当前位置: 首页>>代码示例>>Java>>正文


Java GL4.glBindBufferRange方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glBindBufferRange方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindBufferRange方法的具体用法?Java GL4.glBindBufferRange怎么用?Java GL4.glBindBufferRange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.glBindBufferRange方法的11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: renderFBO

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFBO(GL4 gl4) {
    //glEnable(GL_SAMPLE_MASK);
    //glSampleMaski(0, 0xFF);

    gl4.glEnable(GL_MULTISAMPLE);
    gl4.glEnable(GL_SAMPLE_SHADING);
    gl4.glMinSampleShading(4 / 4.0f);

    gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));

    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
            uniformBlockSize);
    gl4.glBindSampler(0, samplerName.get(0));
    gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
    gl4.glBindVertexArray(vertexArrayName.get(0));

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

    gl4.glDisable(GL_MULTISAMPLE);
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:23,代码来源:Gl_430_direct_state_access_ext.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) {

        gl4.glEnable(GL_MULTISAMPLE);
        gl4.glEnable(GL_SAMPLE_SHADING);
        gl4.glMinSampleShading(4 / 4.0f);

        gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
        gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);

        gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clearColor);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
                uniformBlockSize);
        gl4.glBindSamplers(0, 1, samplerName);
        gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
        gl4.glBindVertexArray(vertexArrayName.get(0));

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

        gl4.glDisable(GL_MULTISAMPLE);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:23,代码来源:Gl_450_direct_state_access.java

示例3: renderFBO

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

        gl4.glEnable(GL_DEPTH_TEST);

        gl4.glBindProgramPipeline(pipelineName.get(Program.THROUGH));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
                uniformBlockSize);

        gl4.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
        float[] depth = {1.0f};
        gl4.glClearBufferfv(GL_DEPTH, 0, depth, 0);
        gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

        textureName.position(Texture.DIFFUSE);
        gl4.glBindTextures(0, 1, textureName);
        textureName.rewind();
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);

        gl4.glDisable(GL_DEPTH_TEST);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_450_fbo_multisample_explicit.java

示例4: renderFBO

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

        gl4.glEnable(GL_MULTISAMPLE);
        gl4.glEnable(GL_SAMPLE_SHADING);
        gl4.glMinSampleShading(4.0f);

        gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
        gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
        FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f});
        gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clear);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
                uniformBlockSize);
        gl4.glBindSamplers(0, 1, samplerName);
        gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
        gl4.glBindVertexArray(vertexArrayName.get(0));

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

        gl4.glDisable(GL_MULTISAMPLE);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:23,代码来源:Gl_500_direct_state_access_gtc.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;

    {
        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y,
                0.1f, 100.0f);
        viewMat4().print("view");
        uniformPointer.asFloatBuffer().put(viewMat4().toFa_());
        //uniformPointer.asFloatBuffer().put(new Mat4().toFa_());
    }

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    
    gl4.glUseProgram(programName);


    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);        
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor);
    
    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, 
            Semantic.Uniform.TRANSFORM0, 
            bufferName.get(Buffer.TRANSFORM), 
            0,
            Mat4.SIZE);
    
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawArrays(GL_TRIANGLES, 0, 3);

    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_450_direct_state_access.java

示例6: renderFB

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

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

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
                uniformBlockSize, uniformBlockSize);
        gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER));
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:15,代码来源:Gl_450_direct_state_access.java

示例7: resolveMultisampling

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

        gl4.glViewport(0, 0, windowSize.x, windowSize.y);
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        textureName.position(Texture.MULTISAMPLE_COLORBUFFER);
        gl4.glBindTextures(0, 1, textureName);
        textureName.rewind();
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
                uniformBlockSize, uniformBlockSize);

        gl4.glEnable(GL_SCISSOR_TEST);

        // Box
        {
            gl4.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2);

            gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_BOX));
            gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        // Near
        {
            gl4.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2);

            gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_NEAR));
            gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
        }

        gl4.glDisable(GL_SCISSOR_TEST);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_450_fbo_multisample_explicit.java

示例8: renderFB

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

        gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
        gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
        FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f});
        gl4.glClearNamedFramebufferfv(0, GL_COLOR, 0, clear);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
                uniformBlockSize, uniformBlockSize);
        gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER));
        gl4.glBindVertexArray(vertexArrayName.get(0));

        gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:16,代码来源:Gl_500_direct_state_access_gtc.java

示例9: 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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
            Mat4 model = new Mat4(1.0f);

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

            gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
        }

        // Set the display viewport
        gl4.glViewport(0, 0, windowSize.x, windowSize.y);
        gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

        // Clear color buffer with black
        gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);

        gl4.glBindProgramPipeline(pipelineName.get(0));
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE);

        // The first orange quad is not written in the framebuffer.
//        gl4.glColorMaski(0, false, false, false, false);

        // Beginning of the samples count query
        gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0));
        {
            if (toggle) {
                // To test the condional rendering, comment this line, the next draw call won't happen.
                gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
            }
        }// End of the samples count query
        gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE);

        // The second blue quad is written in the framebuffer only if a sample pass the occlusion query.
        gl4.glColorMaski(0, true, true, true, true);

        gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL),
                uniformMaterialOffset, Vec4.SIZE);

        // Draw only if one sample went through the tests, 
        // we don't need to get the query result which prevent the rendering pipeline to stall.
        gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT);
        {
            // Clear color buffer with white
            gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);

//            gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
        }
        gl4.glEndConditionalRender();

        toggle = !toggle;

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:64,代码来源:Gl_430_query_conditional.java

示例10: 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;

    int uniformBufferOffset = Math.max(uniformBufferAlignment.get(0), Mat4.SIZE);
    int uniformBufferRange = uniformBufferOffset * 2;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER,
                0, uniformBufferRange, 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 model0 = new Mat4(1.0f).translate(new Vec3(+1, 0, 0));
        Mat4 model1 = new Mat4(1.0f).translate(new Vec3(-1, 0, 0));

        pointer.position(uniformBufferOffset * 0);
        pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_());
        pointer.position(uniformBufferOffset * 1);
        pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model1).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
    }

    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);

    // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0
    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
            Mat4.SIZE);
    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM1, bufferName.get(Buffer.TRANSFORM),
            uniformBufferOffset, Mat4.SIZE);

    // Attach the buffer to UBO binding point semantic::uniform::MATERIAL
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:47,代码来源:Gl_400_buffer_uniform_array.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;

    int uniformBufferOffset = Math.max(uniformBufferAlignment.get(0), Mat4.SIZE);
    int uniformBufferRange = uniformBufferOffset * 2;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0,
                uniformBufferRange, 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 model0 = new Mat4(1.0f).translate(new Vec3(+1, 0, 0));
        Mat4 model1 = new Mat4(1.0f).translate(new Vec3(-1, 0, 0));

        pointer.position(uniformBufferOffset * 0);
        pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_());
        pointer.position(uniformBufferOffset * 1);
        pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model1).toFa_());
        pointer.rewind();

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
    }

    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);

    // Attach the buffer to UBO binding point semantic::uniform::MATERIAL
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0
    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
            Mat4.SIZE);
    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM1, bufferName.get(Buffer.TRANSFORM),
            uniformBufferOffset, Mat4.SIZE);

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

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:49,代码来源:Gl_410_buffer_uniform_array.java


注:本文中的com.jogamp.opengl.GL4.glBindBufferRange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。