예제 #1
0
 public ClipStateRecord(final ContextCapabilities caps) {
   planeEnabled = new boolean[ClipState.MAX_CLIP_PLANES];
   if (caps.areDoubleCoefficientsInClipPlaneEquationSupported()) {
     buf = BufferUtils.createDoubleBuffer(4);
   } else {
     buf = BufferUtils.createFloatBuffer(4);
   }
 }
예제 #2
0
파일: Particle.java 프로젝트: krka/Ardor3D
  public void killParticle() {
    setStatus(Status.Dead);

    final Vector3 tempVec3 = Vector3.fetchTempInstance();
    final FloatBuffer vertexBuffer = parent.getParticleGeometry().getMeshData().getVertexBuffer();
    BufferUtils.populateFromBuffer(tempVec3, vertexBuffer, startIndex);
    final int verts = ParticleSystem.getVertsForParticleType(type);
    for (int x = 1; x < verts; x++) {
      BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + x);
    }
    Vector3.releaseTempInstance(tempVec3);
  }
예제 #3
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  /**
   * Sets the vertices that make the pyramid. Where the center of the box is the origin and the base
   * and height are set during construction.
   */
  protected void setVertexData() {
    peak = new Vector3(0, 0, 0);
    vert0 = new Vector3(-width / 2, -height / 2, -length);
    vert1 = new Vector3(width / 2, -height / 2, -length);
    vert2 = new Vector3(width / 2, height / 2, -length);
    vert3 = new Vector3(-width / 2, height / 2, -length);

    FloatBuffer verts = BufferUtils.createVector3Buffer(12);

    // side 1
    verts.put((float) vert0.getX()).put((float) vert0.getY()).put((float) vert0.getZ());
    verts.put((float) vert1.getX()).put((float) vert1.getY()).put((float) vert1.getZ());
    verts.put((float) peak.getX()).put((float) peak.getY()).put((float) peak.getZ());

    // side 2
    verts.put((float) vert1.getX()).put((float) vert1.getY()).put((float) vert1.getZ());
    verts.put((float) vert2.getX()).put((float) vert2.getY()).put((float) vert2.getZ());
    verts.put((float) peak.getX()).put((float) peak.getY()).put((float) peak.getZ());

    // side 3
    verts.put((float) vert2.getX()).put((float) vert2.getY()).put((float) vert2.getZ());
    verts.put((float) vert3.getX()).put((float) vert3.getY()).put((float) vert3.getZ());
    verts.put((float) peak.getX()).put((float) peak.getY()).put((float) peak.getZ());

    // side 4
    verts.put((float) vert3.getX()).put((float) vert3.getY()).put((float) vert3.getZ());
    verts.put((float) vert0.getX()).put((float) vert0.getY()).put((float) vert0.getZ());
    verts.put((float) peak.getX()).put((float) peak.getY()).put((float) peak.getZ());

    verts.rewind();
    sides.getMeshData().setVertexBuffer(verts);
  }
예제 #4
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  /** Defines the normals of each face of the pyramid. */
  protected void setNormalData() {

    Vector3 normal = new Vector3();
    Vector3 work = new Vector3();

    FloatBuffer norms = BufferUtils.createVector3Buffer(12);

    // side 1
    MathUtil.createNormal(normal, vert0, vert1, peak, work);
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());

    // side 2
    MathUtil.createNormal(normal, vert1, vert2, peak, work);
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());

    // side 3
    MathUtil.createNormal(normal, vert2, vert3, peak, work);
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());

    // side 4
    MathUtil.createNormal(normal, vert3, vert0, peak, work);
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());
    norms.put((float) normal.getX()).put((float) normal.getY()).put((float) normal.getZ());

    norms.rewind();
    sides.getMeshData().setNormalBuffer(norms);
  }
예제 #5
0
파일: Particle.java 프로젝트: krka/Ardor3D
  /**
   * update position (using current position and velocity), color (interpolating between start and
   * end color), size (interpolating between start and end size), spin (using parent's spin speed)
   * and current age of particle. If this particle's age is greater than its lifespan, it is set to
   * status DEAD.
   *
   * <p>Note that this only changes the parameters of the Particle, not the geometry the particle is
   * associated with.
   *
   * @param secondsPassed number of seconds passed since last update.
   * @return true if this particle is not ALIVE (in other words, if it is ready to be reused.)
   */
  public boolean updateAndCheck(final double secondsPassed) {
    if (status != Status.Alive) {
      return true;
    }
    currentAge += secondsPassed * 1000; // add ms time to age
    if (currentAge > lifeSpan) {
      killParticle();
      return true;
    }

    final Vector3 temp = Vector3.fetchTempInstance();
    _position.addLocal(_velocity.multiply(secondsPassed * 1000f, temp));
    Vector3.releaseTempInstance(temp);

    // get interpolated values from appearance ramp:
    parent.getRamp().getValuesAtAge(currentAge, lifeSpan, currColor, values, parent);

    // interpolate colors
    final int verts = ParticleSystem.getVertsForParticleType(type);
    for (int x = 0; x < verts; x++) {
      BufferUtils.setInBuffer(
          currColor, parent.getParticleGeometry().getMeshData().getColorBuffer(), startIndex + x);
    }

    // check for tex animation
    final int newTexIndex = parent.getTexAnimation().getTexIndexAtAge(currentAge, lifeSpan, parent);
    // Update tex coords if applicable
    if (currentTexIndex != newTexIndex) {
      // Only supported in Quad type for now.
      if (ParticleType.Quad.equals(parent.getParticleType())) {
        // determine side
        final float side = (float) Math.sqrt(parent.getTexQuantity());
        int index = newTexIndex;
        if (index >= parent.getTexQuantity()) {
          index %= parent.getTexQuantity();
        }
        // figure row / col
        final float row = side - (int) (index / side) - 1;
        final float col = index % side;
        // set texcoords
        final float sU = col / side, eU = (col + 1) / side;
        final float sV = row / side, eV = (row + 1) / side;
        final FloatBuffer texs =
            parent.getParticleGeometry().getMeshData().getTextureCoords(0).getBuffer();
        texs.position(startIndex * 2);
        texs.put(eU).put(sV);
        texs.put(eU).put(eV);
        texs.put(sU).put(eV);
        texs.put(sU).put(sV);
        texs.clear();
      }
      currentTexIndex = newTexIndex;
    }

    return false;
  }
예제 #6
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  private void allocateVertices() {
    // allocate vertices
    final int verts = _axisSamples * (_radialSamples + 1) + (_closed ? 2 : 0);
    _meshData.setVertexBuffer(BufferUtils.createVector3Buffer(_meshData.getVertexBuffer(), verts));

    // allocate normals if requested
    _meshData.setNormalBuffer(BufferUtils.createVector3Buffer(_meshData.getNormalBuffer(), verts));

    // allocate texture coordinates
    _meshData.setTextureBuffer(BufferUtils.createVector2Buffer(verts), 0);

    final int count = ((_closed ? 2 : 0) + 2 * (_axisSamples - 1)) * _radialSamples;

    if (_meshData.getIndices() == null || _meshData.getIndices().getBufferLimit() != 3 * count) {
      _meshData.setIndices(BufferUtils.createIndexBufferData(3 * count, verts - 1));
    }

    setGeometryData();
    setIndexData();
  }
예제 #7
0
 /**
  * Constructor
  *
  * @param color
  */
 public SimpleCrosshair(ReadOnlyColorRGBA color) {
   super("Crosshair");
   ReadOnlyColorRGBA[] crosshairColor = {color, color, color, color};
   getMeshData().setIndexMode(IndexMode.Lines);
   getMeshData().setVertexBuffer(BufferUtils.createFloatBuffer(crosshairVertex));
   FloatBuffer colorBuffer = BufferUtils.createFloatBuffer(crosshairColor);
   colorBuffer.rewind();
   getMeshData().setColorBuffer(colorBuffer);
   getMeshData().setIndexBuffer(BufferUtils.createIntBuffer(crosshairIndex));
   getMeshData().getIndexBuffer().limit(4);
   getMeshData().getIndexBuffer().rewind();
   getSceneHints().setAllPickingHints(false);
   setModelBound(new BoundingBox());
   updateModelBound();
   MaterialState crosshairMaterialState = new MaterialState();
   crosshairMaterialState.setColorMaterial(MaterialState.ColorMaterial.Emissive);
   crosshairMaterialState.setEnabled(true);
   getSceneHints().setLightCombineMode(LightCombineMode.Off);
   setRenderState(crosshairMaterialState);
   updateGeometricState(0, true);
 }
예제 #8
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  private void recreateBuffers() {
    // determine vert quantity - first the sphere caps
    final int sampleLines = (2 * sphereSamples - 1 + axisSamples);
    final int verts = (radialSamples + 1) * sampleLines + 2;

    _meshData.setVertexBuffer(BufferUtils.createVector3Buffer(_meshData.getVertexBuffer(), verts));

    // allocate normals
    _meshData.setNormalBuffer(BufferUtils.createVector3Buffer(_meshData.getNormalBuffer(), verts));

    // allocate texture coordinates
    _meshData.setTextureCoords(new TexCoords(BufferUtils.createVector2Buffer(verts)), 0);

    // determine tri quantity
    final int tris = 2 * radialSamples * sampleLines;

    _meshData.setIndexBuffer(BufferUtils.createIntBuffer(_meshData.getIndexBuffer(), 3 * tris));

    setGeometryData();
    setIndexData();
  }
예제 #9
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  private Mesh createDegenerateStripMesh() {
    final Mesh mesh = new Mesh();
    final MeshData meshData = mesh.getMeshData();

    final FloatBuffer vertexBuffer = BufferUtils.createVector3Buffer(totalSize);
    final FloatBuffer normalBuffer = BufferUtils.createVector3Buffer(totalSize);
    final FloatBuffer textureBuffer = BufferUtils.createVector2Buffer(totalSize);

    final IntBuffer indexBuffer =
        BufferUtils.createIntBuffer((ySize - 1) * xSize * 2 + (ySize - 1) * 2);

    for (int y = 0; y < ySize; y++) {
      for (int x = 0; x < xSize; x++) {
        vertexBuffer.put(x).put(y).put(0);
        normalBuffer.put(0).put(0).put(1);
        textureBuffer.put(x).put(y);
      }
    }

    for (int y = 0; y < ySize - 1; y++) {
      for (int x = 0; x < xSize; x++) {
        final int index = y * xSize + x;
        indexBuffer.put(index);
        indexBuffer.put(index + xSize);
      }

      final int index = (y + 1) * xSize;
      indexBuffer.put(index + xSize - 1);
      indexBuffer.put(index);
    }

    meshData.setVertexBuffer(vertexBuffer);
    meshData.setNormalBuffer(normalBuffer);
    meshData.setTextureBuffer(textureBuffer, 0);

    meshData.setIndexBuffer(indexBuffer);
    meshData.setIndexMode(IndexMode.TriangleStrip);

    return mesh;
  }
  protected static int create(final ByteBuffer program) {

    final IntBuffer buf = BufferUtils.createIntBuffer(1);

    ARBProgram.glGenProgramsARB(buf);
    ARBProgram.glBindProgramARB(ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, buf.get(0));
    ARBProgram.glProgramStringARB(
        ARBVertexProgram.GL_VERTEX_PROGRAM_ARB, ARBProgram.GL_PROGRAM_FORMAT_ASCII_ARB, program);

    checkProgramError();

    return buf.get(0);
  }
  /**
   * Queries OpenGL for errors in the vertex program. Errors are logged as SEVERE, noting both the
   * line number and message.
   */
  private static void checkProgramError() {
    if (GL11.glGetError() == GL11.GL_INVALID_OPERATION) {
      // retrieve the error position
      final IntBuffer errorloc = BufferUtils.createIntBuffer(16);
      GL11.glGetInteger(ARBProgram.GL_PROGRAM_ERROR_POSITION_ARB, errorloc);

      logger.severe(
          "Error "
              + GL11.glGetString(ARBProgram.GL_PROGRAM_ERROR_STRING_ARB)
              + " in vertex program on line "
              + errorloc.get(0));
    }
  }
  private static void checkLinkError(final int programId) {
    final GL gl = GLContext.getCurrentGL();

    final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
    final IntBuffer compiled = context.getDirectNioBuffersSet().getSingleIntBuffer();
    compiled.clear();
    if (gl.isGL2()) {
      gl.getGL2().glGetObjectParameterivARB(programId, GL2ES2.GL_LINK_STATUS, compiled);
    } else {
      if (gl.isGL2ES2()) {
        gl.getGL2ES2().glGetProgramiv(programId, GL2ES2.GL_LINK_STATUS, compiled);
      }
    }
    if (compiled.get(0) == GL.GL_FALSE) {
      if (gl.isGL2()) {
        gl.getGL2().glGetObjectParameterivARB(programId, GL2ES2.GL_INFO_LOG_LENGTH, compiled);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glGetProgramiv(programId, GL2ES2.GL_INFO_LOG_LENGTH, compiled);
        }
      }
      final int length = compiled.get(0);
      String out = null;
      if (length > 0) {
        final ByteBuffer infoLogBuf = context.getDirectNioBuffersSet().getInfoLogBuffer();
        final ByteBuffer infoLog;
        if (length <= infoLogBuf.capacity()) {
          infoLog = infoLogBuf;
          infoLogBuf.rewind().limit(length);
        } else {
          infoLog = BufferUtils.createByteBuffer(length);
        }
        if (gl.isGL2()) {
          gl.getGL2().glGetInfoLogARB(programId, infoLog.limit(), compiled, infoLog);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glGetProgramInfoLog(programId, infoLog.limit(), compiled, infoLog);
          }
        }

        final byte[] infoBytes = new byte[length];
        infoLog.get(infoBytes);
        out = new String(infoBytes);
      }

      logger.severe(out);

      // throw new Ardor3dException("Error linking GLSL shader: " + out);
    }
  }
예제 #13
0
파일: Particle.java 프로젝트: krka/Ardor3D
  /**
   * Reset particle conditions. Besides the passed lifespan, we also reset color, size, and spin
   * angle to their starting values (as given by parent.) Status is set to Status.Available.
   *
   * @param lifeSpan the recreated particle's new lifespan
   */
  public void recreateParticle(final double lifeSpan) {
    this.lifeSpan = lifeSpan;

    final int verts = ParticleSystem.getVertsForParticleType(type);
    currColor.set(parent.getStartColor());
    for (int x = 0; x < verts; x++) {
      BufferUtils.setInBuffer(
          currColor, parent.getParticleGeometry().getMeshData().getColorBuffer(), startIndex + x);
    }
    values[VAL_CURRENT_SIZE] = parent.getStartSize();
    currentAge = 0;
    values[VAL_CURRENT_MASS] = 1;
    status = Status.Available;
  }
  private static void checkLinkError(final int programId) {
    final GL gl = GLU.getCurrentGL();

    final IntBuffer compiled = BufferUtils.createIntBuffer(1);
    gl.glGetObjectParameterivARB(programId, GL.GL_LINK_STATUS, compiled);
    if (compiled.get(0) == GL.GL_FALSE) {
      gl.glGetObjectParameterivARB(programId, GL.GL_INFO_LOG_LENGTH, compiled);
      final int length = compiled.get(0);
      String out = null;
      if (length > 0) {
        final ByteBuffer infoLog = BufferUtils.createByteBuffer(length);

        gl.glGetInfoLogARB(programId, infoLog.limit(), compiled, infoLog);

        final byte[] infoBytes = new byte[length];
        infoLog.get(infoBytes);
        out = new String(infoBytes);
      }

      logger.severe(out);

      // throw new Ardor3dException("Error linking GLSL shader: " + out);
    }
  }
  /**
   * Check for program errors. If an error is detected, program exits.
   *
   * @param compiled the compiler state for a given shader
   * @param id shader's id
   */
  private static void checkProgramError(final IntBuffer compiled, final int id) {
    final GL gl = GLU.getCurrentGL();

    if (compiled.get(0) == GL.GL_FALSE) {
      final IntBuffer iVal = BufferUtils.createIntBuffer(1);
      gl.glGetObjectParameterivARB(id, GL.GL_OBJECT_INFO_LOG_LENGTH_ARB, iVal);
      final int length = iVal.get(0);
      String out = null;

      if (length > 0) {
        final ByteBuffer infoLog = BufferUtils.createByteBuffer(length);

        gl.glGetInfoLogARB(id, infoLog.limit(), iVal, infoLog);

        final byte[] infoBytes = new byte[length];
        infoLog.get(infoBytes);
        out = new String(infoBytes);
      }

      logger.severe(out);

      throw new Ardor3dException("Error compiling GLSL shader: " + out);
    }
  }
  /**
   * Queries OpenGL for errors in the vertex program. Errors are logged as SEVERE, noting both the
   * line number and message.
   */
  private static void checkProgramError() {
    final GL gl = GLU.getCurrentGL();

    if (gl.glGetError() == GL.GL_INVALID_OPERATION) {
      // retrieve the error position
      final IntBuffer errorloc = BufferUtils.createIntBuffer(16);
      gl.glGetIntegerv(GL.GL_PROGRAM_ERROR_POSITION_ARB, errorloc); // TODO Check for integer

      logger.severe(
          "Error "
              + gl.glGetString(GL.GL_PROGRAM_ERROR_STRING_ARB)
              + " in vertex program on line "
              + errorloc.get(0));
    }
  }
  /**
   * <code>setupTexture</code> initializes a new Texture object for use with TextureRenderer.
   * Generates a valid gl texture id for this texture and inits the data type for the texture.
   */
  public void setupTexture(final Texture tex) {
    if (tex.getType() != Type.TwoDimensional) {
      throw new IllegalArgumentException("Unsupported type: " + tex.getType());
    }
    final RenderContext context = ContextManager.getCurrentContext();
    final TextureStateRecord record =
        (TextureStateRecord) context.getStateRecord(RenderState.StateType.Texture);

    // check if we are already setup... if so, throw error.
    if (tex.getTextureKey() == null) {
      tex.setTextureKey(TextureKey.getRTTKey(tex.getMinificationFilter()));
    } else if (tex.getTextureIdForContext(context.getGlContextRep()) != 0) {
      throw new Ardor3dException("Texture is already setup and has id.");
    }

    // Create the texture
    final IntBuffer ibuf = BufferUtils.createIntBuffer(1);
    GL11.glGenTextures(ibuf);
    final int textureId = ibuf.get(0);
    tex.setTextureIdForContext(context.getGlContextRep(), textureId);

    LwjglTextureStateUtil.doTextureBind(tex, 0, true);

    // Initialize our texture with some default data.
    final int internalFormat = LwjglTextureUtil.getGLInternalFormat(tex.getTextureStoreFormat());
    final int dataFormat =
        LwjglTextureUtil.getGLPixelFormatFromStoreFormat(tex.getTextureStoreFormat());
    final int pixelDataType =
        LwjglTextureUtil.getGLPixelDataType(tex.getRenderedTexturePixelDataType());

    GL11.glTexImage2D(
        GL11.GL_TEXTURE_2D,
        0,
        internalFormat,
        _width,
        _height,
        0,
        dataFormat,
        pixelDataType,
        (ByteBuffer) null);

    // Setup filtering and wrap
    final TextureRecord texRecord = record.getTextureRecord(textureId, tex.getType());
    LwjglTextureStateUtil.applyFilter(tex, texRecord, 0, record, context.getCapabilities());
    LwjglTextureStateUtil.applyWrap(tex, texRecord, 0, record, context.getCapabilities());

    logger.fine("setup pbuffer tex" + textureId + ": " + _width + "," + _height);
  }
예제 #18
0
  private Spatial createLines() {
    final FloatBuffer verts = BufferUtils.createVector3Buffer(3);
    verts.put(0).put(0).put(0);
    verts.put(5).put(5).put(0);
    verts.put(0).put(5).put(0);
    final Line line = new Line("Lines", verts, null, null, null);
    // since we do not set texture coords, but we'll have a texture state applied at root, we need
    // to turn off
    // textures on this Line to prevent bleeding of texture coordinates from other shapes.
    line.getSceneHints().setTextureCombineMode(TextureCombineMode.Off);
    line.getMeshData().setIndexMode(IndexMode.LineStrip);
    line.setLineWidth(2);
    line.getSceneHints().setLightCombineMode(LightCombineMode.Off);

    return line;
  }
  /**
   * Check for program errors. If an error is detected, program exits.
   *
   * @param compilerState the compiler state for a given shader
   * @param id shader's id
   */
  private static void checkProgramError(
      final int compilerState, final int id, final String shaderName) {
    final GL gl = GLContext.getCurrentGL();

    if (compilerState == GL.GL_FALSE) {
      final JoglRenderContext context = (JoglRenderContext) ContextManager.getCurrentContext();
      final IntBuffer iVal = context.getDirectNioBuffersSet().getSingleIntBuffer();
      iVal.clear();
      if (gl.isGL2()) {
        gl.getGL2().glGetObjectParameterivARB(id, GL2.GL_OBJECT_INFO_LOG_LENGTH_ARB, iVal);
      } else {
        if (gl.isGL2ES2()) {
          gl.getGL2ES2().glGetProgramiv(id, GL2ES2.GL_INFO_LOG_LENGTH, iVal);
        }
      }
      final int length = iVal.get(0);
      String out = null;

      if (length > 0) {
        final ByteBuffer infoLogBuf = context.getDirectNioBuffersSet().getInfoLogBuffer();
        final ByteBuffer infoLog;
        if (length <= infoLogBuf.capacity()) {
          infoLog = infoLogBuf;
          infoLogBuf.rewind().limit(length);
        } else {
          infoLog = BufferUtils.createByteBuffer(length);
        }
        if (gl.isGL2()) {
          gl.getGL2().glGetInfoLogARB(id, infoLog.limit(), iVal, infoLog);
        } else {
          if (gl.isGL2ES2()) {
            gl.getGL2ES2().glGetProgramInfoLog(id, infoLog.limit(), iVal, infoLog);
          }
        }

        final byte[] infoBytes = new byte[length];
        infoLog.get(infoBytes);
        out = new String(infoBytes);
      }

      logger.severe(out);

      final String nameString = shaderName.equals("") ? "" : " [ " + shaderName + " ]";
      throw new Ardor3dException("Error compiling GLSL shader " + nameString + ": " + out);
    }
  }
예제 #20
0
  /**
   * Merges this sphere with the given OBB.
   *
   * @param volume The OBB to merge.
   * @return This sphere, after merging.
   */
  private BoundingSphere mergeLocalOBB(final OrientedBoundingBox volume) {
    // check for infinite bounds to prevent NaN values... is so, return infinite bounds with center
    // at origin
    if (Double.isInfinite(getRadius()) || Vector3.isInfinite(volume.getExtent())) {
      setCenter(Vector3.ZERO);
      setRadius(Double.POSITIVE_INFINITY);
      return this;
    }

    // compute edge points from the obb
    if (!volume.correctCorners) {
      volume.computeCorners();
    }

    final FloatBuffer mergeBuf = BufferUtils.createFloatBufferOnHeap(8 * 3);

    for (int i = 0; i < 8; i++) {
      mergeBuf.put((float) volume._vectorStore[i].getX());
      mergeBuf.put((float) volume._vectorStore[i].getY());
      mergeBuf.put((float) volume._vectorStore[i].getZ());
    }

    // remember old radius and center
    final double oldRadius = getRadius();
    final double oldCenterX = _center.getX();
    final double oldCenterY = _center.getY();
    final double oldCenterZ = _center.getZ();

    // compute new radius and center from obb points
    computeFromPoints(mergeBuf);

    final double newCenterX = _center.getX();
    final double newCenterY = _center.getY();
    final double newCenterZ = _center.getZ();
    final double newRadius = getRadius();

    // restore old center and radius
    _center.set(oldCenterX, oldCenterY, oldCenterZ);
    setRadius(oldRadius);

    // merge obb points result
    merge(newRadius, _compVect4.set(newCenterX, newCenterY, newCenterZ), this);

    return this;
  }
  private static int create(final ByteBuffer program) {
    final GL gl = GLU.getCurrentGL();

    final IntBuffer buf = BufferUtils.createIntBuffer(1);

    gl.glGenProgramsARB(buf.limit(), buf);
    gl.glBindProgramARB(GL.GL_VERTEX_PROGRAM_ARB, buf.get(0));

    final byte array[] = new byte[program.limit()];
    program.rewind();
    program.get(array);
    gl.glProgramStringARB(
        GL.GL_VERTEX_PROGRAM_ARB, GL.GL_PROGRAM_FORMAT_ASCII_ARB, array.length, new String(array));

    checkProgramError();

    return buf.get(0);
  }
예제 #22
0
 public Arc(final String name, final int vertices) {
   super(name);
   getMeshData().setIndexMode(IndexMode.LineStrip);
   getMeshData().setVertexBuffer(BufferUtils.createVector3Buffer(vertices));
   Util.disablePickShadowLight(this);
 }
  public LwjglContextCapabilities(final org.lwjgl.opengl.ContextCapabilities caps) {
    final IntBuffer buf = BufferUtils.createIntBuffer(16);

    _supportsVBO = caps.GL_ARB_vertex_buffer_object;
    _supportsGL1_2 = caps.OpenGL12;
    _supportsMultisample = caps.GL_ARB_multisample;

    _supportsConstantColor = _supportsEq = caps.GL_ARB_imaging;
    _supportsSeparateFunc = caps.GL_EXT_blend_func_separate;
    _supportsSeparateEq = caps.GL_EXT_blend_equation_separate;
    _supportsMinMax = caps.GL_EXT_blend_minmax;
    _supportsSubtract = caps.GL_EXT_blend_subtract;

    _supportsFogCoords = caps.GL_EXT_fog_coord;
    _supportsFragmentProgram = caps.GL_ARB_fragment_program;
    _supportsVertexProgram = caps.GL_ARB_vertex_program;

    _supportsTextureLodBias = caps.GL_EXT_texture_lod_bias;
    if (_supportsTextureLodBias) {
      GL11.glGetInteger(EXTTextureLODBias.GL_MAX_TEXTURE_LOD_BIAS_EXT, buf);
      _maxTextureLodBias = buf.get(0);
    } else {
      _maxTextureLodBias = 0f;
    }

    _glslSupported =
        caps.GL_ARB_shader_objects
            && caps.GL_ARB_fragment_shader
            && caps.GL_ARB_vertex_shader
            && caps.GL_ARB_shading_language_100;

    if (_glslSupported) {
      GL11.glGetInteger(ARBVertexShader.GL_MAX_VERTEX_ATTRIBS_ARB, buf);
      _maxGLSLVertexAttribs = buf.get(0);
    }

    // Pbuffer
    _pbufferSupported = caps.GL_ARB_pixel_buffer_object;

    // FBO
    _fboSupported = caps.GL_EXT_framebuffer_object;
    if (_fboSupported) {
      if (caps.GL_ARB_draw_buffers) {
        GL11.glGetInteger(EXTFramebufferObject.GL_MAX_COLOR_ATTACHMENTS_EXT, buf);
        _maxFBOColorAttachments = buf.get(0);
      } else {
        _maxFBOColorAttachments = 1;
      }

      // Max multisample samples.
      if (caps.GL_EXT_framebuffer_multisample && caps.GL_EXT_framebuffer_blit) {
        GL11.glGetInteger(EXTFramebufferMultisample.GL_MAX_SAMPLES_EXT, buf);
        _maxFBOSamples = buf.get(0);
      } else {
        _maxFBOSamples = 0;
      }
    } else {
      _maxFBOColorAttachments = 0;
    }

    _twoSidedStencilSupport = caps.GL_EXT_stencil_two_side;
    _stencilWrapSupport = caps.GL_EXT_stencil_wrap;

    // number of available auxiliary draw buffers
    GL11.glGetInteger(GL11.GL_AUX_BUFFERS, buf);
    _numAuxDrawBuffers = buf.get(0);

    // max texture size.
    GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE, buf);
    _maxTextureSize = buf.get(0);

    // Check for support of multitextures.
    _supportsMultiTexture = caps.GL_ARB_multitexture;

    // Check for support of fixed function dot3 environment settings
    _supportsEnvDot3 = caps.GL_ARB_texture_env_dot3;

    // Check for support of fixed function dot3 environment settings
    _supportsEnvCombine = caps.GL_ARB_texture_env_combine;

    // Check for support of automatic mipmap generation
    _automaticMipMaps = caps.GL_SGIS_generate_mipmap;

    _supportsDepthTexture = caps.GL_ARB_depth_texture;
    _supportsShadow = caps.GL_ARB_shadow;

    // If we do support multitexturing, find out how many textures we
    // can handle.
    if (_supportsMultiTexture) {
      GL11.glGetInteger(ARBMultitexture.GL_MAX_TEXTURE_UNITS_ARB, buf);
      _numFixedTexUnits = buf.get(0);
    } else {
      _numFixedTexUnits = 1;
    }

    // Go on to check number of texture units supported for vertex and
    // fragment shaders
    if (caps.GL_ARB_shader_objects && caps.GL_ARB_vertex_shader && caps.GL_ARB_fragment_shader) {
      GL11.glGetInteger(ARBVertexShader.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, buf);
      _numVertexTexUnits = buf.get(0);
      GL11.glGetInteger(ARBFragmentShader.GL_MAX_TEXTURE_IMAGE_UNITS_ARB, buf);
      _numFragmentTexUnits = buf.get(0);
      GL11.glGetInteger(ARBFragmentShader.GL_MAX_TEXTURE_COORDS_ARB, buf);
      _numFragmentTexCoordUnits = buf.get(0);
    } else {
      // based on nvidia dev doc:
      // http://developer.nvidia.com/object/General_FAQ.html#t6
      // "For GPUs that do not support GL_ARB_fragment_program and
      // GL_NV_fragment_program, those two limits are set equal to
      // GL_MAX_TEXTURE_UNITS."
      _numFragmentTexCoordUnits = _numFixedTexUnits;
      _numFragmentTexUnits = _numFixedTexUnits;

      // We'll set this to 0 for now since we do not know:
      _numVertexTexUnits = 0;
    }

    // Now determine the maximum number of supported texture units
    _numTotalTexUnits =
        Math.max(
            _numFragmentTexCoordUnits,
            Math.max(_numFixedTexUnits, Math.max(_numFragmentTexUnits, _numVertexTexUnits)));

    // Check for S3 texture compression capability.
    _supportsS3TCCompression = caps.GL_EXT_texture_compression_s3tc;

    // Check for 3D texture capability.
    _supportsTexture3D = caps.OpenGL12;

    // Check for cubemap capability.
    _supportsTextureCubeMap = caps.GL_ARB_texture_cube_map;

    // See if we support anisotropic filtering
    _supportsAniso = caps.GL_EXT_texture_filter_anisotropic;

    if (_supportsAniso) {
      // Due to LWJGL buffer check, you can't use smaller sized
      // buffers (min_size = 16 for glGetFloat()).
      final FloatBuffer max_a = BufferUtils.createFloatBuffer(16);
      max_a.rewind();

      // Grab the maximum anisotropic filter.
      GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, max_a);

      // set max.
      _maxAnisotropic = max_a.get(0);
    }

    // See if we support textures that are not power of 2 in size.
    _supportsNonPowerTwo = caps.GL_ARB_texture_non_power_of_two;

    // See if we support textures that do not have width == height.
    _supportsRectangular = caps.GL_ARB_texture_rectangle;

    _supportsMirroredRepeat = caps.GL_ARB_texture_mirrored_repeat;
    _supportsMirrorClamp =
        _supportsMirrorEdgeClamp = _supportsMirrorBorderClamp = caps.GL_EXT_texture_mirror_clamp;
    _supportsBorderClamp = caps.GL_ARB_texture_border_clamp;
    _supportsEdgeClamp = _supportsGL1_2;
  }
예제 #24
0
  private void setGeometryData() {
    // generate geometry
    final double inverseRadial = 1.0 / _radialSamples;
    final double inverseAxisLess = 1.0 / (_closed ? _axisSamples - 3 : _axisSamples - 1);
    final double inverseAxisLessTexture = 1.0 / (_axisSamples - 1);
    final double halfHeight = 0.5 * _height;

    // Generate points on the unit circle to be used in computing the mesh
    // points on a cylinder slice.
    final double[] sin = new double[_radialSamples + 1];
    final double[] cos = new double[_radialSamples + 1];

    for (int radialCount = 0; radialCount < _radialSamples; radialCount++) {
      final double angle = MathUtils.TWO_PI * inverseRadial * radialCount;
      cos[radialCount] = MathUtils.cos(angle);
      sin[radialCount] = MathUtils.sin(angle);
    }
    sin[_radialSamples] = sin[0];
    cos[_radialSamples] = cos[0];

    // generate the cylinder itself
    final Vector3 tempNormal = new Vector3();
    for (int axisCount = 0, i = 0; axisCount < _axisSamples; axisCount++) {
      double axisFraction;
      double axisFractionTexture;
      int topBottom = 0;
      if (!_closed) {
        axisFraction = axisCount * inverseAxisLess; // in [0,1]
        axisFractionTexture = axisFraction;
      } else {
        if (axisCount == 0) {
          topBottom = -1; // bottom
          axisFraction = 0;
          axisFractionTexture = inverseAxisLessTexture;
        } else if (axisCount == _axisSamples - 1) {
          topBottom = 1; // top
          axisFraction = 1;
          axisFractionTexture = 1 - inverseAxisLessTexture;
        } else {
          axisFraction = (axisCount - 1) * inverseAxisLess;
          axisFractionTexture = axisCount * inverseAxisLessTexture;
        }
      }
      final double z = -halfHeight + _height * axisFraction;

      // compute center of slice
      final Vector3 sliceCenter = new Vector3(0, 0, z);

      // compute slice vertices with duplication at end point
      final int save = i;
      for (int radialCount = 0; radialCount < _radialSamples; radialCount++) {
        final double radialFraction = radialCount * inverseRadial; // in [0,1)
        tempNormal.set(cos[radialCount], sin[radialCount], 0);
        if (topBottom == 0) {
          if (!_inverted) {
            _meshData
                .getNormalBuffer()
                .put(tempNormal.getXf())
                .put(tempNormal.getYf())
                .put(tempNormal.getZf());
          } else {
            _meshData
                .getNormalBuffer()
                .put(-tempNormal.getXf())
                .put(-tempNormal.getYf())
                .put(-tempNormal.getZf());
          }
        } else {
          _meshData.getNormalBuffer().put(0).put(0).put(topBottom * (_inverted ? -1 : 1));
        }

        tempNormal
            .multiplyLocal((_radius - _radius2) * axisFraction + _radius2)
            .addLocal(sliceCenter);
        _meshData
            .getVertexBuffer()
            .put(tempNormal.getXf())
            .put(tempNormal.getYf())
            .put(tempNormal.getZf());

        _meshData
            .getTextureCoords(0)
            .getBuffer()
            .put((float) (_inverted ? 1 - radialFraction : radialFraction))
            .put((float) axisFractionTexture);
        i++;
      }

      BufferUtils.copyInternalVector3(_meshData.getVertexBuffer(), save, i);
      BufferUtils.copyInternalVector3(_meshData.getNormalBuffer(), save, i);

      _meshData
          .getTextureCoords(0)
          .getBuffer()
          .put((_inverted ? 0.0f : 1.0f))
          .put((float) axisFractionTexture);

      i++;
    }

    if (_closed) {
      _meshData.getVertexBuffer().put(0).put(0).put((float) -halfHeight); // bottom center
      _meshData.getNormalBuffer().put(0).put(0).put(-1 * (_inverted ? -1 : 1));
      _meshData.getTextureCoords(0).getBuffer().put(0.5f).put(0);
      _meshData.getVertexBuffer().put(0).put(0).put((float) halfHeight); // top center
      _meshData.getNormalBuffer().put(0).put(0).put(1 * (_inverted ? -1 : 1));
      _meshData.getTextureCoords(0).getBuffer().put(0.5f).put(1);
    }
  }
예제 #25
0
 @Override
 protected ByteBuffer initialValue() {
   return BufferUtils.createByteBufferOnHeap(tileSize * tileSize * 3);
 }
  protected static void sendToGL(final GLSLShaderObjectsState state) {
    final GL gl = GLU.getCurrentGL();

    if (state.getVertexShader() == null && state.getFragmentShader() == null) {
      logger.warning("Could not find shader resources!" + "(both inputbuffers are null)");
      state._needSendShader = false;
      return;
    }

    if (state._programID == -1) {
      state._programID = gl.glCreateProgramObjectARB();
    }

    if (state.getVertexShader() != null) {
      if (state._vertexShaderID != -1) {
        removeVertShader(state);
      }

      state._vertexShaderID = gl.glCreateShaderObjectARB(GL.GL_VERTEX_SHADER_ARB);

      // Create the sources
      final byte array[] = new byte[state.getVertexShader().limit()];
      state.getVertexShader().rewind();
      state.getVertexShader().get(array);
      gl.glShaderSourceARB(
          state._vertexShaderID, 1, new String[] {new String(array)}, new int[] {array.length}, 0);

      // Compile the vertex shader
      final IntBuffer compiled = BufferUtils.createIntBuffer(1);
      gl.glCompileShaderARB(state._vertexShaderID);
      gl.glGetObjectParameterivARB(
          state._vertexShaderID, GL.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      checkProgramError(compiled, state._vertexShaderID);

      // Attach the program
      gl.glAttachObjectARB(state._programID, state._vertexShaderID);
    } else if (state._vertexShaderID != -1) {
      removeVertShader(state);
      state._vertexShaderID = -1;
    }

    if (state.getFragmentShader() != null) {
      if (state._fragmentShaderID != -1) {
        removeFragShader(state);
      }

      state._fragmentShaderID = gl.glCreateShaderObjectARB(GL.GL_FRAGMENT_SHADER_ARB);

      // Create the sources
      final byte array[] = new byte[state.getFragmentShader().limit()];
      state.getFragmentShader().rewind();
      state.getFragmentShader().get(array);
      gl.glShaderSourceARB(
          state._fragmentShaderID,
          1,
          new String[] {new String(array)},
          new int[] {array.length},
          0);

      // Compile the fragment shader
      final IntBuffer compiled = BufferUtils.createIntBuffer(1);
      gl.glCompileShaderARB(state._fragmentShaderID);
      gl.glGetObjectParameterivARB(
          state._fragmentShaderID, GL.GL_OBJECT_COMPILE_STATUS_ARB, compiled);
      checkProgramError(compiled, state._fragmentShaderID);

      // Attach the program
      gl.glAttachObjectARB(state._programID, state._fragmentShaderID);
    } else if (state._fragmentShaderID != -1) {
      removeFragShader(state);
      state._fragmentShaderID = -1;
    }

    gl.glLinkProgramARB(state._programID);
    checkLinkError(state._programID);
    state.setNeedsRefresh(true);
    state._needSendShader = false;
  }
예제 #27
0
파일: Particle.java 프로젝트: krka/Ardor3D
  /**
   * Update the vertices for this particle, taking size, spin and viewer into consideration. In the
   * case of particle type ParticleType.GeomMesh, the original triangle normal is maintained rather
   * than rotating it to face the camera or parent vectors.
   *
   * @param cam Camera to use in determining viewer aspect. If null, or if parent is not set to
   *     camera facing, parent's left and up vectors are used.
   */
  public void updateVerts(final Camera cam) {
    final double orient = parent.getParticleOrientation() + values[VAL_CURRENT_SPIN];
    final double currSize = values[VAL_CURRENT_SIZE];

    if (type == ParticleSystem.ParticleType.GeomMesh
        || type == ParticleSystem.ParticleType.Point) {; // nothing to do
    } else if (cam != null && parent.isCameraFacing()) {
      final ReadOnlyVector3 camUp = cam.getUp();
      final ReadOnlyVector3 camLeft = cam.getLeft();
      final ReadOnlyVector3 camDir = cam.getDirection();
      if (parent.isVelocityAligned()) {
        bbX.set(_velocity).normalizeLocal().multiplyLocal(currSize);
        camDir.cross(bbX, bbY).normalizeLocal().multiplyLocal(currSize);
      } else if (orient == 0) {
        bbX.set(camLeft).multiplyLocal(currSize);
        bbY.set(camUp).multiplyLocal(currSize);
      } else {
        final double cA = MathUtils.cos(orient) * currSize;
        final double sA = MathUtils.sin(orient) * currSize;
        bbX.set(camLeft)
            .multiplyLocal(cA)
            .addLocal(camUp.getX() * sA, camUp.getY() * sA, camUp.getZ() * sA);
        bbY.set(camLeft)
            .multiplyLocal(-sA)
            .addLocal(camUp.getX() * cA, camUp.getY() * cA, camUp.getZ() * cA);
      }
    } else {
      bbX.set(parent.getLeftVector()).multiplyLocal(0);
      bbY.set(parent.getUpVector()).multiplyLocal(0);
    }

    final Vector3 tempVec3 = Vector3.fetchTempInstance();
    final FloatBuffer vertexBuffer = parent.getParticleGeometry().getMeshData().getVertexBuffer();
    switch (type) {
      case Quad:
        {
          _position.subtract(bbX, tempVec3).subtractLocal(bbY);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 0);

          _position.subtract(bbX, tempVec3).addLocal(bbY);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 1);

          _position.add(bbX, tempVec3).addLocal(bbY);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 2);

          _position.add(bbX, tempVec3).subtractLocal(bbY);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 3);
          break;
        }
      case GeomMesh:
        {
          final Quaternion tempQuat = Quaternion.fetchTempInstance();
          final ReadOnlyVector3 norm = triModel.getNormal();
          if (orient != 0) {
            tempQuat.fromAngleNormalAxis(orient, norm);
          }

          for (int x = 0; x < 3; x++) {
            if (orient != 0) {
              tempQuat.apply(triModel.get(x), tempVec3);
            } else {
              tempVec3.set(triModel.get(x));
            }
            tempVec3.multiplyLocal(currSize).addLocal(_position);
            BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + x);
          }
          Quaternion.releaseTempInstance(tempQuat);
          break;
        }
      case Triangle:
        {
          _position
              .subtract(3 * bbX.getX(), 3 * bbX.getY(), 3 * bbX.getZ(), tempVec3)
              .subtractLocal(bbY);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 0);

          _position.add(bbX, tempVec3).addLocal(3 * bbY.getX(), 3 * bbY.getY(), 3 * bbY.getZ());
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 1);

          _position.add(bbX, tempVec3).subtractLocal(bbY);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 2);
          break;
        }
      case Line:
        {
          _position.subtract(bbX, tempVec3);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex);

          _position.add(bbX, tempVec3);
          BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + 1);
          break;
        }
      case Point:
        {
          BufferUtils.setInBuffer(_position, vertexBuffer, startIndex);
          break;
        }
    }
    Vector3.releaseTempInstance(tempVec3);
  }