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Java GL4.glClearBufferfv方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glClearBufferfv方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glClearBufferfv方法的具体用法?Java GL4.glClearBufferfv怎么用?Java GL4.glClearBufferfv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.glClearBufferfv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
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    Mat4d projection = glm.perspective_(Math.PI * 0.25, (double) windowSize.x / windowSize.y, 0.1, 100.0);
    Mat4d view = new Mat4d(viewMat4());
    Mat4d model = new Mat4d(1.0);
    Mat4d mvp = projection.mul(view).mul(model);

    gl4.glProgramUniformMatrix4dv(programName[Program.VERT], uniformMvp, 1, false, mvp.toDa_(), 0);
    gl4.glProgramUniform4dv(programName[Program.FRAG], uniformDiffuse, 1, new double[]{1.0, 0.5, 0.0, 1.0}, 0);

    gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));

    gl4.glBindProgramPipeline(pipelineName.get(0));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 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_410_program_64.java

示例2: 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, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glUniform1i(uniformDiffuse, 0);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl4.glBindSampler(0, samplerName.get(0));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:27,代码来源:Gl_420_sampler_gather.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, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));

    // Bind rendering objects
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    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:35,代码来源:Gl_420_clipping.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;

    {
        ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
                0, Mat4.SIZE * 1, 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 model = new Mat4(1.0f);

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

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
    }

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, black);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glBeginQuery(GL_PRIMITIVES_GENERATED, queryName.get(0));
    {
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }
    gl4.glEndQuery(GL_PRIMITIVES_GENERATED);

    LongBuffer primitivesGeneratedBuffer = GLBuffers.newDirectLongBuffer(1);
    gl4.glGetQueryObjectui64v(queryName.get(0), GL_QUERY_RESULT, primitivesGeneratedBuffer);
    long primitivesGenerated = primitivesGeneratedBuffer.get(0);

    return primitivesGenerated > 0;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:38,代码来源:Gl_500_primitive_shading_nv.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;

    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[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glProgramUniform1i(programName[Program.FRAG], uniformDiffuse, 0);

    gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));

    gl4.glBindProgramPipeline(pipelineName.get(0));

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    //!\ Need to be called after glBindVertexArray
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);

    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_410_program_binary.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;

    gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    {
        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, 100.0f);
        Mat4 model = new Mat4(1.0f);
        Mat4 mvp = projection.mul(viewMat4()).mul(model);

        pointer.asFloatBuffer().put(mvp.toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);

    assert (!validate(gl4, programName[Program.VERT]));
    gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:37,代码来源:Gl_430_interface_matching.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;

    {
        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 | GL_MAP_UNSYNCHRONIZED_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 1000.0f);
        Mat4 model = new Mat4(1.0f);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindImageTexture(0, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
    gl4.glBindImageTexture(1, textureName.get(0), 1, false, 0, GL_READ_ONLY, GL_RGBA8);
    gl4.glBindImageTexture(2, textureName.get(0), 2, false, 0, GL_READ_ONLY, GL_RGBA8);

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 3, 0, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_430_image_sampling.java

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.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;

    {
        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 | GL_MAP_UNSYNCHRONIZED_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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor);

    // Bind rendering objects
    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

    // Make sure the uniform buffer is uploaded
    gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);

    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:36,代码来源:Gl_500_buffer_pinned_amd.java

示例10: 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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glDrawBuffer(GL_BACK);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0);

    // Renderer to image
    {
        gl4.glDrawBuffer(GL_NONE);

        gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SAVE));
        gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
    }

    // Read from image
    {
        gl4.glDrawBuffer(GL_BACK);

        gl4.glBindProgramPipeline(pipelineName.get(Pipeline.READ));
        gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8);
        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
    }

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:32,代码来源:Gl_430_image_store.java

示例11: 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);

        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);

        pointer.asFloatBuffer().put(mvp.toFa_());

        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COPY));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    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:33,代码来源:Gl_430_texture_copy.java

示例12: 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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);

    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8));

    gl4.glActiveTexture(GL_TEXTURE1);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1));

    gl4.glUseProgram(programName);
    gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glUniform1i(uniformRGB8, 0);
    gl4.glUniform1i(uniformDXT1, 1);

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));

    gl4.glUniform1f(uniformDisplacement, 1.1f);
    subroutineId.position(Subroutine.DXT1);
    gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId);
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);

    gl4.glUniform1f(uniformDisplacement, -1.1f);
    subroutineId.position(Subroutine.DXT1);
    gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId);
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_400_program_subroutine.java

示例13: 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.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

    {
        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, 0.1f, 100.0f);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1.0f)).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);

    assert (!validate(gl4, programName[Program.VERT]));
    gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 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_440_interface_matching.java

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.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

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

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    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_430_texture_storage.java

示例15: render

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app, int eye) {

        gl4.glClearBufferfv(GL_COLOR, 0, app.clearColor);
        gl4.glClearBufferfv(GL_DEPTH, 0, app.clearDepth);

        gl4.glEnable(GL_DEPTH_TEST);

        if (app.showCubes) {

            gl4.glUseProgram(program.name);

            gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);

            gl4.glBindVertexArray(vertexArrayName.get(0));

            gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.MY_TEXTURE);
            gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));

            gl4.glDrawArrays(GL_TRIANGLES, 0, vertexCount);

            gl4.glBindVertexArray(0);
        }
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:24,代码来源:Scene.java


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