Ich habe versucht, ein Reaktions-Diffusions-Modell auf der GPU mit JOGL und GLSL zu implementieren.GP/GPU: Ping-Pong-Technik mit JOGL
Ich benutze eine Ping-Pong-Technik mit 2 FramebufferObject (Ich habe es auch mit einem FBO und 2 Farben Attachements versucht, ohne Erfolg). Shader scheint richtig, da ich es in der Einheit (mit einigen Anpassungen) versucht habe und es funktioniert. Nach einer Woche, in der ich viele Dinge ausprobiert habe, habe ich keine Ahnung, dass dieser Code funktioniert. Ich bin wirklich kein Spezialist für JOGL, also vermisse ich vielleicht etwas Offensichtliches.
Das Ergebnis ist ein Bild, das mit der Zeit weiß wird: keine Reaktion-Diffusions-Verhalten und ich verstehe nicht warum!
Vielen Dank im Voraus für hilft. Hier ist mein Code:
package gpu2;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.nio.IntBuffer;
import java.nio.FloatBuffer;
import java.io.File;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.GLFBODrawable;
import com.jogamp.opengl.FBObject;
import com.jogamp.opengl.FBObject.Colorbuffer;
import com.jogamp.opengl.FBObject.ColorAttachment;
import com.jogamp.opengl.FBObject.TextureAttachment;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.glsl.ShaderUtil;
import com.jogamp.opengl.util.GLBuffers;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureIO;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLOffscreenAutoDrawable;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.util.awt.AWTGLReadBufferUtil;
import com.jogamp.opengl.GLDrawableFactory;
import static com.jogamp.opengl.GL.*; // GL constants
import static com.jogamp.opengl.GL2.*; // GL2 constants
import gpu2.ModelParam;
/**
* JOGL 2.0 Program Template (GLCanvas)
* This is a "Component" which can be added into a top-level "Container".
* It also handles the OpenGL events to render graphics.
*/
@SuppressWarnings("serial")
public class JOGL2Setup_GLCanvas extends GLCanvas implements GLEventListener {
// Define constants for the top-level container
private static String TITLE = "JOGL 2.0 Setup (GLCanvas)"; // window's title
private static final int CANVAS_WIDTH = 512; // width of the drawable
private static final int CANVAS_HEIGHT = 512; // height of the drawable
private static final int FPS = 30; // animator's target frames per second
private final float[] canvasVertices = {
-1f, -1f, 0.0f,
-1f, 1f, 0.0f,
1f, -1f, 0.0f,
1f, 1f, 0.0f,
};
private final float[] canvasTexCoords = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
};
/** The entry main() method to setup the top-level container and animator */
public static void main(String[] args) {
// Run the GUI codes in the event-dispatching thread for thread safety
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
// Create the OpenGL rendering canvas
GLCanvas canvas = new JOGL2Setup_GLCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
// Create a animator that drives canvas' display() at the specified FPS.
final FPSAnimator animator = new FPSAnimator(canvas, FPS, true);
// Create the top-level container
final JFrame frame = new JFrame(); // Swing's JFrame or AWT's Frame
frame.getContentPane().add(canvas);
frame.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
// Use a dedicate thread to run the stop() to ensure that the
// animator stops before program exits.
new Thread() {
@Override
public void run() {
if (animator.isStarted()) animator.stop();
System.exit(0);
}
}.start();
}
});
frame.setTitle(TITLE);
frame.pack();
frame.setVisible(true);
animator.start(); // start the animation loop
}
});
}
// Setup OpenGL Graphics Renderer
private GLU glu; // for the GL Utility
private GL2 gl;
//OpenGl data
private int vboVertices;
private int vboTextCoord;
private Texture textureFile;
private FBObject fbo[];
private ShaderProgram shaderCompute;
private ShaderProgram shaderVisu;
private ShaderProgram shaderComputeInit;
private int currentSourceBuffer = 0;
private int currentDestBuffer = 1;
private int currentFrame = 0;
private int maxFrameCount = 5000000;
private float clearUniform = 0;
ModelParam params = new ModelParam();
public JOGL2Setup_GLCanvas() {
this.addGLEventListener(this);
}
@Override
public void init(GLAutoDrawable drawable) {
gl = drawable.getGL().getGL2(); // get the OpenGL graphics context
glu = new GLU(); // get GL Utilities
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glEnable(GL_TEXTURE_2D);
gl.glEnable(GL_COLOR_MATERIAL);
gl.glEnable(GL_FRAMEBUFFER);
gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NEAREST); // best perspective correction
viewOrtho(gl);
gl.glViewport(0,0,CANVAS_WIDTH,CANVAS_HEIGHT);
int[] buffers = new int[2];
gl.glGenBuffers(2, buffers, 0);
vboVertices = buffers[0];
vboTextCoord = buffers[1];
gl.glBindBuffer(GL_ARRAY_BUFFER, vboVertices);
gl.glBufferData(GL_ARRAY_BUFFER, canvasVertices.length*(Float.SIZE/Byte.SIZE)*3, FloatBuffer.wrap(canvasVertices), GL_STATIC_DRAW);
gl.glBindBuffer(GL_ARRAY_BUFFER, vboTextCoord);
gl.glBufferData(GL_ARRAY_BUFFER, canvasTexCoords.length*(Float.SIZE/Byte.SIZE)*2, FloatBuffer.wrap(canvasTexCoords), GL_STATIC_DRAW);
gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
// ------------ create Texture Source------------------------
textureFile = initializeTexture();
if (textureFile==null) {
System.out.println("cannot load texture from disk");
}
// ------------ load shaders ------------------------
shaderCompute = loadShader(gl, "compute.vsh", "compute.fsh");
shaderComputeInit = loadShader(gl, "compute.vsh", "computeInit.fsh");
shaderVisu = loadShader(gl, "visu.vsh", "visu.fsh");
// ------------ create FBO ------------------------
initFBO();
}
/**
* Called back by the animator to perform rendering.
*/
@Override
public void display(GLAutoDrawable drawable) {
if (currentFrame < maxFrameCount) {
prepareNextStep();
renderToFBO();
currentFrame++;
}
renderFBOToScreen();
}
private void prepareNextStep() {
currentSourceBuffer = 1 - currentSourceBuffer;
currentDestBuffer = 1 - currentDestBuffer;
}
private void renderToFBO()
{
fbo[currentDestBuffer].bind(gl);
//gl.glClear(GL_COLOR_BUFFER_BIT);
viewOrtho(gl);
shaderCompute.useProgram(gl, true);
setShaderUniformFloat(gl, shaderCompute.program(), "diffuseU", 0.211f);
setShaderUniformFloat(gl, shaderCompute.program(), "diffuseV", 0.088f);
setShaderUniformFloat(gl, shaderCompute.program(), "feed", 0.007f);
setShaderUniformFloat(gl, shaderCompute.program(), "kill", 0.08f);
setShaderUniformFloat(gl, shaderCompute.program(), "Tech", 1f);
setShaderUniformFloat(gl, shaderCompute.program(), "currentFrame", currentFrame);
setShaderUniformFloat2(gl, shaderCompute.program(), "resolution", CANVAS_WIDTH, CANVAS_HEIGHT);
drawDataBuffer(shaderCompute, true);
shaderCompute.useProgram(gl, false);
fbo[currentDestBuffer].unbind(gl);
}
void drawDataBuffer(ShaderProgram currentShader, boolean sencondImage) {
// --- draw vbo
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//textcoords
gl.glBindBuffer(GL_ARRAY_BUFFER,vboTextCoord);
gl.glTexCoordPointer(2, GL_FLOAT, 0, 0);
//vertices
gl.glBindBuffer(GL_ARRAY_BUFFER, vboVertices);
gl.glVertexPointer(3, GL_FLOAT, 0, 0);
//activate texture data from last fbo
final FBObject.Colorbuffer texSource = (FBObject.Colorbuffer) fbo[currentSourceBuffer].getColorbuffer(0);
gl.glActiveTexture(GL_TEXTURE0);
gl.glBindTexture(GL_TEXTURE_2D, texSource.getName());
setShaderUniform1i(gl, currentShader.program(), "textureData", 0);
if (sencondImage) {
//activate texture with image from file
gl.glActiveTexture(GL_TEXTURE1);
gl.glBindTexture(GL_TEXTURE_2D, textureFile.getTextureObject());
textureFile.bind(gl);
setShaderUniform1i(gl, currentShader.program(), "textureImage", 1);
}
//draw buffer on screens
gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, canvasVertices.length/3);
//disable texture image
if (sencondImage) {
gl.glActiveTexture(GL_TEXTURE1);
textureFile.disable(gl);
}
//disable texture data
gl.glActiveTexture(GL_TEXTURE0);
gl.glDisable(texSource.getName());
gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL_VERTEX_ARRAY);
}
public void renderFBOToScreen()
{
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
viewOrtho(gl);
gl.glEnable(GL_TEXTURE_2D);
final FBObject.Colorbuffer tex0 = (FBObject.Colorbuffer) fbo[currentDestBuffer].getColorbuffer(0);
gl.glActiveTexture(GL_TEXTURE0);
gl.glBindTexture(GL_TEXTURE_2D, tex0.getName());
//activate shader
shaderVisu.useProgram(gl, true);
// --- draw vbo
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//textcoords
gl.glBindBuffer(GL_ARRAY_BUFFER, vboTextCoord);
gl.glTexCoordPointer(2, GL_FLOAT, 0, 0);
//vertices
gl.glBindBuffer(GL_ARRAY_BUFFER, vboVertices);
gl.glVertexPointer(3, GL_FLOAT, 0, 0);
//draw buffer on screens
gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, canvasVertices.length/3);
gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL_VERTEX_ARRAY);
gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
//desactivate shader
shaderVisu.useProgram(gl, false);
}
private void initFBO()
{
try {
gl.glEnable(GL_TEXTURE_2D);
fbo = new FBObject[2];
//first fbo
fbo[currentSourceBuffer] = new FBObject(); // Create FrameBuffer
fbo[currentSourceBuffer].init(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0);
fbo[currentSourceBuffer].reset(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0); // int width, height - size of FBO, can be resized with the same call
fbo[currentSourceBuffer].bind(gl);
int tex = genTexture(gl);
gl.glBindTexture(GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, CANVAS_WIDTH, CANVAS_HEIGHT, 0, GL_RGBA, GL_FLOAT, null);
fbo[currentSourceBuffer].attachTexture2D(gl, 0, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
//gl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
int DrawBuffers[] = {GL_COLOR_ATTACHMENT0};
gl.glDrawBuffers(1, DrawBuffers, 0); // "1" is the size of DrawBuffers
fbo[currentSourceBuffer].unbind(gl);
//second fbo
fbo[currentDestBuffer] = new FBObject(); // Create FrameBuffer
fbo[currentDestBuffer].init(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0);
fbo[currentDestBuffer].reset(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0); // int width, height - size of FBO, can be resized with the same call
fbo[currentDestBuffer].bind(gl);
tex = genTexture(gl);
gl.glBindTexture(GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, CANVAS_WIDTH, CANVAS_HEIGHT, 0, GL_RGBA, GL_FLOAT, null);
fbo[currentDestBuffer].attachTexture2D(gl, 0, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
//ogl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
gl.glDrawBuffers(1, DrawBuffers, 1); // "1" is the size of DrawBuffers
fbo[currentDestBuffer].unbind(gl);
} catch (Exception e) {
System.out.println("Problem with fbo init " + e);
e.printStackTrace();
}
}
private Texture initializeTexture() {
Texture t = null;
try {
t = TextureIO.newTexture(new File("e:/shaders/wiki.jpg"), false);
t.setTexParameteri(gl, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
t.setTexParameteri(gl, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
t.setTexParameteri(gl, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
t.setTexParameteri(gl, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} catch (Exception e) {
System.out.println("Unable to read texture file: " + e);
e.printStackTrace();
}
return t;
}
private ShaderProgram loadShader(GL2 gl, String vertexShader, String fragmentShader)
{
ShaderCode vertShader = ShaderCode.create(gl, GL2.GL_VERTEX_SHADER, 1, getClass(), new String[]{"e:/shaders/"+vertexShader},false);
vertShader.compile(gl);
ShaderCode fragShader = ShaderCode.create(gl, GL2.GL_FRAGMENT_SHADER, 1, getClass(), new String[]{"e:/shaders/"+fragmentShader},false);
fragShader.compile(gl);
ShaderProgram newShader = new ShaderProgram();
newShader.init(gl);
newShader.add(vertShader);
newShader.add(fragShader);
newShader.link(gl, System.out);
vertShader.destroy(gl);
fragShader.destroy(gl);
return newShader;
}
public static void setShaderUniform1i(GL2 inGL,int inProgramID,String inName,int inValue) {
int tUniformLocation = inGL.glGetUniformLocation(inProgramID,inName);
if (tUniformLocation != -1) {
inGL.glUniform1i(tUniformLocation, inValue);
} else {
System.out.println("UNIFORM COULD NOT BE FOUND! NAME="+inName);
}
}
public static void setShaderUniformFloat(GL2 inGL,int inProgramID,String inName,float inValue) {
int tUniformLocation = inGL.glGetUniformLocation(inProgramID,inName);
if (tUniformLocation != -1) {
inGL.glUniform1f(tUniformLocation, inValue);
} else {
System.out.println("UNIFORM COULD NOT BE FOUND! NAME="+inName);
}
}
public static void setShaderUniformFloat2(GL2 inGL,int inProgramID,String inName,float inValue1 ,float inValue2) {
int tUniformLocation = inGL.glGetUniformLocation(inProgramID,inName);
if (tUniformLocation != -1) {
inGL.glUniform2f(tUniformLocation, inValue1, inValue2);
} else {
System.out.println("UNIFORM COULD NOT BE FOUND! NAME="+inName);
}
}
private void viewOrtho(GL2 gl) // Set Up An Ortho View
{
gl.glMatrixMode(GL_PROJECTION); // Select Projection
gl.glPushMatrix(); // Push The Matrix
gl.glLoadIdentity(); // Reset The Matrix
gl.glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
gl.glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix
gl.glPushMatrix(); // Push The Matrix
gl.glLoadIdentity(); // Reset The Matrix
}
private int genTexture(GL2 gl) {
final int[] tmp = new int[1];
gl.glGenTextures(1, tmp, 0);
return tmp[0];
}
/**
* Called back before the OpenGL context is destroyed. Release resource such as buffers.
*/
@Override
public void dispose(GLAutoDrawable drawable) { }
}
und die entsprechenden GLSL Shader:
#version 120
uniform sampler2D textureData;
uniform sampler2D textureImage;
uniform vec2 resolution;
uniform float diffuseU;
uniform float diffuseV;
uniform float feed;
uniform float kill;
uniform float Tech = 1.0;
uniform float currentFrame = 0.0;
void main() {
//coords
vec2 position = (gl_FragCoord.xy/resolution.xy);
vec2 pixel = 1./resolution;
//get data from texture
vec4 imgSource = texture2D(textureImage, gl_TexCoord[0].st);
vec2 oldUV = texture2D(textureData, gl_TexCoord[0].st).rg;
if(currentFrame<10){
if (distance(position,vec2(0.5,0.5 - currentFrame * 0.01f)) < 0.2f)
oldUV = vec2(0.0,0.2);
else if (distance(position,vec2(0.5,0.5 - currentFrame * 0.01f)) < 0.3f)
oldUV = vec2(0.5,0.1);
else
oldUV = vec2(0.1,0.0);
gl_FragColor = vec4(oldUV.rg, 0.0, 1.0);
return;
}
//get neightboors
vec2 dataUp = texture2D(textureData, position + pixel * vec2(0., 1.)).rg;
vec2 dataDown = texture2D(textureData, position + pixel * vec2(0., -1.)).rg;
vec2 dataLeft = texture2D(textureData, position + pixel * vec2(-1., 0.)).rg;
vec2 dataRight = texture2D(textureData, position + pixel * vec2(1., 0.)).rg;
//adapt parameters
vec2 imgParam = imgSource.rg;
float dU = diffuseU ;//+ 0.01 * (imgParam - 0.5);
float dV = diffuseV ;//+ 0.01 * (imgParam - 0.5);
float F = feed ;//+ 0.01 * (imgParam - 0.5);
float K = kill ;//+ 0.01 * (imgParam - 0.5);
//compute new values
vec2 laplace = (dataUp+dataDown+dataLeft+dataRight) - 4.0 * oldUV;
float uvv = oldUV.r * oldUV.g * oldUV.g;
// calculate delta quantities
float du = dU * laplace.r - uvv + F*(1.0 - oldUV.r);
float dv = dV * laplace.g + uvv - (F+K)*oldUV.g;
vec2 newUV = oldUV + vec2(du, dv)* Tech;
gl_FragColor = vec4(newUV.rg, 0.0, 1.0);
}
Wow! Vielen Dank für all diese Überlegungen. Besonders der letzte;) Ich werde dem folgen, um zu versuchen, es funktioniert – Konzto