org.lwjgl.demo.opengl.raytracing.HybridDemoSsboInstancing45.java Source code

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Here is the source code for org.lwjgl.demo.opengl.raytracing.HybridDemoSsboInstancing45.java

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/*
 * 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.demo.opengl.util.DemoUtils;
import org.lwjgl.glfw.*;
import org.lwjgl.opengl.GL;
import org.lwjgl.opengl.GLUtil;
import org.lwjgl.system.Callback;
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.opengl.GL42.*;
import static org.lwjgl.opengl.GL43.*;
import static org.lwjgl.opengl.GL44.*;
import static org.lwjgl.opengl.GL45.*;
import static org.lwjgl.system.MathUtil.*;
import static org.lwjgl.system.MemoryUtil.*;

/**
 * This demo is identical to {@link HybridDemoSsboInstancing}, except that only
 * the very latest OpenGL functionality and the most modern way of doing things
 * is being used, such as DSA texture and buffer creation and update API as well
 * as the new DSA vertex binding/attribute setup functions introduced with
 * OpenGL 4.5.
 * 
 * @author Kai Burjack
 */
public class HybridDemoSsboInstancing45 {

    /**
     * The boxes for both rasterization and ray tracing.
     */
    private static Vector3f[] boxes = Scene.boxes;

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

    private int raytraceTexture;
    private int vao;
    private int computeProgram;
    private int quadProgram;
    private int rasterProgram;
    private int fbo;
    private int depthBuffer;
    private int vaoScene;
    private int positionTexture;
    private int normalTexture;
    private int ssbo;
    private int sampler;

    private static final int COMPUTE_UBO_BUFFER_SIZE = 4 * (1 + 1 + 1);
    private static final int RASTER_UBO_BUFFER_SIZE = 4 * (16 + 16);
    private static final int ALL_UBO_BUFFER_SIZES = Math.max(COMPUTE_UBO_BUFFER_SIZE, RASTER_UBO_BUFFER_SIZE);
    private ByteBuffer uboBuffer = BufferUtils.createByteBuffer(ALL_UBO_BUFFER_SIZES);
    private FloatBuffer uboBufferFv = uboBuffer.asFloatBuffer();
    private IntBuffer uboBufferIv = uboBuffer.asIntBuffer();
    private int ubo;
    private int computeUboBinding;
    private int rasterUboBinding;
    private int boxesSsboBinding;
    private int framebufferImageBinding;
    private int worldPositionImageBinding;
    private int worldNormalImageBinding;

    private int workGroupSizeX;
    private int workGroupSizeY;

    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 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 4.5 functionality.
         */
        System.setProperty("org.lwjgl.opengl.maxVersion", "4.5");
    }

    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 4.5 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, 4);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 5);
        glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE);
        glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);

        window = glfwCreateWindow(width, height,
                "Raytracing Demo - compute shader (with SSBO) + raster (with instancing)", 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, HybridDemoSsboInstancing45.this.bounceCount + 1);
                    if (newBounceCount != HybridDemoSsboInstancing45.this.bounceCount) {
                        HybridDemoSsboInstancing45.this.bounceCount = newBounceCount;
                        System.out
                                .println("Ray bounce count is now: " + HybridDemoSsboInstancing45.this.bounceCount);
                        HybridDemoSsboInstancing45.this.frameNumber = 0;
                    }
                } else if (key == GLFW_KEY_KP_SUBTRACT || key == GLFW_KEY_PAGE_DOWN) {
                    int newBounceCount = Math.max(1, HybridDemoSsboInstancing45.this.bounceCount - 1);
                    if (newBounceCount != HybridDemoSsboInstancing45.this.bounceCount) {
                        HybridDemoSsboInstancing45.this.bounceCount = newBounceCount;
                        System.out
                                .println("Ray bounce count is now: " + HybridDemoSsboInstancing45.this.bounceCount);
                        HybridDemoSsboInstancing45.this.frameNumber = 0;
                    }
                }
            }
        });

        glfwSetFramebufferSizeCallback(window, fbCallback = new GLFWFramebufferSizeCallback() {
            @Override
            public void invoke(long window, int width, int height) {
                if (width > 0 && height > 0 && (HybridDemoSsboInstancing45.this.width != width
                        || HybridDemoSsboInstancing45.this.height != height)) {
                    HybridDemoSsboInstancing45.this.width = width;
                    HybridDemoSsboInstancing45.this.height = height;
                    HybridDemoSsboInstancing45.this.resetFramebuffer = true;
                    HybridDemoSsboInstancing45.this.frameNumber = 0;
                }
            }
        });

        glfwSetCursorPosCallback(window, cpCallback = new GLFWCursorPosCallback() {
            @Override
            public void invoke(long window, double x, double y) {
                HybridDemoSsboInstancing45.this.mouseX = (float) x;
                if (mouseDown) {
                    HybridDemoSsboInstancing45.this.frameNumber = 0;
                }
            }
        });

        glfwSetMouseButtonCallback(window, mbCallback = new GLFWMouseButtonCallback() {
            @Override
            public void invoke(long window, int button, int action, int mods) {
                if (action == GLFW_PRESS) {
                    HybridDemoSsboInstancing45.this.mouseDownX = HybridDemoSsboInstancing45.this.mouseX;
                    HybridDemoSsboInstancing45.this.mouseDown = true;
                } else if (action == GLFW_RELEASE) {
                    HybridDemoSsboInstancing45.this.mouseDown = false;
                    HybridDemoSsboInstancing45.this.rotationAboutY = HybridDemoSsboInstancing45.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 */
        createRaytracingTexture();
        createSampler();
        createRasterizerTextures();
        createRasterFrameBufferObject();
        createSceneSSBO();
        createFullScreenVao();
        createSceneVao();
        createRasterProgram();
        initRasterProgram();
        createComputeProgram();
        initComputeProgram();
        createQuadProgram();
        initQuadProgram();
        createUbo();

        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);

        firstTime = System.nanoTime();
    }

    /**
     * Create a Shader Storage Buffer Object which will hold our boxes to be
     * read by our Compute Shader.
     */
    private void createSceneSSBO() {
        this.ssbo = glCreateBuffers();
        ByteBuffer ssboData = BufferUtils.createByteBuffer(4 * (4 + 4 + 4) * boxes.length / 2);
        FloatBuffer fv = ssboData.asFloatBuffer();
        for (int i = 0; i < boxes.length; i += 2) {
            Vector3f min = boxes[i];
            Vector3f max = boxes[i + 1];
            /*
             * NOTE: We need to write vec4 here, because SSBOs have specific
             * alignment requirements for struct members (vec3 is always treated
             * as vec4 in memory!)
             * 
             * See:
             * "https://www.safaribooksonline.com/library/view/opengl-programming-guide/9780132748445/app09lev1sec3.html"
             */
            fv.put(min.x).put(min.y).put(min.z).put(0.0f);
            fv.put(max.x).put(max.y).put(max.z).put(0.0f);
        }
        glNamedBufferData(this.ssbo, ssboData, GL_STATIC_DRAW);
    }

    /**
     * Creates a VAO with a full-screen quad VBO.
     */
    private void createFullScreenVao() {
        this.vao = glCreateVertexArrays();
        int vbo = glCreateBuffers();
        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);
        glNamedBufferData(vbo, bb, GL_STATIC_DRAW);
        glEnableVertexArrayAttrib(this.vao, 0);
        glVertexArrayAttribFormat(this.vao, 0, 2, GL_FLOAT, false, 0);
        glVertexArrayVertexBuffer(this.vao, 0, vbo, 0L, 8);
        glVertexArrayAttribBinding(this.vao, 0, 0);
    }

    /**
     * Creates a VAO for the scene.
     */
    private void createSceneVao() {
        int vao = glCreateVertexArrays();

        /* Create vertex data */
        int vbo = glCreateBuffers();
        ByteBuffer bb = BufferUtils.createByteBuffer(4 * (3 + 3) * 6 * 6);
        FloatBuffer fv = bb.asFloatBuffer();
        DemoUtils.triangulateUnitBox(fv);
        glNamedBufferData(vbo, bb, GL_STATIC_DRAW);
        glEnableVertexArrayAttrib(vao, 0);
        glVertexArrayAttribFormat(vao, 0, 3, GL_FLOAT, false, 0);
        glVertexArrayVertexBuffer(vao, 0, vbo, 0L, 4 * (3 + 3));
        glVertexArrayAttribBinding(vao, 0, 0);
        glEnableVertexArrayAttrib(vao, 1);
        glVertexArrayAttribFormat(vao, 1, 3, GL_FLOAT, false, 0);
        glVertexArrayVertexBuffer(vao, 1, vbo, 4 * 3, 4 * (3 + 3));
        glVertexArrayAttribBinding(vao, 1, 1);

        /* Create per instance data (position and size of box) */
        int ivbo = glCreateBuffers();
        bb = BufferUtils.createByteBuffer(4 * (3 + 3) * boxes.length);
        fv = bb.asFloatBuffer();
        for (int i = 0; i < boxes.length; i += 2) {
            Vector3f min = boxes[i];
            Vector3f max = boxes[i + 1];
            fv.put((max.x + min.x) / 2.0f).put((max.y + min.y) / 2.0f).put((max.z + min.z) / 2.0f);
            fv.put((max.x - min.x) / 2.0f).put((max.y - min.y) / 2.0f).put((max.z - min.z) / 2.0f);
        }
        glNamedBufferData(ivbo, bb, GL_STATIC_DRAW);
        glEnableVertexArrayAttrib(vao, 2);
        glVertexArrayAttribFormat(vao, 2, 3, GL_FLOAT, false, 0);
        glVertexArrayVertexBuffer(vao, 2, ivbo, 0L, 4 * (3 + 3));
        glVertexArrayAttribBinding(vao, 2, 2);
        glVertexArrayBindingDivisor(vao, 2, 1);
        glEnableVertexArrayAttrib(vao, 3);
        glVertexArrayAttribFormat(vao, 3, 3, GL_FLOAT, false, 0);
        glVertexArrayVertexBuffer(vao, 3, ivbo, 4 * 3, 4 * (3 + 3));
        glVertexArrayAttribBinding(vao, 3, 3);
        glVertexArrayBindingDivisor(vao, 3, 1);
        this.vaoScene = vao;
    }

    /**
     * Create the frame buffer object that our rasterizer uses to render the
     * view-space position and normal into the textures.
     */
    private void createRasterFrameBufferObject() {
        this.fbo = glCreateFramebuffers();
        this.depthBuffer = glCreateRenderbuffers();
        IntBuffer renderBuffers = BufferUtils.createIntBuffer(2).put(GL_COLOR_ATTACHMENT0)
                .put(GL_COLOR_ATTACHMENT1);
        renderBuffers.flip();
        glNamedFramebufferDrawBuffers(this.fbo, renderBuffers);
        glNamedRenderbufferStorage(this.depthBuffer, GL_DEPTH_COMPONENT, width, height);
        glNamedFramebufferTexture(this.fbo, GL_COLOR_ATTACHMENT0, positionTexture, 0);
        glNamedFramebufferTexture(this.fbo, GL_COLOR_ATTACHMENT1, normalTexture, 0);
        glNamedFramebufferRenderbuffer(this.fbo, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBuffer);
        int fboStatus = glCheckNamedFramebufferStatus(this.fbo, GL_FRAMEBUFFER);
        if (fboStatus != GL_FRAMEBUFFER_COMPLETE) {
            throw new AssertionError("Could not create FBO: " + fboStatus);
        }
    }

    /**
     * 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 raster shader.
     *
     * @throws IOException
     */
    private void createRasterProgram() throws IOException {
        int program = glCreateProgram();
        int vshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/rasterInstancedUbo.vs",
                GL_VERTEX_SHADER);
        int fshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/raster.fs", GL_FRAGMENT_SHADER);
        glAttachShader(program, vshader);
        glAttachShader(program, fshader);
        glBindAttribLocation(program, 0, "vertexPosition");
        glBindAttribLocation(program, 1, "vertexNormal");
        glBindAttribLocation(program, 2, "boxCenter");
        glBindAttribLocation(program, 3, "boxHalfSize");
        glBindFragDataLocation(program, 0, "worldPosition_out");
        glBindFragDataLocation(program, 1, "worldNormal_out");
        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.rasterProgram = program;
    }

    /**
     * Create the tracing compute shader program.
     *
     * @throws IOException
     */
    private void createComputeProgram() throws IOException {
        int program = glCreateProgram();
        int cshader = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/hybridSsboUbo.glsl",
                GL_COMPUTE_SHADER);
        int random = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/random.glsl", GL_COMPUTE_SHADER);
        int randomCommon = DemoUtils.createShader("org/lwjgl/demo/opengl/raytracing/randomCommon.glsl",
                GL_COMPUTE_SHADER, "330");
        glAttachShader(program, cshader);
        glAttachShader(program, random);
        glAttachShader(program, randomCommon);
        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.computeProgram = program;
    }

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

    /**
     * Initialize the raster program.
     */
    private void initRasterProgram() {
        IntBuffer props = BufferUtils.createIntBuffer(1);
        IntBuffer params = BufferUtils.createIntBuffer(1);
        int uniformsResourceIndex = glGetProgramResourceIndex(rasterProgram, GL_UNIFORM_BLOCK, "Uniforms");
        computeUboBinding = params.get(0);
        props.put(0, GL_BUFFER_BINDING);
        glGetProgramResourceiv(rasterProgram, GL_UNIFORM_BLOCK, uniformsResourceIndex, props, null, params);
        rasterUboBinding = params.get(0);
    }

    /**
     * Create the UBO for all programs.
     */
    private void createUbo() {
        this.ubo = glCreateBuffers();
        glNamedBufferStorage(this.ubo, ALL_UBO_BUFFER_SIZES, GL_DYNAMIC_STORAGE_BIT);
    }

    /**
     * Initialize the compute shader.
     */
    private void initComputeProgram() {
        IntBuffer workGroupSize = BufferUtils.createIntBuffer(3);
        glGetProgramiv(computeProgram, GL_COMPUTE_WORK_GROUP_SIZE, workGroupSize);
        workGroupSizeX = workGroupSize.get(0);
        workGroupSizeY = workGroupSize.get(1);
        /* Query the binding point of the SSBO and UBO */
        /*
         * First, obtain the "resource index" used for further queries on that
         * resource.
         */
        int boxesResourceIndex = glGetProgramResourceIndex(computeProgram, GL_SHADER_STORAGE_BLOCK, "Boxes");
        IntBuffer props = BufferUtils.createIntBuffer(1);
        IntBuffer params = BufferUtils.createIntBuffer(1);
        props.put(0, GL_BUFFER_BINDING);
        /* Now query the "BUFFER_BINDING" of that resource */
        glGetProgramResourceiv(computeProgram, GL_SHADER_STORAGE_BLOCK, boxesResourceIndex, props, null, params);
        boxesSsboBinding = params.get(0);

        int uniformsResourceIndex = glGetProgramResourceIndex(computeProgram, GL_UNIFORM_BLOCK, "Uniforms");
        glGetProgramResourceiv(computeProgram, GL_UNIFORM_BLOCK, uniformsResourceIndex, props, null, params);
        computeUboBinding = params.get(0);

        /* Query the "image binding point" of the image uniforms */
        int loc = glGetUniformLocation(computeProgram, "framebufferImage");
        glGetUniformiv(computeProgram, loc, params);
        framebufferImageBinding = params.get(0);
        loc = glGetUniformLocation(computeProgram, "worldPositionImage");
        glGetUniformiv(computeProgram, loc, params);
        worldPositionImageBinding = params.get(0);
        loc = glGetUniformLocation(computeProgram, "worldNormalImage");
        glGetUniformiv(computeProgram, loc, params);
        worldNormalImageBinding = params.get(0);
    }

    /**
     * Create the texture that will serve as our framebuffer for the ray tracer.
     */
    private void createRaytracingTexture() {
        this.raytraceTexture = glCreateTextures(GL_TEXTURE_2D);
        glTextureStorage2D(this.raytraceTexture, 1, GL_RGBA32F, width, height);
    }

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

    /**
     * Create the textures that the rasterizer renders into.
     */
    private void createRasterizerTextures() {
        this.positionTexture = glCreateTextures(GL_TEXTURE_2D);
        glTextureStorage2D(this.positionTexture, 1, GL_RGBA32F, width, height);

        this.normalTexture = glCreateTextures(GL_TEXTURE_2D);
        glTextureStorage2D(this.normalTexture, 1, GL_RGBA16F, width, height);
    }

    /**
     * Resize the framebuffer textures for both rasterization and ray tracing.
     */
    private void resizeFramebufferTexture() {
        glDeleteTextures(raytraceTexture);
        glDeleteTextures(positionTexture);
        glDeleteTextures(normalTexture);
        glDeleteRenderbuffers(depthBuffer);
        glDeleteFramebuffers(fbo);

        createRaytracingTexture();
        createRasterizerTextures();
        createRasterFrameBufferObject();
    }

    private void update() {
        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, 0.01f, 100.0f);
            resizeFramebufferTexture();
            resetFramebuffer = false;
        }
    }

    private static void putMatrix(Matrix4f value, FloatBuffer fb) {
        value.get(fb);
        fb.position(fb.position() + 16);
    }

    /**
     * Rasterize the scene and write depth and position data into framebuffer
     * textures.
     */
    private void raster() {
        updateRasterUbo();

        glEnable(GL_DEPTH_TEST);
        glUseProgram(rasterProgram);

        /* Rasterize the boxes into the FBO */
        glBindBufferBase(GL_UNIFORM_BUFFER, rasterUboBinding, ubo);
        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
        glClear(GL_DEPTH_BUFFER_BIT);
        glBindVertexArray(vaoScene);
        glDrawArraysInstanced(GL_TRIANGLES, 0, 6 * 6, boxes.length / 2);
        glBindVertexArray(0);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        glBindBufferBase(GL_UNIFORM_BUFFER, rasterUboBinding, 0);
        glUseProgram(0);
    }

    /**
     * Compute one frame by tracing the scene using our compute shader.
     */
    private void trace() {
        glUseProgram(computeProgram);
        glDisable(GL_DEPTH_TEST);

        /* Compute compute UBO */
        updateComputeUbo();

        /* Bind level 0 of framebuffer texture as writable image in the shader. */
        glBindImageTexture(framebufferImageBinding, raytraceTexture, 0, false, 0, GL_READ_WRITE, GL_RGBA32F);
        /* Bind level 1 and 2 to our rasterized images */
        glBindImageTexture(worldPositionImageBinding, positionTexture, 0, false, 0, GL_READ_ONLY, GL_RGBA32F);
        glBindImageTexture(worldNormalImageBinding, normalTexture, 0, false, 0, GL_READ_ONLY, GL_RGBA16F);

        /* Bind the UBO */
        glBindBufferBase(GL_UNIFORM_BUFFER, computeUboBinding, ubo);
        /* Bind the SSBO containing our boxes */
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, boxesSsboBinding, ssbo);

        /* Compute appropriate invocation dimension. */
        int worksizeX = mathRoundPoT(width);
        int worksizeY = mathRoundPoT(height);

        /* Invoke the compute shader. */
        glDispatchCompute(worksizeX / workGroupSizeX, worksizeY / workGroupSizeY, 1);

        /*
         * Synchronize all writes to the framebuffer image before we let OpenGL
         * source texels from it afterwards when rendering the final image with
         * the full-screen quad.
         */
        glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);

        /* Reset bindings. */
        glBindBufferBase(GL_SHADER_STORAGE_BUFFER, boxesSsboBinding, 0);
        glBindBufferBase(GL_UNIFORM_BUFFER, computeUboBinding, 0);
        glBindImageTexture(framebufferImageBinding, 0, 0, false, 0, GL_READ_WRITE, GL_RGBA32F);
        glBindImageTexture(worldPositionImageBinding, 0, 0, false, 0, GL_READ_ONLY, GL_RGBA32F);
        glBindImageTexture(worldNormalImageBinding, 0, 0, false, 0, GL_READ_ONLY, GL_RGBA16F);
        glUseProgram(0);

        frameNumber++;
    }

    private void updateRasterUbo() {
        /* Update the UBO */
        putMatrix(viewMatrix, uboBufferFv);
        putMatrix(projMatrix, uboBufferFv);
        uboBufferFv.rewind();
        nglNamedBufferSubData(ubo, 0, RASTER_UBO_BUFFER_SIZE, memAddress(uboBuffer));
    }

    private void updateComputeUbo() {
        long thisTime = System.nanoTime();
        float elapsedSeconds = (thisTime - firstTime) / 1E9f;

        /*
         * 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);
        uboBufferFv.put(blendFactor);
        uboBufferFv.put(elapsedSeconds);
        uboBufferIv.put(uboBufferFv.position(), bounceCount);
        uboBufferFv.rewind();
        nglNamedBufferSubData(ubo, 0, COMPUTE_UBO_BUFFER_SIZE, memAddress(uboBuffer));
    }

    /**
     * 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, raytraceTexture);
        glBindSampler(0, this.sampler);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        glBindSampler(0, 0);
        glBindTexture(GL_TEXTURE_2D, 0);
        glBindVertexArray(0);
        glUseProgram(0);
    }

    /**
     * This is the main loop, continuously updating the camera and rendering the
     * scene.
     */
    private void loop() {
        while (!glfwWindowShouldClose(window)) {
            glfwPollEvents();
            glViewport(0, 0, width, height);

            /* Update everything */
            update();
            /* Raster the scene */
            raster();
            /* Trace the scene */
            trace();
            /* Render and present the final image */
            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 HybridDemoSsboInstancing45().run();
    }

}