Package org.lwjgl.test.opengl.sprites

Source Code of org.lwjgl.test.opengl.sprites.SpriteShootout$SpriteRenderer

/*
* Copyright (c) 2002-2011 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
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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*/
package org.lwjgl.test.opengl.sprites;

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 java.awt.image.BufferedImage;
import java.awt.image.Raster;
import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.util.Random;
import javax.imageio.ImageIO;

import static org.lwjgl.opengl.EXTTransformFeedback.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL12.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;

/**
* Sprite rendering demo. Three implementations are supported:
* a) CPU animation + BufferData VBO update.
* b) CPU animation + MapBufferRange VBO update.
* c) GPU animation using transform feedback with a vertex shader.
*
* @author Spasi
* @since 18/3/2011
*/
public final class SpriteShootout {

  static final int SCREEN_WIDTH  = 800;
  static final int SCREEN_HEIGHT = 600;

  private static final int ANIMATION_TICKS = 60;

  private boolean run       = true;
  private boolean render    = true;
  private boolean colorMask = true;
  private boolean animate   = true;
  private boolean smooth;
  private boolean vsync;

  int ballSize  = 42;
  int ballCount = 100 * 1000;

  private SpriteRenderer renderer;

  // OpenGL stuff
  private int texID;
  private int texBigID;
  private int texSmallID;

  long animateTime;

  private SpriteShootout() {
  }

  public static void main(String[] args) {
    try {
      new SpriteShootout().start();
    } catch (LWJGLException e) {
      e.printStackTrace();
    }
  }

  private void start() throws LWJGLException {
    try {
      initGL();

      final ContextCapabilities caps = GLContext.getCapabilities();
      if ( caps.OpenGL30 || caps.GL_EXT_transform_feedback )
        renderer = new SpriteRendererTF();
      else if ( caps.GL_ARB_map_buffer_range )
        renderer = new SpriteRendererMapped();
      else
        renderer = new SpriteRendererPlain();

      updateBalls(ballCount);
      run();
    } catch (Throwable t) {
      t.printStackTrace();
    } finally {
      destroy();
    }
  }

  private void initGL() throws LWJGLException {
    Display.setLocation((Display.getDisplayMode().getWidth() - SCREEN_WIDTH) / 2,
                        (Display.getDisplayMode().getHeight() - SCREEN_HEIGHT) / 2);
    Display.setDisplayMode(new DisplayMode(SCREEN_WIDTH, SCREEN_HEIGHT));
    Display.setTitle("Sprite Shootout");
    Display.create();
    //Display.create(new PixelFormat(), new ContextAttribs(4, 1).withProfileCompatibility(true).withDebug(true));
    //AMDDebugOutput.glDebugMessageCallbackAMD(new AMDDebugOutputCallback());

    if ( !GLContext.getCapabilities().OpenGL20 )
      throw new RuntimeException("OpenGL 2.0 is required for this demo.");

    // Setup viewport

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, SCREEN_WIDTH, 0, SCREEN_HEIGHT, -1.0, 1.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);

    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);

    // Create textures

    try {
      texSmallID = createTexture("res/ball_sm.png");
      texBigID = createTexture("res/ball.png");
    } catch (IOException e) {
      e.printStackTrace();
      System.exit(-1);
    }
    texID = texBigID;

    // Setup rendering state

    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

    glEnable(GL_ALPHA_TEST);
    glAlphaFunc(GL_GREATER, 0.0f);

    glColorMask(colorMask, colorMask, colorMask, false);
    glDepthMask(false);
    glDisable(GL_DEPTH_TEST);

    // Setup geometry

    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);

    Util.checkGLError();
  }

  private static int createTexture(final String path) throws IOException {
    final BufferedImage img = ImageIO.read(SpriteShootout.class.getClassLoader().getResource(path));

    final int w = img.getWidth();
    final int h = img.getHeight();

    final ByteBuffer buffer = readImage(img);

    final int texID = glGenTextures();

    glBindTexture(GL_TEXTURE_2D, texID);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);

    return texID;
  }

  private static ByteBuffer readImage(final BufferedImage img) throws IOException {
    final Raster raster = img.getRaster();

    final int bands = raster.getNumBands();

    final int w = img.getWidth();
    final int h = img.getHeight();

    final int size = w * h * bands;

    final byte[] pixels = new byte[size];
    raster.getDataElements(0, 0, w, h, pixels);

    final ByteBuffer pbuffer = BufferUtils.createByteBuffer(size);

    if ( bands == 4 ) {
      for ( int i = 0; i < (w * h * 4); i += 4 ) {
        // Pre-multiply alpha
        final float a = unpackUByte01(pixels[i + 3]);
        pbuffer.put(packUByte01(unpackUByte01(pixels[i + 2]) * a));
        pbuffer.put(packUByte01(unpackUByte01(pixels[i + 1]) * a));
        pbuffer.put(packUByte01(unpackUByte01(pixels[i + 0]) * a));
        pbuffer.put(pixels[i + 3]);
      }
    } else if ( bands == 3 ) {
      for ( int i = 0; i < (w * h * 3); i += 3 ) {
        pbuffer.put(pixels[i + 2]);
        pbuffer.put(pixels[i + 1]);
        pbuffer.put(pixels[i + 0]);
      }
    } else
      pbuffer.put(pixels, 0, size);

    pbuffer.flip();

    return pbuffer;
  }

  private static float unpackUByte01(final byte x) {
    return (x & 0xFF) / 255.0f;
  }

  private static byte packUByte01(final float x) {
    return (byte)(x * 255.0f);
  }

  private void updateBalls(final int count) {
    System.out.println("NUMBER OF BALLS: " + count);
    renderer.updateBalls(ballCount);
  }

  private void run() {
    long startTime = System.currentTimeMillis() + 5000;
    long fps = 0;

    long time = Sys.getTime();
    final int ticksPerUpdate = (int)(Sys.getTimerResolution() / ANIMATION_TICKS);

    renderer.render(false, true, 0);

    while ( run ) {
      Display.processMessages();
      handleInput();

      glClear(GL_COLOR_BUFFER_BIT);

      final long currTime = Sys.getTime();
      final int delta = (int)(currTime - time);
      if ( smooth || delta >= ticksPerUpdate ) {
        renderer.render(render, animate, delta);
        time = currTime;
      } else
        renderer.render(render, false, 0);

      Display.update(false);
      //Display.sync(60);

      if ( startTime > System.currentTimeMillis() ) {
        fps++;
      } else {
        long timeUsed = 5000 + (startTime - System.currentTimeMillis());
        startTime = System.currentTimeMillis() + 5000;
        System.out.println("FPS: " + (Math.round(fps / (timeUsed / 1000.0) * 10) / 10.0) + ", Balls: " + ballCount);
        System.out.println("\tAnimation: " + (animateTime / fps / 1000) + "us");
        animateTime = 0;
        fps = 0;
      }
    }
  }

  private void handleInput() {
    if ( Display.isCloseRequested() )
      run = false;

    while ( Keyboard.next() ) {
      if ( Keyboard.getEventKeyState() )
        continue;

      switch ( Keyboard.getEventKey() ) {
        case Keyboard.KEY_1:
        case Keyboard.KEY_2:
        case Keyboard.KEY_3:
        case Keyboard.KEY_4:
        case Keyboard.KEY_5:
        case Keyboard.KEY_6:
        case Keyboard.KEY_7:
        case Keyboard.KEY_8:
        case Keyboard.KEY_9:
        case Keyboard.KEY_0:
          ballCount = 1 << (Keyboard.getEventKey() - Keyboard.KEY_1);
          updateBalls(ballCount);
          break;
        case Keyboard.KEY_ADD:
        case Keyboard.KEY_SUBTRACT:
          int mult;
          if ( Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT) )
            mult = 1000;
          else if ( Keyboard.isKeyDown(Keyboard.KEY_LMENU) || Keyboard.isKeyDown(Keyboard.KEY_RMENU) )
            mult = 100;
          else if ( Keyboard.isKeyDown(Keyboard.KEY_LCONTROL) || Keyboard.isKeyDown(Keyboard.KEY_RCONTROL) )
            mult = 10;
          else
            mult = 1;
          if ( Keyboard.getEventKey() == Keyboard.KEY_SUBTRACT )
            mult = -mult;
          ballCount += mult * 100;
          if ( ballCount <= 0 )
            ballCount = 1;
          updateBalls(ballCount);
          break;
        case Keyboard.KEY_ESCAPE:
          run = false;
          break;
        case Keyboard.KEY_A:
          animate = !animate;
          System.out.println("Animation is now " + (animate ? "on" : "off") + ".");
          break;
        case Keyboard.KEY_C:
          colorMask = !colorMask;
          glColorMask(colorMask, colorMask, colorMask, false);
          System.out.println("Color mask is now " + (colorMask ? "on" : "off") + ".");
          // Disable alpha test when color mask is off, else we get no benefit.
          if ( colorMask ) {
            glEnable(GL_BLEND);
            glEnable(GL_ALPHA_TEST);
          } else {
            glDisable(GL_BLEND);
            glDisable(GL_ALPHA_TEST);
          }
          break;
        case Keyboard.KEY_R:
          render = !render;
          System.out.println("Rendering is now " + (render ? "on" : "off") + ".");
          break;
        case Keyboard.KEY_S:
          smooth = !smooth;
          System.out.println("Smooth animation is now " + (smooth ? "on" : "off") + ".");
          break;
        case Keyboard.KEY_T:
          if ( texID == texBigID ) {
            texID = texSmallID;
            ballSize = 16;
          } else {
            texID = texBigID;
            ballSize = 42;
          }
          renderer.updateBallSize();
          glBindTexture(GL_TEXTURE_2D, texID);
          System.out.println("Now using the " + (texID == texBigID ? "big" : "small") + " texture.");
          break;
        case Keyboard.KEY_V:
          vsync = !vsync;
          Display.setVSyncEnabled(vsync);
          System.out.println("VSYNC is now " + (vsync ? "enabled" : "disabled") + ".");
          break;
      }
    }

    while ( Mouse.next() ) ;
  }

  private void destroy() {
    Display.destroy();
  }

  private abstract class SpriteRenderer {

    protected float[] transform = { };

    protected int vshID;
    protected int progID;

    protected void createProgram() {
      final int fshID = glCreateShader(GL_FRAGMENT_SHADER);
      glShaderSource(fshID, "uniform sampler2D COLOR_MAP;\n" +
                            "void main(void) {\n" +
                            "     gl_FragColor = texture2D(COLOR_MAP, gl_PointCoord);\n" +
                            "}");
      glCompileShader(fshID);
      if ( glGetShader(fshID, GL_COMPILE_STATUS) == GL_FALSE ) {
        System.out.println(glGetShaderInfoLog(fshID, glGetShader(fshID, GL_INFO_LOG_LENGTH)));
        throw new RuntimeException("Failed to compile fragment shader.");
      }

      progID = glCreateProgram();
      glAttachShader(progID, vshID);
      glAttachShader(progID, fshID);
      glLinkProgram(progID);
      if ( glGetProgram(progID, GL_LINK_STATUS) == GL_FALSE ) {
        System.out.println(glGetProgramInfoLog(progID, glGetProgram(progID, GL_INFO_LOG_LENGTH)));
        throw new RuntimeException("Failed to link shader program.");
      }

      glUseProgram(progID);
      glUniform1i(glGetUniformLocation(progID, "COLOR_MAP"), 0);

      updateBallSize();

      glEnableClientState(GL_VERTEX_ARRAY);
    }

    public void updateBallSize() {
      glPointSize(ballSize);
    }

    public void updateBalls(final int count) {
      final Random random = new Random();

      final float[] newTransform = new float[count * 4];
      System.arraycopy(transform, 0, newTransform, 0, Math.min(transform.length, newTransform.length));
      if ( newTransform.length > transform.length ) {
        for ( int i = transform.length; i < newTransform.length; ) {
          newTransform[i++] = (int)(random.nextFloat() * (SCREEN_WIDTH - ballSize) + ballSize * 0.5f);
          newTransform[i++] = (int)(random.nextFloat() * (SCREEN_HEIGHT - ballSize) + ballSize * 0.5f);
          newTransform[i++] = random.nextFloat() * 0.4f - 0.2f;
          newTransform[i++] = random.nextFloat() * 0.4f - 0.2f;
        }
      }
      transform = newTransform;
    }

    protected void animate(
      final float[] sprites,
      final FloatBuffer spritesRender,
      final int ballSize, final int ballIndex, final int batchSize, final int delta
    ) {
      final float ballRadius = ballSize * 0.5f;
      final float boundW = SCREEN_WIDTH - ballRadius;
      final float boundH = SCREEN_HEIGHT - ballRadius;

      for ( int b = ballIndex * 4, len = (ballIndex + batchSize) * 4; b < len; b += 4 ) {
        float x = sprites[b + 0];
        float dx = sprites[b + 2];

        x += dx * delta;
        if ( x < ballRadius ) {
          x = ballRadius;
          sprites[b + 2] = -dx;
        } else if ( x > boundW ) {
          x = boundW;
          sprites[b + 2] = -dx;
        }
        sprites[b + 0] = x;

        float y = sprites[b + 1];
        float dy = sprites[b + 3];

        y += dy * delta;
        if ( y < ballRadius ) {
          y = ballRadius;
          sprites[b + 3] = -dy;
        } else if ( y > boundH ) {
          y = boundH;
          sprites[b + 3] = -dy;
        }
        sprites[b + 1] = y;

        spritesRender.put(x).put(y);
      }
      spritesRender.clear();
    }

    protected abstract void render(boolean render, boolean animate, int delta);

  }

  private abstract class SpriteRendererBatched extends SpriteRenderer {

    protected static final int BALLS_PER_BATCH = 10 * 1000;

    SpriteRendererBatched() {
      vshID = glCreateShader(GL_VERTEX_SHADER);
      glShaderSource(vshID, "void main(void) {\n" +
                            "     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
                            "}");
      glCompileShader(vshID);
      if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
        System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
        throw new RuntimeException("Failed to compile vertex shader.");
      }

      createProgram();
    }

  }

  private class SpriteRendererPlain extends SpriteRendererBatched {

    private final FloatBuffer geom;

    protected int[] animVBO;

    SpriteRendererPlain() {
      System.out.println("Shootout Implementation: CPU animation & BufferData");
      geom = BufferUtils.createFloatBuffer(BALLS_PER_BATCH * 4 * 2);
    }

    public void updateBalls(final int count) {
      super.updateBalls(count);

      final int batchCount = count / BALLS_PER_BATCH + (count % BALLS_PER_BATCH == 0 ? 0 : 1);
      if ( animVBO != null && batchCount == animVBO.length )
        return;

      final int[] newAnimVBO = new int[batchCount];
      if ( animVBO != null ) {
        System.arraycopy(animVBO, 0, newAnimVBO, 0, Math.min(animVBO.length, newAnimVBO.length));
        for ( int i = newAnimVBO.length; i < animVBO.length; i++ )
          glDeleteBuffers(animVBO[i]);
      }
      for ( int i = animVBO == null ? 0 : animVBO.length; i < newAnimVBO.length; i++ ) {
        newAnimVBO[i] = glGenBuffers();
        glBindBuffer(GL_ARRAY_BUFFER, newAnimVBO[i]);
      }

      animVBO = newAnimVBO;
    }

    public void render(final boolean render, final boolean animate, final int delta) {
      int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
      int ballIndex = 0;
      int vboIndex = 0;
      while ( ballIndex < ballCount ) {
        glBindBuffer(GL_ARRAY_BUFFER, animVBO[vboIndex++]);

        if ( animate )
          animate(ballIndex, batchSize, delta);

        if ( render ) {
          glVertexPointer(2, GL_FLOAT, 0, 0);
          glDrawArrays(GL_POINTS, 0, batchSize);
        }

        ballIndex += batchSize;
        batchSize = Math.min(ballCount - ballIndex, BALLS_PER_BATCH);
      }
    }

    private void animate(final int ballIndex, final int batchSize, final int delta) {
      animate(transform, geom, ballSize, ballIndex, batchSize, delta);

      // Orphan current buffer and allocate a new one
      glBufferData(GL_ARRAY_BUFFER, geom.capacity() * 4, GL_STREAM_DRAW);
      glBufferSubData(GL_ARRAY_BUFFER, 0, geom);
    }
  }

  private class SpriteRendererMapped extends SpriteRendererBatched {

    private StreamVBO animVBO;

    SpriteRendererMapped() {
      System.out.println("Shootout Implementation: CPU animation & MapBufferRange");
    }

    public void updateBalls(final int count) {
      super.updateBalls(count);

      if ( animVBO != null )
        animVBO.destroy();

      animVBO = new StreamVBO(GL_ARRAY_BUFFER, ballCount * (2 * 4));
    }

    public void render(final boolean render, final boolean animate, final int delta) {
      int batchSize = Math.min(ballCount, BALLS_PER_BATCH);
      int ballIndex = 0;
      while ( ballIndex < ballCount ) {
        if ( animate ) {
          final ByteBuffer buffer = animVBO.map(batchSize * (2 * 4));

          long t0 = System.nanoTime();
          animate(transform, buffer.asFloatBuffer(), ballSize, ballIndex, batchSize, delta);
          long t1 = System.nanoTime();

          animateTime += t1 - t0;

          animVBO.unmap();
        }

        if ( render ) {
          glVertexPointer(2, GL_FLOAT, 0, ballIndex * (2 * 4));
          glDrawArrays(GL_POINTS, 0, batchSize);
        }

        ballIndex += batchSize;
        batchSize = Math.min(ballCount - ballIndex, BALLS_PER_BATCH);
      }
    }
  }

  private class SpriteRendererTF extends SpriteRenderer {

    private int progIDTF;
    private int ballSizeLoc;
    private int deltaLoc;

    private int[] tfVBO = new int[2];
    private int currVBO;

    SpriteRendererTF() {
      System.out.println("Shootout Implementation: TF GPU animation");

      // Transform-feedback program

      final int vshID = glCreateShader(GL_VERTEX_SHADER);
      glShaderSource(vshID, "#version 130\n" +
                            "const float WIDTH = " + SCREEN_WIDTH + ";\n" +
                            "const float HEIGHT = " + SCREEN_HEIGHT + ";\n" +
                            "uniform float ballSize;\n" + // ballSize / 2
                            "uniform float delta;\n" +
                            "void main(void) {\n" +
                            "     vec4 anim = gl_Vertex;\n" +
                            "     anim.xy = anim.xy + anim.zw * delta;\n" +
                            "     vec2 animC = clamp(anim.xy, vec2(ballSize), vec2(WIDTH - ballSize, HEIGHT - ballSize));\n" +
                            "     if ( anim.x != animC.x ) anim.z = -anim.z;\n" +
                            "     if ( anim.y != animC.y ) anim.w = -anim.w;\n" +
                            "     gl_Position = vec4(animC, anim.zw);\n" +
                            "}");
      glCompileShader(vshID);
      if ( glGetShader(vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
        System.out.println(glGetShaderInfoLog(vshID, glGetShader(vshID, GL_INFO_LOG_LENGTH)));
        throw new RuntimeException("Failed to compile vertex shader.");
      }

      progIDTF = glCreateProgram();
      glAttachShader(progIDTF, vshID);
      glTransformFeedbackVaryings(progIDTF, new CharSequence[] { "gl_Position" }, GL_SEPARATE_ATTRIBS);
      glLinkProgram(progIDTF);
      if ( glGetProgram(progIDTF, GL_LINK_STATUS) == GL_FALSE ) {
        System.out.println(glGetProgramInfoLog(progIDTF, glGetProgram(progIDTF, GL_INFO_LOG_LENGTH)));
        throw new RuntimeException("Failed to link shader program.");
      }

      glUseProgram(progIDTF);

      ballSizeLoc = glGetUniformLocation(progIDTF, "ballSize");
      deltaLoc = glGetUniformLocation(progIDTF, "delta");

      glUniform1f(ballSizeLoc, ballSize * 0.5f);

      // -----------------

      this.vshID = glCreateShader(GL_VERTEX_SHADER);
      glShaderSource(this.vshID, "void main(void) {\n" +
                                 "     gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" +
                                 "}");
      glCompileShader(this.vshID);
      if ( glGetShader(this.vshID, GL_COMPILE_STATUS) == GL_FALSE ) {
        System.out.println(glGetShaderInfoLog(this.vshID, glGetShader(this.vshID, GL_INFO_LOG_LENGTH)));
        throw new RuntimeException("Failed to compile vertex shader.");
      }

      createProgram();
    }

    public void updateBallSize() {
      glUseProgram(progIDTF);
      glUniform1f(ballSizeLoc, ballSize * 0.5f);

      glUseProgram(progID);
      super.updateBallSize();
    }

    public void updateBalls(final int count) {
      if ( tfVBO[0] != 0 ) {
        // Fetch current animation state
        final FloatBuffer state = BufferUtils.createFloatBuffer(transform.length);
        glGetBufferSubData(GL_TRANSFORM_FEEDBACK_BUFFER, 0, state);
        state.get(transform);
      }

      super.updateBalls(count);

      if ( tfVBO[0] != 0 ) {
        for ( int i = 0; i < tfVBO.length; i++ )
          glDeleteBuffers(tfVBO[i]);
      }

      final FloatBuffer state = BufferUtils.createFloatBuffer(count * 4);
      state.put(transform);
      state.flip();

      for ( int i = 0; i < tfVBO.length; i++ ) {
        tfVBO[i] = glGenBuffers();
        glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, tfVBO[i]);
        glBufferData(GL_TRANSFORM_FEEDBACK_BUFFER, state, 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);
    }

  }

}
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Related Classes of org.lwjgl.test.opengl.sprites.SpriteShootout$SpriteRenderer

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