Package org.lwjgl.test.opengl.shaders

Source Code of org.lwjgl.test.opengl.shaders.ShadersTest

/*
* 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);
  }

}
TOP

Related Classes of org.lwjgl.test.opengl.shaders.ShadersTest

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.