本文整理汇总了Java中com.jogamp.opengl.GL4.glDispatchCompute方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glDispatchCompute方法的具体用法?Java GL4.glDispatchCompute怎么用?Java GL4.glDispatchCompute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.glDispatchCompute方法的2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;
{
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.glBindProgramPipeline(pipelineName.get(Program.COMPUTE));
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantics.INPUT, bufferName.get(Buffer.INPUT));
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantics.OUTPUT, bufferName.get(Buffer.OUTPUT));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDispatchCompute(vertexCount, 1, 1);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantics.INPUT, bufferName.get(Buffer.OUTPUT));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
return true;
}
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;
{
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.glBindProgramPipeline(pipelineName.get(Program.COMPUTE));
gl4.glBindImageTexture(Image.POSITION_INPUT, textureName.get(Texture.POSITION_INPUT), 0, false, 0, GL_READ_ONLY,
GL_RGBA32F);
gl4.glBindImageTexture(Image.TEXCOORD_INPUT, textureName.get(Texture.TEXCOORD_INPUT), 0, false, 0, GL_READ_ONLY,
GL_RGBA32F);
gl4.glBindImageTexture(Image.COLOR_INPUT, textureName.get(Texture.COLOR_INPUT), 0, false, 0, GL_READ_ONLY,
GL_RGBA32F);
gl4.glBindImageTexture(Image.POSITION_OUTPUT, textureName.get(Texture.POSITION_OUTPUT), 0, false, 0,
GL_WRITE_ONLY, GL_RGBA32F);
gl4.glBindImageTexture(Image.TEXCOORD_OUTPUT, textureName.get(Texture.TEXCOORD_OUTPUT), 0, false, 0,
GL_WRITE_ONLY, GL_RGBA32F);
gl4.glBindImageTexture(Image.COLOR_OUTPUT, textureName.get(Texture.COLOR_OUTPUT), 0, false, 0, GL_WRITE_ONLY,
GL_RGBA32F);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDispatchCompute(vertexCount, 1, 1);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.DIFFUSE);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.POSITION);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.POSITION_OUTPUT));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.TEXCOORD);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.TEXCOORD_OUTPUT));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.COLOR);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.COLOR_OUTPUT));
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;
}