protected void compile() { vao = glGenVertexArrays(); glBindVertexArray(vao); { vbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo); { glBufferData(GL_ARRAY_BUFFER, Buffer.createFloatBuffer(vertices), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); } glBindBuffer(GL_ARRAY_BUFFER, 0); vio = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vio); { glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(indices), GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER, 0); vto = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vto); { glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(texCoords), GL_STATIC_DRAW); glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 0, 1); } glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); glActiveTexture(GL_TEXTURE1); shader.bind(); int uniform = glGetUniformLocation(shader.getID(), "texture"); glUniform1i(uniform, 1); shader.release(); }
protected boolean prepare(int fbufWidth, int fbufHeight) { if (ctx.useShader(this) && glIsProgram(program)) { glUseProgram(program); ctx.checkGLError("Shader.prepare useProgram"); glUniform2f(uScreenSizeLoc, fbufWidth, fbufHeight); // ctx.checkGLError("Shader.prepare uScreenSizeLoc set to " + fbufWidth + " " + fbufHeight); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer); ctx.checkGLError("Shader.prepare BindBuffer"); glEnableVertexAttribArray(aMatrix); glEnableVertexAttribArray(aTranslation); glEnableVertexAttribArray(aPosition); if (aTexture != -1) glEnableVertexAttribArray(aTexture); ctx.checkGLError("Shader.prepare AttribArrays enabled"); glVertexAttribPointer(aMatrix, 4, GL_FLOAT, false, VERTEX_STRIDE, 0); glVertexAttribPointer(aTranslation, 2, GL_FLOAT, false, VERTEX_STRIDE, 16); glVertexAttribPointer(aPosition, 2, GL_FLOAT, false, VERTEX_STRIDE, 24); if (aTexture != -1) glVertexAttribPointer(aTexture, 2, GL_FLOAT, false, VERTEX_STRIDE, 32); ctx.checkGLError("Shader.prepare AttribPointer"); return true; } return false; }
protected void compile() { vao = glGenVertexArrays(); glBindVertexArray(vao); { vbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo); { glBufferData(GL_ARRAY_BUFFER, Buffer.createFloatBuffer(vertices), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); } glBindBuffer(GL_ARRAY_BUFFER, 0); vio = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vio); { glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(indices), GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER, 0); vto = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vto); { glBufferData(GL_ARRAY_BUFFER, Buffer.createByteBuffer(texCoords), GL_STATIC_DRAW); glVertexAttribPointer(1, 3, GL_UNSIGNED_BYTE, false, 0, 1); } glBindBuffer(GL_ARRAY_BUFFER, 0); } glBindVertexArray(0); }
public VertexArray(float[] vertices, byte[] indices, float[] textureCoordinates) { count = indices.length; vao = glGenVertexArrays(); glBindVertexArray(vao); vbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, BufferUtils.createFloatBuffer(vertices), GL_STATIC_DRAW); glVertexAttribPointer(Shader.VERTEX_ATTRIB, 3, GL_FLOAT, false, 0, 0); glEnableVertexAttribArray(Shader.VERTEX_ATTRIB); tbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, tbo); glBufferData( GL_ARRAY_BUFFER, BufferUtils.createFloatBuffer(textureCoordinates), GL_STATIC_DRAW); glVertexAttribPointer(Shader.TCOORD_ATTRIB, 2, GL_FLOAT, false, 0, 0); glEnableVertexAttribArray(Shader.TCOORD_ATTRIB); ibo = glGenBuffers(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, BufferUtils.createByteBuffer(indices), GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); }
public void draw() { glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE * 4, 0); glDrawArrays(GL_TRIANGLES, 0, size); glDisableVertexAttribArray(0); }
public void renderBuffer(OpenGLBuffer buffer, ITextureObject texture) { GL13.glActiveTexture(GL13.GL_TEXTURE0 + 0); texture.bind(); glEnableClientState(GL_VERTEX_ARRAY); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glBindBuffer(GL_ARRAY_BUFFER, buffer.getVboID()); glVertexAttribPointer(0, 3, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 0); glVertexAttribPointer(1, 2, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 12); glVertexAttribPointer(2, 3, GL_FLOAT, false, Vertex.SIZE_IN_FLOATS * 4, 20); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.getIboID()); glDrawElements(GL_TRIANGLES, buffer.getIndicesCount(), GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(2); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); }
public void draw() { glBindBuffer(GL_ARRAY_BUFFER, vbo); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo); glDrawElements(GL_TRIANGLES, indices.length, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }
private static void setUpVBOs() { int[] vbos; try { model = OBJLoader.loadModel(new File(MODEL_LOCATION)); int vboVertexHandle = glGenBuffers(); int vboNormalHandle = glGenBuffers(); FloatBuffer vertices = BufferTools.reserveData(model.faces.size() * 9); FloatBuffer normals = BufferTools.reserveData(model.faces.size() * 9); for (Face face : model.faces) { vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.x - 1))); vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.y - 1))); vertices.put(BufferTools.asFloats(model.vertices.get((int) face.vertex.z - 1))); normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.x - 1))); normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.y - 1))); normals.put(BufferTools.asFloats(model.normals.get((int) face.normal.z - 1))); } vertices.flip(); normals.flip(); glBindBuffer(GL_ARRAY_BUFFER, vboVertexHandle); glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(attributeVertex); glVertexAttribPointer(attributeVertex, 3, false, 0, vertices); glBindBuffer(GL_ARRAY_BUFFER, vboNormalHandle); glEnableVertexAttribArray(attributeNormal); glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW); glNormalPointer(GL_FLOAT, 0, 0L); // TODO: This really isn't finished yet. :-( } catch (FileNotFoundException e) { e.printStackTrace(); cleanUp(); System.exit(1); } catch (IOException e) { e.printStackTrace(); cleanUp(); System.exit(1); } }
public Mandelbrot( long platform, CLCapabilities platformCaps, GLFWWindow window, int deviceType, boolean debugGL, int maxIterations) { this.platform = platform; this.window = window; this.maxIterations = maxIterations; IntBuffer size = BufferUtils.createIntBuffer(2); nglfwGetWindowSize(window.handle, memAddress(size), memAddress(size) + 4); ww = size.get(0); wh = size.get(1); nglfwGetFramebufferSize(window.handle, memAddress(size), memAddress(size) + 4); fbw = size.get(0); fbh = size.get(1); glfwMakeContextCurrent(window.handle); GLCapabilities glCaps = GL.createCapabilities(); if (!glCaps.OpenGL30) throw new RuntimeException("OpenGL 3.0 is required to run this demo."); debugProc = debugGL ? GLUtil.setupDebugMessageCallback() : null; glfwSwapInterval(0); errcode_ret = BufferUtils.createIntBuffer(1); try { // Find devices with GL sharing support { long device = getDevice(platform, platformCaps, deviceType); if (device == NULL) device = getDevice(platform, platformCaps, CL_DEVICE_TYPE_CPU); if (device == NULL) throw new RuntimeException("No OpenCL devices found with OpenGL sharing support."); this.device = device; this.deviceCaps = CL.createDeviceCapabilities(device, platformCaps); } // Create the context PointerBuffer ctxProps = BufferUtils.createPointerBuffer(7); switch (Platform.get()) { case WINDOWS: ctxProps .put(CL_GL_CONTEXT_KHR) .put(glfwGetWGLContext(window.handle)) .put(CL_WGL_HDC_KHR) .put(wglGetCurrentDC()); break; case LINUX: ctxProps .put(CL_GL_CONTEXT_KHR) .put(glfwGetGLXContext(window.handle)) .put(CL_GLX_DISPLAY_KHR) .put(glfwGetX11Display()); break; case MACOSX: ctxProps .put(APPLEGLSharing.CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE) .put(CGLGetShareGroup(CGLGetCurrentContext())); } ctxProps.put(CL_CONTEXT_PLATFORM).put(platform).put(NULL).flip(); clContext = clCreateContext( ctxProps, device, clContextCB = new CLContextCallback() { @Override public void invoke(long errinfo, long private_info, long cb, long user_data) { log(String.format("cl_context_callback\n\tInfo: %s", memUTF8(errinfo))); } }, NULL, errcode_ret); checkCLError(errcode_ret); // create command queues for every GPU, setup colormap and init kernels IntBuffer colorMapBuffer = BufferUtils.createIntBuffer(32 * 2); initColorMap(colorMapBuffer, 32, Color.BLUE, Color.GREEN, Color.RED); clColorMap = clCreateBuffer( clContext, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, colorMapBuffer, errcode_ret); checkCLError(errcode_ret); // create command queue and upload color map buffer clQueue = clCreateCommandQueue(clContext, device, NULL, errcode_ret); checkCLError(errcode_ret); // load program(s) if (deviceType == CL_DEVICE_TYPE_GPU) log("OpenCL Device Type: GPU (Use -forceCPU to use CPU)"); else log("OpenCL Device Type: CPU"); log("Max Iterations: " + maxIterations + " (Use -iterations <count> to change)"); log("Display resolution: " + ww + "x" + wh + " (Use -res <width> <height> to change)"); log("OpenGL glCaps.GL_ARB_sync = " + glCaps.GL_ARB_sync); log("OpenGL glCaps.GL_ARB_cl_event = " + glCaps.GL_ARB_cl_event); buildProgram(); // Detect GLtoCL synchronization method syncGLtoCL = !glCaps.GL_ARB_cl_event; // GL3.2 or ARB_sync implied log(syncGLtoCL ? "GL to CL sync: Using clFinish" : "GL to CL sync: Using OpenCL events"); // Detect CLtoGL synchronization method syncCLtoGL = !deviceCaps.cl_khr_gl_event; log( syncCLtoGL ? "CL to GL sync: Using glFinish" : "CL to GL sync: Using implicit sync (cl_khr_gl_event)"); vao = glGenVertexArrays(); glBindVertexArray(vao); vbo = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData( GL_ARRAY_BUFFER, stackPush() .floats( 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f), GL_STATIC_DRAW); stackPop(); vsh = glCreateShader(GL_VERTEX_SHADER); glShaderSource( vsh, "#version 150\n" + "\n" + "uniform mat4 projection;\n" + "\n" + "uniform vec2 size;\n" + "\n" + "in vec2 posIN;\n" + "in vec2 texIN;\n" + "\n" + "out vec2 texCoord;\n" + "\n" + "void main(void) {\n" + "\tgl_Position = projection * vec4(posIN * size, 0.0, 1.0);\n" + "\ttexCoord = texIN;\n" + "}"); glCompileShader(vsh); String log = glGetShaderInfoLog(vsh, glGetShaderi(vsh, GL_INFO_LOG_LENGTH)); if (!log.isEmpty()) log(String.format("VERTEX SHADER LOG: %s", log)); fsh = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource( fsh, "#version 150\n" + "\n" + "uniform isampler2D mandelbrot;\n" + "\n" + "in vec2 texCoord;\n" + "\n" + "out vec4 fragColor;\n" + "\n" + "void main(void) {\n" + "\tfragColor = texture(mandelbrot, texCoord) / 255.0;\n" + "}"); glCompileShader(fsh); log = glGetShaderInfoLog(fsh, glGetShaderi(fsh, GL_INFO_LOG_LENGTH)); if (!log.isEmpty()) log(String.format("FRAGMENT SHADER LOG: %s", log)); glProgram = glCreateProgram(); glAttachShader(glProgram, vsh); glAttachShader(glProgram, fsh); glLinkProgram(glProgram); log = glGetProgramInfoLog(glProgram, glGetProgrami(glProgram, GL_INFO_LOG_LENGTH)); if (!log.isEmpty()) log(String.format("PROGRAM LOG: %s", log)); int posIN = glGetAttribLocation(glProgram, "posIN"); int texIN = glGetAttribLocation(glProgram, "texIN"); glVertexAttribPointer(posIN, 2, GL_FLOAT, false, 4 * 4, 0); glVertexAttribPointer(texIN, 2, GL_FLOAT, false, 4 * 4, 2 * 4); glEnableVertexAttribArray(posIN); glEnableVertexAttribArray(texIN); projectionUniform = glGetUniformLocation(glProgram, "projection"); sizeUniform = glGetUniformLocation(glProgram, "size"); glUseProgram(glProgram); glUniform1i(glGetUniformLocation(glProgram, "mandelbrot"), 0); } catch (Exception e) { // TODO: cleanup throw new RuntimeException(e); } glDisable(GL_DEPTH_TEST); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); initGLObjects(); glFinish(); setKernelConstants(); glfwSetWindowSizeCallback( window.handle, window.windowsizefun = new GLFWWindowSizeCallback() { @Override public void invoke(long window, final int width, final int height) { if (width == 0 || height == 0) return; events.add( new Runnable() { @Override public void run() { Mandelbrot.this.ww = width; Mandelbrot.this.wh = height; shouldInitBuffers = true; } }); } }); glfwSetFramebufferSizeCallback( window.handle, window.framebuffersizefun = new GLFWFramebufferSizeCallback() { @Override public void invoke(long window, final int width, final int height) { if (width == 0 || height == 0) return; events.add( new Runnable() { @Override public void run() { Mandelbrot.this.fbw = width; Mandelbrot.this.fbh = height; shouldInitBuffers = true; } }); } }); glfwSetKeyCallback( window.handle, window.keyfun = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { switch (key) { case GLFW_KEY_LEFT_CONTROL: case GLFW_KEY_RIGHT_CONTROL: ctrlDown = action == GLFW_PRESS; return; } if (action != GLFW_PRESS) return; switch (key) { case GLFW_KEY_ESCAPE: glfwSetWindowShouldClose(window, GLFW_TRUE); break; case GLFW_KEY_D: events.offer( new Runnable() { @Override public void run() { doublePrecision = !doublePrecision; log("DOUBLE PRECISION IS NOW: " + (doublePrecision ? "ON" : "OFF")); rebuild = true; } }); break; case GLFW_KEY_HOME: events.offer( new Runnable() { @Override public void run() { offsetX = -0.5; offsetY = 0.0; zoom = 1.0; } }); break; } } }); glfwSetMouseButtonCallback( window.handle, window.mousebuttonfun = new GLFWMouseButtonCallback() { @Override public void invoke(long window, int button, int action, int mods) { if (button != GLFW_MOUSE_BUTTON_LEFT) return; dragging = action == GLFW_PRESS; if (dragging) { dragging = true; dragX = mouseX; dragY = mouseY; dragOffsetX = offsetX; dragOffsetY = offsetY; } } }); glfwSetCursorPosCallback( window.handle, window.cursorposfun = new GLFWCursorPosCallback() { @Override public void invoke(long window, double xpos, double ypos) { mouseX = xpos; mouseY = wh - ypos; if (dragging) { offsetX = dragOffsetX + transformX(dragX - mouseX); offsetY = dragOffsetY + transformY(dragY - mouseY); } } }); glfwSetScrollCallback( window.handle, window.scrollfun = new GLFWScrollCallback() { @Override public void invoke(long window, double xoffset, double yoffset) { if (yoffset == 0) return; double scrollX = mouseX - ww * 0.5; double scrollY = mouseY - wh * 0.5; double zoomX = transformX(scrollX); double zoomY = transformY(scrollY); zoom *= (1.0 - yoffset * (ctrlDown ? 0.25 : 0.05)); offsetX += zoomX - transformX(scrollX); offsetY += zoomY - transformY(scrollY); } }); }