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| public class Scene3D implements GLEventListener { private Frame frame; private FPSAnimator animator; private int vertexBufferObject; private int shaderProgramID; private FloatBuffer vertexDataBuffer; private float fXOffset = 0.01f; private float fYOffset = 0.01f; private int offsetLocation; private float vertices[];
private static String vertexShader = "#version 330" + "\n" + "layout (location = 0) in vec4 position;" + "\n" + "uniform vec2 offset;" + "\n" + "void main()" + "\n" + "{" + "\n" + "vec4 totalOffset = vec4(offset.x, offset.y, 0.0, 0.0);" + "\n" + "gl_Position = position + totalOffset;" + "\n" + "}"; private static String fragmentShader = "#version 330" + "\n" + "out vec4 outputColor;" + "\n" + "void main()" + "\n" + "{" + "\n" + "outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);" + "\n" + "}"; public Scene3D(GLCapabilities capabilities) { GLCanvas glComponent = new GLCanvas(capabilities); glComponent.setFocusable(true); glComponent.addGLEventListener(this); frame = new JFrame("JOGL"); frame.addWindowListener(new WindowAdapter() { @Override public void windowClosing(WindowEvent e) { runExit(); } }); frame.setLayout(new BorderLayout()); glComponent.setPreferredSize(new Dimension(800, 600)); frame.add(glComponent, BorderLayout.CENTER); frame.pack(); frame.setVisible(true); glComponent.requestFocus(); animator = new FPSAnimator(glComponent, 60, true); animator.start(); }
public static void main(String[] args) { GLProfile profile = GLProfile.get(GLProfile.GL3); final GLCapabilities capabilities = new GLCapabilities(profile); SwingUtilities.invokeLater(new Runnable() { @Override public void run() { new Scene3D(capabilities); } }); }
@Override public void init(GLAutoDrawable glad) { GL3 gl = glad.getGL().getGL3(); gl.setSwapInterval(1); gl.glEnable(GL3.GL_DEPTH_TEST); gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
vertices = new float[]{0.0f, 0.5f, 0.0f, 1.0f, 0.5f, -0.366f, 0.0f, 1.0f, -0.5f, -0.366f, 0.0f, 1.0f}; vertexDataBuffer = Buffers.newDirectFloatBuffer(vertices.length); vertexDataBuffer.put(vertices); vertexDataBuffer.flip();
initShaders(gl); initVBO(gl); offsetLocation = gl.glGetUniformLocation(shaderProgramID, "offset"); }
@Override public void dispose(GLAutoDrawable glad) { }
@Override public void display(GLAutoDrawable glad) { GL3 gl = glad.getGL().getGL3(); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glUseProgram(shaderProgramID); gl.glUniform2f(offsetLocation, fXOffset, fYOffset); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferObject); gl.glEnableVertexAttribArray(0); gl.glVertexAttribPointer(0, 4, GL3.GL_FLOAT, false, 0, 0); gl.glDrawArrays(GL3.GL_TRIANGLES, 0, 3); gl.glDisableVertexAttribArray(0); gl.glUseProgram(0); }
@Override public void reshape(GLAutoDrawable glad, int x, int y, int width, int height) { } private void initVBO(GL3 gl) { int buffer[] = new int[1]; gl.glGenBuffers(1, IntBuffer.wrap(buffer)); vertexBufferObject = buffer[0]; gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, vertexBufferObject); gl.glBufferData(GL3.GL_ARRAY_BUFFER, Buffers.SIZEOF_FLOAT * vertexDataBuffer.capacity(), vertexDataBuffer, GL3.GL_STREAM_DRAW); gl.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0); } private void initShaders(GL3 gl) { shaderProgramID = gl.glCreateProgram();
int vertexShaderID = gl.glCreateShader(GL3.GL_VERTEX_SHADER); gl.glShaderSource(vertexShaderID, 1, new String[]{vertexShader}, null); gl.glCompileShader(vertexShaderID); gl.glAttachShader(shaderProgramID, vertexShaderID); gl.glDeleteShader(vertexShaderID);
int fragmentShaderID = gl.glCreateShader(GL3.GL_FRAGMENT_SHADER); gl.glShaderSource(fragmentShaderID, 1, new String[]{fragmentShader}, null); gl.glCompileShader(fragmentShaderID); gl.glAttachShader(shaderProgramID, fragmentShaderID); gl.glDeleteShader(fragmentShaderID); gl.glLinkProgram(shaderProgramID); gl.glValidateProgram(shaderProgramID); }
private void runExit() { new Thread(new Runnable() { @Override public void run() { animator.stop(); System.exit(0); } }).start(); }
} |