本文整理汇总了Java中com.jogamp.opengl.GL4.glBindFramebuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindFramebuffer方法的具体用法?Java GL4.glBindFramebuffer怎么用?Java GL4.glBindFramebuffer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.GL4
的用法示例。
在下文中一共展示了GL4.glBindFramebuffer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: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = true;
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
gl4.glEnable(GL_DEPTH_TEST);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glDrawBuffer(GL_BACK);
if (!isFramebufferComplete(gl, 0)) {
return false;
}
return validated;
}
示例2: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.MULTISAMPLE))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLOR), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.COLOR))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例3: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
boolean validated = true;
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, windowSize.x);
gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, windowSize.y);
gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1);
gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1);
gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS, GL_TRUE);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return validated;
}
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 / 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);
}
示例5: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE_COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.MULTISAMPLE_DEPTHBUFFER), 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RENDER))) {
return false;
}
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RESOLVE))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例6: FramebufferDesc
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public FramebufferDesc(GL4 gl4, Vec2i size) {
gl4.glGenFramebuffers(Target.MAX, framebufferName);
gl4.glGenRenderbuffers(1, depthBufferName);
gl4.glGenTextures(Target.MAX, textureName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Target.RENDER));
gl4.glBindRenderbuffer(GL_RENDERBUFFER, depthBufferName.get(0));
gl4.glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_DEPTH_COMPONENT, size.x, size.y);
gl4.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthBufferName.get(0));
gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Target.RENDER));
gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, size.x, size.y, true);
gl4.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D_MULTISAMPLE,
textureName.get(Target.RENDER), 0);
if (!checkFramebufferStatus(gl4)) {
return;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Target.RESOLVE));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Target.RESOLVE));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, size.x, size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, null);
gl4.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
textureName.get(Target.RESOLVE), 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (!checkFramebufferStatus(gl4)) {
return;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
示例7: 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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindSampler(0, samplerName.get(0));
// Render
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.RENDER));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(Texture.COLORBUFFER), 0, false, 0, GL_WRITE_ONLY,
GL_RGBA8);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
// Splash
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
示例8: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例9: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
boolean validated = true;
IntBuffer buffersRender = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});
gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.FRAMEBUFFER));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
gl4.glDrawBuffers(1, buffersRender);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.FRAMEBUFFER))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.SHADOWMAP), 0);
gl4.glDrawBuffer(GL_NONE);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.SHADOW))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glDrawBuffer(GL_BACK);
if (!isFramebufferComplete(gl4, 0)) {
return false;
}
BufferUtils.destroyDirectBuffer(buffersRender);
return validated && checkError(gl4, "initFramebuffer");
}
示例10: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.R), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(Texture.G), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(Texture.B), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return checkError(gl4, "initFramebuffer");
}
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;
Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE);
// Pass 1
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 3, clearColor.put(0, 1).put(1, 1).put(2, 0).put(3, 1));
// Pass 2
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
for (int i = 0; i < Texture.MAX; ++i) {
gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w);
gl4.glUniform1i(uniformLayer, i);
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
return true;
}
示例12: 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;
}
示例13: destroy
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void destroy(GL4 gl) {
gl.glDeleteFramebuffers(1, framebufferId, 0);
gl.glBindFramebuffer(GL4.GL_FRAMEBUFFER, 0);
for (GLTexture bt : backingTextures.values()) {
bt.delete();
}
for (GLTexture dt : depthBuffers.values()) {
dt.delete();
}
backingTextures.clear();
depthBuffers.clear();
}
示例14: 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);
}
示例15: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
gl4.glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}