本文整理汇总了Java中com.jogamp.opengl.GL4.glBindVertexBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glBindVertexBuffer方法的具体用法?Java GL4.glBindVertexBuffer怎么用?Java GL4.glBindVertexBuffer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.glBindVertexBuffer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: 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.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, Vertex_v2fv2f.SIZE);
}
gl4.glBindVertexArray(0);
return true;
}
示例2: 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));
{
int bindingIndex = 0;
gl4.glVertexAttribFormat(Semantic.Attr.POSITION, 2, GL_FLOAT, false, 0);
gl4.glVertexAttribFormat(Semantic.Attr.TEXCOORD, 2, GL_FLOAT, false, Vec2.SIZE);
gl4.glVertexAttribBinding(Semantic.Attr.POSITION, bindingIndex);
gl4.glVertexAttribBinding(Semantic.Attr.TEXCOORD, bindingIndex);
gl4.glEnableVertexAttribArray(Semantic.Attr.POSITION);
gl4.glEnableVertexAttribArray(Semantic.Attr.TEXCOORD);
gl4.glBindVertexBuffer(bindingIndex, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE);
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
}
gl4.glBindVertexArray(0);
return true;
}
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_430_program_compute_variable_group_size.java
示例3: 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4: 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(0, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE);
}
gl4.glBindVertexArray(0);
return validated;
}
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.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(0, bufferName.get(Buffer.VERTEX), 0, glf.Vertex_v2fv2f.SIZE);
}
gl4.glBindVertexArray(0);
return true;
}
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(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 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;
{
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 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;
}