private void draw(GL2ES2 gl) { // gl.glClearColor(0.5f, 0.1f, 0.1f, 1); // gl.glClear(GL2ES2.GL_COLOR_BUFFER_BIT); shaderState.useProgram(gl, true); time.setData((System.currentTimeMillis() - millisOffset) / 1000.0f); shaderState.uniform(gl, time); vertices.enableBuffer(gl, true); gl.glDrawArrays(GL2ES2.GL_TRIANGLE_STRIP, 0, 4); vertices.enableBuffer(gl, false); shaderState.useProgram(gl, false); // Compute current framerate and printout. frameCount++; fcount += 1; int m = (int) (System.currentTimeMillis() - millisOffset); if (m - lastm > 1000 * fint) { frameRate = (float) (fcount) / fint; fcount = 0; lastm = m; } if (frameCount % TARGET_FPS == 0) { System.out.println("FrameCount: " + frameCount + " - " + "FrameRate: " + frameRate); } }
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; }
/** * Reset all previously mapped uniform data * * <p>Uniform data and location is bound to the program, hence both are updated here * * @throws GLException is the program is not in use * @see #attachShaderProgram(GL2ES2, ShaderProgram) */ private final void resetAllUniforms(GL2ES2 gl) { if (!shaderProgram.inUse()) throw new GLException("Program is not in use"); activeUniformLocationMap.clear(); for (Iterator<GLUniformData> iter = managedUniforms.iterator(); iter.hasNext(); ) { iter.next().setLocation(-1); } for (Iterator<GLUniformData> iter = activeUniformDataMap.values().iterator(); iter.hasNext(); ) { final GLUniformData uniform = iter.next(); uniform.setLocation(-1); uniform(gl, uniform); } }
// Unused routines public void reshape(GLAutoDrawable glad, int x, int y, int width, int height) { System.err.println("reshape .."); final GL2ES2 gl = glad.getGL().getGL2ES2(); pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION); pmvMatrix.glLoadIdentity(); // pmvMatrix.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f); pmvMatrix.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 10.0f); pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); pmvMatrix.glLoadIdentity(); st.useProgram(gl, true); st.uniform(gl, pmvMatrixUniform); st.useProgram(gl, false); }
@Override public void reshape( final GLAutoDrawable drawable, final int x, final int y, final int width, final int height) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); // Clear background to white gl.glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); if (null != st) { pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION); pmvMatrix.glLoadIdentity(); pmvMatrix.glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 10.0f); pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); pmvMatrix.glLoadIdentity(); st.useProgram(gl, true); st.uniform(gl, pmvMatrixUniform); st.useProgram(gl, false); } }
@Override public void display(final GLAutoDrawable glad) { final long t1 = System.currentTimeMillis(); final GL2ES2 gl = glad.getGL().getGL2ES2(); if (clearBuffers) { if (null != tileRendererInUse) { gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); } else { gl.glClearColor(0, 0, 0, 0); } gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); } if (!gl.hasGLSL()) { return; } st.useProgram(gl, true); // One rotation every four seconds pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); pmvMatrix.glLoadIdentity(); pmvMatrix.glTranslatef(0, 0, -10); if (doRotate) { final float ang = ((t1 - t0) * 360.0F) / 4000.0F; pmvMatrix.glRotatef(ang, 0, 0, 1); pmvMatrix.glRotatef(ang, 0, 1, 0); } st.uniform(gl, pmvMatrixUniform); // Draw a square vertices.enableBuffer(gl, true); colors.enableBuffer(gl, true); gl.glDrawArrays(GL.GL_TRIANGLE_STRIP, 0, 4); vertices.enableBuffer(gl, false); colors.enableBuffer(gl, false); st.useProgram(gl, false); }
@Test public void testShaderState01Validation() throws InterruptedException { // preset .. final NEWTGLContext.WindowContext winctx = NEWTGLContext.createOnscreenWindow(GLProfile.getGL2ES2(), 480, 480, true); final GLDrawable drawable = winctx.context.getGLDrawable(); final GL2ES2 gl = winctx.context.getGL().getGL2ES2(); System.err.println(winctx.context); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); // test code .. final ShaderState st = new ShaderState(); final ShaderCode rsVp = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, 1, RedSquare0.class, "shader", "shader/bin", "RedSquareShader"); final ShaderCode rsFp = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, 1, RedSquare0.class, "shader", "shader/bin", "RedSquareShader"); final ShaderProgram sp = new ShaderProgram(); Assert.assertTrue(0 > sp.program()); sp.add(gl, rsVp, System.err); sp.add(gl, rsFp, System.err); Assert.assertTrue(0 <= sp.program()); Assert.assertTrue(!sp.inUse()); Assert.assertTrue(!sp.linked()); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); st.attachShaderProgram(gl, sp); // Allocate Vertex Array0 final GLArrayDataServer vertices0 = GLSLMiscHelper.createRSVertices0(gl, st, vertices0_loc); System.err.println("vertices0: " + vertices0); vertices0.enableBuffer(gl, false); Assert.assertEquals(vertices0_loc, vertices0.getLocation()); st.ownAttribute(vertices0, true); // Allocate Color Array0 final GLArrayDataServer colors0 = GLSLMiscHelper.createRSColors0(gl, st, colors0_loc); System.err.println("colors0: " + colors0); colors0.enableBuffer(gl, false); Assert.assertEquals(colors0_loc, colors0.getLocation()); st.ownAttribute(colors0, true); Assert.assertTrue(sp.link(gl, System.err)); Assert.assertTrue(sp.linked()); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); Assert.assertEquals(vertices0_loc, vertices0.getLocation()); GLSLMiscHelper.validateGLArrayDataServerState(gl, st, vertices0); Assert.assertEquals(colors0_loc, colors0.getLocation()); GLSLMiscHelper.validateGLArrayDataServerState(gl, st, colors0); Assert.assertEquals(null, ShaderState.getShaderState(gl)); st.useProgram(gl, true); Assert.assertTrue(sp.inUse()); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); Assert.assertEquals(st, ShaderState.getShaderState(gl)); // setup mgl_PMVMatrix final PMVMatrix pmvMatrix = new PMVMatrix(); final GLUniformData pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); st.ownUniform(pmvMatrixUniform); st.uniform(gl, pmvMatrixUniform); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); Assert.assertEquals(pmvMatrixUniform, st.getUniform("mgl_PMVMatrix")); // Allocate Vertex Array1 final GLArrayDataServer vertices1 = GLSLMiscHelper.createRSVertices1(gl, st); System.err.println("vertices1: " + vertices1); vertices1.enableBuffer(gl, false); GLSLMiscHelper.validateGLArrayDataServerState(gl, st, vertices1); st.ownAttribute(vertices1, true); // Allocate Color Array1 final GLArrayDataServer colors1 = GLSLMiscHelper.createRSColors1(gl, st); System.err.println("colors1: " + colors1); colors1.enableBuffer(gl, false); GLSLMiscHelper.validateGLArrayDataServerState(gl, st, colors1); st.ownAttribute(colors0, true); // misc GL setup gl.glClearColor(0, 0, 0, 1); gl.glEnable(GL2ES2.GL_DEPTH_TEST); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); // reshape pmvMatrix.glMatrixMode(PMVMatrix.GL_PROJECTION); pmvMatrix.glLoadIdentity(); pmvMatrix.gluPerspective( 45.0F, (float) drawable.getWidth() / (float) drawable.getHeight(), 1.0F, 100.0F); pmvMatrix.glMatrixMode(PMVMatrix.GL_MODELVIEW); pmvMatrix.glLoadIdentity(); pmvMatrix.glTranslatef(0, 0, -10); st.uniform(gl, pmvMatrixUniform); gl.glViewport(0, 0, drawable.getWidth(), drawable.getHeight()); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); // display #1 vertices0 / colors0 (post-disable) GLSLMiscHelper.displayVCArrays( drawable, gl, st, true, vertices0, colors0, true, 1, durationPerTest); // display #2 #1 vertices1 / colors1 (post-disable) GLSLMiscHelper.displayVCArrays( drawable, gl, st, true, vertices1, colors1, true, 2, durationPerTest); // display #3 vertices0 / colors0 (post-disable) GLSLMiscHelper.displayVCArrays( drawable, gl, st, true, vertices0, colors0, true, 3, durationPerTest); // cleanup st.destroy(gl); NEWTGLContext.destroyWindow(winctx); }
@Test(timeout = 120000) public void testShaderState01PerformanceDouble() throws InterruptedException { // preset .. final NEWTGLContext.WindowContext winctx = NEWTGLContext.createOnscreenWindow(GLProfile.getGL2ES2(), 480, 480, false); final GLDrawable drawable = winctx.context.getGLDrawable(); final GL2ES2 gl = winctx.context.getGL().getGL2ES2(); System.err.println(winctx.context); gl.setSwapInterval(0); Assert.assertEquals(GL.GL_NO_ERROR, gl.glGetError()); // test code .. final ShaderState st = new ShaderState(); final ShaderCode rsVp = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, 1, RedSquare0.class, "shader", "shader/bin", "RedSquareShader"); final ShaderCode rsFp = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, 1, RedSquare0.class, "shader", "shader/bin", "RedSquareShader"); final ShaderProgram sp = new ShaderProgram(); sp.add(rsVp); sp.add(rsFp); sp.init(gl); Assert.assertTrue(sp.link(gl, System.err)); st.attachShaderProgram(gl, sp); st.useProgram(gl, true); // setup mgl_PMVMatrix final PMVMatrix pmvMatrix = new PMVMatrix(); final GLUniformData pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); st.ownUniform(pmvMatrixUniform); st.uniform(gl, pmvMatrixUniform); // Allocate Vertex Array0 final GLArrayDataServer vertices0 = GLSLMiscHelper.createRSVertices0(gl, st, -1); st.ownAttribute(vertices0, true); vertices0.enableBuffer(gl, false); // Allocate Vertex Array1 final GLArrayDataServer vertices1 = GLSLMiscHelper.createRSVertices1(gl, st); st.ownAttribute(vertices1, true); vertices1.enableBuffer(gl, false); // Allocate Color Array0 final GLArrayDataServer colors0 = GLSLMiscHelper.createRSColors0(gl, st, -1); st.ownAttribute(colors0, true); colors0.enableBuffer(gl, false); // Allocate Color Array1 final GLArrayDataServer colors1 = GLSLMiscHelper.createRSColors1(gl, st); st.ownAttribute(colors1, true); colors1.enableBuffer(gl, false); // misc GL setup gl.glClearColor(0, 0, 0, 1); gl.glEnable(GL2ES2.GL_DEPTH_TEST); // reshape pmvMatrix.glMatrixMode(PMVMatrix.GL_PROJECTION); pmvMatrix.glLoadIdentity(); pmvMatrix.gluPerspective( 45.0F, (float) drawable.getWidth() / (float) drawable.getHeight(), 1.0F, 100.0F); pmvMatrix.glMatrixMode(PMVMatrix.GL_MODELVIEW); pmvMatrix.glLoadIdentity(); pmvMatrix.glTranslatef(0, 0, -10); st.uniform(gl, pmvMatrixUniform); gl.glViewport(0, 0, drawable.getWidth(), drawable.getHeight()); gl.setSwapInterval(0); // validation .. GLSLMiscHelper.displayVCArrays(drawable, gl, st, true, vertices0, colors0, true, 1, 0); GLSLMiscHelper.displayVCArrays(drawable, gl, st, true, vertices1, colors1, true, 2, 0); // warmup .. for (int frames = 0; frames < GLSLMiscHelper.frames_warmup; frames += 2) { GLSLMiscHelper.displayVCArraysNoChecks(drawable, gl, true, vertices0, colors0, true); GLSLMiscHelper.displayVCArraysNoChecks(drawable, gl, true, vertices1, colors1, true); } // measure .. long t0 = System.currentTimeMillis(); int frames; for (frames = 0; frames < GLSLMiscHelper.frames_perftest; frames += 2) { GLSLMiscHelper.displayVCArraysNoChecks(drawable, gl, true, vertices0, colors0, true); GLSLMiscHelper.displayVCArraysNoChecks(drawable, gl, true, vertices1, colors1, true); } final long t1 = System.currentTimeMillis(); final long dt = t1 - t0; final double fps = (frames * 1000.0) / (double) dt; final String fpsS = String.valueOf(fps); final int fpsSp = fpsS.indexOf('.'); System.err.println( "testShaderState01PerformanceDouble: " + dt / 1000.0 + "s: " + frames + "f, " + fpsS.substring(0, fpsSp + 2) + " fps, " + dt / frames + " ms/f"); // cleanup st.destroy(gl); NEWTGLContext.destroyWindow(winctx); }
@Override public void init(final GLAutoDrawable glad) { if (null != textureData) { texture = TextureIO.newTexture(glad.getGL(), textureData); } final GL2ES2 gl = glad.getGL().getGL2ES2(); initShader(gl, 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); if (!st.uniform(gl, pmvMatrixUniform)) { throw new GLException("Error setting PMVMatrix in shader: " + st); } if (!st.uniform(gl, new GLUniformData("mgl_ActiveTexture", textureUnit))) { throw new GLException("Error setting mgl_ActiveTexture in shader: " + st); } if (null != texture) { // fetch the flipped texture coordinates texture.getImageTexCoords().getST_LB_RB_LT_RT(s_quadTexCoords, 0, 1f, 1f); } interleavedVBO = GLArrayDataServer.createGLSLInterleaved( 3 + 4 + 2, GL.GL_FLOAT, false, 3 * 4, GL.GL_STATIC_DRAW); { interleavedVBO.addGLSLSubArray("mgl_Vertex", 3, GL.GL_ARRAY_BUFFER); interleavedVBO.addGLSLSubArray("mgl_Color", 4, GL.GL_ARRAY_BUFFER); // interleavedVBO.addGLSLSubArray("mgl_Normal", 3, GL.GL_ARRAY_BUFFER); interleavedVBO.addGLSLSubArray("mgl_MultiTexCoord", 2, GL.GL_ARRAY_BUFFER); final FloatBuffer ib = (FloatBuffer) interleavedVBO.getBuffer(); for (int i = 0; i < 4; i++) { ib.put(s_quadVertices, i * 3, 3); ib.put(s_quadColors, i * 4, 4); // ib.put(s_cubeNormals, i*3, 3); ib.put(s_quadTexCoords, i * 2, 2); } } interleavedVBO.seal(gl, true); interleavedVBO.enableBuffer(gl, false); st.ownAttribute(interleavedVBO, true); // OpenGL Render Settings gl.glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]); gl.glEnable(GL.GL_DEPTH_TEST); if (keepTextureBound && null != texture) { gl.glActiveTexture(GL.GL_TEXTURE0 + textureUnit); texture.enable(gl); texture.bind(gl); } st.useProgram(gl, false); }
void reshapeImpl( final GL2ES2 gl, final int tileX, final int tileY, final int tileWidth, final int tileHeight, final int imageWidth, final int imageHeight) { System.err.println( Thread.currentThread() + " RedSquareES2.reshape " + tileX + "/" + tileY + " " + tileWidth + "x" + tileHeight + " of " + imageWidth + "x" + imageHeight + ", swapInterval " + swapInterval + ", drawable 0x" + Long.toHexString(gl.getContext().getGLDrawable().getHandle()) + ", tileRendererInUse " + tileRendererInUse); // Thread.dumpStack(); if (!gl.hasGLSL()) { return; } st.useProgram(gl, true); // Set location in front of camera pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION); pmvMatrix.glLoadIdentity(); // compute projection parameters 'normal' perspective final float fovy = 45f; final float aspect2 = ((float) imageWidth / (float) imageHeight) / aspect; final float zNear = 1f; final float zFar = 100f; // compute projection parameters 'normal' frustum final float top = (float) Math.tan(fovy * ((float) Math.PI) / 360.0f) * zNear; final float bottom = -1.0f * top; final float left = aspect2 * bottom; final float right = aspect2 * top; final float w = right - left; final float h = top - bottom; // compute projection parameters 'tiled' final float l = left + tileX * w / imageWidth; final float r = l + tileWidth * w / imageWidth; final float b = bottom + tileY * h / imageHeight; final float t = b + tileHeight * h / imageHeight; pmvMatrix.glFrustumf(l, r, b, t, zNear, zFar); // pmvMatrix.glOrthof(-4.0f, 4.0f, -4.0f, 4.0f, 1.0f, 100.0f); st.uniform(gl, pmvMatrixUniform); st.useProgram(gl, false); System.err.println(Thread.currentThread() + " RedSquareES2.reshape FIN"); }
@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"); }
public void init(GLAutoDrawable glad) { final GL2ES2 gl = glad.getGL().getGL2ES2(); System.err.println(); System.err.println("req. msaa: " + multisample); System.err.println( "Requested: " + glad.getNativeSurface().getGraphicsConfiguration().getRequestedCapabilities()); multisample = multisample & glad.getChosenGLCapabilities().getNumSamples() > 0; System.err.println("Chosen : " + glad.getChosenGLCapabilities()); System.err.println("has msaa: " + multisample); System.err.println(); final ShaderCode vp0 = ShaderCode.create( gl, GL2ES2.GL_VERTEX_SHADER, MultisampleDemoES2.class, "shader", "shader/bin", "mgl_default_xxx", true); final ShaderCode fp0 = ShaderCode.create( gl, GL2ES2.GL_FRAGMENT_SHADER, MultisampleDemoES2.class, "shader", "shader/bin", "mgl_default_xxx", true); vp0.defaultShaderCustomization(gl, true, true); fp0.defaultShaderCustomization(gl, true, true); sp0 = new ShaderProgram(); sp0.add(gl, vp0, System.err); sp0.add(gl, fp0, System.err); st.attachShaderProgram(gl, sp0, true); pmvMatrixUniform = new GLUniformData("mgl_PMVMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf()); st.ownUniform(pmvMatrixUniform); st.uniform(gl, pmvMatrixUniform); // Using predef array names, see // GLPointerFuncUtil.getPredefinedArrayIndexName(glArrayIndex); immModeSink = ImmModeSink.createGLSL( 40, 3, GL.GL_FLOAT, // vertex 4, GL.GL_FLOAT, // color 0, GL.GL_FLOAT, // normal 0, GL.GL_FLOAT, // texCoords GL.GL_STATIC_DRAW, st); final int numSteps = 20; final double increment = Math.PI / numSteps; final double radius = 1; immModeSink.glBegin(GL.GL_LINES); for (int i = numSteps - 1; i >= 0; i--) { immModeSink.glVertex3f( (float) (radius * Math.cos(i * increment)), (float) (radius * Math.sin(i * increment)), 0f); immModeSink.glColor4f(1f, 1f, 1f, 1f); immModeSink.glVertex3f( (float) (-1.0 * radius * Math.cos(i * increment)), (float) (-1.0 * radius * Math.sin(i * increment)), 0f); immModeSink.glColor4f(1f, 1f, 1f, 1f); } immModeSink.glEnd(gl, false); st.useProgram(gl, false); }