本文整理汇总了Java中com.jogamp.opengl.GL4.glBindImageTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindImageTexture方法的具体用法?Java GL4.glBindImageTexture怎么用?Java GL4.glBindImageTexture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.glBindImageTexture方法的8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.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2: 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, 4.0f / 3.0f, 0.1f, 1000.0f);
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.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindImageTexture(0, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
gl4.glBindImageTexture(1, textureName.get(0), 1, false, 0, GL_READ_ONLY, GL_RGBA8);
gl4.glBindImageTexture(2, textureName.get(0), 2, false, 0, GL_READ_ONLY, GL_RGBA8);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 3, 0, 0);
return true;
}
示例3: 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.glDrawBuffer(GL_BACK);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0);
// Renderer to image
{
gl4.glDrawBuffer(GL_NONE);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SAVE));
gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
}
// Read from image
{
gl4.glDrawBuffer(GL_BACK);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.READ));
gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
}
return true;
}
示例4: 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.glDrawBuffer(GL_BACK);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0.5f).put(2, 1).put(3, 1));
// Renderer to image
{
gl4.glDrawBuffer(GL_NONE);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SAVE));
gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
}
// Read from image
{
int border = 8;
gl4.glEnable(GL_SCISSOR_TEST);
gl4.glScissorIndexed(0, border, border, (windowSize.x - 2) * border, (windowSize.y - 2) * border);
gl4.glDrawBuffer(GL_BACK);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.READ));
gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
gl4.glDisable(GL_SCISSOR_TEST);
}
return true;
}
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.glBindProgramPipeline(pipelineName.get(Program.COMPUTE));
gl4.glBindImageTexture(Image.POSITION_INPUT, textureName.get(Texture.POSITION_INPUT), 0, false, 0, GL_READ_ONLY,
GL_RGBA32F);
gl4.glBindImageTexture(Image.TEXCOORD_INPUT, textureName.get(Texture.TEXCOORD_INPUT), 0, false, 0, GL_READ_ONLY,
GL_RGBA32F);
gl4.glBindImageTexture(Image.COLOR_INPUT, textureName.get(Texture.COLOR_INPUT), 0, false, 0, GL_READ_ONLY,
GL_RGBA32F);
gl4.glBindImageTexture(Image.POSITION_OUTPUT, textureName.get(Texture.POSITION_OUTPUT), 0, false, 0,
GL_WRITE_ONLY, GL_RGBA32F);
gl4.glBindImageTexture(Image.TEXCOORD_OUTPUT, textureName.get(Texture.TEXCOORD_OUTPUT), 0, false, 0,
GL_WRITE_ONLY, GL_RGBA32F);
gl4.glBindImageTexture(Image.COLOR_OUTPUT, textureName.get(Texture.COLOR_OUTPUT), 0, false, 0, GL_WRITE_ONLY,
GL_RGBA32F);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDispatchCompute(vertexCount, 1, 1);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.DIFFUSE);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.POSITION);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.POSITION_OUTPUT));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.TEXCOORD);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.TEXCOORD_OUTPUT));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.COLOR);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.COLOR_OUTPUT));
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;
}
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);
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.glBindProgramPipeline(pipelineName.get(Program.COMPUTE));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Image.DIFFUSE);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.INPUT));
gl4.glBindImageTexture(ImageUnit.OUTPUT, textureName.get(Texture.OUTPUT), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
Vec2i workGroupSize = new Vec2i(32);
Vec2i ndRange = textureSize.div_(workGroupSize);
gl4.glDispatchComputeGroupSizeARB(
ndRange.x, ndRange.y, 1, // (8, 8, 1)
workGroupSize.x, workGroupSize.y, 1); // (32, 32, 1)
gl4.glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, white);
gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Image.DIFFUSE);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.OUTPUT));
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:46,代码来源:Gl_430_program_compute_variable_group_size.java
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;
{
ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
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_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
}
gl4.glEnable(GL_DEPTH_TEST);
gl4.glDepthFunc(GL_LESS);
gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_UNSIGNED_BYTE, clearColorBuffer);
gl4.glClearTexImage(textureName.get(Texture.RENDERBUFFER), 0, GL_DEPTH_COMPONENT, GL_FLOAT, clearRenderBuffer);
gl4.glClearTexImage(textureName.get(Texture.INVOCATION_COUNT), 0, GL_RED_INTEGER, GL_UNSIGNED_INT,
clearInvocationCount);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x * FRAMEBUFFER_SCALE, windowSize.y * FRAMEBUFFER_SCALE);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_WRITE_ONLY, GL_R32UI);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0);
gl4.glDisable(GL_DEPTH_TEST);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_READ_ONLY, GL_R32UI);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
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[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_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
// Render
FloatBuffer clearBuffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});
gl4.glClearTexImage(textureName[Texture.COLORBUFFER], 0, GL_RGBA, GL_FLOAT, clearBuffer);
BufferUtils.destroyDirectBuffer(clearBuffer);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x * supersampling, windowSize.y * supersampling);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName[0]);
gl4.glBindSampler(0, samplerName[Pipeline.RENDER]);
gl4.glBindVertexArray(vertexArrayName[Pipeline.RENDER]);
gl4.glBindProgramPipeline(pipelineName[Pipeline.RENDER]);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.DIFFUSE]);
gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName[Texture.COLORBUFFER], 0, false, 0, GL_WRITE_ONLY,
GL_RGBA8);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]);
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName[Buffer.VERTEX]);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
// Splash
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindSampler(0, samplerName[Pipeline.SPLASH]);
gl4.glBindVertexArray(vertexArrayName[Pipeline.SPLASH]);
gl4.glBindProgramPipeline(pipelineName[Pipeline.SPLASH]);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.COLORBUFFER]);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}