本文整理汇总了Java中com.jogamp.opengl.GL4.glBindTransformFeedback方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindTransformFeedback方法的具体用法?Java GL4.glBindTransformFeedback怎么用?Java GL4.glBindTransformFeedback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.glBindTransformFeedback方法的9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: initFeedback
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFeedback(GL4 gl4) {
gl4.glGenTransformFeedbacks(1, feedbackName);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferName.get(Buffer.FEEDBACK));
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
return true;
}
示例2: initFeedback
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFeedback(GL4 gl4) {
// Generate a buffer object
gl4.glGenTransformFeedbacks(1, feedbackName);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferName.get(Buffer.FEEDBACK));
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
return checkError(gl4, "initFeedback");
}
示例3: initFeedback
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFeedback(GL4 gl4) {
// Generate a buffer object
gl4.glGenTransformFeedbacks(1, feedbackName);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferName.get(Buffer.FEEDBACK_VERTEX));
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
return true;
}
示例4: initFeedback
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFeedback(GL4 gl4) {
gl4.glGenTransformFeedbacks(1, feedbackName, 0);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName[0]);
gl4.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, bufferName[Buffer.FEEDBACK]);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
return checkError(gl4, "initFeedback");
}
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;
{
Mat4 model = new Mat4(1.0f);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
uniformPointer.asFloatBuffer().put(mvp.toFa_());
}
// Set the display viewport
gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y);
// Clear color buffer
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
// First draw, capture the attributes
// Disable rasterisation, vertices processing only!
gl4.glEnable(GL_RASTERIZER_DISCARD);
gl4.glBindProgramPipeline(pipelineName.get(Program.TRANSFORM));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM));
gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vec4.SIZE);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0, queryName.get(0));
gl4.glBeginTransformFeedback(GL_TRIANGLES);
{
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
gl4.glEndTransformFeedback();
gl4.glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
gl4.glDisable(GL_RASTERIZER_DISCARD);
IntBuffer streamOverflow = GLBuffers.newDirectIntBuffer(1);
gl4.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, streamOverflow);
if (streamOverflow.get(0) == 0) {
// Second draw, reuse the captured attributes
gl4.glBindProgramPipeline(pipelineName.get(Program.FEEDBACK));
gl4.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK));
gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.FEEDBACK), 0, glf.Vertex_v4fc4f.SIZE);
gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(0));
}
BufferUtils.destroyDirectBuffer(streamOverflow);
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;
// Compute the MVP (Model View Projection matrix)
{
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM0));
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_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
// Set the display viewport
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
// Clear color buffer
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));
// First draw, capture the attributes
// Disable rasterisation, vertices processing only!
gl4.glEnable(GL_RASTERIZER_DISCARD);
gl4.glUseProgram(transformProgramName);
gl4.glBindVertexArray(vertexArrayName.get(VertexArray.TRANSFORM_FEEDBACK));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM0));
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBeginTransformFeedback(GL_TRIANGLES);
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
gl4.glEndTransformFeedback();
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
gl4.glDisable(GL_RASTERIZER_DISCARD);
// Second draw, reuse the captured attributes
gl4.glUseProgram(feedbackProgramName);
gl4.glBindVertexArray(vertexArrayName.get(VertexArray.FEEDBACK));
gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(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;
// Compute the MVP (Model View Projection matrix)
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
// Set the display viewport
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
// Clear color buffer
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));
// First draw, capture the attributes
// Disable rasterisation, vertices processing only!
gl4.glEnable(GL_RASTERIZER_DISCARD);
gl4.glUseProgram(transformProgramName);
gl4.glUniformMatrix4fv(transformUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glBindVertexArray(vertexArrayName.get(VertexArray.TRANSFORM_FEEDBACK));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.TRANSFORM_ELEMENT));
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBeginTransformFeedback(GL_TRIANGLES);
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
}
gl4.glEndTransformFeedback();
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
gl4.glDisable(GL_RASTERIZER_DISCARD);
// Second draw, reuse the captured attributes
gl4.glUseProgram(feedbackProgramName);
gl4.glBindVertexArray(vertexArrayName.get(VertexArray.FEEDBACK));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
gl4.glDrawTransformFeedbackStream(GL_TRIANGLES, feedbackName.get(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;
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glProgramUniformMatrix4fv(programName[Pipeline.TRANSFORM], transformUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniformMatrix4fv(programName[Pipeline.FEEDBACK], feedbackUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f));
// First draw, capture the attributes
// Disable rasterisation, vertices processing only!
gl4.glEnable(GL_RASTERIZER_DISCARD);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TRANSFORM));
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
gl4.glBeginTransformFeedback(GL_TRIANGLES);
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
}
gl4.glEndTransformFeedback();
gl4.glDisable(GL_RASTERIZER_DISCARD);
// Second draw, reuse the captured attributes
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.FEEDBACK));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.FEEDBACK));
gl4.glDrawTransformFeedbackStreamInstanced(GL_TRIANGLE_STRIP, feedbackName.get(0), 0, 5);
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;
{
Mat4 model = new Mat4(1.0f);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
uniformPointer.asFloatBuffer().put(mvp.toFa_());
}
// Set the display viewport
gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y);
// Clear color buffer
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
// First draw, capture the attributes
// Disable rasterisation, vertices processing only!
gl4.glEnable(GL_RASTERIZER_DISCARD);
gl4.glBindProgramPipeline(pipelineName[Program.TRANSFORM]);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]);
gl4.glBindVertexArray(vertexArrayName[Program.TRANSFORM]);
gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.VERTEX], 0, Vec4.SIZE);
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName[0]);
gl4.glBeginTransformFeedback(GL_TRIANGLES);
{
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
gl4.glEndTransformFeedback();
gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
gl4.glDisable(GL_RASTERIZER_DISCARD);
// Second draw, reuse the captured attributes
gl4.glBindProgramPipeline(pipelineName[Program.FEEDBACK]);
gl4.glBindVertexArray(vertexArrayName[Program.FEEDBACK]);
gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.FEEDBACK], 0, glf.Vertex_v4fc4f.SIZE);
gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName[0]);
return true;
}