Java Code Examples for com.jogamp.opengl.GL2GL3#glGetUniformLocation()
The following examples show how to use
com.jogamp.opengl.GL2GL3#glGetUniformLocation() .
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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: OverlayPolygon.java From jaamsim with Apache License 2.0 | 6 votes |
private static void initStaticData(Renderer r) { GL2GL3 gl = r.getGL(); // Initialize the shader variables progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle(); int[] is = new int[1]; gl.glGenBuffers(1, is, 0); glBuff = is[0]; hasTexVar = gl.glGetUniformLocation(progHandle, "useTex"); sizeVar = gl.glGetUniformLocation(progHandle, "size"); offsetVar = gl.glGetUniformLocation(progHandle, "offset"); colorVar = gl.glGetUniformLocation(progHandle, "color"); posVar = gl.glGetAttribLocation(progHandle, "position"); staticInit = true; }
Example 3
Source File: OverlayLine.java From jaamsim with Apache License 2.0 | 6 votes |
private static void initStaticData(Renderer r) { GL2GL3 gl = r.getGL(); // Initialize the shader variables progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle(); int[] is = new int[1]; gl.glGenBuffers(1, is, 0); lineGLBuff = is[0]; hasTexVar = gl.glGetUniformLocation(progHandle, "useTex"); sizeVar = gl.glGetUniformLocation(progHandle, "size"); offsetVar = gl.glGetUniformLocation(progHandle, "offset"); colorVar = gl.glGetUniformLocation(progHandle, "color"); posVar = gl.glGetAttribLocation(progHandle, "position"); staticInit = true; }
Example 4
Source File: Skybox.java From jaamsim with Apache License 2.0 | 5 votes |
public static void loadGPUAssets(Renderer r) { GL2GL3 gl = r.getGL(); int[] buffs = new int[1]; gl.glGenBuffers(1, buffs, 0); vertBuff = buffs[0]; progHandle = r.getShader(Renderer.ShaderHandle.SKYBOX).getProgramHandle(); projMatVar = gl.glGetUniformLocation(progHandle, "projMat"); invViewMatVar = gl.glGetUniformLocation(progHandle, "invViewMat"); texVar = gl.glGetUniformLocation(progHandle, "tex"); FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f); verts.put( 0.5f); verts.put(-0.5f); verts.put(-0.5f); verts.put( 0.5f); verts.put( 0.5f); verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f); verts.put(-0.5f); verts.put( 0.5f); verts.put( 0.5f); verts.put(-0.5f); verts.put(-0.5f); verts.put( 0.5f); verts.put(-0.5f); verts.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0); isLoaded = true; }
Example 5
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 6
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 5 votes |
private void loadGPUSubLine(GL2GL3 gl, Renderer renderer, MeshData.SubLineData data) { Shader s = renderer.getShader(Renderer.ShaderHandle.DEBUG); assert (s.isGood()); SubLine sub = new SubLine(); sub._progHandle = s.getProgramHandle(); int[] is = new int[1]; gl.glGenBuffers(1, is, 0); sub._vertexBuffer = is[0]; sub._numVerts = data.verts.size(); sub._hull = data.hull; // Init vertices FloatBuffer fb = FloatBuffer.allocate(data.verts.size() * 3); // for (Vec3d v : data.verts) { RenderUtils.putPointXYZ(fb, v); } fb.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, sub._vertexBuffer); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, sub._numVerts * 3 * 4, fb, GL2GL3.GL_STATIC_DRAW); // Bind the shader variables sub._modelViewMatVar = gl.glGetUniformLocation(sub._progHandle, "modelViewMat"); sub._projMatVar = gl.glGetUniformLocation(sub._progHandle, "projMat"); sub._diffuseColor = new Color4d(data.diffuseColor); sub._colorVar = gl.glGetUniformLocation(sub._progHandle, "color"); sub._cVar = gl.glGetUniformLocation(sub._progHandle, "C"); sub._fcVar = gl.glGetUniformLocation(sub._progHandle, "FC"); _subLines.add(sub); }
Example 7
Source File: TextureView.java From jaamsim with Apache License 2.0 | 4 votes |
private static void initStaticBuffers(Renderer r) { GL2GL3 gl = r.getGL(); int[] buffs = new int[3]; gl.glGenBuffers(3, buffs, 0); vertBuff = buffs[0]; texCoordBuff = buffs[1]; normalBuff = buffs[2]; FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates verts.put(-0.5f); verts.put(-0.5f); verts.put(0.0f); verts.put( 0.5f); verts.put(-0.5f); verts.put(0.0f); verts.put( 0.5f); verts.put( 0.5f); verts.put(0.0f); verts.put(-0.5f); verts.put(-0.5f); verts.put(0.0f); verts.put( 0.5f); verts.put( 0.5f); verts.put(0.0f); verts.put(-0.5f); verts.put( 0.5f); verts.put(0.0f); verts.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW); FloatBuffer texCoords = FloatBuffer.allocate(6*2); // 2 triangles * 2 coordinates texCoords.put(0.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.put(1.0f); texCoords.put(0.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.put(1.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, texCoordBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*2*4, texCoords, GL2GL3.GL_STATIC_DRAW); FloatBuffer normals = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates for (int i = 0; i < 6; ++i) { normals.put(0.0f); normals.put(0.0f); normals.put(1.0f); } normals.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, normalBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, normals, GL2GL3.GL_STATIC_DRAW); // Initialize the shader variables progHandle = r.getMeshShader(Renderer.DIFF_TEX_FLAG).getProgramHandle(); modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat"); projMatVar = gl.glGetUniformLocation(progHandle, "projMat"); normalMatVar = gl.glGetUniformLocation(progHandle, "normalMat"); bindSpaceMatVar = gl.glGetUniformLocation(progHandle, "bindSpaceMat"); bindSpaceNorMatVar = gl.glGetUniformLocation(progHandle, "bindSpaceNorMat"); texVar = gl.glGetUniformLocation(progHandle, "diffuseTex"); lightDirVar = gl.glGetUniformLocation(progHandle, "lightDir"); lightIntVar = gl.glGetUniformLocation(progHandle, "lightIntensity"); numLightsVar = gl.glGetUniformLocation(progHandle, "numLights"); specColorVar = gl.glGetUniformLocation(progHandle, "specColor"); ambientColorVar = gl.glGetUniformLocation(progHandle, "ambientColor"); shininessVar = gl.glGetUniformLocation(progHandle, "shininess"); cVar = gl.glGetUniformLocation(progHandle, "C"); fcVar = gl.glGetUniformLocation(progHandle, "FC"); lightDir[0] = 0; lightDir[1] = 0; lightDir[2] = -1; lightInt[0] = 1; staticInit = true; }
Example 8
Source File: OverlayTexture.java From jaamsim with Apache License 2.0 | 4 votes |
private static void initStaticBuffers(Renderer r) { GL2GL3 gl = r.getGL(); int[] buffs = new int[2]; gl.glGenBuffers(2, buffs, 0); vertBuff = buffs[0]; texCoordBuff = buffs[1]; FloatBuffer verts = FloatBuffer.allocate(6*3); // 2 triangles * 3 coordinates verts.put(0.0f); verts.put(0.0f); verts.put(0.0f); verts.put(1.0f); verts.put(0.0f); verts.put(0.0f); verts.put(1.0f); verts.put(1.0f); verts.put(0.0f); verts.put(0.0f); verts.put(0.0f); verts.put(0.0f); verts.put(1.0f); verts.put(1.0f); verts.put(0.0f); verts.put(0.0f); verts.put(1.0f); verts.put(0.0f); verts.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, vertBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*3*4, verts, GL2GL3.GL_STATIC_DRAW); FloatBuffer texCoords = FloatBuffer.allocate(6*2); // 2 triangles * 2 coordinates texCoords.put(0.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.put(1.0f); texCoords.put(0.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.put(1.0f); texCoords.put(0.0f); texCoords.put(1.0f); texCoords.flip(); gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, texCoordBuff); gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, 6*2*4, texCoords, GL2GL3.GL_STATIC_DRAW); // Initialize the shader variables progHandle = r.getShader(Renderer.ShaderHandle.OVERLAY_FLAT).getProgramHandle(); texVar = gl.glGetUniformLocation(progHandle, "tex"); hasTexVar = gl.glGetUniformLocation(progHandle, "useTex"); sizeVar = gl.glGetUniformLocation(progHandle, "size"); offsetVar = gl.glGetUniformLocation(progHandle, "offset"); staticInit = true; }
Example 9
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
private void renderStaticLines(int contextID, Renderer renderer, Mat4d modelViewMat, Camera cam) { if (_lineBatches.size() == 0) { return; } GL2GL3 gl = renderer.getGL(); GL4 gl4 = renderer.getGL4(); if (!_lineVAOs.containsKey(contextID)) { setupVAOForStaticLines(contextID, renderer); } int vao = _lineVAOs.get(contextID); gl.glBindVertexArray(vao); Shader s = renderer.getShader(ShaderHandle.DEBUG_BATCH); int progHandle = s.getProgramHandle(); gl.glUseProgram(progHandle); Mat4d projMat = cam.getProjMat4d(); int modelViewMatVar = gl.glGetUniformLocation(progHandle, "modelViewMat"); int projMatVar = gl.glGetUniformLocation(progHandle, "projMat"); int cVar = gl.glGetUniformLocation(progHandle, "C"); int fcVar = gl.glGetUniformLocation(progHandle, "FC"); 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); gl.glLineWidth(1); // Actually draw it gl4.glBindBuffer(GL4.GL_DRAW_INDIRECT_BUFFER, lineIndirectBuffer); gl4.glMultiDrawArraysIndirect(GL2GL3.GL_LINES, 0, _lineBatches.size(), 0); //gl.glDrawArrays(GL2GL3.GL_LINES, 0, sub._numVerts); gl.glBindVertexArray(0); }
Example 10
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 11
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 12
Source File: BillboardString.java From jaamsim with Apache License 2.0 | 4 votes |
/** * 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 13
Source File: TessString.java From jaamsim with Apache License 2.0 | 4 votes |
@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 14
Source File: OverlayString.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) { 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 15
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); }