本文整理汇总了Java中com.jogamp.opengl.GL2GL3.glDrawArrays方法的典型用法代码示例。如果您正苦于以下问题:Java GL2GL3.glDrawArrays方法的具体用法?Java GL2GL3.glDrawArrays怎么用?Java GL2GL3.glDrawArrays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.glDrawArrays方法的15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: renderOutline
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderOutline(GL2GL3 gl) {
// The vertex list is just the closed loop of points
if (lineWidth == 0) {
return;
}
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer);
gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);
gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);
if (!gl.isGLcore())
gl.glLineWidth((float)lineWidth);
else
gl.glLineWidth(1.0f);
gl.glDrawArrays(GL2GL3.GL_LINE_LOOP, 0, _points.size());
gl.glLineWidth(1.0f);
}
示例2: display
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
public void display(RenderContext context, ShaderProgram shader, int mode) {
GL2GL3 gl = context.getDrawable().getGL().getGL2GL3();
vao.bind(gl);
vbo.bind(gl);
ptrPosition.set(gl);
ptrPosition.enable(gl);
gl.glDrawArrays(mode, 0, nVertices);
vao.unbind(gl);
}
示例3: draw
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public void draw() {
final GL2GL3 gl = GLContext.getCurrentGL().getGL2GL3();
if (options.usingVBOs) {
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexVbo);
}
for (int i = 0; i < options.attributes.size(); i++) {
gl.glEnableVertexAttribArray(vertexAttribLocations[i]);
VertexAttribute attribute = options.attributes.get(i);
if (options.usingVBOs) {
gl.glVertexAttribPointer(
vertexAttribLocations[i],
attribute.size,
attribute.type,
attribute.normalized,
bytesPerVertex,
vertexAttribOffsets[i]);
} else {
vertices.position(vertexAttribOffsets[i]);
gl.getGL2().glVertexAttribPointer(
vertexAttribLocations[i],
attribute.size,
attribute.type,
attribute.normalized,
bytesPerVertex,
vertices);
}
}
gl.glDrawArrays(options.mode, 0, numVertices);
for (int i = 0; i < vertexAttribLocations.length; i++) {
gl.glDisableVertexAttribArray(vertexAttribLocations[i]);
}
}
示例4: 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5: 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6: 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);
}
}
示例7: renderArmature
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderArmature(int contextID, Renderer renderer, Mat4d modelViewMat,
Armature arm, ArrayList<Mat4d> pose, Color4d color, Camera cam) {
GL2GL3 gl = renderer.getGL();
if (!_debugVAOMap.containsKey(contextID)) {
setupDebugVAO(contextID, renderer);
}
int vao = _debugVAOMap.get(contextID);
gl.glBindVertexArray(vao);
gl.glUseProgram(_debugProgHandle);
// Setup uniforms for this object
Mat4d projMat = cam.getProjMat4d();
gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);
gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);
gl.glUniform1f(_cVar, Camera.C);
gl.glUniform1f(_fcVar, Camera.FC);
ArrayList<Armature.Bone> bones = arm.getAllBones();
//Build up the list of bone vertices
Vec4d[] vects = new Vec4d[bones.size() * 2];
for (int i = 0; i < bones.size(); ++i) {
Armature.Bone b = bones.get(i);
Vec4d boneStart = new Vec4d(0, 0, 0, 1);
boneStart.mult4(b.getMatrix(), boneStart);
Vec4d boneEnd = new Vec4d(0, b.getLength(), 0, 1);
boneEnd.mult4(b.getMatrix(), boneEnd);
if (pose != null) {
// Adjust the bone by the current pose
Mat4d poseMat = pose.get(i);
boneStart.mult4(poseMat, boneStart);
boneEnd.mult4(poseMat, boneEnd);
}
vects[2*i + 0] = boneStart;
vects[2*i + 1] = boneEnd;
}
// Now push it to the card
FloatBuffer fb = FloatBuffer.allocate(vects.length * 3);
for (Vec4d v : vects) {
RenderUtils.putPointXYZ(fb, v);
}
fb.flip();
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _lineVertBuffer);
gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);
gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);
gl.glDisable(GL2GL3.GL_DEPTH_TEST);
gl.glDrawArrays(GL2GL3.GL_LINES, 0, fb.limit() / 3);
gl.glEnable(GL2GL3.GL_DEPTH_TEST);
gl.glLineWidth(1.0f);
gl.glBindVertexArray(0);
}
示例8: renderAABB
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderAABB(int contextID, Renderer renderer,
AABB aabb, Color4d color, Camera cam) {
if (aabb.isEmpty()) {
return;
}
GL2GL3 gl = renderer.getGL();
if (!_debugVAOMap.containsKey(contextID)) {
setupDebugVAO(contextID, renderer);
}
int vao = _debugVAOMap.get(contextID);
gl.glBindVertexArray(vao);
gl.glUseProgram(_debugProgHandle);
// Setup uniforms for this object
Mat4d projMat = cam.getProjMat4d();
Mat4d modelViewMat = new Mat4d();
cam.getViewMat4d(modelViewMat);
Mat4d aabbCenterMat = new Mat4d();
aabbCenterMat.setTranslate3(aabb.center);
modelViewMat.mult4(aabbCenterMat);
modelViewMat.scaleCols3(aabb.radius);
gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);
gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);
gl.glUniform1f(_cVar, Camera.C);
gl.glUniform1f(_fcVar, Camera.FC);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _aabbVertBuffer);
gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glDrawArrays(GL2GL3.GL_LINES, 0, 12 * 2);
gl.glBindVertexArray(0);
}
示例9: render
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
/**
* Note: render() and renderForView() are mutually non-reentrant due to shared temporaries. This should be fine
* because neither should ever be called by any thread other than the render thread.
*/
@Override
public void render(int contextID, Renderer renderer, double windowWidth,
double windowHeight, Camera cam, Ray pickRay) {
GL2GL3 gl = renderer.getGL();
if (!VAOMap.containsKey(contextID)) {
setupVAO(contextID, renderer);
}
int vao = VAOMap.get(contextID);
gl.glBindVertexArray(vao);
// Render the string
Shader s = renderer.getShader(Renderer.ShaderHandle.OVERLAY_FONT);
s.useShader(gl);
int prog = s.getProgramHandle();
// Work out the billboard position
cam.getViewMat4d(tempViewMat);
// Build up the projection*view matrix
tempViewMat.mult4(cam.getProjMat4d(), tempViewMat);
tempPos.x = _pos.x;
tempPos.y = _pos.y;
tempPos.z = _pos.z;
tempPos.w = 1.0;
tempPos.mult4(tempViewMat, tempPos);
tempPos.x /= tempPos.w;
tempPos.y /= tempPos.w;
// TempPos x and y are now in normalized coordinate space (after the projection)
int colorVar = gl.glGetUniformLocation(prog, "color");
gl.glUniform4fv(colorVar, 1, _color, 0);
int posVar = gl.glGetAttribLocation(prog, "position");
gl.glEnableVertexAttribArray(posVar);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);
int offsetVar = gl.glGetUniformLocation(prog, "offset");
float scaleY = (float)(2 * _height / (windowHeight * _font.getNominalHeight()));
float scaleX = scaleY * (float)(windowHeight/windowWidth);
int scaleVar = gl.glGetUniformLocation(prog, "scale");
gl.glUniform2f(scaleVar, scaleX, scaleY);
float offsetX = (float)tempPos.x;
float offsetY = (float)tempPos.y;
offsetX += _xOffset*2.0/windowWidth;
offsetY += _yOffset*2.0/windowHeight;
gl.glDisable(GL2GL3.GL_CULL_FACE);
for (int cp : RenderUtils.stringToCodePoints(_contents)) {
TessChar tc = _font.getTessChar(cp);
if (tc == null) {
assert(false);
continue;
}
gl.glUniform2f(offsetVar, offsetX, offsetY);
gl.glDrawArrays(GL2GL3.GL_TRIANGLES, tc.getStartIndex(), tc.getNumVerts());
offsetX += tc.getAdvance()*scaleX;
}
gl.glEnable(GL2GL3.GL_CULL_FACE);
}
示例10: render
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
@Override
public void render(int contextID, Renderer renderer, Camera cam, Ray pickRay) {
GL2GL3 gl = renderer.getGL();
if (!VAOMap.containsKey(contextID)) {
setupVAO(contextID, renderer);
}
int vao = VAOMap.get(contextID);
gl.glBindVertexArray(vao);
// Render the string
Shader s = renderer.getShader(Renderer.ShaderHandle.FONT);
s.useShader(gl);
int prog = s.getProgramHandle();
// Setup uniforms for this object
Mat4d modelViewProjMat = new Mat4d();
cam.getViewMat4d(modelViewProjMat);
modelViewProjMat.mult4(_trans);
Mat4d projMat = cam.getProjMat4d();
modelViewProjMat.mult4(projMat, modelViewProjMat);
int modelViewProjMatVar = gl.glGetUniformLocation(prog, "modelViewProjMat");
gl.glUniformMatrix4fv(modelViewProjMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewProjMat), 0);
int colorVar = gl.glGetUniformLocation(prog, "color");
gl.glUniform4fv(colorVar, 1, _color, 0);
int cVar = gl.glGetUniformLocation(prog, "C");
gl.glUniform1f(cVar, Camera.C);
int fcVar = gl.glGetUniformLocation(prog, "FC");
gl.glUniform1f(fcVar, Camera.FC);
int advanceVar = gl.glGetUniformLocation(prog, "advance");
int posVar = gl.glGetAttribLocation(prog, "position");
gl.glEnableVertexAttribArray(posVar);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);
// Send out one draw call per character
float advance = 0;
gl.glDisable(GL2GL3.GL_CULL_FACE);
for (int i = 0; i < _contents.length; ++i) {
gl.glUniform1f(advanceVar, advance);
gl.glDrawArrays(GL2GL3.GL_TRIANGLES, starts[i], numVerts[i]);
advance += advances[i];
}
gl.glEnable(GL2GL3.GL_CULL_FACE);
// Cleanup
gl.glDisableVertexAttribArray(posVar);
}
示例11: 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) {
Vec3d renderedSize = _font.getStringSize(_height, _contents);
double x = _x;
double y = _y;
if (_alignRight) {
x = windowWidth - _x - renderedSize.x;
}
if (!_alignBottom) {
y = windowHeight - _y - renderedSize.y;
}
GL2GL3 gl = renderer.getGL();
if (!VAOMap.containsKey(contextID)) {
setupVAO(contextID, renderer);
}
int vao = VAOMap.get(contextID);
gl.glBindVertexArray(vao);
// Render the string
Shader s = renderer.getShader(Renderer.ShaderHandle.OVERLAY_FONT);
s.useShader(gl);
int prog = s.getProgramHandle();
int colorVar = gl.glGetUniformLocation(prog, "color");
gl.glUniform4fv(colorVar, 1, _color, 0);
int posVar = gl.glGetAttribLocation(prog, "position");
gl.glEnableVertexAttribArray(posVar);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _font.getGLBuffer(gl));
gl.glVertexAttribPointer(posVar, 2, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);
int offsetVar = gl.glGetUniformLocation(prog, "offset");
float scaleY = (float)(2 * _height / (windowHeight * _font.getNominalHeight()));
float scaleX = scaleY * (float)(windowHeight/windowWidth);
int scaleVar = gl.glGetUniformLocation(prog, "scale");
gl.glUniform2f(scaleVar, scaleX, scaleY);
float offsetX = (float)(2*x/windowWidth - 1);
float offsetY = (float)(2*y/windowHeight - 1);
gl.glDisable(GL2GL3.GL_CULL_FACE);
for (int cp : RenderUtils.stringToCodePoints(_contents)) {
TessChar tc = _font.getTessChar(cp);
if (tc == null) {
assert(false);
continue;
}
gl.glUniform2f(offsetVar, offsetX, offsetY);
gl.glDrawArrays(GL2GL3.GL_TRIANGLES, tc.getStartIndex(), tc.getNumVerts());
offsetX += tc.getAdvance()*scaleX;
}
gl.glEnable(GL2GL3.GL_CULL_FACE);
}
示例12: draw
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public void draw() {
int numBytes = vertices.position();
if (numBytes == 0) {
return;
}
vertices.rewind();
final GL2GL3 gl = GLContext.getCurrentGL().getGL2GL3();
if (options.usingVBOs) {
gl.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexVbo);
gl.glBufferSubData(GL.GL_ARRAY_BUFFER, 0, numBytes, vertices); // upload only the new stuff
}
for (int i = 0; i < options.attributes.size(); i++) {
gl.glEnableVertexAttribArray(vertexAttribLocations[i]);
VertexAttribute attribute = options.attributes.get(i);
if (options.usingVBOs) {
gl.glVertexAttribPointer(
vertexAttribLocations[i],
attribute.size,
attribute.type,
attribute.normalized,
bytesPerVertex,
vertexAttribOffsets[i]);
} else {
vertices.position(vertexAttribOffsets[i]);
gl.getGL2().glVertexAttribPointer(
vertexAttribLocations[i],
attribute.size,
attribute.type,
attribute.normalized,
bytesPerVertex,
vertices);
}
}
gl.glDrawArrays(options.mode, 0, numBytes / bytesPerVertex);
for (int i = 0; i < vertexAttribLocations.length; i++) {
gl.glDisableVertexAttribArray(vertexAttribLocations[i]);
}
}
示例13: renderFill
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderFill(GL2GL3 gl) {
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _vertBuffer);
gl.glBufferData(GL2GL3.GL_ARRAY_BUFFER, fb.limit() * 4, fb, GL2GL3.GL_STATIC_DRAW);
gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, 0);
gl.glDrawArrays(GL2GL3.GL_TRIANGLE_FAN, 0, _points.size() + 2);
}
示例14: renderBox
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
public static void renderBox(int contextID, Renderer renderer,
Transform modelTrans, Vec4d scale, Color4d color, Camera cam) {
GL2GL3 gl = renderer.getGL();
if (!_debugVAOMap.containsKey(contextID)) {
setupDebugVAO(contextID, renderer);
}
int vao = _debugVAOMap.get(contextID);
gl.glBindVertexArray(vao);
gl.glUseProgram(_debugProgHandle);
gl.glUniform1f(_cVar, Camera.C);
gl.glUniform1f(_fcVar, Camera.FC);
// Setup uniforms for this object
Mat4d projMat = cam.getProjMat4d();
Mat4d modelViewMat = new Mat4d();
cam.getViewMat4d(modelViewMat);
modelViewMat.mult4(modelTrans.getMat4dRef());
modelViewMat.scaleCols3(scale);
gl.glUniformMatrix4fv(_modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(modelViewMat), 0);
gl.glUniformMatrix4fv(_projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);
gl.glUniform4fv(_colorVar, 1, color.toFloats(), 0);
gl.glBindBuffer(GL2GL3.GL_ARRAY_BUFFER, _boxVertBuffer);
gl.glVertexAttribPointer(_posVar, 3, GL2GL3.GL_FLOAT, false, 0, 0);
gl.glDrawArrays(GL2GL3.GL_LINES, 0, 4 * 2);
gl.glBindVertexArray(0);
}
示例15: renderSubLine
import com.jogamp.opengl.GL2GL3; //导入方法依赖的package包/类
private void renderSubLine(SubLine sub, int contextID, Renderer renderer,
Mat4d modelMat, Mat4d modelViewMat, Mat4d subInstTrans, Camera cam) {
Mat4d subModelViewMat = new Mat4d();
Mat4d subModelMat = new Mat4d();
subModelMat.mult4(modelMat, subInstTrans);
AABB instBounds = sub._hull.getAABB(subModelMat);
if (!cam.collides(instBounds)) {
return;
}
subModelViewMat.mult4(modelViewMat, subInstTrans);
GL2GL3 gl = renderer.getGL();
if (!sub.vaoMap.containsKey(contextID)) {
setupVAOForSubLine(contextID, sub, renderer);
}
int vao = sub.vaoMap.get(contextID);
gl.glBindVertexArray(vao);
int prog = sub._progHandle;
gl.glUseProgram(prog);
Mat4d projMat = cam.getProjMat4d();
gl.glUniformMatrix4fv(sub._modelViewMatVar, 1, false, RenderUtils.MarshalMat4d(subModelViewMat), 0);
gl.glUniformMatrix4fv(sub._projMatVar, 1, false, RenderUtils.MarshalMat4d(projMat), 0);
gl.glUniform4fv(sub._colorVar, 1, sub._diffuseColor.toFloats(), 0);
gl.glUniform1f(sub._cVar, Camera.C);
gl.glUniform1f(sub._fcVar, Camera.FC);
gl.glLineWidth(1);
// Actually draw it
gl.glDrawArrays(GL2GL3.GL_LINES, 0, sub._numVerts);
gl.glBindVertexArray(0);
}