Java Code Examples for com.jogamp.opengl.GL2GL3#glEnable()
The following examples show how to use
com.jogamp.opengl.GL2GL3#glEnable() .
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Example 1
Source File: Renderer.java From jaamsim with Apache License 2.0 | 6 votes |
/** * Common code to setup basic openGL state, including depth test, blending etc. * @param gl */ private void initSurfaceState(GL2GL3 gl) { // Some of this is probably redundant, but here goes gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glClearDepth(1.0); gl.glDepthFunc(GL2GL3.GL_LEQUAL); gl.glEnable(GL2GL3.GL_CULL_FACE); gl.glCullFace(GL2GL3.GL_BACK); 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); }
Example 2
Source File: Renderer.java From jaamsim with Apache License 2.0 | 6 votes |
@Override public void init(GLAutoDrawable drawable) { synchronized (rendererLock) { // Per window initialization if (USE_DEBUG_GL) { drawable.setGL(new DebugGL4bc((GL4bc)drawable.getGL().getGL2GL3())); } GL2GL3 gl = drawable.getGL().getGL2GL3(); initSurfaceState(gl); gl.glEnable(GL.GL_MULTISAMPLE); } }
Example 3
Source File: Polygon.java From jaamsim with Apache License 2.0 | 6 votes |
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 4
Source File: Renderer.java From jaamsim with Apache License 2.0 | 4 votes |
@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 5
Source File: TextureView.java From jaamsim with Apache License 2.0 | 4 votes |
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 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: 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 8
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 9
Source File: MeshProto.java From jaamsim with Apache License 2.0 | 4 votes |
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 10
Source File: DebugUtils.java From jaamsim with Apache License 2.0 | 4 votes |
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 11
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 12
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 13
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 14
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 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); }
Example 16
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); }