本文整理汇总了Java中com.jogamp.opengl.GL4.glDrawArraysInstancedBaseInstance方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glDrawArraysInstancedBaseInstance方法的具体用法?Java GL4.glDrawArraysInstancedBaseInstance怎么用?Java GL4.glDrawArraysInstancedBaseInstance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.glDrawArraysInstancedBaseInstance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;
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.DIFFUSE));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.INDIRECTION));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 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_ATOMIC_COUNTER_BUFFER, bufferName.get(Buffer.ATOMIC_COUNTER));
int[] data = {0};
IntBuffer dataBuffer = GLBuffers.newDirectIntBuffer(data);
gl4.glClearBufferSubData(GL_ATOMIC_COUNTER_BUFFER, GL_R8UI, 0, Integer.BYTES, GL_RGBA, GL_UNSIGNED_INT,
dataBuffer);
BufferUtils.destroyDirectBuffer(dataBuffer);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, bufferName.get(Buffer.ATOMIC_COUNTER));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, white);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.CONSTANT, bufferName.get(Buffer.CONSTANT));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6 * vertexCount, 1, 0);
return true;
}
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;
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
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;
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;
}
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, (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;
}
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);
Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, 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, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferName.get(Buffer.VERTEX));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0);
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;
{
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
ByteBuffer pointer = 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, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f);
Mat4 view = viewMat4();
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(view).mul(model);
Mat4 mv = view.mul(model);
Transform transform = new Transform(mvp, mv, new Vec3(0.0f, 0.0f, -cameraDistance()));
transform.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, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textureName.get(0));
gl4.glBindSampler(0, samplerName.get(0));
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;
}
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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glDrawBuffer(GL_BACK);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0.5f).put(2, 1).put(3, 1));
// 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
{
int border = 8;
gl4.glEnable(GL_SCISSOR_TEST);
gl4.glScissorIndexed(0, border, border, (windowSize.x - 2) * border, (windowSize.y - 2) * border);
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);
gl4.glDisable(GL_SCISSOR_TEST);
}
return true;
}
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;
// Bind shared objects
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindSampler(0, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
// Update a colorbuffer bound as a framebuffer attachement and as a texture
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.UPDATE));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, frameIndex != 0 ? textureName.get(Texture.COLORBUFFER)
: textureName.get(Texture.DIFFUSE));
gl4.glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_TEXTURE_FETCH_BARRIER_BIT);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);
// Blit to framebuffer
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.BLIT));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);
frameIndex = (frameIndex + 1) % 256;
return true;
}
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;
gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 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.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0);
return true;
}
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;
{
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);
projection.mul(viewMat4()).mul(model).toDbb(pointer);
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
//////////////////////////////
// Render multisampled texture
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.MULTISAMPLE));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.MULTISAMPLE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glEnable(GL_MULTISAMPLE);
{
gl4.glDrawArraysInstancedBaseInstance(GL_LINE_LOOP, 0, vertexData.length / 2, 3, 0);
}
gl4.glDisable(GL_MULTISAMPLE);
//////////////////////////
// Resolving multisampling
gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
gl4.glBlitFramebuffer(
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
int[] attachments = {GL_COLOR_ATTACHMENT0};
gl4.glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 1, attachments, 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
//////////////////////////////////////
// Render resolved multisample texture
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glDisable(GL_MULTISAMPLE);
gl4.glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, TextureName[texture::MULTISAMPLE]);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0);
return true;
}
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.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);
projection.mul(viewMat4()).mul(model).toDbb(pointer);
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
//////////////////////////////
// Render multisampled texture
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
//glEnable(GL_MULTISAMPLE);
gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.MULTISAMPLE));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.MULTISAMPLE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDrawArraysInstancedBaseInstance(GL_LINE_LOOP, 0, vertexData.length, 3, 0);
//////////////////////////
// Resolving multisampling
gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
gl4.glBlitFramebuffer(
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
//////////////////////////////////////
// Render resolved multisample texture
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glDisable(GL_MULTISAMPLE);
gl4.glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, TextureName[texture::MULTISAMPLE]);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0);
return true;
}
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.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_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});
gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_FLOAT, buffer);
BufferUtils.destroyDirectBuffer(buffer);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
// Bind rendering objects
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
for (int i = 0; i < viewports.length; ++i) {
gl4.glViewportIndexedfv(0, viewports[i].toFA_(), 0);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glTextureBarrier();
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
示例15: 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, windowSize.x * 0.5f / windowSize.y, 0.1f, 1000.0f);
Mat4 view = viewMat4();
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(view).mul(model);
Mat4 mv = view.mul(model);
Transform t = new Transform(mvp, mv, new Vec3(0.0f, 0.0f, -cameraDistance()));
transformPointer.asFloatBuffer().put(t.toFa_());
}
gl4.glClearBufferfv(GL_COLOR, 0, white);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
// Left side: seamless cubemap filtering
gl4.glViewportIndexedf(0, 0, 0, windowSize.x * 0.5f, windowSize.y);
samplerName.position(Sampler.SEAMLESS);
gl4.glBindSamplers(Semantic.Sampler.DIFFUSE, 1, samplerName);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);
// Right side: per face cubemap filtering
gl4.glViewportIndexedf(0, windowSize.x * 0.5f, 0, windowSize.x * 0.5f, windowSize.y);
samplerName.position(Sampler.NON_SEAMLESS);
gl4.glBindSamplers(Semantic.Sampler.DIFFUSE, 1, samplerName);
samplerName.rewind();
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);
return true;
}