Created
August 8, 2019 20:08
-
-
Save xian/2e145bb5ca05dcb079ac6e882d50f12c to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
package baaahs.glsl | |
import baaahs.* | |
import baaahs.geom.Vector2F | |
import baaahs.shows.GlslShow | |
import org.joml.Matrix4f | |
import org.lwjgl.BufferUtils | |
import org.lwjgl.glfw.GLFW.* | |
import org.lwjgl.glfw.GLFWErrorCallback | |
import org.lwjgl.glfw.GLFWFramebufferSizeCallback | |
import org.lwjgl.glfw.GLFWKeyCallback | |
import org.lwjgl.opengl.* | |
import org.lwjgl.opengl.GL31.* | |
import org.lwjgl.system.MemoryUtil.NULL | |
import org.lwjgl.system.MemoryUtil.memAddress | |
import java.nio.ByteBuffer | |
import kotlin.math.max | |
import kotlin.math.min | |
import kotlin.math.round | |
import kotlin.random.Random | |
fun main() { | |
// On a Mac, it's necessary to start the JVM with this arg: `-XstartOnFirstThread` | |
val renderer = GlslBase.manager.getRenderer(GlslShow.program) as JvmGlslRenderer | |
renderer.addSurface( | |
IdentifiedSurface( | |
SheepModel.Panel("Panel"), | |
600, | |
List(600) { Vector2F(Random.nextFloat(), Random.nextFloat()) }) | |
) | |
renderer.runStandalone() | |
} | |
interface ViewSettings { | |
companion object { | |
/** | |
* The distance between the viewer's eyes and the screen in some distance | |
* measure (such as centimeters). | |
*/ | |
val distanceToScreen = 60.0 | |
/** | |
* The height of the screen area in the same distance measure (such as | |
* centimeters). | |
*/ | |
val screenHeight = 32.5 | |
/** | |
* The vertical resolution of the screen in pixels. | |
*/ | |
val screenHeightPx = 1200 | |
} | |
} | |
actual object GlslBase { | |
actual val manager: GlslManager by lazy { JvmGlslManager() } | |
} | |
class JvmGlslManager : GlslManager { | |
private val window: Long | |
/** | |
* This is initialization stuff that's required on the main thread. | |
*/ | |
init { | |
glfwSetErrorCallback(GLFWErrorCallback.createPrint(System.err)) | |
if (!glfwInit()) | |
throw IllegalStateException("Unable to initialize GLFW") | |
glfwDefaultWindowHints() | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4) | |
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1) | |
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE) | |
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE) | |
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE) | |
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE) | |
glfwWindowHint(GLFW_SAMPLES, 8) | |
glfwWindowHint(GLFW_CONTEXT_RELEASE_BEHAVIOR, GLFW_RELEASE_BEHAVIOR_NONE) | |
window = glfwCreateWindow(300, 300, "Hello shaders!", NULL, NULL) | |
if (window == NULL) | |
throw RuntimeException("Failed to create the GLFW window") | |
glfwPollEvents() // Get the event loop warmed up. | |
} | |
override fun getRenderer(program: String): GlslRenderer = JvmGlslRenderer(program, window) | |
} | |
class JvmGlslRenderer(private val shader: String, private var window: Long) : GlslRenderer { | |
internal lateinit var keyCallback: GLFWKeyCallback | |
internal lateinit var fbCallback: GLFWFramebufferSizeCallback | |
internal var width = 300 | |
internal var height = 300 | |
internal var lock = Any() | |
internal var destroyed: Boolean = false | |
internal var viewProjMatrix = Matrix4f() | |
internal var fb = BufferUtils.createFloatBuffer(16) | |
val surfaces = mutableListOf<Surface>() | |
var pixelCount: Int = 0 | |
private var vaoId: Int = 0 | |
private var vboId: Int = 0 | |
private var vertexCount: Int = 0 | |
private var program: Int = 0 | |
private var uvCoordsLocation: Int = 0 | |
private var pixelCountLocation: Int = 0 | |
private var matLocation: Int = 0 | |
private var resolutionLocation: Int = 0 | |
private var timeLocation: Int = 0 | |
val uvCoordTextureIndex = 0 | |
val outputToFrameBuffer = true | |
lateinit var instance: Instance | |
init { | |
glfwSetKeyCallback(window, object : GLFWKeyCallback() { | |
override fun invoke(window: Long, key: Int, scancode: Int, action: Int, mods: Int) { | |
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE) | |
glfwSetWindowShouldClose(window, true) | |
} | |
}) | |
glfwSetFramebufferSizeCallback(window, object : GLFWFramebufferSizeCallback() { | |
override fun invoke(window: Long, w: Int, h: Int) { | |
if (outputToFrameBuffer) { | |
width = pixelCount | |
height = 1 | |
} else if (w > 0 && h > 0) { | |
width = w | |
height = h | |
} | |
} | |
}) | |
val vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor()) | |
glfwSetWindowPos(window, (vidmode!!.width() - width) / 2, (vidmode.height() - height) / 2) | |
if (!outputToFrameBuffer) { | |
glfwShowWindow(window) | |
} | |
val framebufferSize = BufferUtils.createIntBuffer(2) | |
nglfwGetFramebufferSize(window, memAddress(framebufferSize), memAddress(framebufferSize) + 4) | |
width = framebufferSize.get(0) | |
height = framebufferSize.get(1) | |
withGlContext(window) { | |
// Create a view-projection matrix | |
// val fovy = Math.atan( | |
// (ViewSettings.screenHeight * height / ViewSettings.screenHeightPx) | |
// / ViewSettings.distanceToScreen | |
// ).toFloat() | |
// viewProjMatrix.setPerspective(fovy, 1.0f, 0.01f, 100.0f) | |
// .lookAt( | |
// 0.0f, 0.0f, 1.0f, | |
// 0.0f, 0.0f, 0.0f, | |
// 0.0f, 1.0f, 0.0f | |
// ) | |
viewProjMatrix.setOrtho(0f, pixelCount.toFloat(), 0f, 1f, 0f, 10f) | |
initQuad() | |
gl { glClearColor(0f, 0f, 0f, 1f) } | |
gl { glEnable(GL_DEPTH_TEST) } | |
gl { glEnable(GL_CULL_FACE) } | |
program = createShaderProgram() | |
// Obtain uniform location | |
uvCoordsLocation = gl { glGetUniformLocation(program, "sm_uvCoords") } | |
pixelCountLocation = gl { glGetUniformLocation(program, "sm_pixelCount") } | |
matLocation = gl { glGetUniformLocation(program, "viewProjMatrix") } | |
resolutionLocation = gl { glGetUniformLocation(program, "resolution") } | |
timeLocation = gl { glGetUniformLocation(program, "time") } | |
instance = Instance(1, FloatArray(2)) | |
} | |
} | |
private fun initQuad() { | |
// OpenGL expects vertices to be defined counter clockwise by default | |
val vertices = floatArrayOf( | |
// Left bottom triangle | |
-0.5f, 0.5f, 0f, -0.5f, -0.5f, 0f, 0.5f, -0.5f, 0f, | |
// Right top triangle | |
0.5f, -0.5f, 0f, 0.5f, 0.5f, 0f, -0.5f, 0.5f, 0f | |
) | |
// Sending data to OpenGL requires the usage of (flipped) byte buffers | |
val verticesBuffer = BufferUtils.createFloatBuffer(vertices.size) | |
verticesBuffer.put(vertices) | |
verticesBuffer.flip() | |
vertexCount = 6 | |
// Create a new Vertex Array Object in memory and select it (bind) | |
// A VAO can have up to 16 attributes (VBO's) assigned to it by default | |
vaoId = gl { GL30.glGenVertexArrays() } | |
gl { GL30.glBindVertexArray(vaoId) } | |
// Create a new Vertex Buffer Object in memory and select it (bind) | |
// A VBO is a collection of Vectors which in this case resemble the location of each vertex. | |
vboId = gl { GL15.glGenBuffers() } | |
gl { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboId) } | |
gl { GL15.glBufferData(GL15.GL_ARRAY_BUFFER, verticesBuffer, GL15.GL_STATIC_DRAW) } | |
// Put the VBO in the attributes list at index 0 | |
gl { GL20.glVertexAttribPointer(0, 3, GL11.GL_FLOAT, false, 0, 0) } | |
// Deselect (bind to 0) the VBO | |
gl { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0) } | |
// Deselect (bind to 0) the VAO | |
gl { GL30.glBindVertexArray(0) } | |
} | |
override fun addSurface(surface: Surface): Pixels { | |
if (surface is IdentifiedSurface) { | |
val pixelVertices = surface.pixelVertices | |
if (pixelVertices != null) { | |
val oldUvCoords = instance.uvCoords | |
instance.release() | |
val oldPixelCount = pixelCount | |
val newPixelCount = oldPixelCount + surface.pixelCount | |
val newUvCoords = FloatArray(newPixelCount * 2) | |
oldUvCoords.copyInto(newUvCoords) | |
for (i in 0 until surface.pixelCount) { | |
newUvCoords[i * 2] = pixelVertices[i].x // u | |
newUvCoords[i * 2 + 1] = pixelVertices[i].y // v | |
} | |
withGlContext(window) { | |
instance = Instance(newPixelCount, newUvCoords) | |
} | |
pixelCount = newPixelCount | |
surfaces.add(surface) | |
} | |
return object : Pixels { | |
override val size: Int get() = surface.pixelCount | |
override fun get(i: Int): Color { | |
val offset = i * 4 | |
return Color( | |
instance.pixelBuffer[offset + 3], // A | |
instance.pixelBuffer[offset], // R | |
instance.pixelBuffer[offset + 1], // G | |
instance.pixelBuffer[offset + 2] // B | |
) | |
} | |
override fun set(i: Int, color: Color): Unit = TODO("set not implemented") | |
override fun set(colors: Array<Color>): Unit = TODO("set not implemented") | |
} | |
} else { | |
return object : Pixels { | |
override val size: Int get() = 0 | |
override fun get(i: Int): Color = TODO("get not implemented") | |
override fun set(i: Int, color: Color): Unit = TODO("set not implemented") | |
override fun set(colors: Array<Color>): Unit = TODO("set not implemented") | |
} | |
} | |
} | |
fun runStandalone() { | |
try { | |
/* Spawn a new thread which to make the OpenGL context current in and which does the rendering. */ | |
Thread(Runnable { | |
withGlContext(window) { | |
glfwSwapInterval(0) | |
while (!destroyed) { | |
render() | |
synchronized(lock) { | |
if (!destroyed) { | |
gl { glfwSwapBuffers(window) } | |
} | |
} | |
} | |
freeQuad() | |
instance.release() | |
} | |
}).start() | |
/* Process window messages in the main thread */ | |
while (!glfwWindowShouldClose(window)) { | |
glfwWaitEvents() | |
} | |
synchronized(lock) { | |
destroyed = true | |
glfwDestroyWindow(window) | |
} | |
keyCallback.free() | |
fbCallback.free() | |
} finally { | |
glfwTerminate() | |
} | |
} | |
internal fun renderQuad() { | |
// gl { glPolygonMode(GL_FRONT, GL_FILL) } | |
// Bind to the VAO that has all the information about the quad vertices | |
gl { GL30.glBindVertexArray(vaoId) } | |
gl { GL20.glEnableVertexAttribArray(0) } | |
// Draw the vertices | |
gl { GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, vertexCount) } | |
// Put everything back to default (deselect) | |
gl { GL20.glDisableVertexAttribArray(0) } | |
gl { GL30.glBindVertexArray(0) } | |
} | |
private fun freeQuad() { | |
// Disable the VBO index from the VAO attributes list | |
gl { GL20.glDisableVertexAttribArray(0) } | |
// Delete the VBO | |
gl { GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0) } | |
gl { GL15.glDeleteBuffers(vboId) } | |
// Delete the VAO | |
gl { GL30.glBindVertexArray(0) } | |
gl { GL30.glDeleteVertexArrays(vaoId) } | |
} | |
private fun createShaderProgram(): Int { | |
// Create a simple shader program | |
val program = gl { glCreateProgram() } | |
val vs = gl { glCreateShader(GL_VERTEX_SHADER) } | |
glShaderSource( | |
vs, | |
""" | |
#version 330 core | |
in vec4 Vertex; | |
uniform mat4 viewProjMatrix; | |
void main(void) { | |
gl_Position = viewProjMatrix * Vertex; | |
} | |
""" | |
) | |
compileShader(vs) | |
gl { glAttachShader(program, vs) } | |
val fs = gl { glCreateShader(GL_FRAGMENT_SHADER) } | |
val src = """ | |
#version 330 | |
uniform samplerBuffer sm_uvCoords; | |
uniform float sm_pixelCount; | |
out vec4 sm_fragColor; | |
${shader | |
.replace(Regex("void main\\s*\\(\\s*void\\s*\\)"), "void sm_main(vec2 sm_pixelCoord)") | |
.replace("gl_FragCoord", "sm_pixelCoord") | |
.replace("gl_FragColor", "sm_fragColor") | |
} | |
void main(void) { | |
int pixI = int(gl_FragCoord.x - 0.5); | |
vec2 pixelCoord = vec2( | |
texelFetch(sm_uvCoords, pixI * 2).r + .5, // u | |
texelFetch(sm_uvCoords, pixI * 2 + 1).r + .5 // v | |
); | |
sm_main(pixelCoord * resolution); | |
} | |
""" | |
println(src) | |
gl { glShaderSource(fs, src) } | |
compileShader(fs) | |
gl { glAttachShader(program, fs) } | |
gl { glLinkProgram(program) } | |
if (GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == GL11.GL_FALSE) { | |
throw RuntimeException("ProgramInfoLog: ${glGetProgramInfoLog(program)}") | |
} | |
gl { glUseProgram(program) } | |
return program | |
} | |
override fun draw() { | |
// glfwSwapInterval(0) | |
// glfwPollEvents() | |
val elaspedNs = timeSync { | |
withGlContext(window) { | |
println("Render! ${this@JvmGlslRenderer}") | |
instance.bindFramebuffer() | |
render() | |
instance.pixelBuffer.position(0) | |
GL11.glReadPixels( | |
0, 0, pixelCount, 1, | |
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, instance.pixelBuffer | |
) | |
} | |
} | |
println("Render took ${round(elaspedNs / 10000f)/100}ms") | |
} | |
private fun render() { | |
val thisTime = System.nanoTime() | |
if (outputToFrameBuffer) { | |
gl { glViewport(0, 0, pixelCount, 1) } | |
} else { | |
gl { glViewport(0, 0, width, height) } | |
} | |
gl { glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT) } | |
// Upload the matrix stored in the FloatBuffer to the | |
// shader uniform. | |
gl { glUniformMatrix4fv(matLocation, false, viewProjMatrix.get(fb)) } | |
gl { glUniform1f(pixelCountLocation, pixelCount.toFloat()) } | |
gl { glUniform2f(resolutionLocation, 1000f, 1000f) } | |
gl { glUniform1f(timeLocation, thisTime / 1E9f) } | |
instance.bindUvCoordTexture(uvCoordTextureIndex, uvCoordsLocation) | |
renderQuad() | |
val programLog = gl { glGetProgramInfoLog(program) } | |
if (programLog.isNotEmpty()) println("ProgramInfoLog: $programLog") | |
} | |
companion object { | |
fun <T> gl(fn: () -> T): T { | |
val result = fn.invoke() | |
checkForGlError() | |
return result | |
} | |
fun withGlContext(context: Long, fn: () -> Unit) { | |
glfwMakeContextCurrent(context) | |
GL.createCapabilities() | |
try { | |
fn() | |
} finally { | |
glfwMakeContextCurrent(0) | |
} | |
} | |
fun checkForGlError() { | |
while (true) { | |
val error = GL11.glGetError() | |
val code = when (error) { | |
GL_INVALID_ENUM -> "GL_INVALID_ENUM" | |
GL_INVALID_VALUE -> "GL_INVALID_VALUE" | |
GL_INVALID_OPERATION -> "GL_INVALID_OPERATION" | |
GL_STACK_OVERFLOW -> "GL_STACK_OVERFLOW" | |
GL_STACK_UNDERFLOW -> "GL_STACK_UNDERFLOW" | |
GL_OUT_OF_MEMORY -> "GL_OUT_OF_MEMORY" | |
else -> "unknown error $error" | |
} | |
if (error != 0) throw RuntimeException("OpenGL Error: $code") else return | |
} | |
} | |
} | |
private fun compileShader(shader: Int) { | |
gl { glCompileShader(shader) } | |
if (GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) == GL11.GL_FALSE) { | |
throw RuntimeException("Failed to compile shader: ${glGetShaderInfoLog(shader)}") | |
} | |
} | |
inner class Instance(val pixelCount: Int, val uvCoords: FloatArray) { | |
private var uvCoordBuffer: Int = gl { glGenBuffers() } | |
private var uvCoordTexture: Int = gl { GL11.glGenTextures() } | |
private var frameBuffer: Int = gl { GL30.glGenFramebuffers() } | |
private var renderBuffer: Int = gl { GL30.glGenRenderbuffers() } | |
val pixelBuffer: ByteBuffer = ByteBuffer.allocateDirect(pixelCount * 4) | |
fun bindFramebuffer() { | |
gl { GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer) } | |
gl { GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, renderBuffer) } | |
gl { GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL_RGBA8, max(1, pixelCount), 1) } | |
gl { | |
GL30.glFramebufferRenderbuffer( | |
GL30.GL_READ_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0, | |
GL30.GL_RENDERBUFFER, renderBuffer | |
) | |
} | |
val status = glCheckFramebufferStatus(GL_READ_FRAMEBUFFER) | |
if (status != GL_FRAMEBUFFER_COMPLETE) { | |
throw java.lang.RuntimeException("FrameBuffer huh? $status") | |
} | |
} | |
fun bindUvCoordTexture(textureIndex: Int, uvCoordsLocation: Int) { | |
gl { glBindBuffer(GL_TEXTURE_BUFFER, uvCoordBuffer) } | |
gl { GL15.glBufferData(GL_TEXTURE_BUFFER, uvCoords, GL15.GL_STATIC_READ) } | |
gl { glActiveTexture(GL_TEXTURE0 + textureIndex) } | |
gl { glBindTexture(GL_TEXTURE_1D, uvCoordTexture) } | |
gl { glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL, 0) } | |
gl { glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 0) } | |
gl { glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) } | |
gl { glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) } | |
gl { glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, uvCoordBuffer) } | |
gl { glUniform1i(uvCoordsLocation, textureIndex) } | |
gl { glBindBuffer(GL_TEXTURE_BUFFER, 0) } | |
} | |
fun release() { | |
if (renderBuffer != 0) { | |
gl { GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0) } | |
gl { GL30.glDeleteRenderbuffers(renderBuffer) } | |
renderBuffer = 0 | |
} | |
gl { GL15.glDeleteBuffers(uvCoordBuffer) } | |
gl { GL15.glDeleteTextures(uvCoordTexture) } | |
} | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment