Added support for AMD_blend_minmax_factor & NV_texture_multisample.

Added sprite rendering samples.
Fixed ContextAttribs version checking for GL41.
This commit is contained in:
Ioannis Tsakpinis 2011-04-07 21:36:19 +00:00
parent eb3a31bcc9
commit 924f20efd6
7 changed files with 1989 additions and 2 deletions

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@ -87,7 +87,7 @@ public final class ContextAttribs {
public ContextAttribs(final int majorVersion, final int minorVersion) {
if ( majorVersion < 0 || 4 < majorVersion ||
minorVersion < 0 ||
(majorVersion == 4 && 0 < minorVersion) ||
(majorVersion == 4 && 1 < minorVersion) ||
(majorVersion == 3 && 3 < minorVersion) ||
(majorVersion == 2 && 1 < minorVersion) ||
(majorVersion == 1 && 5 < minorVersion) )

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@ -137,7 +137,7 @@ public final class ShadersTest {
System.out.println("Setting display mode to: " + displayMode);
Display.setDisplayMode(displayMode);
Display.create(new PixelFormat(8, 24, 0), "UNI".equalsIgnoreCase(args[0]) ? new ContextAttribs(3, 1) : null);
Display.create(new PixelFormat(8, 24, 0));
ShadersTest.displayMode = displayMode;
} catch (LWJGLException e) {
kill(e.getMessage());

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@ -0,0 +1,714 @@
package org.lwjgl.test.opengl.sprites;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.*;
import java.awt.image.BufferedImage;
import java.awt.image.Raster;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.Random;
import javax.imageio.ImageIO;
import static org.lwjgl.opengl.EXTTransformFeedback.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
/**
* Sprite rendering demo. Three implementations are supported:
* a) CPU animation + BufferData VBO update.
* b) CPU animation + MapBufferRange VBO update.
* c) GPU animation using transform feedback with a vertex shader.
*
* @author Spasi
* @since 18/3/2011
*/
public final class SpriteShootout {
private static final int SCREEN_WIDTH = 800;
private static final int SCREEN_HEIGHT = 600;
private static final int ANIMATION_TICKS = 60;
private boolean run = true;
private boolean render = true;
private boolean colorMask = true;
private boolean animate = true;
private boolean smooth;
private boolean vsync;
private int ballSize = 42;
private int ballCount = 100 * 1000;
private SpriteRenderer renderer;
// OpenGL stuff
private int texID;
private int texBigID;
private int texSmallID;
private SpriteShootout() {
}
public static void main(String[] args) {
try {
new SpriteShootout().start();
} catch (LWJGLException e) {
e.printStackTrace();
}
}
private void start() throws LWJGLException {
try {
initGL();
final ContextCapabilities caps = GLContext.getCapabilities();
if ( caps.OpenGL30 || caps.GL_EXT_transform_feedback )
renderer = new SpriteRendererTF();
else if ( caps.GL_ARB_map_buffer_range )
renderer = new SpriteRendererMapped();
else
renderer = new SpriteRendererPlain();
updateBalls(ballCount);
run();
} catch (Throwable t) {
t.printStackTrace();
} finally {
destroy();
}
}
private void initGL() throws LWJGLException {
Display.setLocation((Display.getDisplayMode().getWidth() - SCREEN_WIDTH) / 2,
(Display.getDisplayMode().getHeight() - SCREEN_HEIGHT) / 2);
Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT));
Display.setTitle("Sprite Shootout");
Display.create();
//Display.create(new PixelFormat(), new ContextAttribs(4, 1).withProfileCompatibility(true).withDebug(true));
//AMDDebugOutput.glDebugMessageCallbackAMD(new AMDDebugOutputCallback());
if ( !GLContext.getCapabilities().OpenGL20 )
throw new RuntimeException("OpenGL 2.0 is required for this demo.");
// Setup viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
// Create textures
try {
texSmallID = createTexture("res/ball_sm.png");
texBigID = createTexture("res/ball.png");
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
texID = texBigID;
// Setup rendering state
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glColorMask(colorMask, colorMask, colorMask, false);
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Setup geometry
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
Util.checkGLError();
}
private static int createTexture(final String path) throws IOException {
final BufferedImage img = ImageIO.read(SpriteShootout.class.getClassLoader().getResource(path));
final int w = img.getWidth();
final int h = img.getHeight();
final ByteBuffer buffer = readImage(img);
final int texID = glGenTextures();
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
return texID;
}
private static ByteBuffer readImage(final BufferedImage img) throws IOException {
final Raster raster = img.getRaster();
final int bands = raster.getNumBands();
final int w = img.getWidth();
final int h = img.getHeight();
final int size = w * h * bands;
final byte[] pixels = new byte[size];
raster.getDataElements(0, 0, w, h, pixels);
final ByteBuffer pbuffer = BufferUtils.createByteBuffer(size);
if ( bands == 4 ) {
for ( int i = 0; i < (w * h * 4); i += 4 ) {
// Pre-multiply alpha
final float a = unpackUByte01(pixels[i + 3]);
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 2]) * a));
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 1]) * a));
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 0]) * a));
pbuffer.put(pixels[i + 3]);
}
} else if ( bands == 3 ) {
for ( int i = 0; i < (w * h * 3); i += 3 ) {
pbuffer.put(pixels[i + 2]);
pbuffer.put(pixels[i + 1]);
pbuffer.put(pixels[i + 0]);
}
} else
pbuffer.put(pixels, 0, size);
pbuffer.flip();
return pbuffer;
}
private static float unpackUByte01(final byte x) {
return (x & 0xFF) / 255.0f;
}
private static byte packUByte01(final float x) {
return (byte)(x * 255.0f);
}
private void updateBalls(final int count) {
System.out.println("NUMBER OF BALLS: " + count);
renderer.updateBalls(ballCount);
}
private void run() {
long startTime = System.currentTimeMillis() + 5000;
long fps = 0;
long time = Sys.getTime();
final int ticksPerUpdate = (int)(Sys.getTimerResolution() / ANIMATION_TICKS);
renderer.render(false, true, 0);
while ( run ) {
Display.processMessages();
handleInput();
glClear(GL_COLOR_BUFFER_BIT);
final long currTime = Sys.getTime();
final int delta = (int)(currTime - time);
if ( smooth || delta >= ticksPerUpdate ) {
renderer.render(render, animate, delta);
time = currTime;
} else
renderer.render(render, false, 0);
Display.update(false);
//Display.sync(60);
if ( startTime > System.currentTimeMillis() ) {
fps++;
} else {
long timeUsed = 5000 + (startTime - System.currentTimeMillis());
startTime = System.currentTimeMillis() + 5000;
System.out.println("FPS: " + (Math.round(fps / (timeUsed / 1000.0) * 10) / 10.0) + ", Balls: " + ballCount);
fps = 0;
}
}
}
private void handleInput() {
if ( Display.isCloseRequested() )
run = false;
while ( Keyboard.next() ) {
if ( Keyboard.getEventKeyState() )
continue;
switch ( Keyboard.getEventKey() ) {
case Keyboard.KEY_1:
case Keyboard.KEY_2:
case Keyboard.KEY_3:
case Keyboard.KEY_4:
case Keyboard.KEY_5:
case Keyboard.KEY_6:
case Keyboard.KEY_7:
case Keyboard.KEY_8:
case Keyboard.KEY_9:
case Keyboard.KEY_0:
ballCount = 1 << (Keyboard.getEventKey() - Keyboard.KEY_1);
updateBalls(ballCount);
break;
case Keyboard.KEY_ADD:
case Keyboard.KEY_SUBTRACT:
int mult;
if ( Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT) )
mult = 1000;
else if ( Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU) )
mult = 100;
else if ( Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL) )
mult = 10;
else
mult = 1;
if ( Keyboard.getEventKey() == Keyboard.KEY_SUBTRACT )
mult = -mult;
ballCount += mult * 100;
if ( ballCount <= 0 )
ballCount = 1;
updateBalls(ballCount);
break;
case Keyboard.KEY_ESCAPE:
run = false;
break;
case Keyboard.KEY_A:
animate = !animate;
System.out.println("Animation is now " + (animate ? "on" : "off") + ".");
break;
case Keyboard.KEY_C:
colorMask = !colorMask;
glColorMask(colorMask, colorMask, colorMask, false);
System.out.println("Color mask is now " + (colorMask ? "on" : "off") + ".");
// Disable alpha test when color mask is off, else we get no benefit.
if ( colorMask ) {
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
} else {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
break;
case Keyboard.KEY_R:
render = !render;
System.out.println("Rendering is now " + (render ? "on" : "off") + ".");
break;
case Keyboard.KEY_S:
smooth = !smooth;
System.out.println("Smooth animation is now " + (smooth ? "on" : "off") + ".");
break;
case Keyboard.KEY_T:
if ( texID == texBigID ) {
texID = texSmallID;
ballSize = 16;
} else {
texID = texBigID;
ballSize = 42;
}
renderer.updateBallSize();
glBindTexture(GL_TEXTURE_2D, texID);
System.out.println("Now using the " + (texID == texBigID ? "big" : "small") + " texture.");
break;
case Keyboard.KEY_V:
vsync = !vsync;
Display.setVSyncEnabled(vsync);
System.out.println("VSYNC is now " + (vsync ? "enabled" : "disabled") + ".");
break;
}
}
while ( Mouse.next() ) ;
}
private void destroy() {
Display.destroy();
}
private abstract class SpriteRenderer {
protected float[] transform = { };
protected int vshID;
protected int progID;
protected void createProgram() {
final int fshID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fshID, "uniform sampler2D COLOR_MAP;\n" +
"void main(void) {\n" +
" gl_FragColor = texture2D(COLOR_MAP, gl_PointCoord);\n" +
"}");
glCompileShader(fshID);
if ( glGetShader(fshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(fshID, glGetShader(fshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile fragment shader.");
}
progID = glCreateProgram();
glAttachShader(progID, vshID);
glAttachShader(progID, fshID);
glLinkProgram(progID);
if ( glGetProgram(progID, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progID, glGetProgram(progID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to link shader program.");
}
glUseProgram(progID);
glUniform1i(glGetUniformLocation(progID, "COLOR_MAP"), 0);
updateBallSize();
glEnableClientState(GL_VERTEX_ARRAY);
}
public void updateBallSize() {
glPointSize(ballSize);
}
public void updateBalls(final int count) {
final Random random = new Random();
final float[] newTransform = new float[count * 4];
System.arraycopy(transform, 0, newTransform, 0, Math.min(transform.length, newTransform.length));
if ( newTransform.length > transform.length ) {
for ( int i = transform.length; i < newTransform.length; ) {
newTransform[i++] = (int)(random.nextFloat() * (SCREEN_WIDTH - ballSize) + ballSize * 0.5f);
newTransform[i++] = (int)(random.nextFloat() * (SCREEN_HEIGHT - ballSize) + ballSize * 0.5f);
newTransform[i++] = random.nextFloat() * 0.4f - 0.2f;
newTransform[i++] = random.nextFloat() * 0.4f - 0.2f;
}
}
transform = newTransform;
}
protected void animate(final FloatBuffer geom, final int ballIndex, final int batchSize, final int delta) {
final float[] transform = this.transform;
final float ballRadius = ballSize * 0.5f;
final float boundW = SCREEN_WIDTH - ballRadius;
final float boundH = SCREEN_HEIGHT - ballRadius;
for ( int b = ballIndex * 4, len = (ballIndex + batchSize) * 4; b < len; b += 4 ) {
float x = transform[b + 0];
float dx = transform[b + 2];
x += dx * delta;
if ( x < ballRadius ) {
x = ballRadius;
transform[b + 2] = -dx;
} else if ( x > boundW ) {
x = boundW;
transform[b + 2] = -dx;
}
transform[b + 0] = x;
float y = transform[b + 1];
float dy = transform[b + 3];
y += dy * delta;
if ( y < ballRadius ) {
y = ballRadius;
transform[b + 3] = -dy;
} else if ( y > boundH ) {
y = boundH;
transform[b + 3] = -dy;
}
transform[b + 1] = y;
geom.put(x).put(y);
}
geom.clear();
}
protected abstract void render(boolean render, boolean animate, int delta);
}
private abstract class SpriteRendererBatched extends SpriteRenderer {
protected static final int BALLS_PER_BATCH = 10 * 1000;
SpriteRendererBatched() {
vshID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshID, "void main(void) {\n" +
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
"}");
glCompileShader(vshID);
if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile vertex shader.");
}
createProgram();
}
}
private class SpriteRendererPlain extends SpriteRendererBatched {
private final FloatBuffer geom;
protected int[] animVBO;
SpriteRendererPlain() {
System.out.println("Shootout Implementation: CPU animation & BufferData");
geom = BufferUtils.createFloatBuffer(BALLS_PER_BATCH * 4 * 2);
}
public void updateBalls(final int count) {
super.updateBalls(count);
final int batchCount = count / BALLS_PER_BATCH + (count % BALLS_PER_BATCH == 0 ? 0 : 1);
if ( animVBO != null && batchCount == animVBO.length )
return;
final int[] newAnimVBO = new int[batchCount];
if ( animVBO != null ) {
System.arraycopy(animVBO, 0, newAnimVBO, 0, Math.min(animVBO.length, newAnimVBO.length));
for ( int i = newAnimVBO.length; i < animVBO.length; i++ )
glDeleteBuffers(animVBO[i]);
}
for ( int i = animVBO == null ? 0 : animVBO.length; i < newAnimVBO.length; i++ ) {
newAnimVBO[i] = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, newAnimVBO[i]);
}
animVBO = newAnimVBO;
}
public void render(final boolean render, final boolean animate, final int delta) {
int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
int ballIndex = 0;
int vboIndex = 0;
while ( ballIndex < ballCount ) {
glBindBuffer(GL_ARRAY_BUFFER, animVBO[vboIndex++]);
if ( animate )
animate(ballIndex, batchSize, delta);
if ( render ) {
glVertexPointer(2, GL_FLOAT, 0, 0);
glDrawArrays(GL_POINTS, 0, batchSize);
}
ballIndex += batchSize;
batchSize = Math.min(ballCount - ballIndex, BALLS_PER_BATCH);
}
}
private void animate(final int ballIndex, final int batchSize, final int delta) {
animate(geom, ballIndex, batchSize, delta);
glBufferData(GL_ARRAY_BUFFER, geom.capacity() * 4, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, geom);
}
}
private class SpriteRendererMapped extends SpriteRendererBatched {
private ByteBuffer[] mapBuffer;
private FloatBuffer[] geomBuffer;
protected int animVBO;
SpriteRendererMapped() {
System.out.println("Shootout Implementation: CPU animation & MapBufferRange");
}
public void updateBalls(final int count) {
super.updateBalls(count);
final int batchCount = count / BALLS_PER_BATCH + (count % BALLS_PER_BATCH == 0 ? 0 : 1);
mapBuffer = new ByteBuffer[batchCount];
geomBuffer = new FloatBuffer[batchCount];
animVBO = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, animVBO);
glBufferData(GL_ARRAY_BUFFER, ballCount * (2 * 4), GL_DYNAMIC_DRAW);
glVertexPointer(2, GL_FLOAT, 0, 0);
}
public void render(final boolean render, final boolean animate, final int delta) {
int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
int ballIndex = 0;
int batchIndex = 0;
while ( ballIndex < ballCount ) {
if ( animate ) {
final ByteBuffer buffer = glMapBufferRange(GL_ARRAY_BUFFER,
ballIndex * (2 * 4),
batchSize * (2 * 4),
GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT,
mapBuffer[batchIndex]);
if ( buffer != mapBuffer[batchIndex] ) {
mapBuffer[batchIndex] = buffer;
geomBuffer[batchIndex] = mapBuffer[batchIndex].asFloatBuffer();
}
animate(geomBuffer[batchIndex], ballIndex, batchSize, delta);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
if ( render )
glDrawArrays(GL_POINTS, ballIndex, batchSize);
batchIndex++;
ballIndex += batchSize;
batchSize = Math.min(ballCount - ballIndex, BALLS_PER_BATCH);
}
}
}
private class SpriteRendererTF extends SpriteRenderer {
private int progIDTF;
private int ballSizeLoc;
private int deltaLoc;
private int[] tfVBO = new int[2];
private int currVBO;
SpriteRendererTF() {
System.out.println("Shootout Implementation: TF GPU animation");
// Transform-feedback program
final int vshID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshID, "#version 130\n" +
"const float WIDTH = " + SCREEN_WIDTH + ";\n" +
"const float HEIGHT = " + SCREEN_HEIGHT + ";\n" +
"uniform float ballSize;\n" + // ballSize / 2
"uniform float delta;\n" +
"void main(void) {\n" +
" vec4 anim = gl_Vertex;\n" +
" anim.xy = anim.xy + anim.zw * delta;\n" +
" vec2 animC = clamp(anim.xy, vec2(ballSize), vec2(WIDTH - ballSize, HEIGHT - ballSize));\n" +
" if ( anim.x != animC.x ) anim.z = -anim.z;\n" +
" if ( anim.y != animC.y ) anim.w = -anim.w;\n" +
" gl_Position = vec4(animC, anim.zw);\n" +
"}");
glCompileShader(vshID);
if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile vertex shader.");
}
progIDTF = glCreateProgram();
glAttachShader(progIDTF, vshID);
glTransformFeedbackVaryings(progIDTF, new CharSequence[] { "gl_Position" }, GL_SEPARATE_ATTRIBS);
glLinkProgram(progIDTF);
if ( glGetProgram(progIDTF, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progIDTF, glGetProgram(progIDTF, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to link shader program.");
}
glUseProgram(progIDTF);
ballSizeLoc = glGetUniformLocation(progIDTF, "ballSize");
deltaLoc = glGetUniformLocation(progIDTF, "delta");
glUniform1f(ballSizeLoc, ballSize * 0.5f);
// -----------------
this.vshID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(this.vshID, "void main(void) {\n" +
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
"}");
glCompileShader(this.vshID);
if ( glGetShader(this.vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(this.vshID, glGetShader(this.vshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile vertex shader.");
}
createProgram();
}
public void updateBallSize() {
glUseProgram(progIDTF);
glUniform1f(ballSizeLoc, ballSize * 0.5f);
glUseProgram(progID);
super.updateBallSize();
}
public void updateBalls(final int count) {
super.updateBalls(count);
if ( tfVBO[0] != 0 ) {
for ( int i = 0; i < tfVBO.length; i++ )
glDeleteBuffers(tfVBO[i]);
}
final FloatBuffer transform = BufferUtils.createFloatBuffer(count * 4);
transform.put(this.transform);
transform.flip();
for ( int i = 0; i < tfVBO.length; i++ ) {
tfVBO[i] = glGenBuffers();
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, tfVBO[i]);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, transform, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, tfVBO[0]);
glVertexPointer(2, GL_FLOAT, (4 * 4), 0);
}
public void render(final boolean render, final boolean animate, final int delta) {
if ( animate ) {
glUseProgram(progIDTF);
glUniform1f(deltaLoc, delta);
final int vbo = currVBO;
currVBO = 1 - currVBO;
glBindBuffer(GL_ARRAY_BUFFER, tfVBO[vbo]);
glVertexPointer(4, GL_FLOAT, 0, 0);
glEnable(GL_RASTERIZER_DISCARD);
if ( GLContext.getCapabilities().OpenGL30 ) {
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfVBO[1 - vbo]);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, ballCount);
glEndTransformFeedback();
} else {
glBindBufferBaseEXT(GL_TRANSFORM_FEEDBACK_BUFFER_EXT, 0, tfVBO[1 - vbo]);
glBeginTransformFeedbackEXT(GL_POINTS);
glDrawArrays(GL_POINTS, 0, ballCount);
glEndTransformFeedbackEXT();
}
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(progID);
glVertexPointer(2, GL_FLOAT, (4 * 4), 0);
}
if ( render )
glDrawArrays(GL_POINTS, 0, ballCount);
}
}
}

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@ -0,0 +1,591 @@
package org.lwjgl.test.opengl.sprites;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.Sys;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.*;
import java.awt.image.BufferedImage;
import java.awt.image.Raster;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.Random;
import javax.imageio.ImageIO;
import static org.lwjgl.opengl.EXTTransformFeedback.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.GL32.*;
/**
* Sprite rendering demo. In this version we're doing the animation
* computations on the GPU, using transform feedback and a vertex
* shader, then rendering is performed in 2 passes, with depth testing
* enabled:
* 1) Sprites are rendered front-to-back, opaque fragments only, blending is disabled.
* 2) Sprites are rendered back-to-front, transparent fragments only, blending is enabled.
* Sorting is free, because we're animating double the amount of sprites rendered, the
* first batch is sorted f2b, the second is sorted b2f. Ordering is achieved by modifying
* the z-axis position of the sprites in the vertex shader.
*
* @author Spasi
* @since 18/3/2011
*/
public final class SpriteShootout2P {
private static final int SCREEN_WIDTH = 800;
private static final int SCREEN_HEIGHT = 600;
private static final int ANIMATION_TICKS = 60;
private boolean run = true;
private boolean render = true;
private boolean colorMask = true;
private boolean animate = true;
private boolean smooth;
private boolean vsync;
private int ballSize = 42;
private int ballCount = 100 * 1000;
private SpriteRenderer renderer;
// OpenGL stuff
private int texID;
private int texBigID;
private int texSmallID;
private SpriteShootout2P() {
}
public static void main(String[] args) {
try {
new SpriteShootout2P().start();
} catch (LWJGLException e) {
e.printStackTrace();
}
}
private void start() throws LWJGLException {
try {
initGL();
renderer = new SpriteRendererTF();
updateBalls(ballCount);
run();
} catch (Throwable t) {
t.printStackTrace();
} finally {
destroy();
}
}
private void initGL() throws LWJGLException {
Display.setLocation((Display.getDisplayMode().getWidth() - SCREEN_WIDTH) / 2,
(Display.getDisplayMode().getHeight() - SCREEN_HEIGHT) / 2);
Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT));
Display.setTitle("Sprite Shootout 2-pass");
Display.create(new PixelFormat(0, 24, 0));
//Display.create(new PixelFormat(), new ContextAttribs(4, 1).withProfileCompatibility(true).withDebug(true));
//AMDDebugOutput.glDebugMessageCallbackAMD(new AMDDebugOutputCallback());
final ContextCapabilities caps = GLContext.getCapabilities();
if ( !(caps.OpenGL30 || (caps.OpenGL20 && caps.GL_EXT_transform_feedback)) )
throw new RuntimeException("OpenGL 3.0 or 2.0 + EXT_transform_feedback is required for this demo.");
// Setup viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
// Create textures
try {
texSmallID = createTexture("res/ball_sm.png");
texBigID = createTexture("res/ball.png");
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
texID = texBigID;
// Setup rendering state
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glColorMask(colorMask, colorMask, colorMask, false);
glDepthMask(true);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClearDepth(1.0f);
// Setup geometry
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
Util.checkGLError();
}
private static int createTexture(final String path) throws IOException {
final BufferedImage img = ImageIO.read(SpriteShootout2P.class.getClassLoader().getResource(path));
final int w = img.getWidth();
final int h = img.getHeight();
final ByteBuffer buffer = readImage(img);
final int texID = glGenTextures();
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
return texID;
}
private static ByteBuffer readImage(final BufferedImage img) throws IOException {
final Raster raster = img.getRaster();
final int bands = raster.getNumBands();
final int w = img.getWidth();
final int h = img.getHeight();
final int size = w * h * bands;
final byte[] pixels = new byte[size];
raster.getDataElements(0, 0, w, h, pixels);
final ByteBuffer pbuffer = BufferUtils.createByteBuffer(size);
if ( bands == 4 ) {
for ( int i = 0; i < (w * h * 4); i += 4 ) {
// Pre-multiply alpha
final float a = unpackUByte01(pixels[i + 3]);
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 2]) * a));
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 1]) * a));
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 0]) * a));
pbuffer.put(pixels[i + 3]);
}
} else if ( bands == 3 ) {
for ( int i = 0; i < (w * h * 3); i += 3 ) {
pbuffer.put(pixels[i + 2]);
pbuffer.put(pixels[i + 1]);
pbuffer.put(pixels[i + 0]);
}
} else
pbuffer.put(pixels, 0, size);
pbuffer.flip();
return pbuffer;
}
private static float unpackUByte01(final byte x) {
return (x & 0xFF) / 255.0f;
}
private static byte packUByte01(final float x) {
return (byte)(x * 255.0f);
}
private void updateBalls(final int count) {
System.out.println("NUMBER OF BALLS: " + count);
renderer.updateBalls(ballCount);
}
private void run() {
long startTime = System.currentTimeMillis() + 5000;
long fps = 0;
long time = Sys.getTime();
final int ticksPerUpdate = (int)(Sys.getTimerResolution() / ANIMATION_TICKS);
renderer.render(false, true, 0);
while ( run ) {
Display.processMessages();
handleInput();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
final long currTime = Sys.getTime();
final int delta = (int)(currTime - time);
if ( smooth || delta >= ticksPerUpdate ) {
renderer.render(render, animate, delta);
time = currTime;
} else
renderer.render(render, false, 0);
Display.update(false);
//Display.sync(60);
if ( startTime > System.currentTimeMillis() ) {
fps++;
} else {
long timeUsed = 5000 + (startTime - System.currentTimeMillis());
startTime = System.currentTimeMillis() + 5000;
System.out.println("FPS: " + (Math.round(fps / (timeUsed / 1000.0) * 10) / 10.0) + ", Balls: " + ballCount);
fps = 0;
}
}
}
private void handleInput() {
if ( Display.isCloseRequested() )
run = false;
while ( Keyboard.next() ) {
if ( Keyboard.getEventKeyState() )
continue;
switch ( Keyboard.getEventKey() ) {
case Keyboard.KEY_1:
case Keyboard.KEY_2:
case Keyboard.KEY_3:
case Keyboard.KEY_4:
case Keyboard.KEY_5:
case Keyboard.KEY_6:
case Keyboard.KEY_7:
case Keyboard.KEY_8:
case Keyboard.KEY_9:
case Keyboard.KEY_0:
ballCount = 1 << (Keyboard.getEventKey() - Keyboard.KEY_1);
updateBalls(ballCount);
break;
case Keyboard.KEY_ADD:
case Keyboard.KEY_SUBTRACT:
int mult;
if ( Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT) ) {
mult = 1000;
if ( Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL) )
mult *= 5;
} else if ( Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU) )
mult = 100;
else if ( Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL) )
mult = 10;
else
mult = 1;
if ( Keyboard.getEventKey() == Keyboard.KEY_SUBTRACT )
mult = -mult;
ballCount += mult * 100;
if ( ballCount <= 0 )
ballCount = 1;
updateBalls(ballCount);
break;
case Keyboard.KEY_ESCAPE:
run = false;
break;
case Keyboard.KEY_A:
animate = !animate;
System.out.println("Animation is now " + (animate ? "on" : "off") + ".");
break;
case Keyboard.KEY_C:
colorMask = !colorMask;
glColorMask(colorMask, colorMask, colorMask, false);
System.out.println("Color mask is now " + (colorMask ? "on" : "off") + ".");
// Disable alpha test when color mask is off, else we get no benefit.
if ( colorMask ) {
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
} else {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
break;
case Keyboard.KEY_R:
render = !render;
System.out.println("Rendering is now " + (render ? "on" : "off") + ".");
break;
case Keyboard.KEY_S:
smooth = !smooth;
System.out.println("Smooth animation is now " + (smooth ? "on" : "off") + ".");
break;
case Keyboard.KEY_T:
if ( texID == texBigID ) {
texID = texSmallID;
ballSize = 16;
} else {
texID = texBigID;
ballSize = 42;
}
renderer.updateBallSize();
glBindTexture(GL_TEXTURE_2D, texID);
System.out.println("Now using the " + (texID == texBigID ? "big" : "small") + " texture.");
break;
case Keyboard.KEY_V:
vsync = !vsync;
Display.setVSyncEnabled(vsync);
System.out.println("VSYNC is now " + (vsync ? "enabled" : "disabled") + ".");
break;
}
}
while ( Mouse.next() ) ;
}
private void destroy() {
Display.destroy();
}
private abstract class SpriteRenderer {
protected int progID;
protected void createPrograms(final int vshID) {
// Opaque pass
final int fshID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fshID, "uniform sampler2D COLOR_MAP;\n" +
"void main(void) {\n" +
" gl_FragColor = texture2D(COLOR_MAP, gl_PointCoord);\n" +
"}");
glCompileShader(fshID);
if ( glGetShader(fshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(fshID, glGetShader(fshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile fragment shader.");
}
progID = glCreateProgram();
glAttachShader(progID, vshID);
glAttachShader(progID, fshID);
glLinkProgram(progID);
if ( glGetProgram(progID, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progID, glGetProgram(progID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to link shader program.");
}
glUseProgram(progID);
glUniform1i(glGetUniformLocation(progID, "COLOR_MAP"), 0);
updateBallSize();
glEnableClientState(GL_VERTEX_ARRAY);
}
public void updateBallSize() {
glPointSize(ballSize);
}
protected abstract void updateBalls(final int count);
protected abstract void render(boolean render, boolean animate, int delta);
}
private class SpriteRendererTF extends SpriteRenderer {
private int progIDTF;
private int ballSizeLoc;
private int deltaLoc;
private int[] tfVBO = new int[2];
private int currVBO;
private int depthVBO;
private int depthLoc;
SpriteRendererTF() {
System.out.println("Shootout Implementation: TF GPU animation & 2-pass rendering");
// Transform-feedback program
int vshID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshID, "#version 130\n" +
"const float WIDTH = " + SCREEN_WIDTH + ";\n" +
"const float HEIGHT = " + SCREEN_HEIGHT + ";\n" +
"uniform float ballSize;\n" + // ballSize / 2
"uniform float delta;\n" +
"void main(void) {\n" +
" vec4 anim = gl_Vertex;\n" +
" anim.xy = anim.xy + anim.zw * delta;\n" +
" vec2 animC = clamp(anim.xy, vec2(ballSize), vec2(WIDTH - ballSize, HEIGHT - ballSize));\n" +
" if ( anim.x != animC.x ) anim.z = -anim.z;\n" +
" if ( anim.y != animC.y ) anim.w = -anim.w;\n" +
" gl_Position = vec4(animC, anim.zw);\n" +
"}");
glCompileShader(vshID);
if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile vertex shader.");
}
progIDTF = glCreateProgram();
glAttachShader(progIDTF, vshID);
glTransformFeedbackVaryings(progIDTF, new CharSequence[] { "gl_Position" }, GL_SEPARATE_ATTRIBS);
glLinkProgram(progIDTF);
if ( glGetProgram(progIDTF, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progIDTF, glGetProgram(progIDTF, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to link shader program.");
}
glUseProgram(progIDTF);
ballSizeLoc = glGetUniformLocation(progIDTF, "ballSize");
deltaLoc = glGetUniformLocation(progIDTF, "delta");
glUniform1f(ballSizeLoc, ballSize * 0.5f);
// -----------------
vshID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshID, "#version 130\n" +
"in float depth;\n" +
"void main(void) {\n" +
" gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_Vertex.xy, depth, gl_Vertex.w);\n" +
"}");
glCompileShader(vshID);
if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile vertex shader.");
}
createPrograms(vshID);
depthLoc = glGetAttribLocation(progID, "depth");
// -----------------
}
public void updateBallSize() {
glUseProgram(progIDTF);
glUniform1f(ballSizeLoc, ballSize * 0.5f);
super.updateBallSize();
}
public void updateBalls(final int count) {
// Depth data
final FloatBuffer depths = BufferUtils.createFloatBuffer(count * 2);
final float depthStep = 1.9f / count;
float depth = Math.nextAfter(1.0f, Float.MIN_VALUE);
// Front-to-back
for ( int i = 0; i < count; i++ ) {
depths.put(depth);
depth -= depthStep;
}
// Back-to-front
for ( int i = 0; i < count; i++ )
depths.put(depths.get(count - 1 - i));
depths.flip();
if ( depthVBO != 0 )
glDeleteBuffers(depthVBO);
depthVBO = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, depthVBO);
glBufferData(GL_ARRAY_BUFFER, depths, GL_STATIC_DRAW);
glEnableVertexAttribArray(depthLoc);
glVertexAttribPointer(depthLoc, 1, GL_FLOAT, false, 0, 0);
// Animation data
final FloatBuffer transform = BufferUtils.createFloatBuffer(count * 2 * 4);
// Front-to-back
final Random random = new Random();
for ( int i = 0; i < count; i++ ) {
transform.put((int)(random.nextFloat() * (SCREEN_WIDTH - ballSize) + ballSize * 0.5f));
transform.put((int)(random.nextFloat() * (SCREEN_HEIGHT - ballSize) + ballSize * 0.5f));
transform.put(random.nextFloat() * 0.4f - 0.2f);
transform.put(random.nextFloat() * 0.4f - 0.2f);
}
// Back-to-front
for ( int i = 0; i < count; i++ ) {
final int offset = (count - 1 - i) * 4;
transform.put(transform.get(offset + 0));
transform.put(transform.get(offset + 1));
transform.put(transform.get(offset + 2));
transform.put(transform.get(offset + 3));
}
transform.flip();
if ( tfVBO[0] != 0 ) {
for ( int i = 0; i < tfVBO.length; i++ )
glDeleteBuffers(tfVBO[i]);
}
for ( int i = 0; i < tfVBO.length; i++ ) {
tfVBO[i] = glGenBuffers();
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, tfVBO[i]);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, transform, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, tfVBO[0]);
glVertexPointer(2, GL_FLOAT, (4 * 4), 0);
}
public void render(final boolean render, final boolean animate, final int delta) {
if ( animate ) {
glDisableVertexAttribArray(depthLoc);
final int vbo = currVBO;
currVBO = 1 - currVBO;
glUseProgram(progIDTF);
glUniform1f(deltaLoc, delta);
glBindBuffer(GL_ARRAY_BUFFER, tfVBO[vbo]);
glVertexPointer(4, GL_FLOAT, 0, 0);
glEnable(GL_RASTERIZER_DISCARD);
if ( GLContext.getCapabilities().OpenGL30 ) {
glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfVBO[1 - vbo]);
glBeginTransformFeedback(GL_POINTS);
glDrawArrays(GL_POINTS, 0, ballCount * 2);
glEndTransformFeedback();
} else {
glBindBufferBaseEXT(GL_TRANSFORM_FEEDBACK_BUFFER_EXT, 0, tfVBO[1 - vbo]);
glBeginTransformFeedbackEXT(GL_POINTS);
glDrawArrays(GL_POINTS, 0, ballCount * 2);
glEndTransformFeedbackEXT();
}
glDisable(GL_RASTERIZER_DISCARD);
glUseProgram(progID);
glVertexPointer(2, GL_FLOAT, (4 * 4), 0);
glEnableVertexAttribArray(depthLoc);
}
if ( render ) {
// Render front-to-back opaque pass
glAlphaFunc(GL_EQUAL, 1.0f);
glDisable(GL_BLEND);
glDrawArrays(GL_POINTS, 0, ballCount);
glEnable(GL_BLEND);
// Render back-to-front transparent pass
glAlphaFunc(GL_GREATER, 0.0f); // Fragments with alpha == 1.0 are early-depth-rejected.
glDepthMask(false);
glDrawArrays(GL_POINTS, ballCount, ballCount);
glDepthMask(true);
}
}
}
}

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@ -0,0 +1,559 @@
package org.lwjgl.test.opengl.sprites;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.PointerBuffer;
import org.lwjgl.Sys;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opencl.*;
import org.lwjgl.opencl.api.Filter;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.opengl.GLContext;
import org.lwjgl.opengl.Util;
import java.awt.image.BufferedImage;
import java.awt.image.Raster;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.List;
import java.util.Random;
import javax.imageio.ImageIO;
import static org.lwjgl.opencl.CL10.*;
import static org.lwjgl.opencl.CL10GL.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
/**
* Sprite rendering demo. In this version OpenCL is used for the animation
* computations. CL_KHR_gl_sharing is required for sharing the animation
* data with OpenGL for rendering.
*
* @author Spasi
* @since 18/3/2011
*/
public final class SpriteShootoutCL {
private static final int SCREEN_WIDTH = 800;
private static final int SCREEN_HEIGHT = 600;
private static final int ANIMATION_TICKS = 60;
private boolean run = true;
private boolean render = true;
private boolean colorMask = true;
private boolean animate = true;
private boolean smooth;
private boolean vsync;
private int ballSize = 42;
private int ballCount = 100 * 1000;
private SpriteRenderer renderer;
// OpenGL stuff
private int texID;
private int texBigID;
private int texSmallID;
// OpenCL stuff
private IntBuffer errorCode = BufferUtils.createIntBuffer(1);
private CLDevice clDevice;
private CLContext clContext;
private CLCommandQueue queue;
private CLProgram program;
private CLKernel kernel;
private CLMem clTransform;
private PointerBuffer kernelGlobalWorkSize;
private SpriteShootoutCL() {
}
public static void main(String[] args) {
try {
new SpriteShootoutCL().start();
} catch (LWJGLException e) {
e.printStackTrace();
}
}
private void start() throws LWJGLException {
try {
initGL();
initCL();
renderer = new SpriteRendererDefault();
updateBalls(ballCount);
run();
} catch (Throwable t) {
t.printStackTrace();
} finally {
destroy();
}
}
private void initCL() throws LWJGLException {
CL.create();
final List<CLPlatform> platforms = CLPlatform.getPlatforms();
if ( platforms == null )
throw new RuntimeException("No OpenCL platforms found.");
final CLPlatform platform = platforms.get(0);
final PointerBuffer ctxProps = BufferUtils.createPointerBuffer(3);
ctxProps.put(CL_CONTEXT_PLATFORM).put(platform.getPointer()).put(0).flip();
// Find devices with GL sharing support
final Filter<CLDevice> glSharingFilter = new Filter<CLDevice>() {
public boolean accept(final CLDevice device) {
final CLDeviceCapabilities caps = CLCapabilities.getDeviceCapabilities(device);
return caps.CL_KHR_gl_sharing;
}
};
final List<CLDevice> devices = platform.getDevices(CL_DEVICE_TYPE_GPU, glSharingFilter);
if ( devices == null )
throw new RuntimeException("No OpenCL GPU device found.");
clDevice = devices.get(0);
// Make sure we use only 1 device
devices.clear();
devices.add(clDevice);
clContext = CLContext.create(platform, devices, new CLContextCallback() {
protected void handleMessage(final String errinfo, final ByteBuffer private_info) {
System.out.println("[CONTEXT MESSAGE] " + errinfo);
}
}, Display.getDrawable(), errorCode);
checkCLError(errorCode);
queue = clCreateCommandQueue(clContext, clDevice, 0, errorCode);
checkCLError(errorCode);
}
private void initGL() throws LWJGLException {
Display.setLocation((Display.getDisplayMode().getWidth() - SCREEN_WIDTH) / 2,
(Display.getDisplayMode().getHeight() - SCREEN_HEIGHT) / 2);
Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT));
Display.setTitle("Sprite Shootout - CL");
Display.create();
if ( !GLContext.getCapabilities().OpenGL20 )
throw new RuntimeException("OpenGL 2.0 is required for this demo.");
// Setup viewport
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
// Create textures
try {
texSmallID = createTexture("res/ball_sm.png");
texBigID = createTexture("res/ball.png");
} catch (IOException e) {
e.printStackTrace();
System.exit(-1);
}
texID = texBigID;
// Setup rendering state
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glColorMask(colorMask, colorMask, colorMask, false);
glDepthMask(false);
glDisable(GL_DEPTH_TEST);
// Setup geometry
Util.checkGLError();
}
private static int createTexture(final String path) throws IOException {
final BufferedImage img = ImageIO.read(SpriteShootoutCL.class.getClassLoader().getResource(path));
final int w = img.getWidth();
final int h = img.getHeight();
final ByteBuffer buffer = readImage(img);
final int texID = glGenTextures();
glBindTexture(GL_TEXTURE_2D, texID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
return texID;
}
private static ByteBuffer readImage(final BufferedImage img) throws IOException {
final Raster raster = img.getRaster();
final int bands = raster.getNumBands();
final int w = img.getWidth();
final int h = img.getHeight();
final int size = w * h * bands;
final byte[] pixels = new byte[size];
raster.getDataElements(0, 0, w, h, pixels);
final ByteBuffer pbuffer = BufferUtils.createByteBuffer(size);
if ( bands == 4 ) {
for ( int i = 0; i < (w * h * 4); i += 4 ) {
// Pre-multiply alpha
final float a = unpackUByte01(pixels[i + 3]);
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 2]) * a));
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 1]) * a));
pbuffer.put(packUByte01(unpackUByte01(pixels[i + 0]) * a));
pbuffer.put(pixels[i + 3]);
}
} else if ( bands == 3 ) {
for ( int i = 0; i < (w * h * 3); i += 3 ) {
pbuffer.put(pixels[i + 2]);
pbuffer.put(pixels[i + 1]);
pbuffer.put(pixels[i + 0]);
}
} else
pbuffer.put(pixels, 0, size);
pbuffer.flip();
return pbuffer;
}
private static float unpackUByte01(final byte x) {
return (x & 0xFF) / 255.0f;
}
private static byte packUByte01(final float x) {
return (byte)(x * 255.0f);
}
private void updateBalls(final int count) {
System.out.println("NUMBER OF BALLS: " + count);
renderer.updateBalls(ballCount);
}
private void run() {
long startTime = System.currentTimeMillis() + 5000;
long fps = 0;
long time = Sys.getTime();
final int ticksPerUpdate = (int)(Sys.getTimerResolution() / ANIMATION_TICKS);
renderer.render(false, true, 0);
while ( run ) {
Display.processMessages();
handleInput();
glClear(GL_COLOR_BUFFER_BIT);
final long currTime = Sys.getTime();
final int delta = (int)(currTime - time);
if ( smooth || delta >= ticksPerUpdate ) {
renderer.render(render, animate, delta);
time = currTime;
} else
renderer.render(render, false, 0);
Display.update(false);
if ( startTime > System.currentTimeMillis() ) {
fps++;
} else {
long timeUsed = 5000 + (startTime - System.currentTimeMillis());
startTime = System.currentTimeMillis() + 5000;
System.out.println("FPS: " + (Math.round(fps / (timeUsed / 1000.0) * 10) / 10.0) + ", Balls: " + ballCount);
fps = 0;
}
}
}
private void handleInput() {
if ( Display.isCloseRequested() )
run = false;
while ( Keyboard.next() ) {
if ( Keyboard.getEventKeyState() )
continue;
switch ( Keyboard.getEventKey() ) {
case Keyboard.KEY_1:
case Keyboard.KEY_2:
case Keyboard.KEY_3:
case Keyboard.KEY_4:
case Keyboard.KEY_5:
case Keyboard.KEY_6:
case Keyboard.KEY_7:
case Keyboard.KEY_8:
case Keyboard.KEY_9:
case Keyboard.KEY_0:
ballCount = 1 << (Keyboard.getEventKey() - Keyboard.KEY_1);
updateBalls(ballCount);
break;
case Keyboard.KEY_ADD:
case Keyboard.KEY_SUBTRACT:
int mult;
if ( Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT) )
mult = 1000;
else if ( Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU) )
mult = 100;
else if ( Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL) )
mult = 10;
else
mult = 1;
if ( Keyboard.getEventKey() == Keyboard.KEY_SUBTRACT )
mult = -mult;
ballCount += mult * 100;
if ( ballCount <= 0 )
ballCount = 1;
updateBalls(ballCount);
break;
case Keyboard.KEY_ESCAPE:
run = false;
break;
case Keyboard.KEY_A:
animate = !animate;
System.out.println("Animation is now " + (animate ? "on" : "off") + ".");
break;
case Keyboard.KEY_C:
colorMask = !colorMask;
glColorMask(colorMask, colorMask, colorMask, false);
System.out.println("Color mask is now " + (colorMask ? "on" : "off") + ".");
// Disable alpha test when color mask is off, else we get no benefit.
if ( colorMask ) {
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
} else {
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
break;
case Keyboard.KEY_R:
render = !render;
System.out.println("Rendering is now " + (render ? "on" : "off") + ".");
break;
case Keyboard.KEY_S:
smooth = !smooth;
System.out.println("Smooth animation is now " + (smooth ? "on" : "off") + ".");
break;
case Keyboard.KEY_T:
if ( texID == texBigID ) {
texID = texSmallID;
ballSize = 16;
} else {
texID = texBigID;
ballSize = 42;
}
renderer.updateBallSize();
glBindTexture(GL_TEXTURE_2D, texID);
System.out.println("Now using the " + (texID == texBigID ? "big" : "small") + " texture.");
break;
case Keyboard.KEY_V:
vsync = !vsync;
Display.setVSyncEnabled(vsync);
System.out.println("VSYNC is now " + (vsync ? "enabled" : "disabled") + ".");
break;
}
}
while ( Mouse.next() ) ;
}
private static void checkCLError(IntBuffer buffer) {
org.lwjgl.opencl.Util.checkCLError(buffer.get(0));
}
private void destroy() {
clReleaseContext(clContext);
Display.destroy();
System.exit(0);
}
private abstract class SpriteRenderer {
protected int progID;
protected int animVBO;
protected void createKernel(final String source) {
program = clCreateProgramWithSource(clContext, source, errorCode);
checkCLError(errorCode);
final int build = clBuildProgram(program, clDevice, "", null);
if ( build != CL_SUCCESS ) {
System.out.println("BUILD LOG: " + program.getBuildInfoString(clDevice, CL_PROGRAM_BUILD_LOG));
throw new RuntimeException("Failed to build CL program, status: " + build);
}
kernel = clCreateKernel(program, "animate", errorCode);
checkCLError(errorCode);
kernelGlobalWorkSize = BufferUtils.createPointerBuffer(1);
kernelGlobalWorkSize.put(0, ballCount);
kernel.setArg(0, SCREEN_WIDTH);
kernel.setArg(1, SCREEN_HEIGHT);
kernel.setArg(2, ballSize * 0.5f);
}
protected void createProgram(final int vshID) {
final int fshID = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fshID, "#version 110\n" +
"uniform sampler2D COLOR_MAP;" +
"void main(void) {\n" +
" gl_FragColor = texture2D(COLOR_MAP, gl_PointCoord);\n" +
"}");
glCompileShader(fshID);
if ( glGetShader(fshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(fshID, glGetShader(fshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile fragment shader.");
}
progID = glCreateProgram();
glAttachShader(progID, vshID);
glAttachShader(progID, fshID);
glLinkProgram(progID);
if ( glGetProgram(progID, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progID, glGetProgram(progID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to link shader program.");
}
glUseProgram(progID);
glUniform1i(glGetUniformLocation(progID, "COLOR_MAP"), 0);
glEnableClientState(GL_VERTEX_ARRAY);
}
public void updateBallSize() {
glPointSize(ballSize);
kernel.setArg(2, ballSize * 0.5f);
}
public void updateBalls(final int count) {
kernelGlobalWorkSize.put(0, ballCount);
final FloatBuffer transform = BufferUtils.createFloatBuffer(count * 4);
final Random random = new Random();
for ( int i = 0; i < count; i++ ) {
transform.put((int)(random.nextFloat() * (SCREEN_WIDTH - ballSize)) + ballSize * 0.5f);
transform.put((int)(random.nextFloat() * (SCREEN_HEIGHT - ballSize)) + ballSize * 0.5f);
transform.put(random.nextFloat() * 0.4f - 0.2f);
transform.put(random.nextFloat() * 0.4f - 0.2f);
}
transform.flip();
if ( animVBO != 0 ) {
clReleaseMemObject(clTransform);
glDeleteBuffers(animVBO);
}
animVBO = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, animVBO);
glBufferData(GL_ARRAY_BUFFER, transform, GL_STATIC_DRAW);
glVertexPointer(2, GL_FLOAT, (4 * 4), 0);
clTransform = clCreateFromGLBuffer(clContext, CL_MEM_READ_WRITE, animVBO, errorCode);
checkCLError(errorCode);
kernel.setArg(4, clTransform);
}
protected abstract void render(boolean render, boolean animate, int delta);
}
private class SpriteRendererDefault extends SpriteRenderer {
SpriteRendererDefault() {
System.out.println("Shootout Implementation: OpenCL GPU animation");
final int vshID = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vshID, "#version 150\n" +
"void main(void) {\n" +
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
"}");
glCompileShader(vshID);
if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile vertex shader.");
}
createProgram(vshID);
Util.checkGLError();
createKernel("kernel void animate(\n" +
" const int WIDTH,\n" +
" const int HEIGHT,\n" +
" const float radius,\n" +
" const int delta,\n" +
" global float4 *balls\n" +
") {\n" +
" unsigned int b = get_global_id(0);\n" +
"\n" +
" float4 anim = balls[b];\n" +
" anim.xy = anim.xy + anim.zw * delta;\n" +
" float2 animC = clamp(anim.xy, (float2)radius, (float2)(WIDTH - radius, HEIGHT - radius));\n" +
" if ( anim.x != animC.x ) anim.z = -anim.z;\n" +
" if ( anim.y != animC.y ) anim.w = -anim.w;\n" +
"\n" +
" balls[b] = (float4)(animC, anim.zw);\n" +
"}");
updateBallSize();
}
public void updateBalls(final int count) {
super.updateBalls(count);
}
public void render(final boolean render, final boolean animate, final int delta) {
if ( animate ) {
//glFinish();
kernel.setArg(3, delta);
clEnqueueAcquireGLObjects(queue, clTransform, null, null);
clEnqueueNDRangeKernel(queue, kernel, 1, null, kernelGlobalWorkSize, null, null, null);
clEnqueueReleaseGLObjects(queue, clTransform, null, null);
clFinish(queue);
}
if ( render )
glDrawArrays(GL_POINTS, 0, ballCount);
}
}
}

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@ -0,0 +1,44 @@
/*
* Copyright (c) 2002-2010 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT OWNER 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.
*/
package org.lwjgl.opengl;
public interface AMD_blend_minmax_factor {
/**
* Accepted by the &lt;mode&gt; parameter of BlendEquation and BlendEquationi, and by
* the &lt;modeRGB> and &lt;modeAlpha&gt; parameters of BlendEquationSeparate and
* BlendEquationSeparatei:
*/
int GL_FACTOR_MIN_AMD = 0x901C,
GL_FACTOR_MAX_AMD = 0x901D;
}

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@ -0,0 +1,79 @@
/*
* Copyright (c) 2002-2008 LWJGL Project
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * 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.
*
* * Neither the name of 'LWJGL' nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT OWNER 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.
*/
package org.lwjgl.opengl;
import org.lwjgl.util.generator.opengl.GLenum;
import org.lwjgl.util.generator.opengl.GLsizei;
import org.lwjgl.util.generator.opengl.GLuint;
public interface NV_texture_multisample {
/** Accepted by the &lt;pname&gt; parameter of GetTexLevelParameter: */
int GL_TEXTURE_COVERAGE_SAMPLES_NV = 0x9045,
GL_TEXTURE_COLOR_SAMPLES_NV = 0x9046;
void glTexImage2DMultisampleCoverageNV(@GLenum int target,
@GLsizei int coverageSamples, @GLsizei int colorSamples,
int internalFormat,
@GLsizei int width, @GLsizei int height,
boolean fixedSampleLocations);
void glTexImage3DMultisampleCoverageNV(@GLenum int target,
@GLsizei int coverageSamples, @GLsizei int colorSamples,
int internalFormat,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
boolean fixedSampleLocations);
void glTextureImage2DMultisampleNV(@GLuint int texture, @GLenum int target,
@GLsizei int samples, int internalFormat,
@GLsizei int width, @GLsizei int height,
boolean fixedSampleLocations);
void glTextureImage3DMultisampleNV(@GLuint int texture, @GLenum int target,
@GLsizei int samples, int internalFormat,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
boolean fixedSampleLocations);
void glTextureImage2DMultisampleCoverageNV(@GLuint int texture, @GLenum int target,
@GLsizei int coverageSamples, @GLsizei int colorSamples,
int internalFormat,
@GLsizei int width, @GLsizei int height,
boolean fixedSampleLocations);
void glTextureImage3DMultisampleCoverageNV(@GLuint int texture, @GLenum int target,
@GLsizei int coverageSamples, @GLsizei int colorSamples,
int internalFormat,
@GLsizei int width, @GLsizei int height, @GLsizei int depth,
boolean fixedSampleLocations);
}