本文整理汇总了Java中com.jogamp.opengl.GL4.glDrawBuffers方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glDrawBuffers方法的具体用法?Java GL4.glDrawBuffers怎么用?Java GL4.glDrawBuffers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.glDrawBuffers方法的7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: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(0), 0, 0);
gl4.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(0), 0, 1);
gl4.glFramebufferTextureLayer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(0), 0, 2);
IntBuffer drawBuffers = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2});
gl4.glDrawBuffers(3, drawBuffers);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glDrawBuffer(GL_BACK);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
return checkError(gl4, "initFramebuffer");
}
示例2: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.R), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(Texture.G), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(Texture.B), 0);
IntBuffer drawBuffers = GLBuffers.newDirectIntBuffer(4);
drawBuffers.put(0, GL_NONE);
drawBuffers.put(1, GL_COLOR_ATTACHMENT0);
drawBuffers.put(2, GL_COLOR_ATTACHMENT1);
drawBuffers.put(3, GL_COLOR_ATTACHMENT2);
gl4.glDrawBuffers(4, drawBuffers);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例3: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
IntBuffer buffers = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureColorbufferName.get(0), 0);
gl4.glDrawBuffers(1, buffers);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glDrawBuffer(GL_BACK);
if (!isFramebufferComplete(gl4, 0)) {
return false;
}
return checkError(gl4, "initFramebuffer");
}
示例4: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
IntBuffer buffersRender = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});
gl4.glGenFramebuffers(1, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(0), 0);
gl4.glDrawBuffers(1, buffersRender);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glDrawBuffer(GL_BACK);
if (!isFramebufferComplete(gl4, 0)) {
return false;
}
BufferUtils.destroyDirectBuffer(buffersRender);
return checkError(gl4, "initFramebuffer");
}
示例5: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
boolean validated = true;
IntBuffer buffersRender = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0});
gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.FRAMEBUFFER));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
gl4.glDrawBuffers(1, buffersRender);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.FRAMEBUFFER))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.SHADOWMAP), 0);
gl4.glDrawBuffer(GL_NONE);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.SHADOW))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glDrawBuffer(GL_BACK);
if (!isFramebufferComplete(gl4, 0)) {
return false;
}
BufferUtils.destroyDirectBuffer(buffersRender);
return validated && checkError(gl4, "initFramebuffer");
}
示例6: setDrawBuffers
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void setDrawBuffers(final GL4 gl) {
final int attachments[] = new int[backingTextures.size()];
for (int i = 0; i < backingTextures.size(); i++) {
attachments[i] = GL4.GL_COLOR_ATTACHMENT0 + i;
}
gl.glBindFramebuffer(GL4.GL_DRAW_FRAMEBUFFER, getId());
gl.glDrawBuffers(backingTextures.size(), attachments, 0);
}
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;
Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_FACTOR, windowSize.y / FRAMEBUFFER_FACTOR);
gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);
// Pass 1
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
int[] drawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2};
gl4.glDrawBuffers(3, drawBuffers, 0);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1));
gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1));
// Pass 2
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glBindVertexArray(vertexArrayName.get(0));
for (int i = 0; i < Texture.MAX; ++i) {
gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
gl4.glUseProgram(0);
return true;
}