本文整理汇总了Java中com.jogamp.opengl.GL4.glBindVertexArray方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindVertexArray方法的具体用法?Java GL4.glBindVertexArray怎么用?Java GL4.glBindVertexArray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.glBindVertexArray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
public void render(GL4 gl4, Application app) {
gl4.glDisable(GL_DEPTH_TEST);
gl4.glViewport(0, 0, app.windowSize.x, app.windowSize.y);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glUseProgram(program.name);
for (int eye = 0; eye < VR.EVREye.Max; eye++) {
gl4.glBindTexture(GL_TEXTURE_2D, app.eyeDesc[eye].textureName.get(FramebufferDesc.Target.RESOLVE));
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
// left lens (first half of index array ), right lens (second half of index array )
gl4.glDrawElements(GL_TRIANGLES, indexSize / 2, GL_UNSIGNED_SHORT,
eye == VR.EVREye.EYE_Left ? 0 : indexSize); // indexSize / 2 * Short.Bytes = indexSize
}
gl4.glBindVertexArray(0);
gl4.glUseProgram(0);
}
示例2: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {
// create and bind a VAO to hold state for this model
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
// Identify the components in the vertex buffer
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
RenderModel_Vertex_t.OFFSET_POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.NORMAL);
gl4.glVertexAttribPointer(Semantic.Attr.NORMAL, 3, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
RenderModel_Vertex_t.OFFSET_NORMAL);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXT_COORD);
gl4.glVertexAttribPointer(Semantic.Attr.TEXT_COORD, 2, GL_FLOAT, false, RenderModel_Vertex_t.SIZE,
RenderModel_Vertex_t.OFFSET_TEXT_COORD);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBindVertexArray(0);
}
示例3: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ARRAY_BUFFER, vertexBufferName.get(0));
int stride = 2 * 3 * Float.BYTES;
int offset = 0;
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 3, GL_FLOAT, false, stride, offset);
offset += Vec3.SIZE;
gl4.glEnableVertexAttribArray(Semantic.Attr.COLOR);
gl4.glVertexAttribPointer(Semantic.Attr.COLOR, 3, GL_FLOAT, false, stride, offset);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glBindVertexArray(0);
}
示例4: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.DRAW_ID));
gl4.glVertexAttribIPointer(Semantic.Attr.DRAW_ID, 1, GL_UNSIGNED_INT, Integer.BYTES, 0);
gl4.glVertexAttribDivisor(Semantic.Attr.DRAW_ID, 1);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glEnableVertexAttribArray(Semantic.Attr.DRAW_ID);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
示例5: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.ARRAY));
{
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);
}
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return checkError(gl4, "initVertexArray");
}
示例6: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(Program.MAX, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
gl4.glBindVertexArray(0);
return true;
}
示例7: renderFBO
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFBO(GL4 gl4) {
//glEnable(GL_SAMPLE_MASK);
//glSampleMaski(0, 0xFF);
gl4.glEnable(GL_MULTISAMPLE);
gl4.glEnable(GL_SAMPLE_SHADING);
gl4.glMinSampleShading(4 / 4.0f);
gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
uniformBlockSize);
gl4.glBindSampler(0, samplerName.get(0));
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);
}
示例8: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, 0);
gl4.glVertexAttribPointer(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vertex_v2fv2f.SIZE, Vec2.SIZE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
示例9: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0, 0);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return checkError(gl4, "initVertexArray");
}
示例10: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
boolean validated = true;
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glVertexAttribBinding(Semantic.Attr.POSITION, Semantic.Buffer.STATIC);
gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, Semantic.Buffer.STATIC);
gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE);
}
gl4.glBindVertexArray(0);
return validated;
}
示例11: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glCreateVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glVertexAttribFormatNV(Semantic.Attr.POSITION, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE);
gl4.glVertexAttribFormatNV(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, glf.Vertex_v2fv2f.SIZE);
gl4.glEnableClientState(GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
}
gl4.glBindVertexArray(0);
return true;
}
示例12: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glVertexAttribPointer(Semantic.Attr.POSITION, 2, GL_FLOAT, false, VertexDataLens.SIZE,
VertexDataLens.OFFSET_POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.UV_RED);
gl4.glVertexAttribPointer(Semantic.Attr.UV_RED, 2, GL_FLOAT, false, VertexDataLens.SIZE,
VertexDataLens.OFFSET_TEX_COORD_RED);
gl4.glEnableVertexAttribArray(Semantic.Attr.UV_GREEN);
gl4.glVertexAttribPointer(Semantic.Attr.UV_GREEN, 2, GL_FLOAT, false, VertexDataLens.SIZE,
VertexDataLens.OFFSET_TEX_COORD_GREEN);
gl4.glEnableVertexAttribArray(Semantic.Attr.UV_BLUE);
gl4.glVertexAttribPointer(Semantic.Attr.UV_BLUE, 2, GL_FLOAT, false, VertexDataLens.SIZE,
VertexDataLens.OFFSET_TEX_COORD_BLUE);
gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBindVertexArray(0);
}
示例13: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app) {
if (app.hmd.IsInputFocusCapturedByAnotherProcess.apply() == 0) {
gl4.glUseProgram(program.name);
gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArrays(GL_LINES, 0, vertCount);
gl4.glBindVertexArray(0);
}
}
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.PER_DRAW));
ByteBuffer transform = gl4.glMapBufferRange(GL_UNIFORM_BUFFER,
0, Transform.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 view = viewMat4();
Mat4 model = new Mat4(1.0f).rotate(-(float) Math.PI * 0.5f, new Vec3(0.0f, 0.0f, 1.0f));
Transform t = new Transform();
t.mv = view.mul(model);
t.p = projection;
t.normal = new Mat3(t.mv.invTransp3_());
t.toDbb(transform);
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.2f).put(1, 0.2f).put(2, 0.2f).put(3, 1.0f));
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f));
gl4.glUseProgram(programName);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_SCENE, bufferName.get(Buffer.PER_SCENE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_PASS, bufferName.get(Buffer.PER_PASS));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_DRAW, bufferName.get(Buffer.PER_DRAW));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
return true;
}
示例15: initVertexArray
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initVertexArray(GL4 gl4) {
gl4.glGenVertexArrays(1, vertexArrayName);
gl4.glBindVertexArray(vertexArrayName.get(0));
{
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}