Пример #1
0
 /**
  * A mapped data store must be unmapped with unmap before its buffer object is used. Otherwise an
  * error will be generated by any GL command that attempts to dereference the buffer object's data
  * store. When a data store is unmapped, the pointer to its data store becomes invalid. unmap
  * returns <code>true</code> unless the data store contents have become corrupt during the time
  * the data store was mapped. This can occur for system-specific reasons that affect the
  * availability of graphics memory, such as screen mode changes. In such situations, <code>false
  * </code> is returned and the data store contents are undefined. An application must detect this
  * rare condition and reinitialize the data store.
  *
  * <p>A buffer object's mapped data store is automatically unmapped when the buffer object is
  * deleted or its data store is recreated with data.
  *
  * @return
  */
 public boolean unmap() {
   bind();
   GL4 gl = GLGraphics.currentGL();
   boolean myResult = gl.glUnmapBuffer(_myTarget.glID);
   unbind();
   return myResult;
 }
Пример #2
0
 public void writeCaps(GL4 gl, int capsArrayBuffer, int count) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "caps.txt")))) {
     // write counts and planes
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, capsArrayBuffer);
     ByteBuffer capsArray = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < count; i++) {
       Vector4f position = getVec4(capsArray, i * Scene.SIZEOF_CAP);
       Vector4f plane = getVec4(capsArray, i * Scene.SIZEOF_CAP + 16);
       int atomIdx = capsArray.getInt(i * Scene.SIZEOF_CAP + 32);
       int label = capsArray.getInt(i * Scene.SIZEOF_CAP + 36);
       int padding0 = capsArray.getInt(i * Scene.SIZEOF_CAP + 40);
       int padding1 = capsArray.getInt(i * Scene.SIZEOF_CAP + 44);
       writer.append(String.format("%4d: ", i));
       writer.append(
           String.format(
               "position: [%f %f %f %f], ", position.x, position.y, position.z, position.w));
       writer.append(String.format("plane: [%f %f %f %f], ", plane.x, plane.y, plane.z, plane.w));
       writer.append(String.format("atomIdx: %d, label: %d", atomIdx, label));
       writer.append(String.format(", padding0: %d, padding1: %d", padding0, padding1));
       writer.newLine();
     }
     // unbind buffers
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #3
0
 public void writeTori(GL4 gl, int toriArrayBuffer, int count) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "tori.txt")))) {
     // write tori
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, toriArrayBuffer);
     ByteBuffer toriArray = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < count; i++) {
       Vector4f position = getVec4(toriArray, i * Scene.SIZEOF_TORUS);
       float operation = toriArray.getFloat(i * Scene.SIZEOF_TORUS + 28);
       String op = (operation > 0f) ? "AND" : (operation < 0f) ? "OR " : "ISOLATED";
       Vector4f plane1 = getVec4(toriArray, i * Scene.SIZEOF_TORUS + 48);
       Vector4f plane2 = getVec4(toriArray, i * Scene.SIZEOF_TORUS + 64);
       writer.append(String.format("%4d: ", i));
       writer.append(
           String.format(
               "center: [%f %f %f], R: %f, ", position.x, position.y, position.z, position.w));
       writer.append(String.format("op: %s, ", op));
       writer.append(
           String.format("plane1: [%f %f %f %f], ", plane1.x, plane1.y, plane1.z, plane1.w));
       writer.append(
           String.format("plane2: [%f %f %f %f]", plane2.x, plane2.y, plane2.z, plane2.w));
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #4
0
 /**
  * maps to the client's address space the entire data store of this buffer. The data can then be
  * directly read and/or written relative to the returned Buffer, depending on the specified access
  * policy. If the GL is unable to map the buffer object's data store, map generates an error and
  * returns <code>null</code>. This may occur for system-specific reasons, such as low virtual
  * memory availability. If no error occurs, the returned pointer will have an alignment of at
  * least GL_MIN_MAP_BUFFER_ALIGNMENT basic machine units. The value of GL_MIN_MAP_BUFFER_ALIGNMENT
  * can be retrieved by calling glGet with pname set to GL_MIN_MAP_BUFFER_ALIGNMENT and must be a
  * power of two that is at least 64.
  *
  * <p>If a mapped data store is accessed in a way inconsistent with the specified access policy,
  * no error is generated, but performance may be negatively impacted and system errors, including
  * program termination, may result. Unlike the usage parameter of data, access is not a hint, and
  * does in fact constrain the usage of the mapped data store on some GL implementations. In order
  * to achieve the highest performance available, a buffer object's data store should be used in
  * ways consistent with both its specified usage and access parameters.
  *
  * <p>A mapped data store must be unmapped with glUnmapBuffer before its buffer object is used.
  * Otherwise an error will be generated by any GL command that attempts to dereference the buffer
  * object's data store. When a data store is unmapped, the pointer to its data store becomes
  * invalid. unmap returns <code>true</code> unless the data store contents have become corrupt
  * during the time the data store was mapped. This can occur for system-specific reasons that
  * affect the availability of graphics memory, such as screen mode changes. In such situations,
  * <code>false</code> is returned and the data store contents are undefined. An application must
  * detect this rare condition and reinitialize the data store.
  *
  * <p>A buffer object's mapped data store is automatically unmapped when the buffer object is
  * deleted or its data store is recreated with data .
  *
  * @param theAccesMode
  * @return
  */
 public ByteBuffer map(GLAccesMode theAccesMode) {
   bind();
   GL4 gl = GLGraphics.currentGL();
   ByteBuffer myResult = gl.glMapBuffer(_myTarget.glID, theAccesMode.glID());
   //		unbind();
   return myResult;
 }
Пример #5
0
 /**
  * maps all or part of the data store of a buffer object into the client's address space. offset
  * and length indicate the range of data in the buffer object that is to be mapped, in terms of
  * basic machine units. access is a bitfield containing flags which describe the requested
  * mapping. These flags are described below.
  *
  * <p>If no error occurs, a pointer to the beginning of the mapped range is returned once all
  * pending operations on that buffer have completed, and may be used to modify and/or query the
  * corresponding range of the buffer, according to the following flag bits set in access:
  *
  * <ul>
  *   <li>{@linkplain #MAP_READ_BIT}
  *   <li>{@linkplain #MAP_WRITE_BIT}
  * </ul>
  *
  * Furthermore, the following optional flag bits in access may be used to modify the mapping:
  *
  * <ul>
  *   <li>{@linkplain #MAP_INVALIDATE_RANGE_BIT}
  *   <li>{@linkplain #MAP_INVALIDATE_BUFFER_BIT}
  *   <li>{@linkplain #MAP_FLUSH_EXPLICIT_BIT}
  *   <li>{@linkplain #MAP_UNSYNCHRONIZED_BIT}
  * </ul>
  *
  * <p>If an error occurs, glMapBufferRange returns a NULL pointer. If no error occurs, the
  * returned pointer will reflect an alignment of at least GL_MIN_MAP_BUFFER_ALIGNMENT basic
  * machine units. The value of GL_MIN_MAP_BUFFER_ALIGNMENT can be retrieved by calling glGet with
  * pname set to GL_MIN_MAP_BUFFER_ALIGNMENT and must be a power of two that is at least 64.
  * Subtracting offset from this returned pointed will always produce a multiple of
  * GL_MIN_MAP_BUFFER_ALINMENT.
  */
 public ByteBuffer mapRange(int theOffset, int theLength, int theAccess) {
   bind();
   GL4 gl = GLGraphics.currentGL();
   ByteBuffer myResult = gl.glMapBufferRange(_myTarget.glID, theOffset, theLength, theAccess);
   //		unbind();
   return myResult;
 }
Пример #6
0
 public GLBuffer(GLBufferTarget theTarget) {
   GL4 gl = GLGraphics.currentGL();
   gl.glGenBuffers(1, GLBufferUtil.intBuffer());
   _myID = GLBufferUtil.intBuffer().get(0);
   _myTarget = theTarget;
   bind();
   unbind();
 }
Пример #7
0
 public void allocate(
     long theBytes, GLDataAccesFrequency theAccessFrequency, GLDataAccesNature theAccessNature) {
   GL4 gl = GLGraphics.currentGL();
   gl.glBufferData(
       GL.GL_ARRAY_BUFFER,
       theBytes,
       null,
       getAcessFrequencyNature(theAccessFrequency, theAccessNature));
 }
Пример #8
0
  /**
   * @param theOffset
   * @param theSize
   * @return
   */
  public ByteBuffer getData(int theOffset, long theSize) {
    bind();
    GL4 gl = GLGraphics.currentGL();
    ByteBuffer myResult = ByteBuffer.allocate((int) theSize);
    gl.glGetBufferSubData(_myTarget.glID, theOffset, theSize, myResult);
    unbind();

    return myResult;
  }
  private boolean initProgram(GL4 gl4) {

    boolean validated = true;

    // Create program
    if (validated) {

      ShaderCode vertShaderCode =
          ShaderCode.create(
              gl4,
              GL_VERTEX_SHADER,
              this.getClass(),
              SHADERS_ROOT,
              null,
              SHADERS_SOURCE,
              "vert",
              null,
              true);
      ShaderCode fragShaderCode =
          ShaderCode.create(
              gl4,
              GL_FRAGMENT_SHADER,
              this.getClass(),
              SHADERS_ROOT,
              null,
              SHADERS_SOURCE,
              "frag",
              null,
              true);

      ShaderProgram shaderProgram = new ShaderProgram();
      shaderProgram.init(gl4);
      programName[Program.VERTEX] = shaderProgram.program();
      gl4.glProgramParameteri(programName[Program.VERTEX], GL_PROGRAM_SEPARABLE, GL_TRUE);
      shaderProgram.add(vertShaderCode);
      shaderProgram.link(gl4, System.out);

      shaderProgram = new ShaderProgram();
      shaderProgram.init(gl4);
      programName[Program.FRAGMENT] = shaderProgram.program();
      gl4.glProgramParameteri(programName[Program.FRAGMENT], GL_PROGRAM_SEPARABLE, GL_TRUE);
      shaderProgram.add(fragShaderCode);
      shaderProgram.link(gl4, System.out);
    }

    if (validated) {

      gl4.glGenProgramPipelines(1, pipelineName);
      gl4.glUseProgramStages(
          pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERTEX]);
      gl4.glUseProgramStages(
          pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAGMENT]);
    }

    return validated & checkError(gl4, "initProgram");
  }
Пример #10
0
 /**
  * Creates and initializes a buffer object's data store. Creates a new data store for the buffer
  * object currently bound to target. Any pre-existing data store is deleted. The new data store is
  * created with the specified size in bytes and usage. If data is not <code>null</code>, the data
  * store is initialized with data from this Buffer. In its initial state, the new data store is
  * not mapped, it has a <code>null</code> mapped pointer, and its mapped access is GL_READ_WRITE.
  *
  * <p>usage is a hint to the GL implementation as to how a buffer object's data store will be
  * accessed. This enables the GL implementation to make more intelligent decisions that may
  * significantly impact buffer object performance. It does not, however, constrain the actual
  * usage of the data store. usage can be broken down into two parts: first, the frequency of
  * access (modification and usage), and second, the nature of that access.
  *
  * @param theSize Specifies the size in bytes of the buffer object's new data store.
  * @param theData Specifies a Buffer with data that will be copied into the data store for
  *     initialization, or null if no data is to be copied.
  * @param theAccessFrequency The frequency of gl data access
  * @param theAccessNature The nature of gl data access
  */
 public void data(
     long theSize,
     Buffer theData,
     GLDataAccesFrequency theAccessFrequency,
     GLDataAccesNature theAccessNature) {
   GL4 gl = GLGraphics.currentGL();
   gl.glBufferData(
       _myTarget.glID,
       theSize,
       theData,
       getAcessFrequencyNature(theAccessFrequency, theAccessNature));
   _mySize = theSize;
 }
Пример #11
0
 public void writeDebugi(GL4 gl, int buffer, int count) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "debug.txt")))) {
     // write debug
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
     IntBuffer debug = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY).asIntBuffer();
     for (int i = 0; i < count; i++) {
       writer.append(String.format("%4d: %8d", i, debug.get(i)));
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #12
0
 public void writeDebug4f(GL4 gl, int buffer, int count) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "debug.txt")))) {
     // write debug
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
     ByteBuffer debug = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < count; i++) {
       Vector4f v = getVec4(debug, i * 16);
       writer.append(String.format("%4d: [%f %f %f %f]", i, v.x, v.y, v.z, v.w));
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #13
0
 /**
  * Binds the buffer object buffer to the binding point at index index of the array of targets
  * specified by target. Each target represents an indexed array of buffer binding points, as well
  * as a single general binding point that can be used by other buffer manipulation functions such
  * as glBindBuffer or glMapBuffer. In addition to binding buffer to the indexed buffer binding
  * target, glBindBufferBase also binds buffer to the generic buffer binding point specified by
  * target.
  *
  * @param theTarget
  * @param theIndex
  */
 public void bindBufferBase(GLBufferTarget theTarget, int theIndex) {
   switch (theTarget) {
     case ATOMIC_COUNTER:
     case TRANSFORM_FEEDBACK:
     case UNIFORM:
     case SHADER_STORAGE:
       break;
     default:
       throw new GLException("Unsupported target for bindBufferBase");
   }
   bind();
   GL4 gl = GLGraphics.currentGL();
   gl.glBindBufferBase(theTarget.glID, theIndex, _myID);
   unbind();
 }
Пример #14
0
  private boolean initProgram(GL4 gl4) {

    boolean validated = true;

    try {

      if (validated) {

        String[] vertexSourceContent =
            new String[] {
              new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE + ".vert"))
                  .useDelimiter("\\A")
                  .next()
            };
        programName[Program.VERT.ordinal()] =
            gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
      }

      if (validated) {

        String[] fragmentSourceContent =
            new String[] {
              new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE + ".frag"))
                  .useDelimiter("\\A")
                  .next()
            };
        programName[Program.FRAG.ordinal()] =
            gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
      }

      if (validated) {

        validated = validated && checkProgram(gl4, programName[Program.VERT.ordinal()]);
        validated = validated && checkProgram(gl4, programName[Program.FRAG.ordinal()]);
      }

      if (validated) {

        uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT.ordinal()], "mvp");
        uniformDiffuse = gl4.glGetUniformLocation(programName[Program.FRAG.ordinal()], "diffuse");
      }

      if (validated) {

        gl4.glGenProgramPipelines(1, pipelineName, 0);
        gl4.glBindProgramPipeline(pipelineName[0]);
        gl4.glUseProgramStages(
            pipelineName[0], GL_VERTEX_SHADER_BIT, programName[Program.VERT.ordinal()]);
        gl4.glUseProgramStages(
            pipelineName[0], GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG.ordinal()]);
      }

    } catch (FileNotFoundException ex) {
      Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex);
    }

    return validated && checkError(gl4, "initProgram");
  }
Пример #15
0
 public void writeAtomsVisible(GL4 gl, int atomsVisibleBuffer, int atomCount) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "atoms.txt")))) {
     // write tori
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, atomsVisibleBuffer);
     IntBuffer atomsVisible = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY).asIntBuffer();
     for (int i = 0; i < atomCount; i++) {
       int visible = atomsVisible.get(i);
       writer.append(String.format("%4d: ", i));
       if (visible == 1) {
         writer.append("1");
       }
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #16
0
 public void writeTriangles(GL4 gl, int trianglesArrayBuffer, int count) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "triangles.txt")))) {
     // write triangles
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, trianglesArrayBuffer);
     ByteBuffer triangleArray = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < count; i++) {
       Vector4f position = getVec4(triangleArray, i * Scene.SIZEOF_TRIANGLE);
       writer.append(String.format("%4d: ", i));
       writer.append(
           String.format(
               "position: [%f %f %f %f]", position.x, position.y, position.z, position.w));
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #17
0
 public static void checkGridOverflow(
     GL4 gl, int gridCountsBuffer, int cellCount, int maxCellAtomCount) {
   // read counts
   gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, gridCountsBuffer);
   ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
   int counts[] = new int[cellCount];
   data.asIntBuffer().get(counts);
   gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
   // check counts
   for (int c = 0; c < cellCount; c++) {
     if (counts[c] >= maxCellAtomCount) {
       System.err.println(
           "Warning: possible grid cell overflow. Cell: " + c + ", atom count: " + counts[c]);
     }
   }
 }
Пример #18
0
 public void writePolygons(GL4 gl, int spheresArrayBuffer, int count) throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "polygons.txt")))) {
     // write polygons
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, spheresArrayBuffer);
     ByteBuffer polygonsArray = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < count; i++) {
       int index = polygonsArray.getInt(i * Scene.SIZEOF_POLYGON + 16);
       int label = polygonsArray.getInt(i * Scene.SIZEOF_POLYGON + 20);
       int circleStart = polygonsArray.getInt(i * Scene.SIZEOF_POLYGON + 24);
       int circleLength = polygonsArray.getInt(i * Scene.SIZEOF_POLYGON + 28);
       writer.append(String.format("%4d: ", i));
       writer.append(String.format("index: %4d, ", index));
       writer.append(String.format("label: %4d, ", label));
       writer.append(String.format("circle: [%6d, %2d]", circleStart, circleLength));
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #19
0
 public static void checkNeighborsOverflow(
     GL4 gl, int neighborCountsBuffer, int sphereCount, int maxNeighborCount) {
   // read counts
   gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, neighborCountsBuffer);
   ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
   int counts[] = new int[sphereCount];
   data.asIntBuffer().get(counts);
   gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
   // check counts
   for (int s = 0; s < sphereCount; s++) {
     if (counts[s] >= maxNeighborCount) {
       System.err.println(
           "Warning: possible neighbors overflow. Sphere: "
               + s
               + ", neighbor count: "
               + counts[s]);
     }
   }
 }
Пример #20
0
  public void setupBuffers(GL4 gl, int[] vbo, int index) {
    this.vbo = vbo;
    this.index = index;

    Vertex3D[] vertices = myShape.getVertices();
    int[] indices = myShape.getIndices();

    float[] fvalues = new float[indices.length * 3];
    float[] tvalues = new float[indices.length * 2];
    float[] nvalues = new float[indices.length * 3];

    for (int i = 0; i < indices.length; i++) {
      fvalues[i * 3] = (float) (vertices[indices[i]]).getX();
      fvalues[i * 3 + 1] = (float) (vertices[indices[i]]).getY();
      fvalues[i * 3 + 2] = (float) (vertices[indices[i]]).getZ();
      tvalues[i * 2] = (float) (vertices[indices[i]]).getS();
      tvalues[i * 2 + 1] = (float) (vertices[indices[i]]).getT();
      nvalues[i * 3] = (float) (vertices[indices[i]]).getNormalX();
      nvalues[i * 3 + 1] = (float) (vertices[indices[i]]).getNormalY();
      nvalues[i * 3 + 2] = (float) (vertices[indices[i]]).getNormalZ();
    }

    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[index++]);
    FloatBuffer vertBuf = FloatBuffer.wrap(fvalues);
    gl.glBufferData(GL.GL_ARRAY_BUFFER, vertBuf.limit() * 4, vertBuf, GL.GL_STATIC_DRAW);

    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[index++]);
    FloatBuffer texBuf = FloatBuffer.wrap(tvalues);
    gl.glBufferData(GL.GL_ARRAY_BUFFER, texBuf.limit() * 4, texBuf, GL.GL_STATIC_DRAW);

    gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vbo[index++]);
    FloatBuffer norBuf = FloatBuffer.wrap(nvalues);
    gl.glBufferData(GL.GL_ARRAY_BUFFER, norBuf.limit() * 4, norBuf, GL.GL_STATIC_DRAW);
  }
Пример #21
0
 public void writeArcs(GL4 gl, int neighborsCountBuffer, int atomCount, int arcsCountBuffer)
     throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "arcs.txt")))) {
     // read counts
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, neighborsCountBuffer);
     ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     int neighborCounts[] = new int[atomCount];
     data.asIntBuffer().get(neighborCounts);
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
     // write arcs
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, arcsCountBuffer);
     IntBuffer arcsCounts = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY).asIntBuffer();
     for (int i = 0; i < atomCount; i++) {
       int totalArcs = 0;
       List<Integer> counts = new ArrayList<>();
       for (int j = 0; j < neighborCounts[i]; j++) {
         int count = arcsCounts.get(i * Scene.MAX_NEIGHBORS + j);
         counts.add(count);
         totalArcs += count;
       }
       writer.append(String.format("%4d (%2d): ", i, totalArcs));
       for (int count : counts) {
         writer.append(String.format("%3d", count));
       }
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #22
0
 public void writeSphereIsolated(
     GL4 gl, int sphereIsolatedCountsBuffer, int sphereIsolatedVSBuffer, int atomCount)
     throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "sphere-isolated.txt")))) {
     // read counts
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, sphereIsolatedCountsBuffer);
     ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     int counts[] = new int[atomCount];
     data.asIntBuffer().get(counts);
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
     // write counts and indices
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, sphereIsolatedVSBuffer);
     ByteBuffer vsData = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < counts.length; i++) {
       writer.append(String.format("%4d (%2d): ", i, counts[i]));
       for (int j = 0; j < counts[i]; j++) {
         Vector4f vs =
             getVec4(vsData, (i * Scene.MAX_SPHERE_ISOLATED_TORI + j) * Scene.SIZEOF_VEC4);
         writer.append(String.format("vs: [%f %f %f %f], ", vs.x, vs.y, vs.z, vs.w));
       }
       writer.newLine();
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #23
0
 public void writeSphereCapPlanes(
     GL4 gl, int sphereCapCountsBuffer, int sphereCapPlanesBuffer, int atomCount)
     throws IOException {
   try (BufferedWriter writer =
       new BufferedWriter(new FileWriter(new File(debugDir, "sphere-caps.txt")))) {
     // read counts
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, sphereCapCountsBuffer);
     ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     int counts[] = new int[atomCount];
     data.asIntBuffer().get(counts);
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
     // write counts and planes
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, sphereCapPlanesBuffer);
     ByteBuffer planesData = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     for (int i = 0; i < counts.length; i++) {
       writer.append(String.format("%4d (%2d): ", i, counts[i]));
       for (int j = 0; j < counts[i]; j++) {
         Vector4f plane =
             getVec4(planesData, (i * GPUGraph.MAX_SPHERE_POLYGON_COUNT + j) * Scene.SIZEOF_VEC4);
         writer.append(
             String.format("plane: [%f %f %f %f], ", plane.x, plane.y, plane.z, plane.w));
       }
       writer.newLine();
     }
     // unbind buffers
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #24
0
 public void writeNeighbors(
     GL4 gl, int neighborsBuffer, int neighborCountsBuffer, int sphereCount, String filename)
     throws IOException {
   try (BufferedWriter writer = new BufferedWriter(new FileWriter(new File(debugDir, filename)))) {
     // read counts
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, neighborCountsBuffer);
     ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     int counts[] = new int[sphereCount];
     data.asIntBuffer().get(counts);
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
     // write counts and indices
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, neighborsBuffer);
     IntBuffer neighbors = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY).asIntBuffer();
     Set<Integer> neighborIndices = new LinkedHashSet<>();
     for (int i = 0; i < sphereCount; i++) {
       if (counts[i] > 0) {
         writer.append(String.format("%4d (%2d): ", i, counts[i]));
         neighborIndices.clear();
         for (int j = 0; j < counts[i]; j++) {
           neighborIndices.add(neighbors.get(Scene.MAX_NEIGHBORS * i + j));
         }
         for (Integer index : neighborIndices) {
           writer.append(String.format("%6d", index));
         }
         writer.newLine();
       }
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #25
0
 public void writeGrid(String filename, GL4 gl, int gridCountsBuffer, int gridIndicesBuffer)
     throws IOException {
   try (BufferedWriter writer = new BufferedWriter(new FileWriter(new File(debugDir, filename)))) {
     // read counts
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, gridCountsBuffer);
     ByteBuffer data = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
     int counts[] = new int[Scene.CELL_COUNT];
     data.asIntBuffer().get(counts);
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
     // write counts and indices
     gl.glBindBuffer(GL_SHADER_STORAGE_BUFFER, gridIndicesBuffer);
     IntBuffer indices = gl.glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY).asIntBuffer();
     Set<Integer> cellIndices = new TreeSet<>();
     for (int i = 0; i < Scene.CELL_COUNT; i++) {
       if (counts[i] > 0) {
         int x = i / Scene.GRID_SIZE / Scene.GRID_SIZE;
         int y = (i / Scene.GRID_SIZE) % Scene.GRID_SIZE;
         int z = i % Scene.GRID_SIZE;
         writer.append(String.format("[%2d,%2d,%2d] (%2d): ", x, y, z, counts[i]));
         cellIndices.clear();
         for (int j = 0; j < counts[i]; j++) {
           cellIndices.add(indices.get(Scene.MAX_CELL_ATOMS * i + j));
         }
         for (Integer index : cellIndices) {
           writer.append(String.format("%6d", index));
         }
         writer.newLine();
       }
     }
     gl.glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
   }
 }
Пример #26
0
  @Override
  protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    FloatUtil.makePerspective(
        projection,
        0,
        true,
        (float) Math.PI * 0.25f,
        (float) windowSize.x / windowSize.y,
        0.1f,
        100.0f);
    view = view();
    FloatUtil.makeIdentity(model);
    FloatUtil.multMatrix(projection, view);
    FloatUtil.multMatrix(projection, model);

    for (int i = 0; i < projection.length; i++) {
      mvp[i] = projection[i];
    }

    gl4.glProgramUniformMatrix4dv(
        programName[Program.VERT.ordinal()], uniformMvp, 1, false, mvp, 0);
    gl4.glProgramUniform4dv(
        programName[Program.FRAG.ordinal()],
        uniformDiffuse,
        1,
        new double[] {1.0f, 0.5f, 0.0f, 1.0f},
        0);

    gl4.glViewportIndexedfv(0, new float[] {0, 0, windowSize.x, windowSize.y}, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[] {0.0f, 0.0f, 0.0f, 0.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName[0]);

    gl4.glBindVertexArray(vertexArrayName[0]);
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName[Buffer.ELEMENT.ordinal()]);
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    return true;
  }
  @Override
  protected boolean begin(GL gl) {

    GL4 gl4 = (GL4) gl;

    boolean validated = true;
    validated = validated && gl4.isExtensionAvailable("GL_ARB_internalformat_query2");

    long[] query_COMPRESSED_RGB8_ETC2 = {0};
    gl4.glGetInternalformati64v(
        GL_TEXTURE_2D,
        GL_RGB4,
        GL_INTERNALFORMAT_PREFERRED,
        Long.BYTES,
        query_COMPRESSED_RGB8_ETC2,
        0);
    long[] query_RGBA8 = {0};
    gl4.glGetInternalformati64v(GL_TEXTURE_2D, GL_RGBA8, GL_FILTER, Long.BYTES, query_RGBA8, 0);
    long[] query_COMPRESSED_RGBA_BPTC_UNORM = {0};
    gl4.glGetInternalformati64v(
        GL_TEXTURE_2D,
        GL_RGBA8,
        GL_NUM_SAMPLE_COUNTS,
        Long.BYTES,
        query_COMPRESSED_RGBA_BPTC_UNORM,
        0);

    if (query_COMPRESSED_RGBA_BPTC_UNORM[0] > 0) {
      long[] query_SamplesCOMPRESSED_RGBA_BPTC_UNORM =
          new long[(int) query_COMPRESSED_RGBA_BPTC_UNORM[0]];
      gl4.glGetInternalformati64v(
          GL_TEXTURE_2D,
          GL_RGBA8,
          GL_SAMPLES,
          Long.BYTES,
          query_SamplesCOMPRESSED_RGBA_BPTC_UNORM,
          0);
    }

    if (validated) {
      validated = initProgram(gl4);
    }
    if (validated) {
      validated = initBuffer(gl4);
    }
    if (validated) {
      validated = initVertexArray(gl4);
    }
    if (validated) {
      validated = initTexture(gl4);
    }

    return validated;
  }
  private boolean initVertexArray(GL4 gl4) {

    boolean validated = true;

    gl4.glGenVertexArrays(1, vertexArrayName);
    gl4.glBindVertexArray(vertexArrayName.get(0));
    {
      gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
      gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 2 * Vec2.SIZE, 0);
      gl4.glVertexAttribPointer(
          Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, 2 * Vec2.SIZE, Vec2.SIZE);
      gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

      gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
      gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);

      gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
    }
    gl4.glBindVertexArray(0);

    return validated;
  }
Пример #29
0
  private boolean initVertexBuffer(GL4 gl4) {

    gl4.glGenBuffers(Buffer.MAX.ordinal(), bufferName, 0);

    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName[Buffer.ELEMENT.ordinal()]);
    ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
    gl4.glBufferData(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, GL_STATIC_DRAW);
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.F64.ordinal()]);
    DoubleBuffer positionBuffer = GLBuffers.newDirectDoubleBuffer(positionData);
    gl4.glBufferData(GL_ARRAY_BUFFER, positionSize, positionBuffer, GL_STATIC_DRAW);
    gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

    return checkError(gl4, "initArrayBuffer");
  }
Пример #30
0
  private boolean initVertexArray(GL4 gl4) {

    gl4.glGenVertexArrays(1, vertexArrayName, 0);

    gl4.glBindVertexArray(vertexArrayName[0]);
    {
      gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName[Buffer.F64.ordinal()]);
      gl4.glVertexAttribLPointer(Semantic.Attr.POSITION, 3, GL_DOUBLE, 3 * Double.BYTES, 0);
      gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);

      gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
    }
    gl4.glBindVertexArray(0);

    return checkError(gl4, "initVertexArray");
  }