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Java GL4.glBindSamplers方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glBindSamplers方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindSamplers方法的具体用法?Java GL4.glBindSamplers怎么用?Java GL4.glBindSamplers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.glBindSamplers方法的5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) {

        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(4.0f);

        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;

    {
        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, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    bufferName.position(Buffer.TRANSFORM);
    gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName);
    gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName);
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE);

    for (int index = 0; index < Viewport.MAX; ++index) {

        gl4.glViewportIndexedf(0,
                viewport[index].x,
                viewport[index].y,
                viewport[index].z,
                viewport[index].w);

        samplerName.position(index);
        gl4.glBindSamplers(0, 1, samplerName);
        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:38,代码来源:Gl_440_sampler_wrap.java

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.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / windowSize.y, 0.1f, 1000.0f);
        Mat4 view = viewMat4();
        Mat4 model = new Mat4(1.0f);
        Mat4 mvp = projection.mul(view).mul(model);
        Mat4 mv = view.mul(model);

        Transform t = new Transform(mvp, mv, new Vec3(0.0f, 0.0f, -cameraDistance()));

        transformPointer.asFloatBuffer().put(t.toFa_());
    }

    gl4.glClearBufferfv(GL_COLOR, 0, white);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName);
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    // Left side: seamless cubemap filtering
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x * 0.5f, windowSize.y);
    samplerName.position(Sampler.SEAMLESS);
    gl4.glBindSamplers(Semantic.Sampler.DIFFUSE, 1, samplerName);

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);
    
    // Right side: per face cubemap filtering
    gl4.glViewportIndexedf(0, windowSize.x * 0.5f, 0, windowSize.x * 0.5f, windowSize.y);
    samplerName.position(Sampler.NON_SEAMLESS);
    gl4.glBindSamplers(Semantic.Sampler.DIFFUSE, 1, samplerName);

    samplerName.rewind();

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:43,代码来源:Gl_500_texture_cube_arb.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;

    // Asynchrone update of the uniform buffer
    {
        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, 1000.0f);
        Mat4 model = new Mat4(1.0f).scale(new Vec3(4.0f));

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

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

    // Clear the color buffer
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    bufferName.position(Buffer.TRANSFORM);
    gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName);
    bufferName.rewind();
    gl4.glBindSamplers(0, 1, samplerName);
    gl4.glBindVertexArray(vertexArrayName.get(0));

    // Draw each texture in different viewports
    for (int index = 0; index < Texture.MAX; ++index) {
        gl4.glViewportIndexedfv(0, viewport[index].toFA_(), 0);
        textureName.position(index);
        gl4.glBindTextures(0, 1, textureName);

        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:42,代码来源:Gl_440_texture_compressed.java


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