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Java GL2GL3.glActiveTexture方法代码示例

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);

	}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:47,代码来源:Skybox.java

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);

	}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:65,代码来源:TextureView.java

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);
	}

}
 
开发者ID:jaamsim,项目名称:jaamsim,代码行数:69,代码来源:OverlayTexture.java


注:本文中的com.jogamp.opengl.GL2GL3.glActiveTexture方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。