839 lines
24 KiB
Java
839 lines
24 KiB
Java
/*
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* Copyright (c) 2002-2011 LWJGL Project
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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*
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* * Neither the name of 'LWJGL' nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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package org.lwjgl.test.opengl.sprites;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.LWJGLException;
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import org.lwjgl.Sys;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.input.Mouse;
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import org.lwjgl.opengl.*;
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import org.lwjgl.util.mapped.MappedObject;
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import org.lwjgl.util.mapped.MappedObjectClassLoader;
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import org.lwjgl.util.mapped.MappedObjectTransformer;
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import org.lwjgl.util.mapped.MappedType;
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import java.awt.image.BufferedImage;
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import java.awt.image.Raster;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.util.Random;
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import javax.imageio.ImageIO;
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import static org.lwjgl.opengl.EXTTransformFeedback.*;
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import static org.lwjgl.opengl.GL11.*;
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import static org.lwjgl.opengl.GL12.*;
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import static org.lwjgl.opengl.GL15.*;
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import static org.lwjgl.opengl.GL20.*;
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import static org.lwjgl.opengl.GL30.*;
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/**
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* Sprite rendering demo. Three implementations are supported:
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* a) CPU animation + BufferData VBO update.
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* b) CPU animation + MapBufferRange VBO update.
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* c) GPU animation using transform feedback with a vertex shader.
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*
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* @author Spasi
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* @since 18/3/2011
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*/
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public final class SpriteShootoutMapped {
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static final int SCREEN_WIDTH = 800;
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static final int SCREEN_HEIGHT = 600;
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private static final int ANIMATION_TICKS = 60;
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private boolean run = true;
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private boolean render = true;
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private boolean colorMask = true;
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private boolean animate = true;
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private boolean smooth;
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private boolean vsync;
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int ballSize = 42;
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int ballCount = 100 * 1000;
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private SpriteRenderer renderer;
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// OpenGL stuff
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private int texID;
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private int texBigID;
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private int texSmallID;
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long animateTime;
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private SpriteShootoutMapped() {
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}
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public static void main(String[] args) {
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MappedObjectTransformer.register(Pixel4b.class);
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MappedObjectTransformer.register(Pixel3b.class);
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MappedObjectTransformer.register(Sprite.class);
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MappedObjectTransformer.register(SpriteRender.class);
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if ( MappedObjectClassLoader.fork(SpriteShootoutMapped.class, args) )
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return;
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try {
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new SpriteShootoutMapped().start();
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} catch (LWJGLException e) {
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e.printStackTrace();
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}
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}
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private void start() throws LWJGLException {
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try {
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initGL();
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final ContextCapabilities caps = GLContext.getCapabilities();
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if ( !true && (caps.OpenGL30 || caps.GL_EXT_transform_feedback) )
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renderer = new SpriteRendererTF();
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else if ( true && caps.GL_ARB_map_buffer_range )
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renderer = new SpriteRendererMapped();
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else
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renderer = new SpriteRendererPlain();
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updateBalls(ballCount);
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run();
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} catch (Throwable t) {
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t.printStackTrace();
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} finally {
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destroy();
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}
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}
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private void initGL() throws LWJGLException {
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Display.setLocation((Display.getDisplayMode().getWidth() - SCREEN_WIDTH) / 2,
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(Display.getDisplayMode().getHeight() - SCREEN_HEIGHT) / 2);
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Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT));
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Display.setTitle("Sprite Shootout");
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Display.create();
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//Display.create(new PixelFormat(), new ContextAttribs(4, 1).withProfileCompatibility(true).withDebug(true));
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//AMDDebugOutput.glDebugMessageCallbackAMD(new AMDDebugOutputCallback());
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if ( !GLContext.getCapabilities().OpenGL20 )
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throw new RuntimeException("OpenGL 2.0 is required for this demo.");
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// Setup viewport
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
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glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
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// Create textures
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try {
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texSmallID = createTexture("res/ball_sm.png");
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texBigID = createTexture("res/ball.png");
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} catch (IOException e) {
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e.printStackTrace();
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System.exit(-1);
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}
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texID = texBigID;
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// Setup rendering state
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.0f);
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glColorMask(colorMask, colorMask, colorMask, false);
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glDepthMask(false);
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glDisable(GL_DEPTH_TEST);
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// Setup geometry
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glEnableClientState(GL_VERTEX_ARRAY);
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Util.checkGLError();
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}
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private static int createTexture(final String path) throws IOException {
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final BufferedImage img = ImageIO.read(SpriteShootoutMapped.class.getClassLoader().getResource(path));
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final int w = img.getWidth();
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final int h = img.getHeight();
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final ByteBuffer buffer = readImage(img);
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final int texID = glGenTextures();
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glBindTexture(GL_TEXTURE_2D, texID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
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return texID;
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}
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public static class Pixel4b extends MappedObject {
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public byte r, g, b, a;
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}
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@MappedType(align = 3)
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public static class Pixel3b extends MappedObject {
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public byte r, g, b;
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}
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private static ByteBuffer readImage(final BufferedImage img) throws IOException {
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final Raster raster = img.getRaster();
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final int bands = raster.getNumBands();
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final int w = img.getWidth();
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final int h = img.getHeight();
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final int count = w * h;
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final byte[] pixels = new byte[count * bands];
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raster.getDataElements(0, 0, w, h, pixels);
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if ( bands == 4 ) {
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Pixel4b p = Pixel4b.malloc(count);
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int b = 0;
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for ( int i = 0; i < count; i++, b += 4 ) {
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// Pre-multiply alpha
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final float a = unpackUByte01(pixels[b + 3]);
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p.view = i;
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p.r = packUByte01(unpackUByte01(pixels[b + 2]) * a);
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p.g = packUByte01(unpackUByte01(pixels[b + 1]) * a);
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p.b = packUByte01(unpackUByte01(pixels[b + 0]) * a);
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p.a = pixels[b + 3];
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}
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return p.backingByteBuffer();
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} else if ( bands == 3 ) {
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Pixel3b p = Pixel3b.malloc(count);
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int b = 0;
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for ( int i = 0; i < count; i++, b += 3 ) {
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p.view = i;
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p.r = pixels[b + 2];
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p.g = pixels[b + 1];
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p.b = pixels[b + 0];
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}
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return p.backingByteBuffer();
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} else {
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ByteBuffer p = BufferUtils.createByteBuffer(count * bands);
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p.put(pixels, 0, p.capacity());
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p.flip();
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return p;
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}
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}
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private static float unpackUByte01(final byte x) {
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return (x & 0xFF) / 255.0f;
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}
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private static byte packUByte01(final float x) {
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return (byte)(x * 255.0f);
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}
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private void updateBalls(final int count) {
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System.out.println("NUMBER OF BALLS: " + count);
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renderer.updateBalls(ballCount);
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}
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private void run() throws LWJGLException {
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long startTime = System.currentTimeMillis() + 5000;
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long fps = 0;
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long time = Sys.getTime();
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final int ticksPerUpdate = (int)(Sys.getTimerResolution() / ANIMATION_TICKS);
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renderer.render(false, true, 0);
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while ( run ) {
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Display.processMessages();
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handleInput();
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glClear(GL_COLOR_BUFFER_BIT);
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final long currTime = Sys.getTime();
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final int delta = (int)(currTime - time);
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if ( smooth || delta >= ticksPerUpdate ) {
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renderer.render(render, animate, delta);
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time = currTime;
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} else
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renderer.render(render, false, 0);
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Display.update(false);
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//Display.sync(60);
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if ( startTime > System.currentTimeMillis() ) {
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fps++;
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} else {
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long timeUsed = 5000 + (startTime - System.currentTimeMillis());
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startTime = System.currentTimeMillis() + 5000;
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System.out.println("FPS: " + (Math.round(fps / (timeUsed / 1000.0) * 10) / 10.0) + ", Balls: " + ballCount);
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System.out.println("Animation: " + animateTime / fps);
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animateTime = 0;
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fps = 0;
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}
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}
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}
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private void handleInput() throws LWJGLException {
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if ( Display.isCloseRequested() )
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run = false;
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while ( Keyboard.next() ) {
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if ( Keyboard.getEventKeyState() )
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continue;
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switch ( Keyboard.getEventKey() ) {
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case Keyboard.KEY_1:
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case Keyboard.KEY_2:
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case Keyboard.KEY_3:
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case Keyboard.KEY_4:
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case Keyboard.KEY_5:
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case Keyboard.KEY_6:
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case Keyboard.KEY_7:
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case Keyboard.KEY_8:
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case Keyboard.KEY_9:
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case Keyboard.KEY_0:
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ballCount = 1 << (Keyboard.getEventKey() - Keyboard.KEY_1);
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updateBalls(ballCount);
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break;
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case Keyboard.KEY_ADD:
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case Keyboard.KEY_SUBTRACT:
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int mult;
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if ( Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT) )
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mult = 1000;
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else if ( Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU) )
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mult = 100;
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else if ( Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL) )
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mult = 10;
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else
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mult = 1;
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if ( Keyboard.getEventKey() == Keyboard.KEY_SUBTRACT )
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mult = -mult;
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ballCount += mult * 100;
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if ( ballCount <= 0 )
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ballCount = 1;
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updateBalls(ballCount);
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break;
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case Keyboard.KEY_ESCAPE:
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run = false;
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break;
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case Keyboard.KEY_A:
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animate = !animate;
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System.out.println("Animation is now " + (animate ? "on" : "off") + ".");
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break;
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case Keyboard.KEY_C:
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colorMask = !colorMask;
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glColorMask(colorMask, colorMask, colorMask, false);
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System.out.println("Color mask is now " + (colorMask ? "on" : "off") + ".");
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// Disable alpha test when color mask is off, else we get no benefit.
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if ( colorMask ) {
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glEnable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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} else {
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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}
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break;
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case Keyboard.KEY_R:
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render = !render;
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System.out.println("Rendering is now " + (render ? "on" : "off") + ".");
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break;
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case Keyboard.KEY_S:
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smooth = !smooth;
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System.out.println("Smooth animation is now " + (smooth ? "on" : "off") + ".");
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break;
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case Keyboard.KEY_T:
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if ( texID == texBigID ) {
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texID = texSmallID;
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ballSize = 16;
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} else {
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texID = texBigID;
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ballSize = 42;
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}
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renderer.updateBallSize();
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glBindTexture(GL_TEXTURE_2D, texID);
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System.out.println("Now using the " + (texID == texBigID ? "big" : "small") + " texture.");
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break;
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case Keyboard.KEY_V:
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vsync = !vsync;
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Display.setVSyncEnabled(vsync);
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System.out.println("VSYNC is now " + (vsync ? "enabled" : "disabled") + ".");
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break;
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}
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}
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while ( Mouse.next() ) ;
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}
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private void destroy() {
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Display.destroy();
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}
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public static class Sprite extends MappedObject {
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public float dx, x;
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public float dy, y;
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}
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public static class SpriteRender extends MappedObject {
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public float x, y;
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}
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private abstract class SpriteRenderer {
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protected Sprite sprites;
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protected int spriteCount;
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protected int vshID;
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protected int progID;
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protected void createProgram() {
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final int fshID = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fshID, "uniform sampler2D COLOR_MAP;\n" +
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"void main(void) {\n" +
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" gl_FragColor = texture2D(COLOR_MAP, gl_PointCoord);\n" +
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"}");
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glCompileShader(fshID);
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if ( glGetShaderi(fshID, GL_COMPILE_STATUS) == GL_FALSE ) {
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System.out.println(glGetShaderInfoLog(fshID, glGetShaderi(fshID, GL_INFO_LOG_LENGTH)));
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throw new RuntimeException("Failed to compile fragment shader.");
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}
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progID = glCreateProgram();
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glAttachShader(progID, vshID);
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glAttachShader(progID, fshID);
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glLinkProgram(progID);
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if ( glGetProgrami(progID, GL_LINK_STATUS) == GL_FALSE ) {
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System.out.println(glGetProgramInfoLog(progID, glGetProgrami(progID, GL_INFO_LOG_LENGTH)));
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throw new RuntimeException("Failed to link shader program.");
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}
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glUseProgram(progID);
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glUniform1i(glGetUniformLocation(progID, "COLOR_MAP"), 0);
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updateBallSize();
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glEnableClientState(GL_VERTEX_ARRAY);
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}
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public void updateBallSize() {
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glPointSize(ballSize);
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}
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public abstract void updateBalls(int count);
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protected abstract void render(boolean render, boolean animate, int delta);
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}
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private abstract class SpriteRendererBatched extends SpriteRenderer {
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protected static final int BALLS_PER_BATCH = 10 * 1000;
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SpriteRendererBatched() {
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vshID = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vshID, "void main(void) {\n" +
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
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"}");
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glCompileShader(vshID);
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if ( glGetShaderi(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
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System.out.println(glGetShaderInfoLog(vshID, glGetShaderi(vshID, GL_INFO_LOG_LENGTH)));
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throw new RuntimeException("Failed to compile vertex shader.");
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}
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createProgram();
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}
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public void updateBalls(final int count) {
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final Random random = new Random();
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final Sprite newSprites = Sprite.malloc(count);
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if ( sprites != null ) {
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sprites.view = 0;
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sprites.copyRange(newSprites, Math.min(count, spriteCount));
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}
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if ( count > spriteCount ) {
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for ( int i = spriteCount; i < count; i++ ) {
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newSprites.view = i;
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newSprites.x = (int)(random.nextFloat() * (SCREEN_WIDTH - ballSize) + ballSize * 0.5f);
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newSprites.y = (int)(random.nextFloat() * (SCREEN_HEIGHT - ballSize) + ballSize * 0.5f);
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newSprites.dx = random.nextFloat() * 0.4f - 0.2f;
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newSprites.dy = random.nextFloat() * 0.4f - 0.2f;
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}
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}
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sprites = newSprites;
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spriteCount = count;
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}
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protected void animate(
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final Sprite sprite,
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final SpriteRender spriteRender,
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final int ballSize, final int ballIndex, final int batchSize, final int delta
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) {
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final float ballRadius = ballSize * 0.5f;
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final float boundW = SCREEN_WIDTH - ballRadius;
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final float boundH = SCREEN_HEIGHT - ballRadius;
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final Sprite[] sprites = sprite.asArray();
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final SpriteRender[] spritesRender = spriteRender.asArray();
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for ( int b = ballIndex, r = 0, len = (ballIndex + batchSize); b < len; b++, r++ ) {
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float dx = sprites[b].dx;
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float x = sprites[b].x;
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x += dx * delta;
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if ( x < ballRadius ) {
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x = ballRadius;
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dx = -dx;
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} else if ( x > boundW ) {
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x = boundW;
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dx = -dx;
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}
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sprites[b].dx = dx;
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sprites[b].x = x;
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spritesRender[r].x = x;
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float dy = sprites[b].dy;
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float y = sprites[b].y;
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y += dy * delta;
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if ( y < ballRadius ) {
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y = ballRadius;
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dy = -dy;
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} else if ( y > boundH ) {
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y = boundH;
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dy = -dy;
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}
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sprites[b].dy = dy;
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sprites[b].y = y;
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spritesRender[r].y = y;
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}
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}
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}
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private class SpriteRendererPlain extends SpriteRendererBatched {
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private final int DATA_PER_BATCH = BALLS_PER_BATCH * 2 * 4; // balls * 2 floats * 4 bytes
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protected int[] animVBO;
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private SpriteRender spritesRender;
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SpriteRendererPlain() {
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System.out.println("Shootout Implementation: CPU animation & BufferData");
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spritesRender = SpriteRender.malloc(BALLS_PER_BATCH);
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}
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public void updateBalls(final int count) {
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super.updateBalls(count);
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final int batchCount = count / BALLS_PER_BATCH + (count % BALLS_PER_BATCH == 0 ? 0 : 1);
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if ( animVBO != null && batchCount == animVBO.length )
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return;
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final int[] newAnimVBO = new int[batchCount];
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if ( animVBO != null ) {
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System.arraycopy(animVBO, 0, newAnimVBO, 0, Math.min(animVBO.length, newAnimVBO.length));
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for ( int i = newAnimVBO.length; i < animVBO.length; i++ )
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glDeleteBuffers(animVBO[i]);
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}
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for ( int i = animVBO == null ? 0 : animVBO.length; i < newAnimVBO.length; i++ ) {
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newAnimVBO[i] = glGenBuffers();
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glBindBuffer(GL_ARRAY_BUFFER, newAnimVBO[i]);
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}
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animVBO = newAnimVBO;
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}
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public void render(final boolean render, final boolean animate, final int delta) {
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int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
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int ballIndex = 0;
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int batchIndex = 0;
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while ( ballIndex < ballCount ) {
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glBindBuffer(GL_ARRAY_BUFFER, animVBO[batchIndex]);
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if ( animate )
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animate(ballIndex, batchSize, delta);
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if ( render ) {
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glVertexPointer(2, GL_FLOAT, 0, 0);
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glDrawArrays(GL_POINTS, 0, batchSize);
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}
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ballIndex += batchSize;
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batchSize = Math.min(ballCount - ballIndex, BALLS_PER_BATCH);
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batchIndex++;
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}
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}
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private void animate(final int ballIndex, final int batchSize, final int delta) {
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animate(
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sprites, spritesRender,
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ballSize, ballIndex, batchSize, delta
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);
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glBufferData(GL_ARRAY_BUFFER, DATA_PER_BATCH, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, spritesRender.backingByteBuffer());
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}
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}
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private class SpriteRendererMapped extends SpriteRendererBatched {
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private StreamVBO animVBO;
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SpriteRendererMapped() {
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System.out.println("Shootout Implementation: CPU animation & MapBufferRange");
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}
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public void updateBalls(final int count) {
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super.updateBalls(count);
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if ( animVBO != null )
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animVBO.destroy();
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animVBO = new StreamVBO(GL_ARRAY_BUFFER, ballCount * (2 * 4));
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}
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public void render(final boolean render, final boolean animate, final int delta) {
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int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
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int ballIndex = 0;
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while ( ballIndex < ballCount ) {
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if ( animate ) {
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final ByteBuffer buffer = animVBO.map(batchSize * (2 * 4));
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long t0 = System.nanoTime();
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animate(sprites, SpriteRender.<SpriteRender>map(buffer), ballSize, ballIndex, batchSize, delta);
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long t1 = System.nanoTime();
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animateTime += t1 - t0;
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animVBO.unmap();
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}
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if ( render ) {
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glVertexPointer(2, GL_FLOAT, 0, ballIndex * (2 * 4));
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glDrawArrays(GL_POINTS, 0, batchSize);
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}
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ballIndex += batchSize;
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batchSize = Math.min(ballCount - ballIndex, BALLS_PER_BATCH);
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}
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}
|
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}
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private class SpriteRendererTF extends SpriteRenderer {
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private int progIDTF;
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private int ballSizeLoc;
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private int deltaLoc;
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private int[] tfVBO = new int[2];
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private int currVBO;
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SpriteRendererTF() {
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System.out.println("Shootout Implementation: TF GPU animation");
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// Transform-feedback program
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final int vshID = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vshID, "#version 130\n" +
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"const float WIDTH = " + SCREEN_WIDTH + ";\n" +
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"const float HEIGHT = " + SCREEN_HEIGHT + ";\n" +
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"uniform float ballSize;\n" + // ballSize / 2
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"uniform float delta;\n" +
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"void main(void) {\n" +
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" vec4 anim = gl_Vertex;\n" +
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" anim.xy = anim.xy + anim.zw * delta;\n" +
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" vec2 animC = clamp(anim.xy, vec2(ballSize), vec2(WIDTH - ballSize, HEIGHT - ballSize));\n" +
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" if ( anim.x != animC.x ) anim.z = -anim.z;\n" +
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" if ( anim.y != animC.y ) anim.w = -anim.w;\n" +
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" gl_Position = vec4(animC, anim.zw);\n" +
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"}");
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glCompileShader(vshID);
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if ( glGetShaderi(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
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System.out.println(glGetShaderInfoLog(vshID, glGetShaderi(vshID, GL_INFO_LOG_LENGTH)));
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throw new RuntimeException("Failed to compile vertex shader.");
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}
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progIDTF = glCreateProgram();
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glAttachShader(progIDTF, vshID);
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glTransformFeedbackVaryings(progIDTF, new CharSequence[] { "gl_Position" }, GL_SEPARATE_ATTRIBS);
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glLinkProgram(progIDTF);
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if ( glGetProgrami(progIDTF, GL_LINK_STATUS) == GL_FALSE ) {
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System.out.println(glGetProgramInfoLog(progIDTF, glGetProgrami(progIDTF, GL_INFO_LOG_LENGTH)));
|
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throw new RuntimeException("Failed to link shader program.");
|
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}
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glUseProgram(progIDTF);
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|
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ballSizeLoc = glGetUniformLocation(progIDTF, "ballSize");
|
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deltaLoc = glGetUniformLocation(progIDTF, "delta");
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|
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glUniform1f(ballSizeLoc, ballSize * 0.5f);
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|
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// -----------------
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this.vshID = glCreateShader(GL_VERTEX_SHADER);
|
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glShaderSource(this.vshID, "void main(void) {\n" +
|
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
|
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"}");
|
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glCompileShader(this.vshID);
|
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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.");
|
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}
|
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|
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createProgram();
|
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}
|
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|
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public void updateBallSize() {
|
|
glUseProgram(progIDTF);
|
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glUniform1f(ballSizeLoc, ballSize * 0.5f);
|
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|
|
glUseProgram(progID);
|
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super.updateBallSize();
|
|
}
|
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|
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private void doUpdateBalls(final int count) {
|
|
final Random random = new Random();
|
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|
|
final Sprite newSprites = Sprite.malloc(count);
|
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if ( sprites != null ) {
|
|
sprites.view = 0;
|
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sprites.copyRange(newSprites, Math.min(count, spriteCount));
|
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}
|
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|
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if ( count > spriteCount ) {
|
|
for ( int i = spriteCount; i < count; i++ ) {
|
|
newSprites.view = i;
|
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|
|
newSprites.x = (int)(random.nextFloat() * (SCREEN_WIDTH - ballSize) + ballSize * 0.5f);
|
|
newSprites.y = (int)(random.nextFloat() * (SCREEN_HEIGHT - ballSize) + ballSize * 0.5f);
|
|
newSprites.dx = random.nextFloat() * 0.4f - 0.2f;
|
|
newSprites.dy = random.nextFloat() * 0.4f - 0.2f;
|
|
}
|
|
}
|
|
|
|
sprites = newSprites;
|
|
spriteCount = count;
|
|
}
|
|
|
|
public void updateBalls(final int count) {
|
|
if ( tfVBO[0] != 0 ) {
|
|
// Fetch current animation state
|
|
glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, sprites.backingByteBuffer());
|
|
}
|
|
|
|
doUpdateBalls(count);
|
|
|
|
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, sprites.backingByteBuffer(), 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);
|
|
}
|
|
|
|
}
|
|
|
|
}
|