _pos.y;
	tempPos.z = _pos.z;
	tempPos.w = 1.0;

	tempPos.mult4(tempViewMat, tempPos);
	tempPos.x /= tempPos.w;
	tempPos.y /= tempPos.w;
	// TempPos x and y are now in normalized coordinate space (after the projection)

	int colorVar = gl.glGetUniformLocation(prog, "color");
	gl.glUniform4fv(colorVar, 1, _color, 0);

	int posVar = gl.glGetAttribLocation(prog, "position");
	gl.glEnableVertexAttribArray(posVar);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
	gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	int offsetVar = gl.glGetUniformLocation(prog, "offset");

	float scaleY = (float)(2 * _height / (windowHeight * _font.getNominalHeight()));
	float scaleX = scaleY * (float)(windowHeight/windowWidth);

	int scaleVar = gl.glGetUniformLocation(prog, "scale");
	gl.glUniform2f(scaleVar, scaleX, scaleY);

	float offsetX = (float)tempPos.x;
	float offsetY = (float)tempPos.y;

	offsetX += _xOffset*2.0/windowWidth;
	offsetY += _yOffset*2.0/windowHeight;

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	for (int cp : RenderUtils.stringToCodePoints(_contents)) {
		TessChar tc = _font.getTessChar(cp);
		if (tc == null) {
			assert(false);
			continue;
		}

		gl.glUniform2f(offsetVar, offsetX, offsetY);

		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, tc.getStartIndex(), tc.getNumVerts());

		offsetX += tc.getAdvance()*scaleX;
	}

	gl.glEnable(GL2GL3.GL_CULL_FACE);

}
 
Example 10
Source File: TessString.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
@Override
public void render(int contextID, Renderer renderer, Camera cam, Ray pickRay) {
	GL2GL3 gl = renderer.getGL();

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	// Render the string
	Shader s = renderer.getShader(Renderer.ShaderHandle.FONT);

	s.useShader(gl);
	int prog = s.getProgramHandle();

	// Setup uniforms for this object
	Mat4d modelViewProjMat = new Mat4d();
	cam.getViewMat4d(modelViewProjMat);
	modelViewProjMat.mult4(_trans);

	Mat4d projMat = cam.getProjMat4d();
	modelViewProjMat.mult4(projMat, modelViewProjMat);

	int modelViewProjMatVar = gl.glGetUniformLocation(prog, "modelViewProjMat");
	gl.glUniformMatrix4fv(modelViewProjMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewProjMat), 0);

	int colorVar = gl.glGetUniformLocation(prog, "color");
	gl.glUniform4fv(colorVar, 1, _color, 0);

	int cVar = gl.glGetUniformLocation(prog, "C");
	gl.glUniform1f(cVar, Camera.C);

	int fcVar = gl.glGetUniformLocation(prog, "FC");
	gl.glUniform1f(fcVar, Camera.FC);

	int advanceVar = gl.glGetUniformLocation(prog, "advance");

	int posVar = gl.glGetAttribLocation(prog, "position");
	gl.glEnableVertexAttribArray(posVar);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
	gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);


	// Send out one draw call per character
	float advance = 0;

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	for (int i = 0; i < _contents.length; ++i) {

		gl.glUniform1f(advanceVar, advance);

		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, starts[i], numVerts[i]);

		advance += advances[i];
	}
	gl.glEnable(GL2GL3.GL_CULL_FACE);

	// Cleanup
	gl.glDisableVertexAttribArray(posVar);
}
 
Example 11
Source File: OverlayString.java    From jaamsim with Apache License 2.0 4 votes vote down vote up
@Override
public void render(int contextID, Renderer renderer,
	double windowWidth, double windowHeight, Camera cam, Ray pickRay) {


	Vec3d renderedSize = _font.getStringSize(_height, _contents);
	double x = _x;
	double y = _y;
	if (_alignRight) {
		x = windowWidth - _x - renderedSize.x;
	}
	if (!_alignBottom) {
		y = windowHeight - _y - renderedSize.y;
	}


	GL2GL3 gl = renderer.getGL();

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	// Render the string
	Shader s = renderer.getShader(Renderer.ShaderHandle.OVERLAY_FONT);

	s.useShader(gl);
	int prog = s.getProgramHandle();

	int colorVar = gl.glGetUniformLocation(prog, "color");
	gl.glUniform4fv(colorVar, 1, _color, 0);

	int posVar = gl.glGetAttribLocation(prog, "position");
	gl.glEnableVertexAttribArray(posVar);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
	gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	int offsetVar = gl.glGetUniformLocation(prog, "offset");

	float scaleY = (float)(2 * _height / (windowHeight * _font.getNominalHeight()));
	float scaleX = scaleY * (float)(windowHeight/windowWidth);

	int scaleVar = gl.glGetUniformLocation(prog, "scale");
	gl.glUniform2f(scaleVar, scaleX, scaleY);

	float offsetX = (float)(2*x/windowWidth - 1);
	float offsetY = (float)(2*y/windowHeight - 1);

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	for (int cp : RenderUtils.stringToCodePoints(_contents)) {
		TessChar tc = _font.getTessChar(cp);
		if (tc == null) {
			assert(false);
			continue;
		}

		gl.glUniform2f(offsetVar, offsetX, offsetY);

		gl.glDrawArrays(GL2GL3.GL_TRIANGLES, tc.getStartIndex(), tc.getNumVerts());

		offsetX += tc.getAdvance()*scaleX;
	}

	gl.glEnable(GL2GL3.GL_CULL_FACE);
}
 
Example 12
Source File: OverlayPolygon.java    From jaamsim with Apache License 2.0 2 votes vote down vote up
@Override
public void render(int contextID, Renderer renderer,
	double windowWidth, double windowHeight, Camera cam, Ray pickRay) {

	if (!staticInit) {
		initStaticData(renderer);
	}

	GL2GL3 gl = renderer.getGL();

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(progHandle);

	gl.glUniform4fv(colorVar, 1, color.toFloats(), 0);

	gl.glUniform1i(hasTexVar, 0);


	// Set the size and offset in normalized (-1, 1) coordinates
	double scaleX = 2.0 / windowWidth;
	double scaleY = 2.0 / windowHeight;

	double pixelWidth = 2.0/windowWidth;
	double pixelHeight = 2.0/windowHeight;

	double xOffset = -1.0 + 0.5*pixelWidth;
	double yOffset = -1.0 + 0.5*pixelHeight;

	if (originTop) {
		scaleY *= -1.0;
		yOffset = 1.0 - 0.5*pixelHeight;
	}

	if (originRight) {
		scaleX *= -1.0;
		xOffset = 1.0 - 0.5*pixelWidth;
	}

	gl.glUniform2f(offsetVar, (float)xOffset, (float)yOffset);
	gl.glUniform2f(sizeVar, (float)scaleX, (float)scaleY);

	gl.glEnableVertexAttribArray(posVar);

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	// Build up a float buffer to pass to GL

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, glBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, pointsBuffer.limit() * 4, pointsBuffer, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, pointsBuffer.limit() / 2);

	gl.glEnable(GL2GL3.GL_CULL_FACE);

	gl.glBindVertexArray(0);
}
 
Example 13
Source File: HullProto.java    From jaamsim with Apache License 2.0 2 votes vote down vote up
public void render(int contextID, Renderer renderer,
           Mat4d modelViewMat,
           Camera cam) {

	GL2GL3 gl = renderer.getGL();

	Shader s = renderer.getShader(Renderer.ShaderHandle.HULL);

	int progHandle = s.getProgramHandle();
	gl.glUseProgram(progHandle);

	int modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat");
	int projMatVar = gl.glGetUniformLocation(progHandle, "projMat");

	int cVar = gl.glGetUniformLocation(progHandle, "C");
	int fcVar = gl.glGetUniformLocation(progHandle, "FC");

	int[] is = new int[2];
	gl.glGenBuffers(2, is, 0);
	int vertexBuffer = is[0];
	int indexBuffer = is[1];

	List<Vec3d> verts = _hull.getVertices();
	// Generate the vertex buffer
	FloatBuffer fb = FloatBuffer.allocate(verts.size() * 3); //
	for (Vec3d v : verts) {
		RenderUtils.putPointXYZ(fb, v);
	}
	fb.flip();

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertexBuffer);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, verts.size() * 3 * 4, fb, GL2GL3.GL_STATIC_DRAW);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	// Generate the index buffer
	List<ConvexHull.HullFace> faces = _hull.getFaces();

	int numIndices = faces.size() * 3;

	IntBuffer ib = IntBuffer.allocate(faces.size() * 3); //
	for (ConvexHull.HullFace f : faces) {
		ib.put(f.indices, 0 ,3);
	}

	ib.flip();

	gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
	gl.glBufferData(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, faces.size() * 3 * 4, ib, GL2GL3.GL_STATIC_DRAW);

	gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, 0);

	if (!_vaoMap.containsKey(contextID)) {
		setupVAO(contextID, renderer, progHandle, vertexBuffer, indexBuffer);
	}

	int vao = _vaoMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(progHandle);

	// Setup uniforms for this object
	Mat4d projMat = cam.getProjMat4d();

	gl.glUniformMatrix4fv(modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
	gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);

	gl.glUniform1f(cVar, Camera.C);
	gl.glUniform1f(fcVar, Camera.FC);

	// Actually draw it

	gl.glEnable(GL2GL3.GL_BLEND);
	gl.glEnable(GL2GL3.GL_CULL_FACE);
	gl.glCullFace(GL2GL3.GL_BACK);

	gl.glBlendFunc(GL2GL3.GL_ONE, GL2GL3.GL_ONE_MINUS_SRC_ALPHA);
	gl.glBlendEquation(GL2GL3.GL_FUNC_ADD);

	gl.glDisable(GL2GL3.GL_DEPTH_TEST);

	//gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_LINE);

	gl.glDrawElements(GL2GL3.GL_TRIANGLES, numIndices, GL2GL3.GL_UNSIGNED_INT, 0);

	//gl.glPolygonMode(GL2GL3.GL_FRONT_AND_BACK, GL2GL3.GL_FILL);

	gl.glEnable(GL2GL3.GL_DEPTH_TEST);

	gl.glDisable(GL2GL3.GL_CULL_FACE);
	gl.glCullFace(GL2GL3.GL_BACK);

	gl.glDisable(GL2GL3.GL_BLEND);

	gl.glBindVertexArray(0);

	gl.glDeleteBuffers(2, is, 0);

}
 
Example 14
Source File: OverlayLine.java    From jaamsim with Apache License 2.0 2 votes vote down vote up
@Override
public void render(int contextID, Renderer renderer,
	double windowWidth, double windowHeight, Camera cam, Ray pickRay) {

	if (!staticInit) {
		initStaticData(renderer);
	}

	GL2GL3 gl = renderer.getGL();

	if (!VAOMap.containsKey(contextID)) {
		setupVAO(contextID, renderer);
	}

	int vao = VAOMap.get(contextID);
	gl.glBindVertexArray(vao);

	gl.glUseProgram(progHandle);

	gl.glUniform4fv(colorVar, 1, color.toFloats(), 0);

	gl.glUniform1i(hasTexVar, 0);


	// Set the size and offset in normalized (-1, 1) coordinates
	double scaleX = 2.0 / windowWidth;
	double scaleY = 2.0 / windowHeight;

	double pixelWidth = 2.0/windowWidth;
	double pixelHeight = 2.0/windowHeight;

	double xOffset = -1.0 + 0.5*pixelWidth;
	double yOffset = -1.0 + 0.5*pixelHeight;

	if (originTop) {
		scaleY *= -1.0;
		yOffset = 1.0 - 0.5*pixelHeight;
	}

	if (originRight) {
		scaleX *= -1.0;
		xOffset = 1.0 - 0.5*pixelWidth;
	}

	gl.glUniform2f(offsetVar, (float)xOffset, (float)yOffset);
	gl.glUniform2f(sizeVar, (float)scaleX, (float)scaleY);

	gl.glEnableVertexAttribArray(posVar);

	gl.glDisable(GL2GL3.GL_CULL_FACE);

	if (!gl.isGLcore())
		gl.glLineWidth((float)lineWidth);
	else
		gl.glLineWidth(1.0f);

	// Build up a float buffer to pass to GL

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, lineGLBuff);
	gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, lineBuffer.limit() * 4, lineBuffer, GL2GL3.GL_STATIC_DRAW);

	gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);

	gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);

	gl.glDrawArrays(GL2GL3.GL_LINES, 0, lineBuffer.limit() / 2);

	gl.glLineWidth(1.0f);

	gl.glEnable(GL2GL3.GL_CULL_FACE);

	gl.glBindVertexArray(0);
}