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Java GL4.glCreateBuffers方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glCreateBuffers方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glCreateBuffers方法的具体用法?Java GL4.glCreateBuffers怎么用?Java GL4.glCreateBuffers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.glCreateBuffers方法的11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: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        int[] uniformBufferOffset = {0};
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
        uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);

        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize * 2, null,
                GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);

        uniformPointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBlockSize * 2,
                GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:24,代码来源:Gl_450_fbo_multisample_explicit.java

示例2: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementSize);
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);

        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        if (!bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize * 2, null, GL_MAP_WRITE_BIT
                    | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
        } else {

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize * 2, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT
                    | GL_MAP_COHERENT_BIT);
        }

        uniformPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize * 2,
                GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        BufferUtils.destroyDirectBuffer(elementBuffer);
        BufferUtils.destroyDirectBuffer(vertexBuffer);
        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:38,代码来源:Gl_450_direct_state_access.java

示例3: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);

        if (!bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT);

        } else {

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 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_500_texture_bindless_nv.java

示例4: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));
        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        ByteBuffer vertexBuffer = GLBuffers.newDirectByteBuffer(vertexSize);
        for (int i = 0; i < vertexCount; i++) {
            vertexData[i].toBb(vertexBuffer, i);
        }
        vertexBuffer.rewind();

        if (bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);

        } else {

            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
        }

        return true;
    }
 
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: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));
        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);

        if (!bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT);

        } else {

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 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_500_shader_group_nv.java

示例6: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);

        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        gl4.glNamedBufferData(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, GL_STATIC_DRAW);

        gl4.glNamedBufferData(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, GL_STATIC_DRAW);

        gl4.glNamedBufferData(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_DYNAMIC_DRAW);

        BufferUtils.destroyDirectBuffer(elementBuffer);
        BufferUtils.destroyDirectBuffer(vertexBuffer);
        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:24,代码来源:Gl_430_direct_state_access_ext.java

示例7: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        if (!bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize * 2, null, GL_MAP_WRITE_BIT
                    | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);

        } else {

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize * 2, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT
                    | GL_MAP_COHERENT_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
        }

        uniformPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize * 2,
                GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        BufferUtils.destroyDirectBuffer(uniformBufferOffset);
        BufferUtils.destroyDirectBuffer(elementBuffer);
        BufferUtils.destroyDirectBuffer(vertexBuffer);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:42,代码来源:Gl_500_direct_state_access_gtc.java

示例8: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer uniformBufferOffset = GLBuffers.newDirectIntBuffer(1);
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset.get(0));
        BufferUtils.destroyDirectBuffer(uniformBufferOffset);

        Vec2[] data = new Vec2[36];
        for (int i = 0; i < data.length; ++i) {
            float angle = (float) Math.PI * 2.0f * i / data.length;
            data[i] = new Vec2((float) Math.sin(angle), (float) Math.cos(angle)).normalize();
        }
        vertexCount = 18;//static_cast<GLsizei>(Data.size() - 8);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer dataBuffer = GLBuffers.newDirectFloatBuffer(data.length * Vec2.SIZE);
        for (Vec2 data1 : data) {
            dataBuffer.put(data1.x).put(data1.y);
        }
        dataBuffer.rewind();

        if (bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), data.length * Vec2.SIZE, dataBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT);

        } else {

            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, dataBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
        }

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:45,代码来源:Gl_500_sample_location_grid_nv.java

示例9: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        int[] uniformBufferOffset = {0};
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);

        Vec4 material0 = new Vec4(1.0f, 0.5f, 0.0f, 1.0f);
        Vec4 material1 = new Vec4(0.0f, 0.5f, 1.0f, 1.0f);

        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        FloatBuffer material0Buffer = GLBuffers.newDirectFloatBuffer(material0.toFA_());
        FloatBuffer material1Buffer = GLBuffers.newDirectFloatBuffer(material1.toFA_());

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        if (!bug1287) {

            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexSize, vertexBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.ELEMENT), elementSize, elementBuffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.MATERIAL0), Vec4.SIZE, material0Buffer, 0);
            gl4.glNamedBufferStorage(bufferName.get(Buffer.MATERIAL1), Vec4.SIZE, material1Buffer, 0);

        } else {

            gl4.glBindBuffer(GL_ARRAY_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_ARRAY_BUFFER, vertexSize, vertexBuffer, 0);
            gl4.glBindBuffer(GL_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
            gl4.glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, elementSize, elementBuffer, 0);
            gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
            gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferName.get(Buffer.MATERIAL0));
            gl4.glBufferStorage(GL_SHADER_STORAGE_BUFFER, Vec4.SIZE, material0Buffer, 0);
            gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
            gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferName.get(Buffer.MATERIAL1));
            gl4.glBufferStorage(GL_SHADER_STORAGE_BUFFER, Vec4.SIZE, material1Buffer, 0);
            gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        }
        BufferUtils.destroyDirectBuffer(vertexBuffer);
        BufferUtils.destroyDirectBuffer(elementBuffer);
        BufferUtils.destroyDirectBuffer(material0Buffer);
        BufferUtils.destroyDirectBuffer(material1Buffer);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:50,代码来源:Gl_500_conservative_raster_nv.java

示例10: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        int alignement = 256;
        IntBuffer bufferPageSize = GLBuffers.newDirectIntBuffer(1);        
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
        ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
        
        gl4.glGetIntegerv(GL_SPARSE_BUFFER_PAGE_SIZE_ARB, bufferPageSize);

        boolean validated = true;

        int copyBufferSize = glm.ceilMultiple(vertexSize, alignement) + glm.ceilMultiple(elementSize, alignement);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        if (!bug1287) {
            gl4.glNamedBufferStorage(bufferName.get(Buffer.COPY), copyBufferSize, null, GL_MAP_WRITE_BIT);
        } else {
            gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferName.get(Buffer.COPY));
            gl4.glBufferStorage(GL_SHADER_STORAGE_BUFFER, copyBufferSize, null, GL_MAP_WRITE_BIT);
            gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
        }

        ByteBuffer copyBufferPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.COPY), 0, copyBufferSize,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
        copyBufferPointer.asFloatBuffer().put(vertexBuffer);
        copyBufferPointer.position(glm.ceilMultiple(vertexSize, alignement));
        copyBufferPointer.asShortBuffer().put(elementBuffer);
        gl4.glUnmapNamedBuffer(bufferName.get(Buffer.COPY));

        gl4.glBindBuffer(GL_COPY_READ_BUFFER, bufferName.get(Buffer.COPY));

        gl4.glBindBuffer(GL_COPY_WRITE_BUFFER, bufferName.get(Buffer.ELEMENT));
        gl4.glBufferStorage(GL_COPY_WRITE_BUFFER, glm.ceilMultiple(elementSize, bufferPageSize.get(0)), null,
                GL_SPARSE_STORAGE_BIT_ARB);
        gl4.glBufferPageCommitmentARB(GL_COPY_WRITE_BUFFER, 0, bufferPageSize.get(0), true);
        gl4.glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, glm.ceilMultiple(vertexSize, alignement),
                0, glm.ceilMultiple(elementSize, alignement));

        gl4.glBindBuffer(GL_COPY_WRITE_BUFFER, bufferName.get(Buffer.VERTEX));
        gl4.glBufferStorage(GL_COPY_WRITE_BUFFER, glm.ceilMultiple(vertexSize, bufferPageSize.get(0)), null,
                GL_SPARSE_STORAGE_BIT_ARB);
        gl4.glBufferPageCommitmentARB(GL_COPY_WRITE_BUFFER, 0, bufferPageSize.get(0), true);
        gl4.glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, glm.ceilMultiple(vertexSize, alignement));

        int[] uniformBufferOffset = {0};
        gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
        int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);

        if (!bug1287) {
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT
                    | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
        } else {
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT
                    | GL_MAP_COHERENT_BIT);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
        }

        BufferUtils.destroyDirectBuffer(vertexBuffer);
        BufferUtils.destroyDirectBuffer(elementBuffer);
        BufferUtils.destroyDirectBuffer(bufferPageSize);

        return validated;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:66,代码来源:Gl_500_buffer_sparse_arb.java

示例11: initBuffer

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {

        IntBuffer constants = GLBuffers.newDirectIntBuffer(3);

        gl4.glCreateBuffers(Buffer.MAX, bufferName);

        Mat4 mvp = glm.ortho_(0.0f, windowSize.x * 1.0f, 0.0f, windowSize.y * 1f);
        FloatBuffer mvpBuffer = GLBuffers.newDirectFloatBuffer(mvp.toFa_());

        if (!bug1287) {
            gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), mvp.SIZE, mvpBuffer, 0);
        } else {
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, mvp.SIZE, mvpBuffer, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
        }

        gl4.glGetIntegerv(GL_WARP_SIZE_NV, constants);
        constants.position(1);
        gl4.glGetIntegerv(GL_WARPS_PER_SM_NV, constants);
        constants.position(2);
        gl4.glGetIntegerv(GL_SM_COUNT_NV, constants);
        constants.rewind();

        System.out.println("GL_WARP_SIZE_NV: " + constants.get(0));
        System.out.println("GL_WARPS_PER_SM_NV: " + constants.get(1));
        System.out.println("GL_SM_COUNT_NV: " + constants.get(2));

        if (!bug1287) {
            gl4.glNamedBufferStorage(bufferName.get(Buffer.CONSTANT), constants.capacity() * Integer.BYTES, constants, 0);
        } else {
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.CONSTANT));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, constants.capacity() * Integer.BYTES, constants, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
        }

        int windowDiv = 1;
        vertexCount = (windowSize.x / windowDiv) * (windowSize.y / windowDiv) * 6 * quadOverlapCount;
        float[] vertexPosition = new float[vertexCount * 2];

        for (int quadCoordIndexY = 0, quadCoordCountY = windowSize.y / windowDiv; quadCoordIndexY < quadCoordCountY;
                quadCoordIndexY++) {

            for (int quadCoordIndexX = 0, quadCoordCountX = windowSize.x / windowDiv; quadCoordIndexX < quadCoordCountX;
                    quadCoordIndexX++) {

                for (int quadOverlapIndex = 0; quadOverlapIndex < quadOverlapCount; quadOverlapIndex++) {

                    int quadIndex = (quadCoordIndexX + quadCoordCountX * quadCoordIndexY) * quadOverlapCount
                            + quadOverlapIndex;

                    vertexPosition[(quadIndex * 6 + 0) * 2 + 0] = quadCoordIndexX * 1 + 0;
                    vertexPosition[(quadIndex * 6 + 0) * 2 + 1] = quadCoordIndexY * 1 + 0;
                    vertexPosition[(quadIndex * 6 + 1) * 2 + 0] = quadCoordIndexX * 1 + 1;
                    vertexPosition[(quadIndex * 6 + 1) * 2 + 1] = quadCoordIndexY * 1 + 0;
                    vertexPosition[(quadIndex * 6 + 2) * 2 + 0] = quadCoordIndexX * 1 + 1;
                    vertexPosition[(quadIndex * 6 + 2) * 2 + 1] = quadCoordIndexY * 1 + 1;
                    vertexPosition[(quadIndex * 6 + 3) * 2 + 0] = quadCoordIndexX * 1 + 0;
                    vertexPosition[(quadIndex * 6 + 3) * 2 + 1] = quadCoordIndexY * 1 + 0;
                    vertexPosition[(quadIndex * 6 + 4) * 2 + 0] = quadCoordIndexX * 1 + 1;
                    vertexPosition[(quadIndex * 6 + 4) * 2 + 1] = quadCoordIndexY * 1 + 1;
                    vertexPosition[(quadIndex * 6 + 5) * 2 + 0] = quadCoordIndexX * 1 + 0;
                    vertexPosition[(quadIndex * 6 + 5) * 2 + 1] = quadCoordIndexY * 1 + 1;
                }
            }
        }
        FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexPosition);
        if (!bug1287) {
            gl4.glNamedBufferStorage(bufferName.get(Buffer.VERTEX), vertexPosition.length * Float.BYTES, vertexBuffer, 0);
        } else {
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.VERTEX));
            gl4.glBufferStorage(GL_UNIFORM_BUFFER, vertexBuffer.capacity() * Float.BYTES, vertexBuffer, 0);
            gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
        }
        BufferUtils.destroyDirectBuffer(constants);

        BufferUtils.destroyDirectBuffer(mvpBuffer);
        BufferUtils.destroyDirectBuffer(constants);

        return true;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:82,代码来源:Gl_500_shader_invocation_nv.java


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