use of javax.media.opengl.GL3 in project spaceships-demo by puniverse.
the class GLPort method dispose.
@Override
public void dispose(GLAutoDrawable drawable) {
final GL3 gl = drawable.getGL().getGL3();
shaderState.bind(gl);
shaderState.destroy(gl);
vertices.destroy(gl);
}
use of javax.media.opengl.GL3 in project spaceships-demo by puniverse.
the class GLPort method display.
@Override
public void display(GLAutoDrawable drawable) {
try {
final GL3 gl = drawable.getGL().getGL3();
shaderState.bind(gl);
vao.bind(gl);
int spaceshipLoc = gl.glGetUniformLocation(shaderProgram.program(), "spaceshipTex");
gl.glUniform1i(spaceshipLoc, 0);
gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, spaceshipTex.getTextureObject(gl));
int explosionLoc = gl.glGetUniformLocation(shaderProgram.program(), "explosionTex");
gl.glUniform1i(explosionLoc, 1);
gl.glActiveTexture(GL.GL_TEXTURE0 + 1);
gl.glBindTexture(GL.GL_TEXTURE_2D, explosionTex.getTextureObject(gl));
vertices.clear();
colors.clear();
final FloatBuffer verticesb = (FloatBuffer) vertices.getBuffer();
final FloatBuffer colorsb = (FloatBuffer) colors.getBuffer();
long now = global.now();
long clock = System.currentTimeMillis();
fixPort(clock, true);
MutableAABB currentPort = getCurrentPort(clock);
portToMvMatrix(currentPort);
double margins = WIDTH_MARGINS;
final int n;
if (clock - lastQueryTime > SB_QUERY_RATE) {
n = query(now, SpatialQueries.contained(AABB.create(currentPort.min(X) - margins, currentPort.max(X) + margins, currentPort.min(Y) - margins, currentPort.max(Y) + margins)));
lastQueryTime = clock;
} else {
n = indexGen.get();
lastDispTime = clock;
}
int countInPort = 0;
for (Record<SpaceshipState> s : ships.slice(0, n)) {
long extrapolationTime = global.extrapolate ? Math.min(now, s.get($lastMoved) + MAX_EXTRAPOLATION_DURATION) : s.get($lastMoved);
Spaceship.getCurrentLocation(s, extrapolationTime, verticesb);
if (// 0.01 - start blow animation, 1.0 - end of animation
s.get($blowTime) > 0)
colorsb.put(Math.min(1.0f, (now - s.get($blowTime)) / EXPLOSION_DURATION));
else
// ship isn't blowing up
colorsb.put(0);
colorsb.put((float) Spaceship.getCurrentHeading(s, extrapolationTime));
// put the shotLength (0 for ship that's not firing)
colorsb.put(now - s.get($timeFired) < SHOOT_DURATION ? (float) s.get($shotLength) : 0f);
if (portContains(s.get($x), s.get($y)))
countInPort++;
}
setTitle((glxNode >= 0 ? "Node " + glxNode + ": " : "") + countInPort + " Spaceships " + (int) (port.max(X) - port.min(X)) + "x" + (int) (port.max(Y) - port.min(Y)));
vertices.flip();
colors.flip();
int numElems = verticesb.limit() / 2;
vertices.write(gl, 0, numElems);
colors.write(gl, 0, numElems);
shaderState.setUniform(gl, "in_Matrix", 4, 4, pmv.glGetMvMatrixf());
gl.glClear(GL3.GL_COLOR_BUFFER_BIT);
gl.glDrawArrays(GL3.GL_POINTS, 0, numElems);
vao.unbind(gl);
shaderState.unbind(gl);
} catch (Throwable t) {
System.err.println("XXXXXX");
t.printStackTrace();
throw t;
}
}
use of javax.media.opengl.GL3 in project spaceships-demo by puniverse.
the class GLPort method init.
@Override
public void init(GLAutoDrawable drawable) {
drawable.setGL(new DebugGL3(drawable.getGL().getGL3()));
final GL3 gl = drawable.getGL().getGL3();
try {
spaceshipTex = TextureIO.newTexture(TextureIO.newTextureData(GLProfile.get(GLProfile.GL3), ClassLoader.getSystemResourceAsStream("spaceship.png"), false, "png"));
explosionTex = TextureIO.newTexture(TextureIO.newTextureData(GLProfile.get(GLProfile.GL3), ClassLoader.getSystemResourceAsStream("explosion.png"), false, "png"));
} catch (IOException ex) {
throw new RuntimeException(ex);
}
drawableWidth = drawable.getSurfaceWidth();
drawableHeight = drawable.getSurfaceHeight();
port.min(X, -drawable.getSurfaceWidth() / 2);
port.max(X, drawable.getSurfaceWidth() / 2);
port.min(Y, -drawable.getSurfaceHeight() / 2);
port.max(Y, drawable.getSurfaceHeight() / 2);
// gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE);
gl.glViewport(0, 0, (int) (port.max(X) - port.min(X)), (int) (port.max(Y) - port.min(Y)));
gl.glClearColor(0, 0, 0, 1);
gl.glEnable(GL.GL_BLEND);
gl.glBlendFunc(GL.GL_ONE, GL.GL_ONE_MINUS_SRC_ALPHA);
ShaderCode vertexShader = ShaderCode.create(gl, GL3.GL_VERTEX_SHADER, this.getClass(), "shader", null, "vertex", false);
ShaderCode geometryShader = ShaderCode.create(gl, GL3.GL_GEOMETRY_SHADER, this.getClass(), "shader", null, "geometry", false);
ShaderCode fragmentShader = ShaderCode.create(gl, GL3.GL_FRAGMENT_SHADER, this.getClass(), "shader", null, "fragment", false);
if (!vertexShader.compile(gl, System.err))
throw new GLException("Couldn't compile shader: " + vertexShader);
if (!geometryShader.compile(gl, System.err))
throw new GLException("Couldn't compile shader: " + geometryShader);
if (!fragmentShader.compile(gl, System.err))
throw new GLException("Couldn't compile shader: " + fragmentShader);
shaderProgram = new ShaderProgram();
shaderProgram.add(gl, vertexShader, System.err);
shaderProgram.add(gl, geometryShader, System.err);
shaderProgram.add(gl, fragmentShader, System.err);
if (!shaderProgram.link(gl, System.err))
throw new GLException("Couldn't link program: " + shaderProgram);
this.shaderState = new ProgramState(gl, shaderProgram);
shaderState.bind(gl);
pmv.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
pmv.glLoadIdentity();
this.vao = shaderState.createVAO(gl);
vao.bind(gl);
this.vertices = new VBO(gl, 2, GL3.GL_FLOAT, false, maxItems, GL3.GL_DYNAMIC_DRAW);
this.colors = new VBO(gl, 3, GL3.GL_FLOAT, false, maxItems, GL3.GL_DYNAMIC_DRAW);
vao.setVertex(gl, "in_Position", vertices);
vao.setVertex(gl, "in_Vertex", colors);
shaderState.unbind(gl);
}
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