/** * Copyright 2014 Jason Sorensen (sorensenj@smert.net) * * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on * an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the * specific language governing permissions and limitations under the License. */ package net.smert.frameworkgl.examples.gl1dynamicvertexbufferobject; import java.nio.FloatBuffer; import java.util.ArrayList; import java.util.List; import net.smert.frameworkgl.Fw; import net.smert.frameworkgl.Screen; import net.smert.frameworkgl.examples.common.DynamicMeshWorld; import net.smert.frameworkgl.examples.common.DynamicSphereGameObject; import net.smert.frameworkgl.gameobjects.AABBGameObject; import net.smert.frameworkgl.gameobjects.GameObject; import net.smert.frameworkgl.gameobjects.SimpleOrientationAxisGameObject; import net.smert.frameworkgl.gameobjects.ViewFrustumGameObject; import net.smert.frameworkgl.helpers.Keyboard; import net.smert.frameworkgl.math.AABB; import net.smert.frameworkgl.math.Vector3f; import net.smert.frameworkgl.math.Vector4f; import net.smert.frameworkgl.opengl.AmbientLight; import net.smert.frameworkgl.opengl.GL; import net.smert.frameworkgl.opengl.GLLight; import net.smert.frameworkgl.opengl.MaterialLight; import net.smert.frameworkgl.opengl.camera.Camera; import net.smert.frameworkgl.opengl.camera.CameraController; import net.smert.frameworkgl.opengl.camera.FrustumCullingClipSpaceSymmetrical; import net.smert.frameworkgl.opengl.constants.GetString; import net.smert.frameworkgl.utils.FpsTimer; import net.smert.frameworkgl.utils.MemoryUsage; import org.slf4j.Logger; import org.slf4j.LoggerFactory; /** * * @author Jason Sorensen <sorensenj@smert.net> */ public class DynamicVertexBufferObject extends Screen { private final static Logger log = LoggerFactory.getLogger(DynamicVertexBufferObject.class); private boolean renderAabbs; private boolean renderSimpleOrientationAxis; private boolean wireframe; private AABBGameObject aabbGameObject; private AmbientLight ambientLight; private Camera camera; private CameraController cameraController; private DynamicMeshWorld dynamicMeshesWorld; private DynamicSphereGameObject dynamicSphereGameObject; private FloatBuffer lightFloatBuffer; private FpsTimer fpsTimer; private GLLight glLight; private final List<GameObject> gameObjectsToRender; private MaterialLight materialLight; private MemoryUsage memoryUsage; private SimpleOrientationAxisGameObject simpleOrientationAxisGameObject; private ViewFrustumGameObject viewFrustumGameObject; public DynamicVertexBufferObject(String[] args) { renderAabbs = false; renderSimpleOrientationAxis = false; wireframe = false; gameObjectsToRender = new ArrayList<>(); } private void handleInput() { if (Fw.input.isKeyDown(Keyboard.ESCAPE)) { Fw.app.stopRunning(); } if (Fw.input.isKeyDown(Keyboard.F1) && !Fw.input.wasKeyDown(Keyboard.F1)) { wireframe = !wireframe; if (wireframe) { GL.o1.setPolygonModeFrontLine(); } else { GL.o1.setPolygonModeFrontFill(); } } if (Fw.input.isKeyDown(Keyboard.B) && !Fw.input.wasKeyDown(Keyboard.B)) { renderAabbs = !renderAabbs; } if (Fw.input.isKeyDown(Keyboard.O) && !Fw.input.wasKeyDown(Keyboard.O)) { renderSimpleOrientationAxis = !renderSimpleOrientationAxis; } if (Fw.input.isKeyDown(Keyboard.F)) { camera.updatePlanes(); viewFrustumGameObject.getRenderableState().setInFrustum(true); viewFrustumGameObject.getWorldTransform().getRotation().set(camera.getRotationMatrix()); viewFrustumGameObject.setWorldPosition(camera.getPosition()); viewFrustumGameObject.update(camera.getAspectRatio(), camera.getFieldOfView(), camera.getZNear(), camera.getZFar()); Fw.graphics.updateAabb(viewFrustumGameObject); Fw.graphics.performCulling(camera, dynamicMeshesWorld.getGameObjects()); Fw.graphics.performCulling(camera, dynamicSphereGameObject); updateGameObjectsToRender(); } cameraController.update(); } private void updateGameObjectsToRender() { gameObjectsToRender.clear(); for (GameObject gameObject : dynamicMeshesWorld.getGameObjects()) { if (gameObject.getRenderableState().isInFrustum()) { gameObjectsToRender.add(gameObject); } } if (dynamicSphereGameObject.getRenderableState().isInFrustum()) { gameObjectsToRender.add(dynamicSphereGameObject); } } @Override public void destroy() { for (GameObject gameObject : dynamicMeshesWorld.getGameObjects()) { gameObject.destroy(); } dynamicSphereGameObject.destroy(); viewFrustumGameObject.destroy(); Fw.input.removeInputProcessor(cameraController); Fw.input.releaseMouseCursor(); } @Override public void init() { // Create timer fpsTimer = new FpsTimer(); // Setup camera and controller camera = GL.cameraFactory.createCamera(); camera.lookAt(new Vector3f(0f, 2f, 5f), new Vector3f(0f, 2f, -1f), Vector3f.WORLD_Y_AXIS); camera.setPerspectiveProjection( 70f, (float) Fw.config.getCurrentWidth() / (float) Fw.config.getCurrentHeight(), .05f, 128f); cameraController = GL.cameraFactory.createCameraController(); cameraController.setCamera(camera); // Memory usage memoryUsage = new MemoryUsage(); // Create ambient light, glLight and material light ambientLight = GL.glFactory.createAmbientLight(); glLight = GL.glFactory.createGLLight(); glLight.setPosition(new Vector4f(0f, 15f, 10f, 1f)); materialLight = GL.glFactory.createMaterialLight(); // Float buffer for light lightFloatBuffer = GL.bufferHelper.createFloatBuffer(4); // AABB game object aabbGameObject = new AABBGameObject(); aabbGameObject.getColor0().set("yellow"); aabbGameObject.init(new AABB()); // Empty AABB just so the vertex data is right // Create dynamic mesh world dynamicMeshesWorld = new DynamicMeshWorld(); dynamicMeshesWorld.init(); // Dynamic sphere dynamicSphereGameObject = new DynamicSphereGameObject(); dynamicSphereGameObject.init(); // Simple axis game object simpleOrientationAxisGameObject = new SimpleOrientationAxisGameObject(); simpleOrientationAxisGameObject.getColor0().set("red"); simpleOrientationAxisGameObject.getColor1().set("green"); simpleOrientationAxisGameObject.getColor2().set("blue"); simpleOrientationAxisGameObject.init(); // View frustum game object viewFrustumGameObject = new ViewFrustumGameObject(); viewFrustumGameObject.getColor0().set("black"); viewFrustumGameObject.getColor1().set("yellow"); viewFrustumGameObject.getColor2().set("yellow"); viewFrustumGameObject.getColor3().set("white"); viewFrustumGameObject.getColor3().setA(.4f); viewFrustumGameObject.getRenderableState().setInFrustum(false); viewFrustumGameObject.init(camera.getAspectRatio(), camera.getFieldOfView(), camera.getZNear(), camera.getZFar()); // Frustum culling FrustumCullingClipSpaceSymmetrical frustumCulling = GL.cameraFactory.createFrustumCullingClipSpaceSymmetrical(); camera.setFrustumCulling(frustumCulling); updateGameObjectsToRender(); // Update AABBs Fw.graphics.updateAabb(dynamicMeshesWorld.getGameObjects()); // OpenGL settings GL.o1.setBlendingFunctionSrcAlphaAndOneMinusSrcAlpha(); GL.o1.enableCulling(); GL.o1.cullBackFaces(); GL.o1.enableDepthTest(); GL.o1.setDepthFuncLess(); GL.o1.enableDepthMask(); GL.o1.setClearDepth(1f); GL.o1.enableColorMaterial(); GL.o1.enableLight0(); GL.o1.enableLighting(); GL.o1.setSmoothLighting(true); GL.o1.clear(); log.info("OpenGL version: " + GL.o1.getString(GetString.VERSION)); // Add camera controller to input Fw.input.addInputProcessor(cameraController); Fw.input.grabMouseCursor(); } @Override public void pause() { } @Override public void render() { fpsTimer.update(); memoryUsage.update(); if (Fw.timer.isGameTick()) { // Do nothing } if (Fw.timer.isRenderTick()) { handleInput(); // Clear screen GL.o1.clear(); // Update dynamic mesh dynamicSphereGameObject.update(); // Update AABB Fw.graphics.updateAabb(dynamicSphereGameObject); // Update camera Fw.graphics.setCamera(camera); // Update ambient light, light and material light ambientLight.updateOpenGL(lightFloatBuffer); glLight.updateOpenGL(lightFloatBuffer); materialLight.updateOpenGL(lightFloatBuffer); // Render directly Fw.graphics.render(gameObjectsToRender); // Render debug GL.o1.disableLighting(); // View frustum if (viewFrustumGameObject.getRenderableState().isInFrustum()) { Fw.graphics.renderBlend(viewFrustumGameObject); } // AABBs if (renderAabbs) { for (GameObject gameObject : gameObjectsToRender) { AABB worldAabb = gameObject.getWorldAabb(); // Updating AABBs this way is costly aabbGameObject.update(worldAabb); // AABB is already in world coordinates so we don't translate Fw.graphics.render(aabbGameObject.getRenderable(), 0f, 0f, 0f); } } // Orientation axis if (renderSimpleOrientationAxis) { GL.o1.disableDepthTest(); for (GameObject gameObject : gameObjectsToRender) { simpleOrientationAxisGameObject.setWorldTransform(gameObject.getWorldTransform()); Fw.graphics.render(simpleOrientationAxisGameObject); } GL.o1.enableDepthTest(); } // Restore lighting GL.o1.enableLighting(); } } @Override public void resize(int width, int height) { GL.o1.setViewport(0, 0, width, height); } @Override public void resume() { } }