lwjgl/src/java/org/lwjgl/test/opengl/sprites/SpriteShootout.java

750 lines
22 KiB
Java

/*
* Copyright (c) 2002-2011 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.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 {
static final int SCREEN_WIDTH = 800;
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;
int ballSize = 42;
int ballCount = 100 * 1000;
private SpriteRenderer renderer;
// OpenGL stuff
private int texID;
private int texBigID;
private int texSmallID;
long animateTime;
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());
final ContextCapabilities caps = GLContext.getCapabilities();
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);
if ( caps.GL_ARB_compatibility || !caps.OpenGL31 )
glEnable(GL_POINT_SPRITE);
// Setup geometry
glEnableClientState(GL_VERTEX_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() throws LWJGLException {
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);
System.out.println("\tAnimation: " + (animateTime / fps / 1000) + "us");
animateTime = 0;
fps = 0;
}
}
}
private void handleInput() throws LWJGLException {
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 ( glGetShaderi(fshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(fshID, glGetShaderi(fshID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to compile fragment shader.");
}
progID = glCreateProgram();
glAttachShader(progID, vshID);
glAttachShader(progID, fshID);
glLinkProgram(progID);
if ( glGetProgrami(progID, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progID, glGetProgrami(progID, GL_INFO_LOG_LENGTH)));
throw new RuntimeException("Failed to link shader program.");
}
glUseProgram(progID);
glUniform1i(glGetUniformLocation(progID, "COLOR_MAP"), 0);
updateBallSize();
}
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 float[] sprites,
final FloatBuffer spritesRender,
final int ballSize, final int ballIndex, final int batchSize, final int delta
) {
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 = sprites[b + 0];
float dx = sprites[b + 2];
x += dx * delta;
if ( x < ballRadius ) {
x = ballRadius;
sprites[b + 2] = -dx;
} else if ( x > boundW ) {
x = boundW;
sprites[b + 2] = -dx;
}
sprites[b + 0] = x;
float y = sprites[b + 1];
float dy = sprites[b + 3];
y += dy * delta;
if ( y < ballRadius ) {
y = ballRadius;
sprites[b + 3] = -dy;
} else if ( y > boundH ) {
y = boundH;
sprites[b + 3] = -dy;
}
sprites[b + 1] = y;
spritesRender.put(x).put(y);
}
spritesRender.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 ( glGetShaderi(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShaderi(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(transform, geom, ballSize, ballIndex, batchSize, delta);
// Orphan current buffer and allocate a new one
glBufferData(GL_ARRAY_BUFFER, geom.capacity() * 4, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, geom);
}
}
private class SpriteRendererMapped extends SpriteRendererBatched {
private StreamVBO animVBO;
SpriteRendererMapped() {
System.out.println("Shootout Implementation: CPU animation & MapBufferRange");
}
public void updateBalls(final int count) {
super.updateBalls(count);
if ( animVBO != null )
animVBO.destroy();
animVBO = new StreamVBO(GL_ARRAY_BUFFER, ballCount * (2 * 4));
}
public void render(final boolean render, final boolean animate, final int delta) {
int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
int ballIndex = 0;
while ( ballIndex < ballCount ) {
if ( animate ) {
final ByteBuffer buffer = animVBO.map(batchSize * (2 * 4));
long t0 = System.nanoTime();
animate(transform, buffer.asFloatBuffer(), ballSize, ballIndex, batchSize, delta);
long t1 = System.nanoTime();
animateTime += t1 - t0;
animVBO.unmap();
}
if ( render ) {
glVertexPointer(2, GL_FLOAT, 0, ballIndex * (2 * 4));
glDrawArrays(GL_POINTS, 0, batchSize);
}
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 ( glGetShaderi(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(vshID, glGetShaderi(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 ( glGetProgrami(progIDTF, GL_LINK_STATUS) == GL_FALSE ) {
System.out.println(glGetProgramInfoLog(progIDTF, glGetProgrami(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 ( glGetShaderi(this.vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
System.out.println(glGetShaderInfoLog(this.vshID, glGetShaderi(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) {
if ( tfVBO[0] != 0 ) {
// Fetch current animation state
final FloatBuffer state = BufferUtils.createFloatBuffer(transform.length);
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, state);
state.get(transform);
}
super.updateBalls(count);
if ( tfVBO[0] != 0 ) {
for ( int i = 0; i < tfVBO.length; i++ )
glDeleteBuffers(tfVBO[i]);
}
final FloatBuffer state = BufferUtils.createFloatBuffer(count * 4);
state.put(transform);
state.flip();
for ( int i = 0; i < tfVBO.length; i++ ) {
tfVBO[i] = glGenBuffers();
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, tfVBO[i]);
glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, state, 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);
}
}
}