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类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);
}
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);
}
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;
}
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;
{
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;
}
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;
}
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;
}