当前位置: 首页>>代码示例>>Java>>正文


Java GL4.glBindTextures方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glBindTextures方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindTextures方法的具体用法?Java GL4.glBindTextures怎么用?Java GL4.glBindTextures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.glBindTextures方法的7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, 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2: 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);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.001f, 100.0f);
        Mat4 model = new Mat4(1.0f);

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

        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.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName);
    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_500_texture_sparse_arb.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.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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:28,代码来源:Gl_500_glsl_vote_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;

    {
        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;

    {
        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;

    // 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


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