Java tutorial
/* * Copyright LWJGL. All rights reserved. * License terms: http://lwjgl.org/license.php */ package org.lwjgl.demo.opengl.shader; import static org.lwjgl.demo.opengl.util.DemoUtils.createShader; import static org.lwjgl.glfw.GLFW.*; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.opengl.GL20.*; import static org.lwjgl.system.MemoryUtil.NULL; import java.io.IOException; import java.nio.FloatBuffer; import org.joml.Matrix3f; import org.lwjgl.BufferUtils; import org.lwjgl.glfw.GLFWErrorCallback; import org.lwjgl.glfw.GLFWFramebufferSizeCallback; import org.lwjgl.glfw.GLFWKeyCallback; import org.lwjgl.glfw.GLFWVidMode; import org.lwjgl.opengl.GL; import org.lwjgl.opengl.GLCapabilities; import org.lwjgl.opengl.GLUtil; import org.lwjgl.system.Callback; /** * Renders a regular polygon without using any vertex source but fully computing the vertex positions in the vertex shader. * * @author Kai Burjack */ public class NoVerticesPolygonDemo { long window; int width = 1024; int height = 768; int program; int transformUniform; int countUniform; GLCapabilities caps; GLFWErrorCallback errCallback; GLFWKeyCallback keyCallback; GLFWFramebufferSizeCallback fbCallback; Callback debugProc; FloatBuffer matrixBuffer = BufferUtils.createFloatBuffer(9); Matrix3f transform = new Matrix3f(); int count = 5; // <- must be at least 3 void init() throws IOException { glfwSetErrorCallback(errCallback = new GLFWErrorCallback() { 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 3.0 or higher."); delegate.invoke(error, description); } @Override public void free() { delegate.free(); } }); if (!glfwInit()) throw new IllegalStateException("Unable to initialize GLFW"); glfwDefaultWindowHints(); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); window = glfwCreateWindow(width, height, "No vertices polygon shader demo", NULL, NULL); if (window == NULL) { throw new AssertionError("Failed to create the GLFW window"); } glfwSetFramebufferSizeCallback(window, fbCallback = new GLFWFramebufferSizeCallback() { @Override public void invoke(long window, int width, int height) { if (width > 0 && height > 0 && (NoVerticesPolygonDemo.this.width != width || NoVerticesPolygonDemo.this.height != height)) { NoVerticesPolygonDemo.this.width = width; NoVerticesPolygonDemo.this.height = height; } } }); System.out.println("Press 'arrow up' to increase the polygon vertex count"); System.out.println("Press 'arrow down' to decrease the polygon vertex count"); glfwSetKeyCallback(window, keyCallback = new GLFWKeyCallback() { @Override public void invoke(long window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) { glfwSetWindowShouldClose(window, true); } else if (key == GLFW_KEY_UP && (action == GLFW_RELEASE || action == GLFW_REPEAT)) { count++; } else if (key == GLFW_KEY_DOWN && (action == GLFW_RELEASE || action == GLFW_REPEAT)) { count = Math.max(3, count - 1); } } }); GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()); glfwSetWindowPos(window, (vidmode.width() - width) / 2, (vidmode.height() - height) / 2); glfwMakeContextCurrent(window); glfwSwapInterval(1); glfwShowWindow(window); caps = GL.createCapabilities(); debugProc = GLUtil.setupDebugMessageCallback(); glClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Create all needed GL resources createProgram(); // and set some GL state glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } void createProgram() throws IOException { int program = glCreateProgram(); int vshader = createShader("org/lwjgl/demo/opengl/shader/noverticespolygon.vs", GL_VERTEX_SHADER); int fshader = createShader("org/lwjgl/demo/opengl/shader/noverticespolygon.fs", GL_FRAGMENT_SHADER); glAttachShader(program, vshader); glAttachShader(program, fshader); 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.program = program; glUseProgram(program); transformUniform = glGetUniformLocation(program, "transform"); countUniform = glGetUniformLocation(program, "count"); glUseProgram(0); } float angle = 0.0f; long lastTime = System.nanoTime(); void render() { glClear(GL_COLOR_BUFFER_BIT); glUseProgram(this.program); // Compute rotation angle long thisTime = System.nanoTime(); float delta = (thisTime - lastTime) / 1E9f; angle += delta; lastTime = thisTime; // Build some transformation matrix float invAspect = (float) height / width; transform.scaling(invAspect, 1, 1) // correct the aspect ratio with some scaling .rotateZ(angle) // rotate 0.1 radians/sec. .scale(0.5f); // make everything a bit smaller // and upload it to the shader glUniformMatrix3fv(transformUniform, false, transform.get(matrixBuffer)); glUniform1i(countUniform, count); glDrawArrays(GL_TRIANGLE_FAN, 0, 2 + count); glUseProgram(0); } void loop() { while (!glfwWindowShouldClose(window)) { glfwPollEvents(); glViewport(0, 0, width, height); render(); glfwSwapBuffers(window); } } void run() { try { init(); loop(); if (debugProc != null) { debugProc.free(); } errCallback.free(); keyCallback.free(); fbCallback.free(); glfwDestroyWindow(window); } catch (Throwable t) { t.printStackTrace(); } finally { glfwTerminate(); } } public static void main(String[] args) { new NoVerticesPolygonDemo().run(); } }