!7 !include once #1035519 // OpenGL Include /** *
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* JogAmp JOGL OpenGL ES 2 graph nurbs demo to expose and learn how to use the graph API to draw nurbs. * * Inside the main JOGL source tree we have the "graph" API that is what we consider the *best* way to render nurbs on all GPU's using a patent free shaders implementation. * Graph is suitable for both desktop and mobile GPU processors. * * In a nutshell the JogAmp Graph API enable you to define nurbs shapes * Outline → OutlineShapes → GLRegion * and then render the shapes using a Renderer * RegionRenderer * TextRenderer (same as RegionRender with Helper methods for texts and fonts.) * * outline.addVertex(x, y, z, w, onCurve); * outlineShape.addOutline(outline); * region = GLRegion.create(outlineShape, getRenderModes()); * region.render(gl, outlineShape,...); * * The graph API is using the math by Rami Santina introduced in 2011 * https://jogamp.org/doc/gpunurbs2011/p70-santina.pdf * https://jogamp.org/doc/gpunurbs2011/graphicon2011-slides.pdf * * The best documentation for the graph API is found in the JOGL junit tests * http://jogamp.org/git/?p=jogl.git;a=tree;f=src/test/com/jogamp/opengl/test/junit/graph;hb=HEAD * * and javadoc for Outline and OutlineShape .. and all classes i mentioned above.. * https://www.jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/graph/geom/Outline.html * https://www.jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/com/jogamp/graph/curve/OutlineShape.html *
* * @author Xerxes Rånby (xranby) */ static Animator animator; public static void main(String[] args) { // Enable JOGL debugging of GLSL shader compilation and GL calls System.setProperty( "jogl.debug.GLSLCode", ""); System.setProperty( "jogl.debug.DebugGL", ""); GLCapabilities caps = new GLCapabilities(GLProfile.get(GLProfile.GL2ES2)); caps.setAlphaBits(4); GLWindow glWindow = GLWindow.create(caps); glWindow.setSize(800,400); glWindow.setTitle("JogAmp JOGL Graph API nurbs demo"); glWindow.setVisible(true); glWindow.addGLEventListener(new GraphNurbs() /* GLEventListener */); animator = new Animator(); animator.add(glWindow); animator.start(); } private static class GraphNurbs implements GLEventListener{ // these will define a shape that is defined once at init OutlineShape outlineShape; RenderState renderState; RegionRenderer regionRenderer; GLRegion glRegion; // these will define a shape that is updated dynamically for each frame OutlineShape dynamicOutlineShape; RenderState dynamicRenderState; RegionRenderer dynamicRegionRenderer; GLRegion dynamicGlRegion; volatile float weight = 1.0f; final float zNear = 0.1f, zFar = 7000f; /* 2nd pass texture size antialias SampleCount 4 is usually enough */ private final int[] sampleCount = new int[] { 4 }; /* variables used to update the PMVMatrix before rendering */ private float xTranslate = -40f; private float yTranslate = 0f; private float zTranslate = -100f; private float angleRotate = 0f; private final int renderModes = Region.VARWEIGHT_RENDERING_BIT; @Override public void init(GLAutoDrawable drawable) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); gl.setSwapInterval(1); gl.glEnable(GL.GL_DEPTH_TEST); gl.glEnable(GL.GL_BLEND); gl.glClearColor(1.0f, 0.0f, 1.0f, 1.0f); /* initialize OpenGL specific classes that know how to render the graph API shapes */ renderState = RenderState.createRenderState(SVertex.factory()); // define a colour to render our shape with renderState.setColorStatic(1.0f, 1.0f, 1.0f, 1.0f); renderState.setHintMask(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED); /* use the generic graph API to define a shape * we use the renderState getVertexFactory * to automatically store all vertex data on the GPU **/ outlineShape = new OutlineShape(renderState.getVertexFactory()); // Here i add some points off curve causing nurbs bends outlineShape.addEmptyOutline(); outlineShape.addVertex(0.0f,-10.0f, true); outlineShape.addVertex(17.0f,-10.0f, true); outlineShape.addVertex(11.0f,5.0f, /* onCurve */false); outlineShape.addVertex(17.0f,10.0f, true); outlineShape.addVertex(7.0f,15.0f, /* onCurve */ false); outlineShape.addVertex(6.0f,8.0f, /* onCurve */false); outlineShape.addVertex(0.0f,10.0f,true); outlineShape.closeLastOutline(true); // Here i add all points on curve == straight lines float offset = 30; outlineShape.addEmptyOutline(); outlineShape.addVertex(offset+0.0f,-10.0f, true); outlineShape.addVertex(offset+17.0f,-10.0f, true); outlineShape.addVertex(offset+11.0f,5.0f, true); outlineShape.addVertex(offset+16.0f,10.0f, true); outlineShape.addVertex(offset+7.0f,15.0f, true); outlineShape.addVertex(offset+6.0f,8.0f, true); outlineShape.addVertex(offset+0.0f,10.0f, true); outlineShape.closeLastOutline(true); regionRenderer = RegionRenderer.create(renderState, /* GLCallback */ RegionRenderer.defaultBlendEnable, /* GLCallback */ RegionRenderer.defaultBlendDisable); glRegion = GLRegion.create(/* RenderModes */ renderModes, /* TextureSequence */ null); glRegion.addOutlineShape(outlineShape, null, glRegion.hasColorChannel() ? renderState.getColorStatic(new float[4]) : null); /* initialize OpenGL specific classes that know how to render the graph API shapes */ dynamicRenderState = RenderState.createRenderState(SVertex.factory()); // define a RED colour to render our shape with dynamicRenderState.setColorStatic(1.0f, 0.0f, 0.0f, 1.0f); dynamicRenderState.setHintMask(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED); dynamicRegionRenderer = RegionRenderer.create(dynamicRenderState, /* GLCallback */ RegionRenderer.defaultBlendEnable, /* GLCallback */ RegionRenderer.defaultBlendDisable); // we will fill the OutlineShape dynamically in display dynamicOutlineShape = new OutlineShape(dynamicRenderState.getVertexFactory()); dynamicGlRegion = GLRegion.create(/* RenderModes */ renderModes, /* TextureSequence */ null); } @Override public void dispose(GLAutoDrawable drawable) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); //stop the animator thread when user close the window animator.stop(); // it is important to free memory allocated no the GPU! // this memory cant be garbage collected by the JVM regionRenderer.destroy(gl); glRegion.destroy(gl); dynamicGlRegion.destroy(gl); } @Override public void display(GLAutoDrawable drawable) { final GL2ES2 gl = drawable.getGL().getGL2ES2(); // use JogAmp high resolution timer for smooth animations! double time = com.jogamp.common.os.Platform.currentTimeMicros(); float sinusAnimation = (float) (Math.sin(time/100000f)); float sinusAnimationRotate = (float) (Math.sin(time/1000000f)); // clear screen gl.glClearColor(0.2f, 0.2f, 0.2f, 1.0f); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); // the RegionRenderer PMVMatrix define where we want to render our shape final PMVMatrix pmv = regionRenderer.getMatrix(); pmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); pmv.glLoadIdentity(); pmv.glTranslatef(xTranslate, yTranslate, zTranslate); pmv.glRotatef(angleRotate+ 10f * sinusAnimationRotate, 0, 0, 1); if( weight != regionRenderer.getRenderState().getWeight() ) { regionRenderer.getRenderState().setWeight(weight); } // Draw the static shape using RegionRenderer and GLRegion regionRenderer.enable(gl, true); glRegion.draw(gl, regionRenderer, sampleCount); regionRenderer.enable(gl, false); float offset = 60; // We will now update the dynamic shape that changes on each frame // I will animate the off curve points dynamicOutlineShape.clear(); dynamicOutlineShape.addVertex(offset + 0.0f,-10.0f, true); dynamicOutlineShape.addVertex(offset + 17.0f,-10.0f, true); dynamicOutlineShape.addVertex(offset + 11.0f +5 * sinusAnimation,5.0f + 5 * sinusAnimation, /* onCurve */false); dynamicOutlineShape.addVertex(offset + 17.0f,10.0f, true); dynamicOutlineShape.addVertex(offset + 7.0f + 5 * sinusAnimation,15.0f + 5 * sinusAnimation, /* onCurve */ false); dynamicOutlineShape.addVertex(offset + 6.0f ,8.0f , true); dynamicOutlineShape.addVertex(offset + 0.0f,10.0f, true); dynamicOutlineShape.closeLastOutline(true); // the RegionRenderer PMVMatrix define where we want to render our shape final PMVMatrix dynamicPmv = dynamicRegionRenderer.getMatrix(); dynamicPmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); dynamicPmv.glLoadIdentity(); dynamicPmv.glTranslatef(xTranslate, yTranslate, zTranslate); dynamicPmv.glRotatef(angleRotate+ 10f * sinusAnimationRotate, 0, 0, 1); if( weight != dynamicRegionRenderer.getRenderState().getWeight() ) { dynamicRegionRenderer.getRenderState().setWeight(weight); } // when changing the OutlineShape dynamically it is very important that you clear the GPU from old data dynamicGlRegion.clear(gl); // here we upload the new dynamically created data to the GPU dynamicGlRegion.addOutlineShape(dynamicOutlineShape, null, glRegion.hasColorChannel() ? renderState.getColorStatic(new float[4]) : null); // Draw the dynamic shape using RegionRenderer and GLRegion dynamicRegionRenderer.enable(gl, true); dynamicGlRegion.draw(gl, dynamicRegionRenderer, sampleCount); dynamicRegionRenderer.enable(gl, false); } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { final PMVMatrix pmv = regionRenderer.getMatrix(); regionRenderer.reshapePerspective(45.0f, width, height, zNear, zFar); pmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); pmv.glLoadIdentity(); final PMVMatrix dynamicPmv = dynamicRegionRenderer.getMatrix(); dynamicRegionRenderer.reshapePerspective(45.0f, width, height, zNear, zFar); dynamicPmv.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); dynamicPmv.glLoadIdentity(); } }