org.lwjgl.demo.opengl.raytracing.Demo33Ubo.java Source code

Java tutorial

Introduction

Here is the source code for org.lwjgl.demo.opengl.raytracing.Demo33Ubo.java

Source

/*
 * Copyright LWJGL. All rights reserved.
 * License terms: http://lwjgl.org/license.php
 */
package org.lwjgl.demo.opengl.raytracing;

import org.lwjgl.BufferUtils;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GLUtil;
import org.lwjgl.system.Callback;
import org.lwjgl.demo.opengl.util.DemoUtils;
import org.joml.Matrix4f;
import org.joml.Vector3f;

import java.io.IOException;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;

import static java.lang.Math.*;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL15.*;
import static org.lwjgl.opengl.GL20.*;
import static org.lwjgl.opengl.GL30.*;
import static org.lwjgl.opengl.GL31.*;
import static org.lwjgl.opengl.GL33.*;
import static org.lwjgl.system.MemoryUtil.*;

/**
 * Raytracing demo.
 * <p/>
 * Same as {@link Demo33} but with using a Uniform Buffer Object to transfer the
 * camera parameters to the shader.
 *
 * @author Kai Burjack
 */
public class Demo33Ubo {

    private long window;
    private int width = 1024;
    private int height = 768;
    private boolean resetFramebuffer = true;

    private int tex;
    private int vao;
    private int fbo;
    private int rayTracingProgram;
    private int quadProgram;
    private int sampler;
    private int cameraSettingsUbo;
    private ByteBuffer cameraSettingsUboData = BufferUtils.createByteBuffer(4 * 4 * 5);
    private FloatBuffer cameraSettingsUboDataFb = cameraSettingsUboData.asFloatBuffer();

    /**
     * The UBO binding point that we assign manually. In OpenGL 4.3 this can be
     * queried from the linked program via glGetProgramResource.
     */
    private int cameraSettingsUboBinding = 1;

    private int timeUniform;
    private int blendFactorUniform;
    private int framebufferUniform;
    private int widthUniform;
    private int heightUniform;
    private int bounceCountUniform;

    private float mouseDownX;
    private float mouseX;
    private boolean mouseDown;

    private float currRotationAboutY = 0.0f;
    private float rotationAboutY = 0.8f;

    private long firstTime;
    private int frameNumber;
    private int bounceCount = 1;

    private Matrix4f projMatrix = new Matrix4f();
    private Matrix4f viewMatrix = new Matrix4f();
    private Matrix4f invViewProjMatrix = new Matrix4f();
    private Vector3f tmpVector = new Vector3f();
    private Vector3f cameraPosition = new Vector3f();
    private Vector3f cameraLookAt = new Vector3f(0.0f, 0.5f, 0.0f);
    private Vector3f cameraUp = new Vector3f(0.0f, 1.0f, 0.0f);

    GLFWErrorCallback errCallback;
    GLFWKeyCallback keyCallback;
    GLFWFramebufferSizeCallback fbCallback;
    GLFWCursorPosCallback cpCallback;
    GLFWMouseButtonCallback mbCallback;

    Callback debugProc;

    static {
        /*
         * Tell LWJGL that we only want 3.3 functionality.
         */
        System.setProperty("org.lwjgl.opengl.maxVersion", "3.3");
    }

    private void init() throws IOException {
        glfwSetErrorCallback(errCallback = new GLFWErrorCallback() {
            private GLFWErrorCallback delegate = GLFWErrorCallback.createPrint(System.err);

            @Override
            public void invoke(int error, long description) {
                if (error == GLFW_VERSION_UNAVAILABLE)
                    System.err.println("This demo requires OpenGL 3.3 or higher.");
                delegate.invoke(error, description);
            }

            @Override
            public void free() {
                delegate.free();
            }
        });

        if (!glfwInit())
            throw new IllegalStateException("Unable to initialize GLFW");

        glfwDefaultWindowHints();
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
        glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
        glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);

        window = glfwCreateWindow(width, height, "Raytracing Demo (fragment shader)", NULL, NULL);
        if (window == NULL) {
            throw new AssertionError("Failed to create the GLFW window");
        }

        System.out.println("Press keypad '+' or 'page up' to increase the number of bounces.");
        System.out.println("Press keypad '-' or 'page down' to decrease the number of bounces.");
        glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() {
            @Override
            public void invoke(long window, int key, int scancode, int action, int mods) {
                if (action != GLFW_RELEASE) {
                    return;
                }

                if (key == GLFW_KEY_ESCAPE) {
                    glfwSetWindowShouldClose(window, true);
                } else if (key == GLFW_KEY_KP_ADD || key == GLFW_KEY_PAGE_UP) {
                    int newBounceCount = Math.min(4, Demo33Ubo.this.bounceCount + 1);
                    if (newBounceCount != Demo33Ubo.this.bounceCount) {
                        Demo33Ubo.this.bounceCount = newBounceCount;
                        System.out.println("Ray bounce count is now: " + Demo33Ubo.this.bounceCount);
                        Demo33Ubo.this.frameNumber = 0;
                    }
                } else if (key == GLFW_KEY_KP_SUBTRACT || key == GLFW_KEY_PAGE_DOWN) {
                    int newBounceCount = Math.max(1, Demo33Ubo.this.bounceCount - 1);
                    if (newBounceCount != Demo33Ubo.this.bounceCount) {
                        Demo33Ubo.this.bounceCount = newBounceCount;
                        System.out.println("Ray bounce count is now: " + Demo33Ubo.this.bounceCount);
                        Demo33Ubo.this.frameNumber = 0;
                    }
                }
            }
        });

        glfwSetFramebufferSizeCallback(window, fbCallback = new GLFWFramebufferSizeCallback() {
            @Override
            public void invoke(long window, int width, int height) {
                if (width > 0 && height > 0 && (Demo33Ubo.this.width != width || Demo33Ubo.this.height != height)) {
                    Demo33Ubo.this.width = width;
                    Demo33Ubo.this.height = height;
                    Demo33Ubo.this.resetFramebuffer = true;
                    Demo33Ubo.this.frameNumber = 0;
                }
            }
        });

        glfwSetCursorPosCallback(window, cpCallback = new GLFWCursorPosCallback() {
            @Override
            public void invoke(long window, double x, double y) {
                Demo33Ubo.this.mouseX = (float) x;
                if (mouseDown) {
                    Demo33Ubo.this.frameNumber = 0;
                }
            }
        });

        glfwSetMouseButtonCallback(window, mbCallback = new GLFWMouseButtonCallback() {
            @Override
            public void invoke(long window, int button, int action, int mods) {
                if (action == GLFW_PRESS) {
                    Demo33Ubo.this.mouseDownX = Demo33Ubo.this.mouseX;
                    Demo33Ubo.this.mouseDown = true;
                } else if (action == GLFW_RELEASE) {
                    Demo33Ubo.this.mouseDown = false;
                    Demo33Ubo.this.rotationAboutY = Demo33Ubo.this.currRotationAboutY;
                }
            }
        });

        GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
        glfwSetWindowPos(window, (vidmode.width() - width) / 2, (vidmode.height() - height) / 2);
        glfwMakeContextCurrent(window);
        glfwSwapInterval(0);
        glfwShowWindow(window);

        IntBuffer framebufferSize = BufferUtils.createIntBuffer(2);
        nglfwGetFramebufferSize(window, memAddress(framebufferSize), memAddress(framebufferSize) + 4);
        width = framebufferSize.get(0);
        height = framebufferSize.get(1);

        GL.createCapabilities();
        debugProc = GLUtil.setupDebugMessageCallback();

        /* Create all needed GL resources */
        createFramebufferTexture();
        createSampler();
        createFrameBufferObject();
        createCameraSettingsUbo();
        quadFullScreenVao();
        createRayTracingProgram();
        initRayTracingProgram();
        createQuadProgram();
        initQuadProgram();

        firstTime = System.nanoTime();
    }

    /**
     * Create a VAO with a full-screen quad VBO.
     */
    private void quadFullScreenVao() {
        this.vao = glGenVertexArrays();
        int vbo = glGenBuffers();
        glBindVertexArray(vao);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        ByteBuffer bb = BufferUtils.createByteBuffer(4 * 2 * 6);
        FloatBuffer fv = bb.asFloatBuffer();
        fv.put(-1.0f).put(-1.0f);
        fv.put(1.0f).put(-1.0f);
        fv.put(1.0f).put(1.0f);
        fv.put(1.0f).put(1.0f);
        fv.put(-1.0f).put(1.0f);
        fv.put(-1.0f).put(-1.0f);
        glBufferData(GL_ARRAY_BUFFER, bb, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 2, GL_FLOAT, false, 0, 0L);
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);
    }

    /**
     * Create the full-scren quad shader.
     *
     * @throws IOException
     */
    private void createQuadProgram() throws IOException {
        int program = glCreateProgram();
        int vshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/quad.vs", GL_VERTEX_SHADER, "330");
        int fshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/quad.fs", GL_FRAGMENT_SHADER, "330");
        glAttachShader(program, vshader);
        glAttachShader(program, fshader);
        glBindAttribLocation(program, 0, "vertex");
        glBindFragDataLocation(program, 0, "color");
        glLinkProgram(program);
        int linked = glGetProgrami(program, GL_LINK_STATUS);
        String programLog = glGetProgramInfoLog(program);
        if (programLog.trim().length() > 0) {
            System.err.println(programLog);
        }
        if (linked == 0) {
            throw new AssertionError("Could not link program");
        }
        this.quadProgram = program;
    }

    /**
     * Create the ray tracing shader program.
     *
     * @return that program id
     *
     * @throws IOException
     */
    private void createRayTracingProgram() throws IOException {
        int program = glCreateProgram();
        int vshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/quad.vs", GL_VERTEX_SHADER, "330");
        int fshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/raytracingUbo.fs",
                GL_FRAGMENT_SHADER);
        int random = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/random.glsl", GL_FRAGMENT_SHADER);
        int randomCommon = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/randomCommon.glsl",
                GL_FRAGMENT_SHADER, "330");
        glAttachShader(program, vshader);
        glAttachShader(program, fshader);
        glAttachShader(program, random);
        glAttachShader(program, randomCommon);
        glBindAttribLocation(program, 0, "vertex");
        glBindFragDataLocation(program, 0, "color");
        glLinkProgram(program);
        int linked = glGetProgrami(program, GL_LINK_STATUS);
        String programLog = glGetProgramInfoLog(program);
        if (programLog.trim().length() > 0) {
            System.err.println(programLog);
        }
        if (linked == 0) {
            throw new AssertionError("Could not link program");
        }
        this.rayTracingProgram = program;
    }

    /**
     * Initialize the full-screen-quad program.
     */
    private void initQuadProgram() {
        glUseProgram(quadProgram);
        int texUniform = glGetUniformLocation(quadProgram, "tex");
        glUniform1i(texUniform, 0);
        glUseProgram(0);
    }

    /**
     * Initialize the ray tracing shader.
     */
    private void initRayTracingProgram() {
        glUseProgram(rayTracingProgram);
        timeUniform = glGetUniformLocation(rayTracingProgram, "time");
        blendFactorUniform = glGetUniformLocation(rayTracingProgram, "blendFactor");
        framebufferUniform = glGetUniformLocation(rayTracingProgram, "framebuffer");
        widthUniform = glGetUniformLocation(rayTracingProgram, "width");
        heightUniform = glGetUniformLocation(rayTracingProgram, "height");
        bounceCountUniform = glGetUniformLocation(rayTracingProgram, "bounceCount");
        glUniform1i(framebufferUniform, 0);
        int cameraSettingsIndex = glGetUniformBlockIndex(rayTracingProgram, "CameraSettings");
        glUniformBlockBinding(rayTracingProgram, cameraSettingsIndex, this.cameraSettingsUboBinding);
        glUseProgram(0);
    }

    /**
     * Create the texture that will serve as our framebuffer.
     */
    private void createFramebufferTexture() {
        this.tex = glGenTextures();
        glBindTexture(GL_TEXTURE_2D, tex);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, (ByteBuffer) null);
        glBindTexture(GL_TEXTURE_2D, 0);
    }

    /**
     * Create the sampler to sample the framebuffer texture within the shader.
     */
    private void createSampler() {
        this.sampler = glGenSamplers();
        glSamplerParameteri(this.sampler, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glSamplerParameteri(this.sampler, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    }

    private void resizeFramebufferTexture() {
        glDeleteTextures(tex);
        glDeleteFramebuffers(fbo);

        createFramebufferTexture();
        createFrameBufferObject();
    }

    /**
     * Create the frame buffer object that our ray tracing shader uses to render
     * into the framebuffer texture.
     */
    private int createFrameBufferObject() {
        this.fbo = glGenFramebuffers();
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this.tex, 0);
        int fboStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
        if (fboStatus != GL_FRAMEBUFFER_COMPLETE) {
            throw new AssertionError("Could not create FBO: " + fboStatus);
        }
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        return fbo;
    }

    private void createCameraSettingsUbo() {
        this.cameraSettingsUbo = glGenBuffers();
        glBindBuffer(GL_UNIFORM_BUFFER, cameraSettingsUbo);
        glBufferData(GL_UNIFORM_BUFFER, 4 * 4 * 5, GL_STATIC_DRAW);
        glBindBuffer(GL_UNIFORM_BUFFER, 0);
    }

    private void updateCameraSettingsUbo() {
        FloatBuffer fv = cameraSettingsUboDataFb;
        /* Set viewing frustum corner rays in shader */
        fv.put(cameraPosition.x).put(cameraPosition.y).put(cameraPosition.z).put(0.0f);
        invViewProjMatrix.transformProject(tmpVector.set(-1, -1, 0)).sub(cameraPosition);
        fv.put(tmpVector.x).put(tmpVector.y).put(tmpVector.z).put(0.0f);
        invViewProjMatrix.transformProject(tmpVector.set(-1, 1, 0)).sub(cameraPosition);
        fv.put(tmpVector.x).put(tmpVector.y).put(tmpVector.z).put(0.0f);
        invViewProjMatrix.transformProject(tmpVector.set(1, -1, 0)).sub(cameraPosition);
        fv.put(tmpVector.x).put(tmpVector.y).put(tmpVector.z).put(0.0f);
        invViewProjMatrix.transformProject(tmpVector.set(1, 1, 0)).sub(cameraPosition);
        fv.put(tmpVector.x).put(tmpVector.y).put(tmpVector.z).put(0.0f);
        fv.rewind();
        glBindBuffer(GL_UNIFORM_BUFFER, this.cameraSettingsUbo);
        glBufferSubData(GL_UNIFORM_BUFFER, 0, this.cameraSettingsUboData);
        glBindBuffer(GL_UNIFORM_BUFFER, 0);
    }

    /**
     * Compute one frame by tracing the scene using our ray tracing shader and
     * presenting that image on the screen.
     */
    private void trace() {
        glUseProgram(rayTracingProgram);

        if (mouseDown) {
            /*
             * If mouse is down, compute the camera rotation based on mouse
             * cursor location.
             */
            currRotationAboutY = rotationAboutY + (mouseX - mouseDownX) * 0.01f;
        } else {
            currRotationAboutY = rotationAboutY;
        }

        /* Rotate camera about Y axis. */
        cameraPosition.set((float) sin(-currRotationAboutY) * 3.0f, 2.0f, (float) cos(-currRotationAboutY) * 3.0f);
        viewMatrix.setLookAt(cameraPosition, cameraLookAt, cameraUp);

        if (resetFramebuffer) {
            projMatrix.setPerspective((float) Math.toRadians(60.0f), (float) width / height, 1f, 2f);
            resizeFramebufferTexture();
            resetFramebuffer = false;
        }
        projMatrix.invertPerspectiveView(viewMatrix, invViewProjMatrix);

        /* Update cameraSettings UBO */
        updateCameraSettingsUbo();

        long thisTime = System.nanoTime();
        float elapsedSeconds = (thisTime - firstTime) / 1E9f;
        glUniform1f(timeUniform, elapsedSeconds);

        /*
         * We are going to average multiple successive frames, so here we
         * compute the blend factor between old frame and new frame. 0.0 - use
         * only the new frame > 0.0 - blend between old frame and new frame
         */
        float blendFactor = frameNumber / (frameNumber + 1.0f);
        glUniform1f(blendFactorUniform, blendFactor);
        glUniform1i(bounceCountUniform, bounceCount);

        glUniform1f(widthUniform, width);
        glUniform1f(heightUniform, height);

        /* Bind UBO for rendering */
        glBindBufferBase(GL_UNIFORM_BUFFER, this.cameraSettingsUboBinding, this.cameraSettingsUbo);

        /*
         * Draw full-screen quad to generate frame with our tracing shader
         * program.
         */
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glBindVertexArray(vao);
        glBindTexture(GL_TEXTURE_2D, tex);
        glBindSampler(0, this.sampler);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindSampler(0, 0);
        glBindTexture(GL_TEXTURE_2D, 0);
        glBindVertexArray(0);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glUseProgram(0);

        /* Unbind UBO */
        glBindBufferBase(GL_UNIFORM_BUFFER, this.cameraSettingsUboBinding, 0);

        frameNumber++;
    }

    /**
     * Present the final image on the screen/viewport.
     */
    private void present() {
        /*
         * Draw the rendered image on the screen using textured full-screen
         * quad.
         */
        glUseProgram(quadProgram);
        glBindVertexArray(vao);
        glBindTexture(GL_TEXTURE_2D, tex);
        glBindSampler(0, this.sampler);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindSampler(0, 0);
        glBindTexture(GL_TEXTURE_2D, 0);
        glBindVertexArray(0);
        glUseProgram(0);
    }

    private void loop() {
        while (!glfwWindowShouldClose(window)) {
            glfwPollEvents();
            glViewport(0, 0, width, height);

            trace();
            present();

            glfwSwapBuffers(window);
        }
    }

    private void run() {
        try {
            init();
            loop();

            if (debugProc != null)
                debugProc.free();

            errCallback.free();
            keyCallback.free();
            fbCallback.free();
            cpCallback.free();
            mbCallback.free();
            glfwDestroyWindow(window);
        } catch (Throwable t) {
            t.printStackTrace();
        } finally {
            glfwTerminate();
        }
    }

    public static void main(String[] args) {
        new Demo33Ubo().run();
    }

}