本文整理汇总了Java中com.jogamp.opengl.GL2GL3.glActiveTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL2GL3.glActiveTexture方法的具体用法?Java GL2GL3.glActiveTexture怎么用?Java GL2GL3.glActiveTexture使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类com.jogamp.opengl.GL2GL3
的用法示例。
在下文中一共展示了GL2GL3.glActiveTexture方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: render
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public void render(int contextID, Renderer renderer, Camera cam) {
if (textureURI == null) {
return;
}
if (!isLoaded) {
loadGPUAssets(renderer);
}
if (!VAOMap.containsKey(contextID)) {
setupVAO(contextID, renderer);
}
GL2GL3 gl = renderer.getGL();
int textureID = renderer.getTexCache().getTexID(gl, textureURI, false, false, false);
if (textureID == TexCache.LOADING_TEX_ID) {
// Sky box is not ready yet, get it next time
return;
}
int vao = VAOMap.get(contextID);
gl.glBindVertexArray(vao);
gl.glUseProgram(progHandle);
gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(cam.getProjMat4d()), 0);
Mat4d invViewMat = new Mat4d();
invViewMat.setRot4(cam.getTransformRef().getRotRef());
gl.glUniformMatrix4fv(invViewMatVar, 1, false, RenderUtils.MarshalMat4d(invViewMat), 0);
gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
// Disable mipmaps for skyboxes as the discontinuity screws them up
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_LINEAR );
gl.glUniform1i(texVar, 0);
gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_MIN_FILTER, GL2GL3.GL_LINEAR_MIPMAP_LINEAR );
gl.glBindVertexArray(0);
}
示例2: renderImp
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderImp(int contextID, Renderer renderer, Camera cam, Ray pickRay) {
if (!staticInit) {
initStaticBuffers(renderer);
}
GL2GL3 gl = renderer.getGL();
int textureID = _texLoader.getTexID(renderer);
if (textureID == TexCache.LOADING_TEX_ID) {
return; // This texture is not ready yet
}
if (!VAOMap.containsKey(contextID)) {
setupVAO(contextID, renderer);
}
int vao = VAOMap.get(contextID);
gl.glBindVertexArray(vao);
Mat4d modelViewMat = new Mat4d();
cam.getViewMat4d(modelViewMat);
modelViewMat.mult4(_trans.getMat4dRef());
modelViewMat.scaleCols3(_scale);
Mat4d normalMat = RenderUtils.getInverseWithScale(_trans, _scale);
normalMat.transpose4();
gl.glUseProgram(progHandle);
gl.glUniformMatrix4fv(modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
gl.glUniformMatrix4fv(projMatVar, 1, false, RenderUtils.MarshalMat4d(cam.getProjMat4d()), 0);
gl.glUniformMatrix4fv(normalMatVar, 1, false, RenderUtils.MarshalMat4d(normalMat), 0);
gl.glUniformMatrix4fv(bindSpaceMatVar, 1, false, identMat, 0);
gl.glUniformMatrix4fv(bindSpaceNorMatVar, 1, false, identMat, 0);
gl.glUniform1f(cVar, Camera.C);
gl.glUniform1f(fcVar, Camera.FC);
gl.glUniform1i(numLightsVar, 1);
gl.glUniform3fv(lightDirVar, 1, lightDir, 0);
gl.glUniform1fv(lightIntVar, 1, lightInt, 0);
gl.glUniform3f(ambientColorVar, 0.0f, 0.0f, 0.0f);
gl.glUniform3f(specColorVar, 0.0f, 0.0f, 0.0f);
gl.glUniform1f(shininessVar, 1.0f);
gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
gl.glUniform1i(texVar, 0);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_CLAMP_TO_EDGE);
// Draw
gl.glDisable(GL2GL3.GL_CULL_FACE);
gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);
gl.glEnable(GL2GL3.GL_CULL_FACE);
gl.glBindVertexArray(0);
}
示例3: render
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
public void render(int contextID, Renderer renderer,
double windowWidth, double windowHeight, Camera cam, Ray pickRay) {
if (!staticInit) {
initStaticBuffers(renderer);
}
double x = _x;
double y = _y;
if (_alignRight) {
x = windowWidth - _x - _width;
}
if (!_alignBottom) {
y = windowHeight - _y - _height;
}
GL2GL3 gl = renderer.getGL();
int textureID = renderer.getTexCache().getTexID(gl, _imageURI, _isTransparent, _isCompressed, false);
if (textureID == TexCache.LOADING_TEX_ID) {
return; // This texture is not ready yet
}
if (!VAOMap.containsKey(contextID)) {
setupVAO(contextID, renderer);
}
int vao = VAOMap.get(contextID);
gl.glBindVertexArray(vao);
gl.glUseProgram(progHandle);
gl.glUniform1i(hasTexVar, 1);
gl.glActiveTexture(GL2GL3.GL_TEXTURE0);
gl.glBindTexture(GL2GL3.GL_TEXTURE_2D, textureID);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_S, GL2GL3.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL2GL3.GL_TEXTURE_2D, GL2GL3.GL_TEXTURE_WRAP_T, GL2GL3.GL_CLAMP_TO_EDGE);
gl.glUniform1i(texVar, 0);
if (_isTransparent) {
gl.glEnable(GL2GL3.GL_BLEND);
gl.glBlendEquationSeparate(GL2GL3.GL_FUNC_ADD, GL2GL3.GL_MAX);
gl.glBlendFuncSeparate(GL2GL3.GL_SRC_ALPHA, GL2GL3.GL_ONE_MINUS_SRC_ALPHA, GL2GL3.GL_ONE, GL2GL3.GL_ONE);
}
// Set the size and scale in normalized (-1, 1) coordinates
double normX = x / (0.5 * windowWidth) - 1;
double normY = y / (0.5 * windowHeight) - 1;
double normWidth = _width / (0.5 * windowWidth);
double normHeight = _height / (0.5 * windowHeight);
gl.glUniform2f(offsetVar, (float)normX, (float)normY);
gl.glUniform2f(sizeVar, (float)normWidth, (float)normHeight);
// Draw
gl.glDisable(GL2GL3.GL_CULL_FACE);
gl.glDrawArrays(GL2GL3.GL_TRIANGLES, 0, 6);
gl.glEnable(GL2GL3.GL_CULL_FACE);
if (_isTransparent) {
gl.glDisable(GL2GL3.GL_BLEND);
}
}