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Java GL4.glActiveTexture方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glActiveTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glActiveTexture方法的具体用法?Java GL4.glActiveTexture怎么用?Java GL4.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.GL4的用法示例。


在下文中一共展示了GL4.glActiveTexture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: initTexture

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {

        gl4.glGenTextures(1, textureName);
        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, windowSize.x, windowSize.y);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:18,代码来源:Gl_430_image_store.java

示例2: renderFBO

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFBO(GL4 gl4, int framebuffer) {

        Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y,
                0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f).scale(new Vec3(1, -1, 1));
        Mat4 mvp = perspective.mul(viewMat4()).mul(model);

        gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

        gl4.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1));

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));

        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:20,代码来源:Gl_400_fbo_multisample.java

示例3: initTexture

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {

        gl4.glGenTextures(1, textureName);
        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, windowSize.x, windowSize.y);
        gl4.glBindTexture(GL_TEXTURE_2D, 0);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:19,代码来源:Gl_420_image_store.java

示例4: initTextureMaps

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTextureMaps(GL4 gl4) {

        try {
            BufferedImage bufferedImage = ImageIO.read(new File(TEXTURE_PATH));
            byte[] dataBytes = ((DataBufferByte) bufferedImage.getRaster().getDataBuffer()).getData();
            ByteBuffer bufferedImageBuffer = GLBuffers.newDirectByteBuffer(dataBytes);

            gl4.glGenTextures(1, textureName);
            gl4.glActiveTexture(GL_TEXTURE0);
            gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));

            gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, bufferedImage.getWidth(), bufferedImage.getHeight(), 0,
                    GL_RGB, GL_UNSIGNED_BYTE, bufferedImageBuffer);

            gl4.glGenerateMipmap(GL_TEXTURE_2D);

            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

            FloatBuffer maxAnis = GLBuffers.newDirectFloatBuffer(1);
            gl4.glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, maxAnis);
            gl4.glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnis.get(0));

            gl4.glBindTexture(GL_TEXTURE_2D, 0);

            BufferUtils.destroyDirectBuffer(maxAnis);
            BufferUtils.destroyDirectBuffer(bufferedImageBuffer);

        } catch (IOException ex) {
            Logger.getLogger(Application.class.getName()).log(Level.SEVERE, null, ex);
        }
        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:36,代码来源:Scene.java

示例5: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_430_texture_storage.java

示例6: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_420_texture_pixel_store.java

示例7: initTexture

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {

        try {
            jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
            jgli.Gl.Format format = jgli.Gl.translate(texture.format());

            gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

            gl4.glGenTextures(1, textureName);
            gl4.glActiveTexture(GL_TEXTURE0);
            gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

            gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
                    format.internal.value,
                    texture.dimensions(0)[0], texture.dimensions(0)[1], 1);

            for (int level = 0; level < texture.levels(); ++level) {

                gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
                        0, 0, 0,
                        texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
                        format.external.value, format.type.value,
                        texture.data(level));
            }

            gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

        } catch (IOException ex) {
            Logger.getLogger(Gl_430_texture_storage.class.getName()).log(Level.SEVERE, null, ex);
        }
        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_430_texture_storage.java

示例8: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f).scale(new Vec3(2.0f));

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_450_texture_derivative.java

示例9: initTexture

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glGenTextures(Texture.MAX, textureName);

        for (int i = Texture.R; i <= Texture.B; ++i) {
            gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i));
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

            gl4.glTexImage2D(GL_TEXTURE_2D,
                    0,
                    GL_RGBA8,
                    windowSize.x / FRAMEBUFFER_FACTOR,
                    windowSize.y / FRAMEBUFFER_FACTOR,
                    0,
                    GL_RGB, GL_UNSIGNED_BYTE,
                    null);
        }

        return checkError(gl4, "initTexture");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:29,代码来源:Gl_400_fbo_rtt.java

示例10: initTexture

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {

        try {
            jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));
            jgli.Gl.Format format = jgli.Gl.translate(texture.format());

            gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

            gl4.glGenTextures(1, textureName);
            gl4.glActiveTexture(GL_TEXTURE0);
            gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            gl4.glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

            gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(),
                    format.internal.value,
                    texture.dimensions(0)[0], texture.dimensions(0)[1], 1);

            for (int level = 0; level < texture.levels(); ++level) {

                gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level,
                        0, 0, 0,
                        texture.dimensions(level)[0], texture.dimensions(level)[1], 1,
                        format.external.value, format.type.value,
                        texture.data(level));
            }

            gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

        } catch (IOException ex) {
            Logger.getLogger(Gl_440_buffer_storage.class.getName()).log(Level.SEVERE, null, ex);
        }
        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_440_buffer_storage.java

示例11: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniform1i(uniformDiffuse, 0);
    gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:37,代码来源:Gl_410_glsl_block.java

示例12: initTexture

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initTexture(GL4 gl4) {

        try {
            jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE));

            jgli.Gl.Format format = jgli.Gl.translate(texture.format());
            jgli.Gl.Swizzles swizzles = jgli.Gl.translate(texture.swizzles());

            gl4.glGenTextures(1, textureName);
            gl4.glActiveTexture(GL_TEXTURE0);
            gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swizzles.r.value);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swizzles.g.value);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swizzles.b.value);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swizzles.a.value);
            for (int level = 0; level < texture.levels(); ++level) {
                gl4.glCompressedTexImage2D(GL_TEXTURE_2D,
                        level,
                        format.internal.value,
                        texture.dimensions(level)[0], texture.dimensions(level)[1],
                        0,
                        texture.size(level),
                        texture.data(level));
            }

        } catch (IOException ex) {
            Logger.getLogger(Gl_420_sampler_gather.class.getName()).log(Level.SEVERE, null, ex);
        }
        return checkError(gl4, "initTexture");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_420_sampler_gather.java

示例13: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app, int eye) {

        gl4.glClearBufferfv(GL_COLOR, 0, app.clearColor);
        gl4.glClearBufferfv(GL_DEPTH, 0, app.clearDepth);

        gl4.glEnable(GL_DEPTH_TEST);

        if (app.showCubes) {

            gl4.glUseProgram(program.name);

            gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);

            gl4.glBindVertexArray(vertexArrayName.get(0));

            gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.MY_TEXTURE);
            gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));

            gl4.glDrawArrays(GL_TRIANGLES, 0, vertexCount);

            gl4.glBindVertexArray(0);
        }
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:24,代码来源:Scene.java

示例14: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    Vec2i framebufferSize = windowSize.mul_(FRAMEBUFFER_SCALE);

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / windowSize.y, 0.1f, 1000.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model.scale(new Vec3(4.f))).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glViewportIndexedf(0, 0, 0, framebufferSize.x, framebufferSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

    gl4.glBindProgramPipeline(pipelineName.get(Program.PROG));
    gl4.glViewportIndexedf(0, framebufferSize.x * 0.5f * 0.0f, 0, framebufferSize.x * 0.5f, framebufferSize.y);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    gl4.glBindProgramPipeline(pipelineName.get(Program.FUNC));
    gl4.glViewportIndexedf(0, framebufferSize.x * 0.5f * 1.0f, 0, framebufferSize.x * 0.5f, framebufferSize.y);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(0));
    gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
    gl4.glBlitFramebuffer(
            0, 0, framebufferSize.x, framebufferSize.y,
            0, 0, windowSize.x, windowSize.y,
            GL_COLOR_BUFFER_BIT, GL_NEAREST);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:55,代码来源:Gl_420_sampler_fetch.java

示例15: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);

    gl4.glBindProgramPipeline(pipelineName.get(Program.UINT));
    {
        gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8UI].toDfb(viewportBuffer));
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8UI));

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
    }

    gl4.glBindProgramPipeline(pipelineName.get(Program.NORM));
    {
        gl4.glViewportIndexedfv(0, viewport[Texture.RGBA32F].toDfb(viewportBuffer));
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA32F));

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

        gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8].toDfb(viewportBuffer));
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8));

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

        gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8_SNORM].toDfb(viewportBuffer));
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8_SNORM));

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
    }

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:56,代码来源:Gl_420_texture_conversion.java


注:本文中的com.jogamp.opengl.GL4.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。