Java Code Examples for com.jogamp.opengl.GL2GL3#glUseProgram()
The following examples show how to use
com.jogamp.opengl.GL2GL3#glUseProgram() .
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Example 1
Source File: Polygon.java From jaamsim with Apache License 2.0 | 6 votes |
public static void init(Renderer r, GL2GL3 gl) { int[] is = new int[1]; gl.glGenBuffers(1, is, 0); _vertBuffer = is[0]; Shader s = r.getShader(ShaderHandle.DEBUG); _progHandle = s.getProgramHandle(); gl.glUseProgram(_progHandle); _modelViewMatVar = gl.glGetUniformLocation(_progHandle, "modelViewMat"); _projMatVar = gl.glGetUniformLocation(_progHandle, "projMat"); _colorVar = gl.glGetUniformLocation(_progHandle, "color"); _cVar = gl.glGetUniformLocation(_progHandle, "C"); _fcVar = gl.glGetUniformLocation(_progHandle, "FC"); _posVar = gl.glGetAttribLocation(_progHandle, "position"); _hasInitialized = true; }
Example 2
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 5 votes |
private static void initBSInfo(Renderer r, GL2GL3 gl) { BatchShaderInfo si = bsInfo; si.progHandle = r.getShader(ShaderHandle.MESH_BATCH).getProgramHandle(); int ph = bsInfo.progHandle; gl.glUseProgram(ph); si.instSpaceMatVar = gl.glGetAttribLocation(ph, "instSpaceMat"); si.instSpaceNorMatVar = gl.glGetAttribLocation(ph, "instSpaceNorMat"); // Bind the shader variables si.modelViewMatVar = gl.glGetUniformLocation(ph, "modelViewMat"); si.projMatVar = gl.glGetUniformLocation(ph, "projMat"); si.normalMatVar = gl.glGetUniformLocation(ph, "normalMat"); si.posVar = gl.glGetAttribLocation(ph, "position"); si.norVar = gl.glGetAttribLocation(ph, "normal"); si.texCoordVar = gl.glGetAttribLocation(ph, "texCoord"); si.diffTexVar = gl.glGetUniformLocation(ph, "diffTexs"); si.diffuseColorVar = gl.glGetAttribLocation(ph, "diffuseColorV"); si.diffTexIndexVar = gl.glGetAttribLocation(ph, "diffTexIndexV"); si.ambientColorVar = gl.glGetAttribLocation(ph, "ambientColorV"); si.specColorVar = gl.glGetAttribLocation(ph, "specColorV"); si.shininessVar = gl.glGetAttribLocation(ph, "shininessV"); si.lightDirVar = gl.glGetUniformLocation(ph, "lightDir"); si.lightIntVar = gl.glGetUniformLocation(ph, "lightIntensity"); si.numLightsVar = gl.glGetUniformLocation(ph, "numLights"); si.cVar = gl.glGetUniformLocation(ph, "C"); si.fcVar = gl.glGetUniformLocation(ph, "FC"); }
Example 3
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 5 votes |
private void initUniforms(Renderer renderer, Mat4d modelViewMat, Mat4d projMat, Mat4d viewMat, Mat4d normalMat) { GL2GL3 gl = renderer.getGL(); lightsDirScratch[0].mult4(viewMat, lightsDir[0]); lightsDirScratch[1].mult4(viewMat, lightsDir[1]); lightsDirFloats[0] = (float)lightsDirScratch[0].x; lightsDirFloats[1] = (float)lightsDirScratch[0].y; lightsDirFloats[2] = (float)lightsDirScratch[0].z; lightsDirFloats[3] = (float)lightsDirScratch[1].x; lightsDirFloats[4] = (float)lightsDirScratch[1].y; lightsDirFloats[5] = (float)lightsDirScratch[1].z; for (int i = 0; i < usedShaders.length; ++i) { int shaderID = usedShaders[i]; ShaderInfo si = sInfos[shaderID]; gl.glUseProgram(si.meshProgHandle); gl.glUniformMatrix4fv(si.modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0); gl.glUniformMatrix4fv(si.projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0); gl.glUniformMatrix4fv(si.normalMatVar, 1, false, RenderUtils.MarshalMat4d(normalMat), 0); gl.glUniform3fv(si.lightDirVar, 2, lightsDirFloats, 0); gl.glUniform1fv(si.lightIntVar, 2, lightsInt, 0); gl.glUniform1i(si.numLightsVar, numLights); gl.glUniform1f(si.cVar, Camera.C); gl.glUniform1f(si.fcVar, Camera.FC); } }
Example 4
Source File: Shader.java From jaamsim with Apache License 2.0 | 5 votes |
public void useShader(GL2GL3 gl) { if (_status != ShaderStatus.GOOD) { assert(false); } gl.glUseProgram(_progHandle); }
Example 5
Source File: Skybox.java From jaamsim with Apache License 2.0 | 4 votes |
public void render(int contextID, Renderer renderer, Camera cam) { if (textureURI == null) { return; } if (!isLoaded) { loadGPUAssets(renderer); } if (!VAOMap.containsKey(contextID)) { setupVAO(contextID, renderer); } GL2GL3 gl = renderer.getGL(); int textureID = renderer.getTexCache().getTexID(gl, textureURI, false, false, false); if (textureID == TexCache.LOADING_TEX_ID) { // Sky box is not ready yet, get it next time return; } int vao = VAOMap.get(contextID); gl.glBindVertexArray(vao); gl.glUseProgram(progHandle); gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(cam.getProjMat4d()), 0); Mat4d invViewMat = new Mat4d(); invViewMat.setRot4(cam.getTransformRef().getRotRef()); gl.glUniformMatrix4fv(invViewMatVar, 1, false, RenderUtils.MarshalMat4d(invViewMat), 0); gl.glActiveTexture(GL2GL3.GL_TEXTURE0); gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID); // Disable mipmaps for skyboxes as the discontinuity screws them up gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_LINEAR ); gl.glUniform1i(texVar, 0); gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6); gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_LINEAR_MIPMAP_LINEAR ); gl.glBindVertexArray(0); }
Example 6
Source File: OverlayTexture.java From jaamsim with Apache License 2.0 | 4 votes |
@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 7
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 4 votes |
/** * Initialize the GL assets needed, this should be called with the shared GL context * @param gl */ public static void init(Renderer r, GL2GL3 gl) { int[] is = new int[3]; gl.glGenBuffers(3, is, 0); _aabbVertBuffer = is[0]; _boxVertBuffer = is[1]; _lineVertBuffer = is[2]; Shader s = r.getShader(ShaderHandle.DEBUG); _debugProgHandle = s.getProgramHandle(); gl.glUseProgram(_debugProgHandle); _modelViewMatVar = gl.glGetUniformLocation(_debugProgHandle, "modelViewMat"); _projMatVar = gl.glGetUniformLocation(_debugProgHandle, "projMat"); _colorVar = gl.glGetUniformLocation(_debugProgHandle, "color"); _posVar = gl.glGetAttribLocation(_debugProgHandle, "position"); _cVar = gl.glGetAttribLocation(_debugProgHandle, "C"); _fcVar = gl.glGetAttribLocation(_debugProgHandle, "FC"); // Build up a buffer of vertices for lines in a box gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _aabbVertBuffer); FloatBuffer fb = FloatBuffer.allocate(3 * 2 * 12); // 12 line segments // Top lines app( 1, 1, 1, fb); app( 1, -1, 1, fb); app( 1, -1, 1, fb); app(-1, -1, 1, fb); app(-1, -1, 1, fb); app(-1, 1, 1, fb); app(-1, 1, 1, fb); app( 1, 1, 1, fb); // Bottom lines app( 1, 1, -1, fb); app( 1, -1, -1, fb); app( 1, -1, -1, fb); app(-1, -1, -1, fb); app(-1, -1, -1, fb); app(-1, 1, -1, fb); app(-1, 1, -1, fb); app( 1, 1, -1, fb); // Side lines app( 1, 1, 1, fb); app( 1, 1, -1, fb); app(-1, 1, 1, fb); app(-1, 1, -1, fb); app( 1, -1, 1, fb); app( 1, -1, -1, fb); app(-1, -1, 1, fb); app(-1, -1, -1, fb); fb.flip(); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 3 * 2 * 12 * 4, fb, GL2GL3.GL_STATIC_DRAW); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); // Create a buffer for drawing rectangles // Build up a buffer of vertices for lines in a box gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _boxVertBuffer); fb = FloatBuffer.allocate(3 * 2 * 4); // 4 line segments // lines app( 0.5f, 0.5f, 0, fb); app( 0.5f, -0.5f, 0, fb); app( 0.5f, -0.5f, 0, fb); app(-0.5f, -0.5f, 0, fb); app(-0.5f, -0.5f, 0, fb); app(-0.5f, 0.5f, 0, fb); app(-0.5f, 0.5f, 0, fb); app( 0.5f, 0.5f, 0, fb); fb.flip(); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 3 * 2 * 4 * 4, fb, GL2GL3.GL_STATIC_DRAW); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); }
Example 8
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
@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 9
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
private void setupVAOForSubMeshImp(int contextID, int shaderID, SubMesh sub, Renderer renderer) { GL2GL3 gl = renderer.getGL(); int vao = renderer.generateVAO(contextID, gl); sub.vaoMaps[shaderID].put(contextID, vao); gl.glBindVertexArray(vao); int progHandle = sInfos[shaderID].meshProgHandle; gl.glUseProgram(progHandle); int texCoordVar = gl.glGetAttribLocation(progHandle, "texCoord"); // For some shaders the texCoordVar may be optimized away if (texCoordVar != -1) { if (sub._texCoordBuffer != 0) { // Texture coordinates gl.glEnableVertexAttribArray(texCoordVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._texCoordBuffer); gl.glVertexAttribPointer(texCoordVar, 2, GL2GL3.GL_FLOAT, false, 0, 0); } else { gl.glVertexAttrib2f(texCoordVar, 0, 0); } } int posVar = gl.glGetAttribLocation(progHandle, "position"); gl.glEnableVertexAttribArray(posVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._vertexBuffer); gl.glVertexAttribPointer(posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); // Normals int normalVar = gl.glGetAttribLocation(progHandle, "normal"); gl.glEnableVertexAttribArray(normalVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._normalBuffer); gl.glVertexAttribPointer(normalVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); if (!flattenBuffers) { gl.glBindBuffer(GL2GL3.GL_ELEMENT_ARRAY_BUFFER, sub._indexBuffer); } gl.glBindVertexArray(0); }
Example 10
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
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 11
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
private void setupVAOForSubLine(int contextID, SubLine sub, Renderer renderer) { GL2GL3 gl = renderer.getGL(); int vao = renderer.generateVAO(contextID, gl); sub.vaoMap.put(contextID, vao); gl.glBindVertexArray(vao); int prog = sub._progHandle; gl.glUseProgram(prog); int posVar = gl.glGetAttribLocation(prog, "position"); gl.glEnableVertexAttribArray(posVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._vertexBuffer); gl.glVertexAttribPointer(posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glBindVertexArray(0); }
Example 12
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
private void initBatchUniforms(Renderer renderer, Mat4d modelViewMat, Mat4d projMat, Mat4d viewMat, Mat4d normalMat) { GL2GL3 gl = renderer.getGL(); lightsDirScratch[0].mult4(viewMat, lightsDir[0]); lightsDirScratch[1].mult4(viewMat, lightsDir[1]); lightsDirFloats[0] = (float)lightsDirScratch[0].x; lightsDirFloats[1] = (float)lightsDirScratch[0].y; lightsDirFloats[2] = (float)lightsDirScratch[0].z; lightsDirFloats[3] = (float)lightsDirScratch[1].x; lightsDirFloats[4] = (float)lightsDirScratch[1].y; lightsDirFloats[5] = (float)lightsDirScratch[1].z; BatchShaderInfo si = bsInfo; gl.glUseProgram(si.progHandle); gl.glUniformMatrix4fv(si.modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0); gl.glUniformMatrix4fv(si.projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0); gl.glUniformMatrix4fv(si.normalMatVar, 1, false, RenderUtils.MarshalMat4d(normalMat), 0); gl.glUniform3fv(si.lightDirVar, 2, lightsDirFloats, 0); gl.glUniform1fv(si.lightIntVar, 2, lightsInt, 0); gl.glUniform1i(si.numLightsVar, numLights); gl.glUniform1f(si.cVar, Camera.C); gl.glUniform1f(si.fcVar, Camera.FC); int[] sampIDs = new int[_textureHandles.size()]; for (int i = 0; i < sampIDs.length; ++i) { sampIDs[i] = i; } if (sampIDs.length > 0) { gl.glUniform1iv(si.diffTexVar, sampIDs.length, sampIDs, 0); } for (int i = 0; i < _textureHandles.size(); ++i) { gl.glActiveTexture(GL2GL3.GL_TEXTURE0+i); gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, _textureHandles.get(i)); 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); } }
Example 13
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
private void setupVAOForStaticLines(int contextID, Renderer renderer) { GL2GL3 gl = renderer.getGL(); int vao = renderer.generateVAO(contextID, gl); _lineVAOs.put(contextID, vao); gl.glBindVertexArray(vao); Shader s= renderer.getShader(ShaderHandle.DEBUG_BATCH); assert(s.isGood()); int prog = s.getProgramHandle(); gl.glUseProgram(prog); int posVar = gl.glGetAttribLocation(prog, "position"); gl.glEnableVertexAttribArray(posVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, linePosBuffer); gl.glVertexAttribPointer(posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); int colVar = gl.glGetAttribLocation(prog, "vertColor"); gl.glEnableVertexAttribArray(colVar); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, lineInstColorBuffer); gl.glVertexAttribPointer(colVar, 4, GL2GL3. GL_UNSIGNED_BYTE, true, 0, 0); gl.glVertexAttribDivisor(colVar, 1); int instMatVar = gl.glGetAttribLocation(prog, "instMat"); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, lineTransBuffer); for (int i = 0; i < 4; ++i) { // Enable 4 variables because this is a matrix int varInd = instMatVar + i; gl.glEnableVertexAttribArray(varInd); gl.glVertexAttribPointer(varInd, 4, GL2GL3.GL_FLOAT, false, 16*4, i*4*4); gl.glVertexAttribDivisor(varInd, 1); // Per instance } gl.glBindVertexArray(0); }
Example 14
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 4 votes |
public static void renderAABB(int contextID, Renderer renderer, AABB aabb, Color4d color, Camera cam) { if (aabb.isEmpty()) { return; } 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(); Mat4d modelViewMat = new Mat4d(); cam.getViewMat4d(modelViewMat); Mat4d aabbCenterMat = new Mat4d(); aabbCenterMat.setTranslate3(aabb.center); modelViewMat.mult4(aabbCenterMat); modelViewMat.scaleCols3(aabb.radius); 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); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _aabbVertBuffer); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glDrawArrays(GL2GL3.GL_LINES, 0, 12 * 2); gl.glBindVertexArray(0); }
Example 15
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
public static void init(Renderer r, GL2GL3 gl) { for (int i = 0; i < Renderer.NUM_MESH_SHADERS; ++i) { ShaderInfo si = new ShaderInfo(); sInfos[i] = si; si.meshProgHandle = r.getMeshShader(i).getProgramHandle(); gl.glUseProgram(si.meshProgHandle); // Bind the shader variables si.modelViewMatVar = gl.glGetUniformLocation(si.meshProgHandle, "modelViewMat"); si.projMatVar = gl.glGetUniformLocation(si.meshProgHandle, "projMat"); si.normalMatVar = gl.glGetUniformLocation(si.meshProgHandle, "normalMat"); si.diffuseColorVar = gl.glGetUniformLocation(si.meshProgHandle, "diffuseColor"); si.ambientColorVar = gl.glGetUniformLocation(si.meshProgHandle, "ambientColor"); si.specColorVar = gl.glGetUniformLocation(si.meshProgHandle, "specColor"); si.shininessVar = gl.glGetUniformLocation(si.meshProgHandle, "shininess"); si.texVar = gl.glGetUniformLocation(si.meshProgHandle, "diffuseTex"); si.lightDirVar = gl.glGetUniformLocation(si.meshProgHandle, "lightDir"); si.lightIntVar = gl.glGetUniformLocation(si.meshProgHandle, "lightIntensity"); si.numLightsVar = gl.glGetUniformLocation(si.meshProgHandle, "numLights"); si.cVar = gl.glGetUniformLocation(si.meshProgHandle, "C"); si.fcVar = gl.glGetUniformLocation(si.meshProgHandle, "FC"); if ((i & Renderer.STATIC_BATCH_FLAG) == 0) { // We do not use the uniform bind space variables when batch rendering si.bindSpaceMatVar = gl.glGetUniformLocation(si.meshProgHandle, "bindSpaceMat"); si.bindSpaceNorMatVar = gl.glGetUniformLocation(si.meshProgHandle, "bindSpaceNorMat"); } } numLights = 2; lightsDir[0] = new Vec4d(-0.3, -0.2, -0.5, 0.0); lightsDir[1] = new Vec4d( 0.5, 1.0, -0.1, 0.0); lightsDir[0].normalize3(); lightsDir[1].normalize3(); lightsInt[0] = 1f; lightsInt[1] = 0.5f; lightsDirScratch[0] = new Vec4d(); lightsDirScratch[1] = new Vec4d(); if (r.isIndirectSupported()) { initBSInfo(r, gl); } }
Example 16
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 3 votes |
public static void renderBox(int contextID, Renderer renderer, Transform modelTrans, Vec4d scale, 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); gl.glUniform1f(_cVar, Camera.C); gl.glUniform1f(_fcVar, Camera.FC); // Setup uniforms for this object Mat4d projMat = cam.getProjMat4d(); Mat4d modelViewMat = new Mat4d(); cam.getViewMat4d(modelViewMat); modelViewMat.mult4(modelTrans.getMat4dRef()); modelViewMat.scaleCols3(scale); 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.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _boxVertBuffer); gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0); gl.glDrawArrays(GL2GL3.GL_LINES, 0, 4 * 2); gl.glBindVertexArray(0); }
Example 17
Source File: Polygon.java From jaamsim with Apache License 2.0 | 3 votes |
private static void setupVAO(int contextID, Renderer renderer) { GL2GL3 gl = renderer.getGL(); int vao = renderer.generateVAO(contextID, gl); _VAOMap.put(contextID, vao); gl.glBindVertexArray(vao); gl.glUseProgram(_progHandle); gl.glEnableVertexAttribArray(_posVar); gl.glBindVertexArray(0); }
Example 18
Source File: OverlayPolygon.java From jaamsim with Apache License 2.0 | 2 votes |
@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 19
Source File: HullProto.java From jaamsim with Apache License 2.0 | 2 votes |
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 20
Source File: OverlayLine.java From jaamsim with Apache License 2.0 | 2 votes |
@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); }