private void setup(GL2ES2 gl) { if (60 < TARGET_FPS) { // Disables vsync gl.setSwapInterval(0); } glu = new GLU(); vertShader = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, LandscapeES2.class, "shader", "shader/bin", "landscape", true); fragShader = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, LandscapeES2.class, "shader", "shader/bin", "landscape", true); vertShader.defaultShaderCustomization(gl, true, true); fragShader.defaultShaderCustomization(gl, true, true); shaderProg = new ShaderProgram(); shaderProg.add(gl, vertShader, System.err); shaderProg.add(gl, fragShader, System.err); shaderState = new ShaderState(); shaderState.attachShaderProgram(gl, shaderProg, true); resolution = new GLUniformData("iResolution", 3, FloatBuffer.wrap(new float[] {width, height, 0})); shaderState.ownUniform(resolution); shaderState.uniform(gl, resolution); time = new GLUniformData("iGlobalTime", 0.0f); shaderState.ownUniform(time); vertices = GLArrayDataServer.createGLSL("inVertex", 2, GL.GL_FLOAT, false, 4, GL.GL_STATIC_DRAW); vertices.putf(-1.0f); vertices.putf(-1.0f); vertices.putf(+1.0f); vertices.putf(-1.0f); vertices.putf(-1.0f); vertices.putf(+1.0f); vertices.putf(+1.0f); vertices.putf(+1.0f); vertices.seal(gl, true); shaderState.ownAttribute(vertices, true); shaderState.useProgram(gl, false); doneSetup = true; }
@Override public void init(final GLAutoDrawable glad) { System.err.println( Thread.currentThread() + " RedSquareES2.init: tileRendererInUse " + tileRendererInUse); final GL2ES2 gl = glad.getGL().getGL2ES2(); System.err.println("RedSquareES2 init on " + Thread.currentThread()); System.err.println("Chosen GLCapabilities: " + glad.getChosenGLCapabilities()); System.err.println("INIT GL IS: " + gl.getClass().getName()); System.err.println(JoglVersion.getGLStrings(gl, null, false).toString()); if (!gl.hasGLSL()) { System.err.println("No GLSL available, no rendering."); return; } st = new ShaderState(); st.setVerbose(true); final ShaderCode vp0 = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, this.getClass(), "shader", "shader/bin", "RedSquareShader", true); final ShaderCode fp0 = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, this.getClass(), "shader", "shader/bin", "RedSquareShader", true); vp0.defaultShaderCustomization(gl, true, true); fp0.defaultShaderCustomization(gl, true, true); final ShaderProgram sp0 = new ShaderProgram(); sp0.add(gl, vp0, System.err); sp0.add(gl, fp0, System.err); st.attachShaderProgram(gl, sp0, true); // setup mgl_PMVMatrix pmvMatrix = new PMVMatrix(); pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION); pmvMatrix.glLoadIdentity(); pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); pmvMatrix.glLoadIdentity(); pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); // P, Mv st.ownUniform(pmvMatrixUniform); st.uniform(gl, pmvMatrixUniform); // Allocate Vertex Array vertices = GLArrayDataServer.createGLSL("mgl_Vertex", 3, GL.GL_FLOAT, false, 4, GL.GL_STATIC_DRAW); vertices.putf(-2); vertices.putf(2); vertices.putf(0); vertices.putf(2); vertices.putf(2); vertices.putf(0); vertices.putf(-2); vertices.putf(-2); vertices.putf(0); vertices.putf(2); vertices.putf(-2); vertices.putf(0); vertices.seal(gl, true); st.ownAttribute(vertices, true); vertices.enableBuffer(gl, false); // Allocate Color Array colors = GLArrayDataServer.createGLSL("mgl_Color", 4, GL.GL_FLOAT, false, 4, GL.GL_STATIC_DRAW); colors.putf(1); colors.putf(0); colors.putf(0); colors.putf(1); colors.putf(0); colors.putf(0); colors.putf(1); colors.putf(1); colors.putf(1); colors.putf(0); colors.putf(0); colors.putf(1); colors.putf(1); colors.putf(0); colors.putf(0); colors.putf(1); colors.seal(gl, true); st.ownAttribute(colors, true); colors.enableBuffer(gl, false); // OpenGL Render Settings gl.glEnable(GL.GL_DEPTH_TEST); st.useProgram(gl, false); t0 = System.currentTimeMillis(); System.err.println(Thread.currentThread() + " RedSquareES2.init FIN"); }