lwjgl/src/java/org/lwjgl/test/opengl/shaders/ShadersTest.java

347 lines
9.7 KiB
Java

/*
* 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.
*/
/*
* Created by LWJGL.
* User: spasi
* Date: 2004-03-30
* Time: 8:41:42 pm
*/
package org.lwjgl.test.opengl.shaders;
import java.nio.FloatBuffer;
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 org.lwjgl.util.glu.Sphere;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.*;
public final class ShadersTest {
private static DisplayMode displayMode;
private static boolean run = true;
private static final FloatBuffer vectorBuffer = BufferUtils.createFloatBuffer(4);
private static Sphere sphere;
private static Shader shader;
private static float frameTime;
private static float angle;
private static float sin;
private static int specularity = 4;
private ShadersTest() {
}
public static void main(String[] args) {
initialize(args);
long frameStart;
long lastFrameTime = 0;
while ( run ) {
if (!Display.isVisible() )
Thread.yield();
else {
// This is the current frame time.
frameStart = Sys.getTime();
// How many seconds passed since last frame.
frameTime = (float)((frameStart - lastFrameTime) / (double)Sys.getTimerResolution());
lastFrameTime = frameStart;
//angle += frameTime * 90.0f;
angle += 0.1f;
sin = (float)Math.sin(Math.toRadians(angle));
handleIO();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if ( shader != null )
shader.render();
else
renderObject();
// Restore camera position.
glPopMatrix();
glPushMatrix();
}
Display.update();
if ( Display.isCloseRequested() )
break;
}
cleanup();
System.exit(0);
}
private static void initialize(String[] args) {
if ( args.length != 1 )
argsError();
try {
DisplayMode[] modes = Display.getAvailableDisplayModes();
DisplayMode displayMode;
displayMode = chooseMode(modes, 1024, 768);
if ( displayMode == null )
displayMode = chooseMode(modes, 800, 600);
if ( displayMode == null )
displayMode = chooseMode(modes, 640, 480);
if ( displayMode == null )
kill("Failed to set an appropriate display mode.");
System.out.println("Setting display mode to: " + displayMode);
Display.setDisplayMode(displayMode);
Display.create(new PixelFormat(8, 24, 0));
ShadersTest.displayMode = displayMode;
} catch (LWJGLException e) {
kill(e.getMessage());
}
final ContextCapabilities caps = GLContext.getCapabilities();
if ( "NONE".equalsIgnoreCase(args[0]) ) {
shader = null;
} else if ( "VP".equalsIgnoreCase(args[0]) ) {
if ( !caps.GL_ARB_vertex_program )
kill("The ARB_vertex_program extension is not supported.");
shader = new ShaderVP("shaderVP.vp");
} else if ( "FP".equalsIgnoreCase(args[0]) ) {
if ( !caps.GL_ARB_vertex_program )
kill("The ARB_vertex_program extension is not supported.");
if ( !caps.GL_ARB_fragment_program )
kill("The ARB_fragment_program extension is not supported.");
shader = new ShaderFP("shaderFP.vp", "shaderFP.fp");
} else if ( "VSH".equalsIgnoreCase(args[0]) ) {
if ( !caps.GL_ARB_vertex_shader )
kill("The ARB_vertex_shader extension is not supported.");
shader = new ShaderVSH("shaderVSH.vsh");
} else if ( "FSH".equalsIgnoreCase(args[0]) ) {
if ( !caps.GL_ARB_vertex_shader )
kill("The ARB_vertex_shader extension is not supported.");
if ( !caps.GL_ARB_fragment_shader )
kill("The ARB_fragment_shader extension is not supported.");
shader = new ShaderFSH("shaderFSH.vsh", "shaderFSH.fsh");
} else if ("UNI".equalsIgnoreCase(args[0]) ) {
if ( !(caps.OpenGL31 || caps.GL_ARB_uniform_buffer_object) )
kill("Neither OpenGL version 3.1 nor ARB_uniform_buffer_object are supported.");
shader = new ShaderUNI("shaderUNI.vsh");
} else {
argsError();
}
glViewport(0, 0, displayMode.getWidth(), displayMode.getHeight());
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, displayMode.getWidth() / (float)displayMode.getHeight(), 1.0f, 10.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Setup camera position.
glTranslatef(0.0f, 0.0f, -4.0f);
glRotatef(15.0f, 1.0f, 0.0f, 0.0f);
glPushMatrix();
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glFrontFace(GL_CCW);
glPolygonMode(GL_FRONT, GL_FILL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glAlphaFunc(GL_NOTEQUAL, 0.0f);
glEnable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
// Setup lighting for when we have fixed function fragment rendering.
glShadeModel(GL_SMOOTH);
if ( shader == null ) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
vectorBuffer.clear();
vectorBuffer.put(1.0f).put(1.0f).put(1.0f).put(1.0f);
vectorBuffer.clear();
glLight(GL_LIGHT0, GL_DIFFUSE, vectorBuffer);
vectorBuffer.put(1.0f).put(1.0f).put(1.0f).put(1.0f);
vectorBuffer.clear();
glLight(GL_LIGHT0, GL_AMBIENT, vectorBuffer);
vectorBuffer.put(1.0f).put(1.0f).put(0.5f).put(1.0f);
vectorBuffer.clear();
glLight(GL_LIGHT0, GL_SPECULAR, vectorBuffer);
vectorBuffer.put(-1.0f / 3.0f).put(1.0f / 3.0f).put(1.0f / 3.0f).put(0.0f); // Infinite
vectorBuffer.clear();
glLight(GL_LIGHT0, GL_POSITION, vectorBuffer);
vectorBuffer.put(0.2f).put(0.2f).put(0.2f).put(1.0f);
vectorBuffer.clear();
glLightModel(GL_LIGHT_MODEL_AMBIENT, vectorBuffer);
sphere = new Sphere();
}
private static void handleIO() {
if ( Keyboard.getNumKeyboardEvents() != 0 ) {
while ( Keyboard.next() ) {
if ( Keyboard.getEventKeyState() )
continue;
switch ( Keyboard.getEventKey() ) {
case Keyboard.KEY_EQUALS:
if ( specularity < 8 )
specularity++;
break;
case Keyboard.KEY_MINUS:
if ( specularity > 1 )
specularity--;
break;
case Keyboard.KEY_ESCAPE:
run = false;
break;
}
}
}
while ( Mouse.next() ) ;
}
static int getDisplayWidth() {
return displayMode.getWidth();
}
static int getDisplayHeight() {
return displayMode.getHeight();
}
static float getSin() {
return sin;
}
static int getSpecularity() {
return specularity;
}
static void renderObject() {
glColor3b((byte)255, (byte)255, (byte)255);
sphere.draw(1.0f, 32, 32);
}
private static DisplayMode chooseMode(DisplayMode[] modes, int width, int height) {
DisplayMode bestMode = null;
for ( DisplayMode mode : modes ) {
if ( mode.getWidth() == width && mode.getHeight() == height && mode.getFrequency() <= 85 ) {
if ( bestMode == null || (mode.getBitsPerPixel() >= bestMode.getBitsPerPixel() && mode.getFrequency() > bestMode.getFrequency()) )
bestMode = mode;
}
}
return bestMode;
}
private static void cleanup() {
// This is not necessary, just showing how to properly delete a program/shader.
if ( shader != null )
shader.cleanup();
if ( Display.isCreated() )
Display.destroy();
}
private static void argsError() {
System.out.println("\nInvalid program arguments.");
System.out.println("\nUsage: ShadersTest <shaderType>, where <shaderType> argument can be one of the following:\n");
System.out.println("none\t- Use fixed function rendering.");
System.out.println("vp\t- Use ARB_vertex_program (low-level) only.");
System.out.println("vsh\t- Use ARB_vertex_shader (GLSL) only.");
System.out.println("fp\t- Use ARB_vertex_program + ARB_fragment_program (low-level).");
System.out.println("fsh\t- Use ARB_vertex_shader + ARB_fragment_shader (GLSL).");
System.out.println("uni\t- Use ARB_uniform_buffer_object to update shader uniforms (GLSL).");
cleanup();
System.exit(-1);
}
static void kill(String reason) {
System.out.println("The ShaderTest program was terminated because an error occured.\n");
System.out.println("Reason: " + (reason == null ? "Unknown" : reason));
cleanup();
System.exit(-1);
}
static void kill(String reason, Throwable t) {
System.out.println("The ShaderTest program was terminated because an exception occured.\n");
System.out.println("Reason: " + reason == null ? "Unknown" : reason);
System.out.println("Exception message: " + t.getMessage());
cleanup();
System.exit(-1);
}
}