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/*
* To change this license header, choose License Headers in Project Properties.
* To change this template file, choose Tools | Templates
* and open the template in the editor.
*/
package ec.debug.giuseppe;
import com.jogamp.opengl.util.GLBuffers;
import com.jogamp.opengl.util.texture.TextureData;
import com.jogamp.opengl.util.texture.TextureIO;
import ec.rendering.EC_Samplers;
import ec.rendering.GLViewer;
import glsl.GLSLProgramObject;
import java.io.File;
import java.io.IOException;
import java.nio.FloatBuffer;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.media.opengl.GL3;
import jglm.Jglm;
import jglm.Mat4;
/**
*
* @author djanssen
*/
public class Debug {
private static int debugProgram;
private static int textureProgram;
private static int[] texture;
private static int[] debugVao;
private static int[] debugVbo;
public static void init(GL3 gl3) {
GLSLProgramObject tuamadre = new GLSLProgramObject(gl3, "/ec/graph/node/rendering/hud/glsl/shaders/", "VS_1.glsl", "FS_1.glsl");
textureProgram = tuamadre.getProgramId();
int modelToCameraMatrixUL = gl3.glGetUniformLocation(tuamadre.getProgramId(), "modelToCameraMatrix");
int cameraToClipMatrixUL = gl3.glGetUniformLocation(tuamadre.getProgramId(), "cameraToClipMatrix");
int textureUL = gl3.glGetUniformLocation(tuamadre.getProgramId(), "textureNode");
if (modelToCameraMatrixUL == -1 || cameraToClipMatrixUL == -1 || textureUL == -1) {
throw new Error("cazzo");
}
Mat4 modelToCamera = new Mat4(10f);
modelToCamera.c3.w = 1f;
Mat4 cameraToClipMatrix = Jglm.orthographic2D(0, GLViewer.instance.getGlWindow().getWidth(), 0, GLViewer.instance.getGlWindow().getHeight());
gl3.glUseProgram(textureProgram);
{
gl3.glUniformMatrix4fv(cameraToClipMatrixUL, 1, false, cameraToClipMatrix.toFloatArray(), 0);
gl3.glUniformMatrix4fv(modelToCameraMatrixUL, 1, false, modelToCamera.toFloatArray(), 0);
gl3.glUniform1i(textureUL, 0);
}
gl3.glUseProgram(0);
initTexture(gl3);
/**
* Init Vbo/vao.
*/
float[] vertexData = new float[]{
0, 0,
1, 0,
1, 1};
debugVbo = new int[1];
gl3.glGenBuffers(1, debugVbo, 0);
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, debugVbo[0]);
{
FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(vertexData);
gl3.glBufferData(GL3.GL_ARRAY_BUFFER, vertexData.length * Float.BYTES, buffer, GL3.GL_STATIC_DRAW);
}
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
debugVao = new int[1];
gl3.glGenVertexArrays(1, debugVao, 0);
gl3.glBindVertexArray(debugVao[0]);
{
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, debugVbo[0]);
{
gl3.glEnableVertexAttribArray(0);
{
gl3.glVertexAttribPointer(0, 2, GL3.GL_FLOAT, false, 0, 0);
}
}
gl3.glBindBuffer(GL3.GL_ARRAY_BUFFER, 0);
}
gl3.glBindVertexArray(0);
}
/**
* Init texture.
*/
private static void initTexture(GL3 gl3) {
try {
File textureFile = new File("src/ec/debug/giuseppe/asset/texture.png");
/**
* Texture data is an object containing all the relevant information
* about texture.
*/
TextureData textureData = TextureIO.newTextureData(gl3.getGLProfile(), textureFile, false, TextureIO.PNG);
/**
* We don't use multiple levels (mipmaps) here, then our maximum
* level is zero.
*/
int level = 0;
texture = new int[1];
gl3.glGenTextures(1, texture, 0);
gl3.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
{
/**
* In this example internal format is GL_RGB8, dimensions are
* 512 x 512, border should always be zero, pixelFormat GL_RGB,
* pixelType GL_UNSIGNED_BYTE.
*/
gl3.glTexImage2D(GL3.GL_TEXTURE_2D, level, textureData.getInternalFormat(),
textureData.getWidth(), textureData.getHeight(), textureData.getBorder(),
textureData.getPixelFormat(), textureData.getPixelType(), textureData.getBuffer());
/**
* We set the base and max level.
*/
gl3.glTexParameteri(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_BASE_LEVEL, 0);
gl3.glTexParameteri(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_MAX_LEVEL, level);
/**
* We set the swizzling. Since it is an RGB texture, we can
* choose to make the missing component alpha equal to one.
*/
int[] swizzle = new int[]{GL3.GL_RED, GL3.GL_GREEN, GL3.GL_BLUE, GL3.GL_ONE};
gl3.glTexParameterIiv(GL3.GL_TEXTURE_2D, GL3.GL_TEXTURE_SWIZZLE_RGBA, swizzle, 0);
}
gl3.glBindTexture(GL3.GL_TEXTURE_2D, 0);
} catch (IOException ex) {
Logger.getLogger(Debug.class.getName()).log(Level.SEVERE, null, ex);
}
}
public static void render(GL3 gl3) {
gl3.glClear(GL3.GL_DEPTH_BUFFER_BIT | GL3.GL_COLOR_BUFFER_BIT);
gl3.glUseProgram(textureProgram);
{
gl3.glBindVertexArray(debugVao[0]);
{
gl3.glActiveTexture(GL3.GL_TEXTURE0);
gl3.glBindTexture(GL3.GL_TEXTURE_2D, texture[0]);
gl3.glBindSampler(0, EC_Samplers.pool[EC_Samplers.Id.clampToEdge_nearest_0maxAn.ordinal()]);
{
gl3.glDrawArrays(GL3.GL_TRIANGLES, 0, 3);
}
gl3.glBindTexture(GL3.GL_TEXTURE_2D, 0);
gl3.glBindSampler(0, 0);
}
gl3.glBindVertexArray(0);
}
gl3.glUseProgram(0);
}
}
VS:
#version 330
layout (location = 0) in vec2 position;
uniform mat4 modelToCameraMatrix;
uniform mat4 cameraToClipMatrix;
out vec2 fragmentUV;
void main()
{
gl_Position = cameraToClipMatrix * modelToCameraMatrix * vec4(position, 0, 1);
fragmentUV = position;
}
FS:
#version 330
in vec2 fragmentUV;
out vec4 outputColor;
uniform sampler2D textureNode;
void main()
{
outputColor = texture(textureNode, fragmentUV);
}
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