本文整理汇总了Java中com.jogamp.opengl.GL4.glBindProgramPipeline方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindProgramPipeline方法的具体用法?Java GL4.glBindProgramPipeline怎么用?Java GL4.glBindProgramPipeline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.glBindProgramPipeline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: 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.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glBindSampler(0, samplerName.get(0));
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;
{
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(new Mat4(1.0f));
uniformPointer.asFloatBuffer().put(mvp.toFa_());
}
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(0));
gl4.glBindTextureUnit(Semantic.Sampler.DIFFUSE, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 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.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);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
}
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor);
// Bind rendering objects
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
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));
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 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;
{
Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, (float) windowSize.x, windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
uniformPointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
}
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, black);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferName.get(Buffer.VERTEX));
gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT));
gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, null, 1, DrawElementsIndirectCommand.SIZE);
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.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
projection.mul(viewMat4()).mul(model).toDbb(pointer);
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
boolean fail = true;
gl4.glClearBufferfv(fail ? GL_UNIFORM_BUFFER : GL_COLOR, 0, clearColor.put(0, 0).put(1, 0.5f).put(2, 1).put(3, 1));
gl4.glBindProgramPipeline(pipelineName.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;
}
示例6: 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.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);
//glm::mat4 Projection = glm::perspectiveFov(glm::pi<float>() * 0.25f, 640.f, 480.f, 0.1f, 100.0f);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / 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);
}
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 2.0f, windowSize.y);
gl4.glViewportIndexedf(1, windowSize.x / 2.0f, 0, windowSize.x / 2.0f, windowSize.y);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.VIEW_A));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.VIEW_B));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0, 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;
{
// Compute the MVP (Model View Projection matrix)
float aspect = (windowSize.x * 0.33f) / (windowSize.y * 0.50f);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, aspect, 0.1f, 100.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(new Mat4(1.0f));
uniformPointer.asFloatBuffer().put(mvp.toFa_());
}
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
for (int index = 0; index < Viewport.MAX; ++index) {
gl4.glViewportIndexedf(0,
viewport[index].viewport.x,
viewport[index].viewport.y,
viewport[index].viewport.z,
viewport[index].viewport.w);
gl4.glBindVertexArray(vertexArrayName.get(viewport[index].vertexFormat));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
return true;
}
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_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});
gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_FLOAT, buffer);
BufferUtils.destroyDirectBuffer(buffer);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
// Bind rendering objects
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
for (int i = 0; i < viewports.length; ++i) {
gl4.glViewportIndexedfv(0, viewports[i].toFA_(), 0);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glTextureBarrier();
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
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;
{
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, 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);
}
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);
gl4.glActiveTexture(GL_TEXTURE0 + Sampler.RGB8);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8));
gl4.glActiveTexture(GL_TEXTURE0 + Sampler.DXT1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glUseProgram(programName);
IntBuffer index = GLBuffers.newDirectIntBuffer(new int[]{Sampling.RGB8, Sampling.DXT1});
gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 2.0f, windowSize.y);
gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, index);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
gl4.glViewportIndexedf(0, windowSize.x / 2.0f, 0, windowSize.x / 2.0f, windowSize.y);
gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, index);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}
示例11: initProgram
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {
boolean validated = true;
try {
if (validated) {
String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".vert")).useDelimiter("\\A").next()};
programName[Program.VERT] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent);
}
if (validated) {
String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE
+ ".frag")).useDelimiter("\\A").next()};
programName[Program.FRAG] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent);
}
if (validated) {
validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.VERT]);
validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.FRAG]);
}
if (validated) {
uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp");
uniformDiffuse = gl4.glGetUniformLocation(programName[Program.FRAG], "diffuse");
}
if (validated) {
gl4.glGenProgramPipelines(1, pipelineName);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]);
gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]);
}
} catch (FileNotFoundException ex) {
Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex);
}
return validated && checkError(gl4, "initProgram");
}
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;
{
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13: 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.glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 1, -1, "Frame".getBytes(), 0);
{
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);
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.glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 1, GL_DEBUG_SEVERITY_NOTIFICATION,
-1, "Throwing an error on glClearBufferfv");
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));
// Add an error for testing: GL_TEXTURE_2D instead of GL_COLOR
// gl4.glClearBufferfv(GL_TEXTURE_2D, 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.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_MARKER, 1, GL_DEBUG_SEVERITY_NOTIFICATION,
-1, "Throwing an error on glDrawElementsInstancedBaseVertexBaseInstance");
// Add an error for testing: GL_FLOAT instead of GL_UNSIGNED_SHORT
// gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_FLOAT, 0, 1, 0, 0);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glPopDebugGroup();
return true;
}
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;
{
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, 1.0f, 1.0f, 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.glBeginQuery(GL_VERTICES_SUBMITTED_ARB, queryName.get(Statistics.VERTICES_SUBMITTED));
gl4.glBeginQuery(GL_PRIMITIVES_SUBMITTED_ARB, queryName.get(Statistics.PRIMITIVES_SUBMITTED));
gl4.glBeginQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.VERTEX_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB, queryName.get(Statistics.TESS_CONTROL_SHADER_PATCHES));
gl4.glBeginQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB,
queryName.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_GEOMETRY_SHADER_INVOCATIONS, queryName.get(Statistics.GEOMETRY_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB,
queryName.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED));
gl4.glBeginQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.FRAGMENT_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.COMPUTE_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_INPUT_PRIMITIVES));
gl4.glBeginQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES));
{
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
}
gl4.glEndQuery(GL_VERTICES_SUBMITTED_ARB);
gl4.glEndQuery(GL_PRIMITIVES_SUBMITTED_ARB);
gl4.glEndQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB);
gl4.glEndQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_GEOMETRY_SHADER_INVOCATIONS);
gl4.glEndQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB);
gl4.glEndQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB);
gl4.glEndQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB);
IntBuffer queryResult = GLBuffers.newDirectIntBuffer(Statistics.MAX);
for (int i = 0; i < queryResult.capacity(); ++i) {
gl4.glGetQueryObjectuiv(queryName.get(i), GL_QUERY_RESULT, queryResult);
}
System.out.println("Verts: " + queryResult.get(Statistics.VERTICES_SUBMITTED)
+ "; Prims: (" + queryResult.get(Statistics.PRIMITIVES_SUBMITTED) + ", "
+ queryResult.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED)
+ "); Shaders(" + queryResult.get(Statistics.VERTEX_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.TESS_CONTROL_SHADER_PATCHES) + ", "
+ queryResult.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.GEOMETRY_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.FRAGMENT_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.COMPUTE_SHADER_INVOCATIONS)
+ "); Clip(" + queryResult.get(Statistics.CLIPPING_INPUT_PRIMITIVES) + ", "
+ queryResult.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES) + ")\r");
return true;
}
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;
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;
}