opengl.test.object.image.java Source code

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Here is the source code for opengl.test.object.image.java

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package opengl.test.object;

import Utils.Matrix4F;
import java.io.FileInputStream;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Scanner;
import java.util.logging.Level;
import java.util.logging.Logger;
import opengl.test.Demo;
import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import static org.lwjgl.opengl.GL20.*;
import org.lwjgl.opengl.GL30;
import org.lwjgl.stb.STBImage;

/**
 *
 * @author castiel
 */
public class image extends object {

    private float x;
    private float y;
    private float z;
    private String link;

    public image(int vao, float sizeX, float sizeY, float depth, String linkimage) {
        Logger.getGlobal().entering("image", "image", new Object[] { vao, sizeX, sizeY, depth, linkimage });
        if (vao == 0)
            throw new RuntimeException("init : paramaters is null ");

        this.vao = vao;
        this.x = sizeX;
        this.y = sizeY;
        this.link = linkimage;
        this.z = depth;

        this.programID = GL20.glCreateProgram();
        this.vertexShader("opengl/test/object/object.vs");
        this.fragmentShader("opengl/test/object/object.fs");
        this.link();
        this.initVertex();
        this.initUniformValues();
    }

    @Override
    protected void initVertex() {
        GL30.glBindVertexArray(vao);//bind vao  

        // position        color       texCoord

        float[] data = new float[] { -x, -y, z, 1f, 1f, 1f, 0f, 0f, x, -y, z, 1f, 1f, 1f, 1f, 0f, -x, y, z, 1f, 1f,
                1f, 0f, 1f, x, y, z, 1f, 1f, 1f, 1f, 1f };

        dataBuffer = BufferUtils.createFloatBuffer(data.length);
        dataBuffer.put(data);
        dataBuffer.flip();
        Logger.getGlobal().log(Level.SEVERE, "FloatBuffer capacity  : " + dataBuffer.capacity());

        this.vbo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_STATIC_DRAW);

        this.VertexAttribPointer();

        int[] indices = { 0, 1, 2, 2, 1, 3 };
        IntBuffer indicesBuffer = BufferUtils.createIntBuffer(indices.length);
        indicesBuffer.put(indices);
        indicesBuffer.flip();
        this.ebo = GL15.glGenBuffers();
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, indicesBuffer, GL15.GL_DYNAMIC_DRAW);

        IntBuffer w = BufferUtils.createIntBuffer(1);
        IntBuffer h = BufferUtils.createIntBuffer(1);
        IntBuffer comp = BufferUtils.createIntBuffer(1);
        STBImage.stbi_set_flip_vertically_on_load(1);
        ByteBuffer image = STBImage.stbi_load(this.link, w, h, comp, 0);

        int weight = w.get(0);
        int height = h.get(0);
        int compe = comp.get(0);

        Logger.getGlobal().log(Level.FINEST,
                "STBImage load status : " + weight + " " + height + " " + compe + " " + image);

        textureID = GL11.glGenTextures();
        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_REPEAT);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_REPEAT);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
        GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);

        GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, weight, height, 0, GL11.GL_RGBA,
                GL11.GL_UNSIGNED_BYTE, image);

        GL30.glBindVertexArray(0);//unbind vao
    }

    /**
     * Method nay duoc tach rieng ra tu initVertex 
     * Vi render nhieu doi tuong neu dung Multi vbo --> truoc khi draw phai bind lai vbo --> moi lan bind lai se phai set lai VertexAttribPointer
     */
    @Override
    protected void VertexAttribPointer() {
        if (this.vbo == 0)
            throw new RuntimeException("Chua khoi tao VBO");

        int positionID = GL20.glGetAttribLocation(programID, "position");
        GL20.glEnableVertexAttribArray(positionID);
        GL20.glVertexAttribPointer(positionID, 3, GL11.GL_FLOAT, false, 8 * 4, 0);// float size = 4 byte --> next is 3*4 byte
        // size = 3 --> position = x,y,z vec3

        int colorID = GL20.glGetAttribLocation(programID, "color");
        GL20.glEnableVertexAttribArray(colorID);
        GL20.glVertexAttribPointer(colorID, 3, GL11.GL_FLOAT, false, 8 * 4, 3 * 4);
        // size = 3 --> vec3

        int texcoordID = GL20.glGetAttribLocation(programID, "texcoord");
        GL20.glEnableVertexAttribArray(texcoordID);
        GL20.glVertexAttribPointer(texcoordID, 2, GL11.GL_FLOAT, false, 8 * 4, 6 * 4);
        // size = 2 --> vec2
    }

    @Override
    protected void initUniformValues() {
        this.bind();

        modelID = GL20.glGetUniformLocation(this.getProgramID(), "model");
        Matrix4F m = new Matrix4F();
        GL20.glUniformMatrix4fv(modelID, false, m.toFloatBuffer());

        viewID = GL20.glGetUniformLocation(this.getProgramID(), "view");
        Matrix4F v = new Matrix4F();
        GL20.glUniformMatrix4fv(viewID, false, v.toFloatBuffer());

        projectionID = GL20.glGetUniformLocation(this.getProgramID(), "projection");
        Matrix4F p = new Matrix4F();
        GL20.glUniformMatrix4fv(projectionID, false, p.toFloatBuffer());

        //---------------------------
        int uniTex = GL20.glGetUniformLocation(this.getProgramID(), "texImage");
        GL20.glUniform1i(uniTex, 0);

        this.unbind();
    }

    @Override
    public void render() {

        this.bind();// use porgrma --> ket thuc disable program

        GL30.glBindVertexArray(this.vao);// bind vao -- > unbind vao
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo);
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ebo);
        this.VertexAttribPointer();

        GL20.glEnableVertexAttribArray(0);// set index ve 0 

        GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);

        GL11.glDrawElements(GL11.GL_TRIANGLES, 6, GL11.GL_UNSIGNED_INT, 0);

        GL20.glDisableVertexAttribArray(0);// disable 

        GL30.glBindVertexArray(0);// unbind vao

        this.unbind();// dsiable program
    }

}