com.xrbpowered.gl.examples.GLFractal.java Source code

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Here is the source code for com.xrbpowered.gl.examples.GLFractal.java

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/*******************************************************************************
 * MIT License
 *
 * Copyright (c) 2016 Ashur Rafiev
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 *******************************************************************************/
package com.xrbpowered.gl.examples;

import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL20;

import com.xrbpowered.gl.examples.ExampleClient;
import com.xrbpowered.gl.res.buffers.OffscreenBuffers;
import com.xrbpowered.gl.res.buffers.RenderTarget;
import com.xrbpowered.gl.res.shaders.PostProcessShader;
import com.xrbpowered.gl.res.textures.Texture;
import com.xrbpowered.utils.assets.AssetManager;
import com.xrbpowered.utils.assets.FileAssetManager;

public class GLFractal extends ExampleClient {

    private OffscreenBuffers buffer = null;
    private PostProcessShader shader;

    private Texture palette;

    private int multisample = 1;
    private float pivotx = 0f;
    private float pivoty = 0f;
    private float zoom = 1f;
    private int maxi = 512;

    private boolean redraw = true;

    public GLFractal() {
        settings.multisample = 0;
        AssetManager.defaultAssets = new FileAssetManager("assets", AssetManager.defaultAssets);
        init("Life").run();
    }

    @Override
    protected String getHelpString() {
        return formatHelpOnKeys(new String[] { "Hold <b>LMB</b>|Zoom in", "Hold <b>RMB</b>|Zoom out",
                "Hold <b>MMB</b>|Pan view", "<b>1</b>|Reduce palette steps", "<b>2</b>|Increase palette steps",
                "<b>F4</b>|Toggle multisampled post-processing", "<b>F5</b>|Reset view", });
    }

    @Override
    protected void setupResources() {
        super.setupResources();
        palette = new Texture("palette.png");
        shader = new PostProcessShader("post_fractal_f.glsl") {
            private int aspectLocation;
            private int pivotLocation;
            private int zoomLocation;
            private int maxiLocation;

            @Override
            protected void storeUniformLocations() {
                super.storeUniformLocations();
                aspectLocation = GL20.glGetUniformLocation(pId, "aspect");
                pivotLocation = GL20.glGetUniformLocation(pId, "pivot");
                zoomLocation = GL20.glGetUniformLocation(pId, "zoom");
                maxiLocation = GL20.glGetUniformLocation(pId, "maxi");
                GL20.glUseProgram(pId);
                GL20.glUniform1i(GL20.glGetUniformLocation(pId, "palette"), 0);
                GL20.glUseProgram(0);
            }

            @Override
            public void updateUniforms() {
                super.updateUniforms();
                GL20.glUniform1f(aspectLocation, (float) Display.getWidth() / (float) Display.getHeight());
                GL20.glUniform2f(pivotLocation, pivotx, pivoty);
                GL20.glUniform1f(zoomLocation, zoom);
                GL20.glUniform1i(maxiLocation, maxi);
            }
        };
        uiDebugPane.setVisible(false);
        resetBuffer();
    }

    private void resetBuffer() {
        if (buffer != null)
            buffer.destroy();
        buffer = new OffscreenBuffers(getTargetWidth() * multisample, getTargetHeight() * multisample, false);
        redraw = true;
    }

    @Override
    protected void resizeResources() {
        super.resizeResources();
        resetBuffer();
    }

    @Override
    protected void destroyResources() {
        super.destroyResources();
        shader.destroy();
        palette.destroy();
    }

    @Override
    protected void keyDown(int key) {
        switch (Keyboard.getEventKey()) {
        case Keyboard.KEY_F5:
            pivotx = 0f;
            pivoty = 0f;
            zoom = 1f;
            redraw = true;
            break;
        case Keyboard.KEY_F4:
            multisample = (multisample == 1) ? 2 : 1;
            resetBuffer();
            break;
        case Keyboard.KEY_1:
            if (maxi > 64)
                maxi = maxi / 2;
            redraw = true;
            break;
        case Keyboard.KEY_2:
            if (maxi < 8 * 1024)
                maxi = maxi * 2;
            redraw = true;
            break;
        default:
            super.keyDown(key);
            break;
        }
    }

    @Override
    protected void updateControllers(float dt) {
        int button = -1;
        if (Mouse.isButtonDown(0))
            button = 0;
        else if (Mouse.isButtonDown(1))
            button = 1;
        else if (Mouse.isButtonDown(2))
            button = 2;
        if (button >= 0) {
            float x = (float) Mouse.getX() / (float) Display.getHeight() * 2f
                    - (float) Display.getWidth() / (float) Display.getHeight();
            float y = (float) Mouse.getY() / (float) Display.getHeight() * 2f - 1f;
            if (button == 2) {
                pivotx += 0.05 * x * zoom;
                pivoty += 0.05 * y * zoom;
                redraw = true;
            } else {
                float zoom2 = zoom;
                if (button == 0)
                    zoom2 *= 0.99f;
                else if (button == 1)
                    zoom2 /= 0.99f;
                if (zoom2 < 0.000025f)
                    zoom2 = 0.000025f;
                pivotx += x * (zoom - zoom2);
                pivoty += y * (zoom - zoom2);
                zoom = zoom2;
                redraw = true;
            }
            uiDebugInfo = String.format("%f", zoom);
        }
    }

    @Override
    protected void drawObjects(RenderTarget target) {
        if (redraw) {
            palette.bind(0);
            buffer.use();
            shader.draw(null);
            redraw = false;
        }
        OffscreenBuffers.blit(buffer, target, true);
    }

    public static void main(String[] args) {
        new GLFractal();
    }

}