/** * Copyright 2012-2013 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package demos.es2; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.GLEventListener; import com.jogamp.opengl.GLProfile; import com.jogamp.opengl.GLCapabilities; import com.jogamp.newt.opengl.GLWindow; import com.jogamp.opengl.util.*; import com.jogamp.common.nio.Buffers; import java.nio.FloatBuffer; /** *
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* *

* JOGL2 OpenGL ES 2 demo to expose and learn what the RAW OpenGL ES 2 API looks like. * * Compile, run and enjoy: wget http://jogamp.org/deployment/jogamp-current/archive/jogamp-all-platforms.7z 7z x jogamp-all-platforms.7z cd jogamp-all-platforms mkdir -p demos/es2 cd demos/es2 wget https://raw.github.com/xranby/jogl-demos/master/src/demos/es2/RawGL2ES2demo.java cd ../.. javac -cp jar/jogl-all.jar:jar/gluegen-rt.jar demos/es2/RawGL2ES2demo.java java -cp jar/jogl-all.jar:jar/gluegen-rt.jar:. demos.es2.RawGL2ES2demo *

* * * @author Xerxes RĂ„nby (xranby) */ public class RawGL2ES2demo implements GLEventListener{ /* Introducing the OpenGL ES 2 Vertex shader * * The main loop inside the vertex shader gets executed * one time for each vertex. * * vertex -> * uniform data -> mat4 projection = ( 1, 0, 0, 0, * (0,1,0) / \ 0, 1, 0, 0, * / . \ <- origo (0,0,0) 0, 0, 1, 0, * / \ 0, 0,-1, 1 ); * vertex -> *-------* <- vertex * (-1,-1,0) (1,-1,0) <- attribute data can be used * (0, 0,1) for color, position, normals etc. * * The vertex shader recive input data in form of * "uniform" data that are common to all vertex * and * "attribute" data that are individual to each vertex. * One vertex can have several "attribute" data sources enabled. * * The vertex shader produce output used by the fragment shader. * gl_Position are expected to get set to the final vertex position. * You can also send additional user defined * "varying" data to the fragment shader. * * Model Translate, Scale and Rotate are done here by matrix-multiplying a * projection matrix against each vertex position. * * The whole vertex shader program are a String containing GLSL ES language * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf * sent to the GPU driver for compilation. */ private String vertexShaderString = // For GLSL 1 and 1.1 code i highly recomend to not include a // GLSL ES language #version line, GLSL ES section 3.4 // Many GPU drivers refuse to compile the shader if #version is different from // the drivers internal GLSL version. // // This demo use GLSL version 1.1 (the implicit version) "#if __VERSION__ >= 130\n" + // GLSL 130+ uses in and out " #define attribute in\n" + // instead of attribute and varying " #define varying out\n" + // used by OpenGL 3 core and later. "#endif\n" + "#ifdef GL_ES \n" + "precision mediump float; \n" + // Precision Qualifiers "precision mediump int; \n" + // GLSL ES section 4.5.2 "#endif \n" + "uniform mat4 uniform_Projection; \n" + // Incomming data used by "attribute vec4 attribute_Position; \n" + // the vertex shader "attribute vec4 attribute_Color; \n" + // uniform and attributes "varying vec4 varying_Color; \n" + // Outgoing varying data // sent to the fragment shader "void main(void) \n" + "{ \n" + " varying_Color = attribute_Color; \n" + " gl_Position = uniform_Projection * attribute_Position; \n" + "} "; /* Introducing the OpenGL ES 2 Fragment shader * * The main loop of the fragment shader gets executed for each visible * pixel fragment on the render buffer. * * vertex-> * * (0,1,-1) /f\ * /ffF\ <- This fragment F gl_FragCoord get interpolated * /fffff\ to (0.25,0.25,-1) based on the * vertex-> *fffffff* <-vertex three vertex gl_Position. * (-1,-1,-1) (1,-1,-1) * * * All incomming "varying" and gl_FragCoord data to the fragment shader * gets interpolated based on the vertex positions. * * The fragment shader produce and store the final color data output into * gl_FragColor. * * Is up to you to set the final colors and calculate lightning here based on * supplied position, color and normal data. * * The whole fragment shader program are a String containing GLSL ES language * http://www.khronos.org/registry/gles/specs/2.0/GLSL_ES_Specification_1.0.17.pdf * sent to the GPU driver for compilation. */ private String fragmentShaderString = "#if __VERSION__ >= 130\n" + " #define varying in\n" + " out vec4 mgl_FragColor;\n" + " #define texture2D texture\n" + " #define gl_FragColor mgl_FragColor\n" + "#endif\n" + "#ifdef GL_ES \n" + "precision mediump float; \n" + "precision mediump int; \n" + "#endif \n" + "varying vec4 varying_Color; \n" + //incomming varying data to the //frament shader //sent from the vertex shader "void main (void) \n" + "{ \n" + " gl_FragColor = varying_Color; \n" + "} "; /* Introducing projection matrix helper functions * * OpenGL ES 2 vertex projection transformations gets applied inside the * vertex shader, all you have to do are to calculate and supply a projection matrix. * * Its recomended to use the com/jogamp/opengl/util/PMVMatrix.java * import com.jogamp.opengl.util.PMVMatrix; * To simplify all your projection model view matrix creation needs. * * These helpers here are based on PMVMatrix code and common linear * algebra for matrix multiplication, translate and rotations. */ private void glMultMatrixf(FloatBuffer a, FloatBuffer b, FloatBuffer d) { final int aP = a.position(); final int bP = b.position(); final int dP = d.position(); for (int i = 0; i < 4; i++) { final float ai0=a.get(aP+i+0*4), ai1=a.get(aP+i+1*4), ai2=a.get(aP+i+2*4), ai3=a.get(aP+i+3*4); d.put(dP+i+0*4 , ai0 * b.get(bP+0+0*4) + ai1 * b.get(bP+1+0*4) + ai2 * b.get(bP+2+0*4) + ai3 * b.get(bP+3+0*4) ); d.put(dP+i+1*4 , ai0 * b.get(bP+0+1*4) + ai1 * b.get(bP+1+1*4) + ai2 * b.get(bP+2+1*4) + ai3 * b.get(bP+3+1*4) ); d.put(dP+i+2*4 , ai0 * b.get(bP+0+2*4) + ai1 * b.get(bP+1+2*4) + ai2 * b.get(bP+2+2*4) + ai3 * b.get(bP+3+2*4) ); d.put(dP+i+3*4 , ai0 * b.get(bP+0+3*4) + ai1 * b.get(bP+1+3*4) + ai2 * b.get(bP+2+3*4) + ai3 * b.get(bP+3+3*4) ); } } private float[] multiply(float[] a,float[] b){ float[] tmp = new float[16]; glMultMatrixf(FloatBuffer.wrap(a),FloatBuffer.wrap(b),FloatBuffer.wrap(tmp)); return tmp; } private float[] translate(float[] m,float x,float y,float z){ float[] t = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, x, y, z, 1.0f }; return multiply(m, t); } private float[] rotate(float[] m,float a,float x,float y,float z){ float s, c; s = (float)Math.sin(Math.toRadians(a)); c = (float)Math.cos(Math.toRadians(a)); float[] r = { x * x * (1.0f - c) + c, y * x * (1.0f - c) + z * s, x * z * (1.0f - c) - y * s, 0.0f, x * y * (1.0f - c) - z * s, y * y * (1.0f - c) + c, y * z * (1.0f - c) + x * s, 0.0f, x * z * (1.0f - c) + y * s, y * z * (1.0f - c) - x * s, z * z * (1.0f - c) + c, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; return multiply(m, r); } /* Introducing the GL2ES2 demo * * How to render a triangle using ~500 lines of code using the RAW * OpenGL ES 2 API. * The Programmable pipeline in OpenGL ES 2 are both fast and flexible * yet it do take some extra lines of code to setup. * */ private double t0 = System.currentTimeMillis(); private double theta; private double s; private static int width=1920; private static int height=1080; private int shaderProgram; private int vertShader; private int fragShader; private int ModelViewProjectionMatrix_location; static final int COLOR_IDX = 0; static final int VERTICES_IDX = 1; int[] vboHandles; public static void main(String[] s){ /* This demo are based on the GL2ES2 GLProfile that uses common hardware acceleration * functionality of desktop OpenGL 3, 2 and mobile OpenGL ES 2 devices. * JogAmp JOGL will probe all the installed libGL.so, libEGL.so and libGLESv2.so librarys on * the system to find which one provide hardware acceleration for your GPU device. * Its common to find more than one version of these librarys installed on a system. * For example on a ARM Linux system JOGL may find * Hardware accelerated Nvidia tegra GPU drivers in: /usr/lib/nvidia-tegra/libEGL.so * Software rendered Mesa Gallium driver in: /usr/lib/arm-linux-gnueabi/mesa-egl/libEGL.so.1 * Software rendered Mesa X11 in: /usr/lib/arm-linux-gnueabi/mesa/libGL.so * Good news!: JOGL does all this probing for you all you have to do are to ask for * the GLProfile you want to use. */ GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2)); // We may at this point tweak the caps and request a translucent drawable caps.setBackgroundOpaque(false); GLWindow glWindow = GLWindow.create(caps); /* You may combine the NEWT GLWindow inside existing Swing and AWT * applications by encapsulating the glWindow inside a * com.jogamp.newt.awt.NewtCanvasAWT canvas. * * NewtCanvasAWT newtCanvas = new NewtCanvasAWT(glWindow); * JFrame frame = new JFrame("RAW GL2ES2 Demo inside a JFrame!"); * frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE); * frame.setSize(width,height); * frame.add(newtCanvas); * // add some swing code if you like. * // javax.swing.JButton b = new javax.swing.JButton(); * // b.setText("Hi"); * // frame.add(b); * frame.setVisible(true); */ // In this demo we prefer to setup and view the GLWindow directly // this allows the demo to run on -Djava.awt.headless=true systems glWindow.setTitle("Raw GL2ES2 Demo"); glWindow.setSize(width,height); glWindow.setUndecorated(false); glWindow.setPointerVisible(true); glWindow.setVisible(true); // Finally we connect the GLEventListener application code to the NEWT GLWindow. // GLWindow will call the GLEventListener init, reshape, display and dispose // functions when needed. glWindow.addGLEventListener(new RawGL2ES2demo() /* GLEventListener */); Animator animator = new Animator(); animator.add(glWindow); animator.start(); } public void init(GLAutoDrawable drawable) { GL2ES2 gl = drawable.getGL().getGL2ES2(); System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); System.err.println("INIT GL IS: " + gl.getClass().getName()); System.err.println("GL_VENDOR: " + gl.glGetString(GL.GL_VENDOR)); System.err.println("GL_RENDERER: " + gl.glGetString(GL.GL_RENDERER)); System.err.println("GL_VERSION: " + gl.glGetString(GL.GL_VERSION)); /* The initialization below will use the OpenGL ES 2 API directly * to setup the two shader programs that will be run on the GPU. * * Its recommended to use the jogamp/opengl/util/glsl/ classes * import com.jogamp.opengl.util.glsl.ShaderCode; * import com.jogamp.opengl.util.glsl.ShaderProgram; * import com.jogamp.opengl.util.glsl.ShaderState; * to simplify shader customization, compile and loading. * * You may also want to look at the JOGL RedSquareES2 demo * http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/RedSquareES2.java;hb=HEAD#l78 * to see how the shader customization, compile and loading is done * using the recommended JogAmp GLSL utility classes. */ // Make the shader strings compatible with OpenGL 3 core if needed // GL2ES2 also includes the intersection of GL3 core // The default implicit GLSL version 1.1 is now depricated in GL3 core // GLSL 1.3 is the minimum version that now has to be explicitly set. // This allows the shaders to compile using the latest // desktop OpenGL 3 and 4 drivers. if(gl.isGL3core()){ System.out.println("GL3 core detected: explicit add #version 130 to shaders"); vertexShaderString = "#version 130\n"+vertexShaderString; fragmentShaderString = "#version 130\n"+fragmentShaderString; } // Create GPU shader handles // OpenGL ES retuns a index id to be stored for future reference. vertShader = gl.glCreateShader(GL2ES2.GL_VERTEX_SHADER); fragShader = gl.glCreateShader(GL2ES2.GL_FRAGMENT_SHADER); //Compile the vertexShader String into a program. String[] vlines = new String[] { vertexShaderString }; int[] vlengths = new int[] { vlines[0].length() }; gl.glShaderSource(vertShader, vlines.length, vlines, vlengths, 0); gl.glCompileShader(vertShader); //Check compile status. int[] compiled = new int[1]; gl.glGetShaderiv(vertShader, GL2ES2.GL_COMPILE_STATUS, compiled,0); if(compiled[0]!=0){System.out.println("Horray! vertex shader compiled");} else { int[] logLength = new int[1]; gl.glGetShaderiv(vertShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0); byte[] log = new byte[logLength[0]]; gl.glGetShaderInfoLog(vertShader, logLength[0], (int[])null, 0, log, 0); System.err.println("Error compiling the vertex shader: " + new String(log)); System.exit(1); } //Compile the fragmentShader String into a program. String[] flines = new String[] { fragmentShaderString }; int[] flengths = new int[] { flines[0].length() }; gl.glShaderSource(fragShader, flines.length, flines, flengths, 0); gl.glCompileShader(fragShader); //Check compile status. gl.glGetShaderiv(fragShader, GL2ES2.GL_COMPILE_STATUS, compiled,0); if(compiled[0]!=0){System.out.println("Horray! fragment shader compiled");} else { int[] logLength = new int[1]; gl.glGetShaderiv(fragShader, GL2ES2.GL_INFO_LOG_LENGTH, logLength, 0); byte[] log = new byte[logLength[0]]; gl.glGetShaderInfoLog(fragShader, logLength[0], (int[])null, 0, log, 0); System.err.println("Error compiling the fragment shader: " + new String(log)); System.exit(1); } //Each shaderProgram must have //one vertex shader and one fragment shader. shaderProgram = gl.glCreateProgram(); gl.glAttachShader(shaderProgram, vertShader); gl.glAttachShader(shaderProgram, fragShader); //Associate attribute ids with the attribute names inside //the vertex shader. gl.glBindAttribLocation(shaderProgram, 0, "attribute_Position"); gl.glBindAttribLocation(shaderProgram, 1, "attribute_Color"); gl.glLinkProgram(shaderProgram); //Get a id number to the uniform_Projection matrix //so that we can update it. ModelViewProjectionMatrix_location = gl.glGetUniformLocation(shaderProgram, "uniform_Projection"); /* GL2ES2 also includes the intersection of GL3 core * GL3 core and later mandates that a "Vector Buffer Object" must * be created and bound before calls such as gl.glDrawArrays is used. * The VBO lines in this demo makes the code forward compatible with * OpenGL 3 and ES 3 core and later where a default * vector buffer object is deprecated. * * Generate two VBO pointers / handles * VBO is data buffers stored inside the graphics card memory. */ vboHandles = new int[2]; gl.glGenBuffers(2, vboHandles, 0); } public void reshape(GLAutoDrawable drawable, int x, int y, int z, int h) { System.out.println("Window resized to width=" + z + " height=" + h); width = z; height = h; // Get gl GL2ES2 gl = drawable.getGL().getGL2ES2(); // Optional: Set viewport // Render to a square at the center of the window. gl.glViewport((width-height)/2,0,height,height); } public void display(GLAutoDrawable drawable) { // Update variables used in animation double t1 = System.currentTimeMillis(); theta += (t1-t0)*0.005f; t0 = t1; s = Math.sin(theta); // Get gl GL2ES2 gl = drawable.getGL().getGL2ES2(); // Clear screen gl.glClearColor(1, 0, 1, 0.5f); // Purple gl.glClear(GL2ES2.GL_STENCIL_BUFFER_BIT | GL2ES2.GL_COLOR_BUFFER_BIT | GL2ES2.GL_DEPTH_BUFFER_BIT ); // Use the shaderProgram that got linked during the init part. gl.glUseProgram(shaderProgram); /* Change a projection matrix * The matrix multiplications and OpenGL ES2 code below * basically match this OpenGL ES1 code. * note that the model_view_projection matrix gets sent to the vertexShader. * * gl.glLoadIdentity(); * gl.glTranslatef(0.0f,0.0f,-0.1f); * gl.glRotatef((float)30f*(float)s,1.0f,0.0f,1.0f); * */ float[] model_view_projection; float[] identity_matrix = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; model_view_projection = translate(identity_matrix,0.0f,0.0f, -0.1f); model_view_projection = rotate(model_view_projection,30f*(float)s,1.0f,0.0f,1.0f); // Send the final projection matrix to the vertex shader by // using the uniform location id obtained during the init part. gl.glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, false, model_view_projection, 0); /* * Render a triangle: * The OpenGL ES2 code below basically match this OpenGL code. * * gl.glBegin(GL_TRIANGLES); // Drawing Using Triangles * gl.glVertex3f( 0.0f, 1.0f, 0.0f); // Top * gl.glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left * gl.glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right * gl.glEnd(); // Finished Drawing The Triangle */ float[] vertices = { 0.0f, 1.0f, 0.0f, //Top -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f //Bottom Right }; // Observe that the vertex data passed to glVertexAttribPointer must stay valid // through the OpenGL rendering lifecycle. // Therefore it is mandatory to allocate a NIO Direct buffer that stays pinned in memory // and thus can not get moved by the java garbage collector. // Also we need to keep a reference to the NIO Direct buffer around up untill // we call glDisableVertexAttribArray first then will it be safe to garbage collect the memory. // I will here use the com.jogamp.common.nio.Buffers to quicly wrap the array in a Direct NIO buffer. FloatBuffer fbVertices = Buffers.newDirectFloatBuffer(vertices); // Select the VBO, GPU memory data, to use for vertices gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboHandles[VERTICES_IDX]); // transfer data to VBO, this perform the copy of data from CPU -> GPU memory int numBytes = vertices.length * 4; gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbVertices, GL.GL_STATIC_DRAW); fbVertices = null; // It is OK to release CPU vertices memory after transfer to GPU // Associate Vertex attribute 0 with the last bound VBO gl.glVertexAttribPointer(0 /* the vertex attribute */, 3, GL2ES2.GL_FLOAT, false /* normalized? */, 0 /* stride */, 0 /* The bound VBO data offset */); // VBO // gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, 0); // You can unbind the VBO after it have been associated using glVertexAttribPointer gl.glEnableVertexAttribArray(0); float[] colors = { 1.0f, 0.0f, 0.0f, 1.0f, //Top color (red) 0.0f, 0.0f, 0.0f, 1.0f, //Bottom Left color (black) 1.0f, 1.0f, 0.0f, 0.9f //Bottom Right color (yellow) with 10% transparence }; FloatBuffer fbColors = Buffers.newDirectFloatBuffer(colors); // Select the VBO, GPU memory data, to use for colors gl.glBindBuffer(GL2ES2.GL_ARRAY_BUFFER, vboHandles[COLOR_IDX]); numBytes = colors.length * 4; gl.glBufferData(GL.GL_ARRAY_BUFFER, numBytes, fbColors, GL.GL_STATIC_DRAW); fbColors = null; // It is OK to release CPU color memory after transfer to GPU // Associate Vertex attribute 1 with the last bound VBO gl.glVertexAttribPointer(1 /* the vertex attribute */, 4 /* four possitions used for each vertex */, GL2ES2.GL_FLOAT, false /* normalized? */, 0 /* stride */, 0 /* The bound VBO data offset */); gl.glEnableVertexAttribArray(1); gl.glDrawArrays(GL2ES2.GL_TRIANGLES, 0, 3); //Draw the vertices as triangle gl.glDisableVertexAttribArray(0); // Allow release of vertex position memory gl.glDisableVertexAttribArray(1); // Allow release of vertex color memory } public void dispose(GLAutoDrawable drawable){ System.out.println("cleanup, remember to release shaders"); GL2ES2 gl = drawable.getGL().getGL2ES2(); gl.glUseProgram(0); gl.glDeleteBuffers(2, vboHandles, 0); // Release VBO, color and vertices, buffer GPU memory. vboHandles = null; gl.glDetachShader(shaderProgram, vertShader); gl.glDeleteShader(vertShader); gl.glDetachShader(shaderProgram, fragShader); gl.glDeleteShader(fragShader); gl.glDeleteProgram(shaderProgram); System.exit(0); } }