Add rendering implementation for LWJGL

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SpaiR committed 2019-12-29 23:59:34 +03:00
1 parent b01fe59dbb
commit dc59810566
59 files changed
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import org.lwjgl.glfw.GLFWKeyCallback;
import org.lwjgl.glfw.GLFWMouseButtonCallback;
import static org.lwjgl.glfw.GLFW.*;
public class InputHandler {
private static long window;
private static final int KEYBOARD_SIZE = 512;
private static final int MOUSE_SIZE = 16;
private static int[] keyStates = new int[KEYBOARD_SIZE];
private static boolean[] activeKeys = new boolean[KEYBOARD_SIZE];
private static int[] mouseButtonStates = new int[MOUSE_SIZE];
private static boolean[] activeMouseButtons = new boolean[MOUSE_SIZE];
private static long lastMouseNS = 0;
private static long mouseDoubleClickPeriodNS = 1000000000 / 5; //5th of a second for double click.
private static int NO_STATE = -1;
protected static GLFWKeyCallback keyboard = new GLFWKeyCallback()
{
@Override
public void invoke(long window, int key, int scancode, int action, int mods)
{
activeKeys[key] = action != GLFW_RELEASE;
keyStates[key] = action;
}
};
protected static GLFWMouseButtonCallback mouse = new GLFWMouseButtonCallback()
{
@Override
public void invoke(long window, int button, int action, int mods)
{
activeMouseButtons[button] = action != GLFW_RELEASE;
mouseButtonStates[button] = action;
}
};
protected static void init(long window)
{
InputHandler.window = window;
resetKeyboard();
resetMouse();
}
protected static void update()
{
resetKeyboard();
resetMouse();
}
private static void resetKeyboard()
{
for (int i = 0; i < keyStates.length; i++)
{
keyStates[i] = NO_STATE;
}
}
private static void resetMouse()
{
for (int i = 0; i < mouseButtonStates.length; i++)
{
mouseButtonStates[i] = NO_STATE;
}
long now = System.nanoTime();
if (now - lastMouseNS > mouseDoubleClickPeriodNS)
lastMouseNS = 0;
}
public static boolean keyDown(int key)
{
return activeKeys[key];
}
public static boolean keyPressed(int key)
{
return keyStates[key] == GLFW_PRESS;
}
public static boolean keyReleased(int key)
{
return keyStates[key] == GLFW_RELEASE;
}
public static boolean mouseButtonDown(int button)
{
return activeMouseButtons[button];
}
public static boolean mouseButtonPressed(int button)
{
return mouseButtonStates[button] == GLFW_RELEASE;
}
public static boolean mouseButtonReleased(int button)
{
boolean flag = mouseButtonStates[button] == GLFW_RELEASE;
if (flag)
lastMouseNS = System.nanoTime();
return flag;
}
public static boolean mouseButtonDoubleClicked(int button)
{
long last = lastMouseNS;
boolean flag = mouseButtonReleased(button);
long now = System.nanoTime();
if (flag && now - last < mouseDoubleClickPeriodNS)
{
lastMouseNS = 0;
return true;
}
return false;
}
}
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import imgui.DrawData;
import imgui.ImGui;
import imgui.gl3.ImGuiImplGl3;
import org.lwjgl.BufferUtils;
import org.lwjgl.Version;
import org.lwjgl.glfw.GLFWErrorCallback;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.opengl.GL;
import org.lwjgl.system.MemoryStack;
import java.nio.DoubleBuffer;
import java.nio.IntBuffer;
import static org.lwjgl.glfw.Callbacks.glfwFreeCallbacks;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.system.MemoryStack.stackPush;
import static org.lwjgl.system.MemoryUtil.NULL;
public class Main {
// The window handle
private long window;
private ImGuiImplGl3 imGuiGl = new ImGuiImplGl3();
public void run() {
System.out.println("Hello LWJGL " + Version.getVersion() + "!");
init();
loop();
// Free the window callbacks and destroy the window
glfwFreeCallbacks(window);
glfwDestroyWindow(window);
// Terminate GLFW and free the error callback
glfwTerminate();
glfwSetErrorCallback(null).free();
}
private void init() {
// Setup an error callback. The default implementation
// will print the error message in System.err.
GLFWErrorCallback.createPrint(System.err).set();
// Initialize GLFW. Most GLFW functions will not work before doing this.
if (!glfwInit())
throw new IllegalStateException("Unable to initialize GLFW");
// Configure GLFW
glfwDefaultWindowHints(); // optional, the current window hints are already the default
glfwWindowHint(GLFW_VISIBLE, GLFW_FALSE); // the window will stay hidden after creation
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE); // the window will be resizable
// Create the window
window = glfwCreateWindow(1024, 768, "Hello World!", NULL, NULL);
if (window == NULL)
throw new RuntimeException("Failed to create the GLFW window");
// Setup a key callback. It will be called every time a key is pressed, repeated or released.
glfwSetKeyCallback(window, (window, key, scancode, action, mods) -> {
if (key == GLFW_KEY_ESCAPE && action == GLFW_RELEASE)
glfwSetWindowShouldClose(window, true); // We will detect this in the rendering loop
});
glfwSetMouseButtonCallback(window, InputHandler.mouse);
// Get the thread stack and push a new frame
try (MemoryStack stack = stackPush()) {
IntBuffer pWidth = stack.mallocInt(1); // int*
IntBuffer pHeight = stack.mallocInt(1); // int*
// Get the window size passed to glfwCreateWindow
glfwGetWindowSize(window, pWidth, pHeight);
// Get the resolution of the primary monitor
GLFWVidMode vidmode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Center the window
glfwSetWindowPos(
window,
(vidmode.width() - pWidth.get(0)) / 2,
(vidmode.height() - pHeight.get(0)) / 2
);
} // the stack frame is popped automatically
// Make the OpenGL context current
glfwMakeContextCurrent(window);
// Enable v-sync
glfwSwapInterval(1);
InputHandler.init(window);
// Make the window visible
glfwShowWindow(window);
}
long lastFrame = System.nanoTime();
public float getDelta() {
long time = System.nanoTime();
int delta_time = (int) ((time - lastFrame) / 1000000);
lastFrame = time;
return delta_time;
}
private void loop() {
// This line is critical for LWJGL's interoperation with GLFW's
// OpenGL context, or any context that is managed externally.
// LWJGL detects the context that is current in the current thread,
// creates the GLCapabilities instance and makes the OpenGL
// bindings available for use.
GL.createCapabilities();
ImGui.init();
imGuiGl.init();
// Set the clear color
glClearColor(.5f, 0.0f, 0f, 0.0f);
int[] win_width = new int[1], win_height = new int[1];
int[] width = new int[1], height = new int[1];
DoubleBuffer xBuffer = BufferUtils.createDoubleBuffer(1);
DoubleBuffer yBuffer = BufferUtils.createDoubleBuffer(1);
// Run the rendering loop until the user has attempted to close
// the window or has pressed the ESCAPE key.
while (!glfwWindowShouldClose(window)) {
xBuffer.clear();
yBuffer.clear();
InputHandler.update();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
glfwGetWindowSize(window, win_width, win_height);
glfwGetFramebufferSize(window, width, height);
glfwGetCursorPos(window, xBuffer, yBuffer);
int mX = (int) xBuffer.get();
int mY = (int) yBuffer.get();
ImGui.UpdateDisplayAndInputAndFrame(getDelta(), win_width[0], win_height[0], width[0], height[0], mX, mY, InputHandler.mouseButtonDown(0), false, false);
ImGui.ShowDemoWindow();
ImGui.Render();
imGuiGl.render(ImGui.GetDrawData());
glfwSwapBuffers(window); // swap the color buffers
// Poll for window events. The key callback above will only be
// invoked during this call.
glfwPollEvents();
}
}
public static void main(String[] args) {
new Main().run();
}
}
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package imgui.gl3;
import imgui.DrawData;
import imgui.ImGui;
import imgui.TexDataRGBA32;
import java.io.*;
import java.util.Objects;
import static org.lwjgl.opengl.GL30.*;
/**
* This class mostly a straightforward port of the https://raw.githubusercontent.com/ocornut/imgui/v1.74/examples/imgui_impl_opengl3.cpp adapted to Java and LWJGL realms.
* <p>
* It do support a backup of the current GL state before rendering and restoring of its initial state after.
* But some specific state variables may be missed (all which are hidden under '#ifdef' macros in the original imgui file).
* <p>
* By default this implementation uses shaders with 130 version of GLSL (OpenGL 3.0).
* You can provide your own shaders into the {@link ImGuiImplGl3#init(CharSequence, CharSequence)} method.
*/
public class ImGuiImplGl3 {
private int vBufferHandle = 0;
private int iBufferHandle = 0;
private boolean isFontInitialized = false;
// Shader stuff
private int programId = 0;
private int fragmentShaderId = 0;
private int vertexShaderId = 0;
// Texture used by fonts
private int gFontTexture = 0;
// Projection matrix for ImGui
private final float[] projMatrix = new float[4 * 4];
// Variables used to backup GL state before and after rendering of ImGui
private final int[] lastActiveTexture = new int[1];
private final int[] lastProgram = new int[1];
private final int[] lastTexture = new int[1];
private final int[] lastArrayBuffer = new int[1];
private final int[] lastViewport = new int[4];
private final int[] lastScissorBox = new int[4];
private final int[] lastBlendSrcRgb = new int[1];
private final int[] lastBlendDstRgb = new int[1];
private final int[] lastBlendSrcAlpha = new int[1];
private final int[] lastBlendDstAlpha = new int[1];
private final int[] lastBlendEquationRgb = new int[1];
private final int[] lastBlendEquationAlpha = new int[1];
private boolean lastEnableBlend = false;
private boolean lastEnableCullFace = false;
private boolean lastEnableDepthTest = false;
private boolean lastEnableScissorTest = false;
/**
* This method SHOULD be called before calling of {@link ImGuiImplGl3#render(DrawData)} method.
* By using this method shaders with 130 version of GLSL will be used for render.
*/
public void init() {
final CharSequence fragShaderSource = readFromResources("default.frag");
final CharSequence vertShaderSource = readFromResources("default.vert");
prepareShader(fragShaderSource, vertShaderSource);
prepareFont();
}
/**
* This method SHOULD be called before calling of {@link ImGuiImplGl3#render(DrawData)} method.
*
* @param fragShaderSource fragment shader to use for render
* @param vertShaderSource vertex shader to use for render
*/
public void init(final CharSequence fragShaderSource, final CharSequence vertShaderSource) {
prepareShader(fragShaderSource, vertShaderSource);
prepareFont();
}
/**
* Method which renders {@link DrawData} from ImGui.
*
* @param drawData data used to draw ImGui interface to your current OpenGL context
*/
public void render(final DrawData drawData) {
if (drawData.cmdListsCount <= 0) {
return;
}
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fbWidth = (int) (drawData.displaySizeX * drawData.framebufferScaleX);
int fbHeight = (int) (drawData.displaySizeY * drawData.framebufferScaleY);
if (fbWidth <= 0 || fbHeight <= 0) {
return;
}
if (!isFontInitialized) {
isFontInitialized = true;
vBufferHandle = glGenBuffers();
iBufferHandle = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBufferHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, drawData.iByteBuffer.capacity(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
backupGlState();
bind(drawData);
int verticesOffset = 0;
int indexOffset = 0;
for (int i = 0; i < drawData.cmdListsCount; i++) {
drawData.vByteBuffer.limit(verticesOffset + 4);
final int verticesSize = (int) drawData.vByteBuffer.getFloat(verticesOffset);
drawData.iByteBuffer.limit(indexOffset + 2);
final short indexSize = drawData.iByteBuffer.getShort(indexOffset);
final int cmdSize = (int) drawData.cmdByteBuffer.getFloat();
final int verticesStartOffset = verticesOffset + 4;
final int indexStartOffset = indexOffset + 2;
drawData.vByteBuffer.position(verticesStartOffset);
drawData.iByteBuffer.position(indexStartOffset);
final int newVlimit = verticesStartOffset + verticesSize * DrawData.vBufferSize;
final int newIlimit = indexStartOffset + indexSize * DrawData.iBufferSize;
drawData.vByteBuffer.limit(newVlimit);
drawData.iByteBuffer.limit(newIlimit);
glBufferData(GL_ARRAY_BUFFER, drawData.vByteBuffer, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, drawData.iByteBuffer, GL_STATIC_DRAW);
verticesOffset += ((verticesSize) * DrawData.vBufferSize) + 4;
indexOffset += ((indexSize) * DrawData.iBufferSize) + 2;
final float clipOffX = drawData.displayPosX; // (0,0) unless using multi-viewports
final float clipOffY = drawData.displayPosY;
final float clipScaleX = drawData.framebufferScaleX; // (1,1) unless using retina display which are often (2,2)
final float clipScaleY = drawData.framebufferScaleY;
int idxBufferOffset = 0;
for (int j = 0; j < cmdSize; j++) {
final int elemCount = (int) drawData.cmdByteBuffer.getFloat();
float clipRectX = drawData.cmdByteBuffer.getFloat();
float clipRectY = drawData.cmdByteBuffer.getFloat();
float clipRectZ = drawData.cmdByteBuffer.getFloat();
float clipRectW = drawData.cmdByteBuffer.getFloat();
final int textureID = (int) drawData.cmdByteBuffer.getFloat();
clipRectX = (clipRectX - clipOffX) * clipScaleX;
clipRectY = (clipRectY - clipOffY) * clipScaleY;
clipRectZ = (clipRectZ - clipOffX) * clipScaleX;
clipRectW = (clipRectW - clipOffY) * clipScaleY;
if (clipRectX < fbWidth && clipRectY < fbHeight && clipRectZ >= 0.0f && clipRectW >= 0.0f) {
glScissor((int) clipRectX, (int) (fbHeight - clipRectW), (int) (clipRectZ - clipRectX), (int) (clipRectW - clipRectY));
glBindTexture(GL_TEXTURE_2D, textureID);
glDrawElements(GL_TRIANGLES, elemCount, GL_UNSIGNED_SHORT, idxBufferOffset);
}
idxBufferOffset += elemCount * 2;
}
}
unbind();
restoreModifiedGlState();
}
/**
* Call this method in the end of your app working state to clear used resources.
*/
public void dispose() {
glDeleteTextures(gFontTexture);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(iBufferHandle);
glDeleteBuffers(vBufferHandle);
glDetachShader(programId, vertexShaderId);
glDetachShader(programId, fragmentShaderId);
glDeleteProgram(programId);
}
private void prepareShader(final CharSequence fragShaderSource, final CharSequence vertShaderSource) {
fragmentShaderId = loadAndCompileShader(GL_FRAGMENT_SHADER, fragShaderSource);
vertexShaderId = loadAndCompileShader(GL_VERTEX_SHADER, vertShaderSource);
programId = glCreateProgram();
glAttachShader(programId, fragmentShaderId);
glAttachShader(programId, vertexShaderId);
glLinkProgram(programId);
if (glGetProgrami(programId, GL_LINK_STATUS) != GL_TRUE) {
throw new IllegalStateException(glGetProgramInfoLog(programId));
}
}
private void prepareFont() {
TexDataRGBA32 texData = new TexDataRGBA32();
ImGui.GetTexDataAsRGBA32(texData, texData.pixelBuffer);
gFontTexture = glGenTextures();
glBindTexture(GL_TEXTURE_2D, gFontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texData.width, texData.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData.pixelBuffer);
ImGui.SetFontTexID(gFontTexture);
}
private void backupGlState() {
glGetIntegerv(GL_ACTIVE_TEXTURE, lastActiveTexture);
glGetIntegerv(GL_CURRENT_PROGRAM, lastProgram);
glGetIntegerv(GL_TEXTURE_BINDING_2D, lastTexture);
// int[] last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); // do it by yourself if needed
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, lastArrayBuffer);
// int[] last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); // do it by yourself if needed
// int[] last_polygon_mode; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); // do it by yourself if needed
glGetIntegerv(GL_VIEWPORT, lastViewport);
glGetIntegerv(GL_SCISSOR_BOX, lastScissorBox);
glGetIntegerv(GL_BLEND_SRC_RGB, lastBlendSrcRgb);
glGetIntegerv(GL_BLEND_DST_RGB, lastBlendDstRgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, lastBlendSrcAlpha);
glGetIntegerv(GL_BLEND_DST_ALPHA, lastBlendDstAlpha);
glGetIntegerv(GL_BLEND_EQUATION_RGB, lastBlendEquationRgb);
glGetIntegerv(GL_BLEND_EQUATION_ALPHA, lastBlendEquationAlpha);
lastEnableBlend = glIsEnabled(GL_BLEND);
lastEnableCullFace = glIsEnabled(GL_CULL_FACE);
lastEnableDepthTest = glIsEnabled(GL_DEPTH_TEST);
lastEnableScissorTest = glIsEnabled(GL_SCISSOR_TEST);
}
private void restoreModifiedGlState() {
glUseProgram(lastProgram[0]);
glBindTexture(GL_TEXTURE_2D, lastTexture[0]);
glActiveTexture(lastActiveTexture[0]);
glBindBuffer(GL_ARRAY_BUFFER, lastArrayBuffer[0]);
glBlendEquationSeparate(lastBlendEquationRgb[0], lastBlendEquationAlpha[0]);
glBlendFuncSeparate(lastBlendSrcRgb[0], lastBlendDstRgb[0], lastBlendSrcAlpha[0], lastBlendDstAlpha[0]);
// @formatter:off
if (lastEnableBlend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (lastEnableCullFace) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (lastEnableDepthTest) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (lastEnableScissorTest) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
// @formatter:on
glViewport(lastViewport[0], lastViewport[1], lastViewport[2], lastViewport[3]);
glScissor(lastScissorBox[0], lastScissorBox[1], lastScissorBox[2], lastScissorBox[3]);
}
private void bind(final DrawData drawData) {
glViewport(0, 0, (int) drawData.displaySizeX, (int) drawData.displaySizeY);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
final float L = drawData.displayPosX;
final float R = drawData.displayPosX + drawData.displaySizeX;
final float T = drawData.displayPosY;
final float B = drawData.displayPosY + drawData.displaySizeY;
// Orthographic matrix projection
projMatrix[0] = 2.0f / (R - L);
projMatrix[5] = 2.0f / (T - B);
projMatrix[10] = -1.0f;
projMatrix[12] = (R + L) / (L - R);
projMatrix[13] = (T + B) / (B - T);
projMatrix[15] = 1.0f;
// Bind vertices
glBindBuffer(GL_ARRAY_BUFFER, vBufferHandle);
int location = glGetAttribLocation(programId, "Position");
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, 2, GL_FLOAT, false, 20, 0);
location = glGetAttribLocation(programId, "UV");
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, 2, GL_FLOAT, false, 20, 8);
location = glGetAttribLocation(programId, "Color");
glEnableVertexAttribArray(location);
glVertexAttribPointer(location, 4, GL_UNSIGNED_BYTE, true, 20, 16);
//Bind index
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBufferHandle);
// Bind shader
glUseProgram(programId);
glUniformMatrix4fv(glGetUniformLocation(programId, "ProjMtx"), false, projMatrix);
glUniform1i(glGetUniformLocation(programId, "Texture"), 0);
}
private void unbind() {
// Unbind vertices
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(glGetAttribLocation(programId, "Position"));
glDisableVertexAttribArray(glGetAttribLocation(programId, "UV"));
glDisableVertexAttribArray(glGetAttribLocation(programId, "Color"));
// Unbind index
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glFlush();
// Unbind shader
glUseProgram(0);
}
private int loadAndCompileShader(final int type, final CharSequence source) {
int id = glCreateShader(type);
glShaderSource(id, source);
glCompileShader(id);
if (glGetShaderi(id, GL_COMPILE_STATUS) != GL_TRUE) {
throw new IllegalStateException(glGetShaderInfoLog(id));
}
return id;
}
private CharSequence readFromResources(final String path) {
StringBuilder builder = new StringBuilder();
try (InputStream in = getClass().getClassLoader().getResourceAsStream(path);
BufferedReader reader = new BufferedReader(new InputStreamReader(Objects.requireNonNull(in)))) {
String line;
while ((line = reader.readLine()) != null) {
builder.append(line).append('\n');
}
} catch (IOException ex) {
throw new UncheckedIOException("Failed to read from resources!", ex);
}
return builder.toString();
}
}
@@ -0,0 +1,14 @@
#version 130
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D Texture;
in vec2 Frag_UV;
in vec4 Frag_Color;
void main()
{
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
}
@@ -0,0 +1,15 @@
#version 130
uniform mat4 ProjMtx;
in vec2 Position;
in vec2 UV;
in vec4 Color;
out vec2 Frag_UV;
out vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
}