本文整理汇总了Java中com.jogamp.opengl.GL4.glDrawElementsInstancedBaseVertex方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glDrawElementsInstancedBaseVertex方法的具体用法?Java GL4.glDrawElementsInstancedBaseVertex怎么用?Java GL4.glDrawElementsInstancedBaseVertex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.glDrawElementsInstancedBaseVertex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;
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;
}
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;
Mat4d projection = glm.perspective_(Math.PI * 0.25, (double) windowSize.x / windowSize.y, 0.1, 100.0);
Mat4d model = new Mat4d(1.0);
Mat4d view = new Mat4d(viewMat4());
Mat4d mvp = projection.mul(view).mul(model);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4dv(uniformMvp, 1, false, mvp.toDa_(), 0);
gl4.glUniform4d(uniformDiffuse, 1.0, 0.5, 0.0, 1.0);
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;
}
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;
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;
}
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.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.PER_DRAW));
ByteBuffer transform = 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, 4.0f / 3.0f, 0.1f, 100.0f);
Mat4 view = viewMat4();
Mat4 model = new Mat4(1.0f).rotate(-(float) Math.PI * 0.5f, new Vec3(0.0f, 0.0f, 1.0f));
Transform t = new Transform();
t.mv = view.mul(model);
t.p = projection;
t.normal = new Mat3(t.mv.invTransp3_());
t.toDbb(transform);
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.2f).put(1, 0.2f).put(2, 0.2f).put(3, 1.0f));
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f));
gl4.glUseProgram(programName);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_SCENE, bufferName.get(Buffer.PER_SCENE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_PASS, bufferName.get(Buffer.PER_PASS));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_DRAW, bufferName.get(Buffer.PER_DRAW));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 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.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);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);
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.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 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.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).scale(new Vec3(2.0f));
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewport(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, textureName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 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;
{
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;
}
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.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / 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_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glViewport(0, 0, (int) (windowSize.x * 0.5f), windowSize.y);
gl4.glUseProgram(programName[Program.TESS]);
gl4.glUniformMatrix4fv(uniformMvp[Program.TESS], 1, false, mvp.toFa_(), 0);
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1);
gl4.glViewport((int) (windowSize.x * 0.5f), 0, (int) (windowSize.x * 0.5f), windowSize.y);
gl4.glUseProgram(programName[Program.SMOOTH]);
gl4.glUniformMatrix4fv(uniformMvp[Program.SMOOTH], 1, false, mvp.toFa_(), 0);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 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;
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, 1).put(1, 1).put(2, 1).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDisplacement, 0);
gl4.glUniform1i(uniformDiffuse, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0);
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;
{
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_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewport(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.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.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
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;
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;
}
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;
// Compute the MVP (Model View Projection matrix)
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
// Render with the separate programs
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x / 2).put(3, windowSize.y));
gl4.glProgramUniformMatrix4fv(separateProgramName[Program.VERTEX], separateUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform1i(separateProgramName[Program.FRAGMENT], separateUniformDiffuse, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
}
gl4.glBindProgramPipeline(0);
// Render with the unified programs
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, windowSize.x / 2).put(1, 0).put(2, windowSize.x / 2)
.put(3, windowSize.y));
gl4.glProgramUniformMatrix4fv(unifiedProgramName, unifiedUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform1i(unifiedProgramName, unifiedUniformDiffuse, 0);
gl4.glUseProgram(unifiedProgramName);
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
}
gl4.glUseProgram(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;
// Compute the MVP (Model View Projection matrix)
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);
// Set the value of uniforms
gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform4fv(programName[Program.FRAG],
uniformDiffuse, 1, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
// Set the display viewport
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
// Clear color buffer with white
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));
// Bind program
gl4.glBindProgramPipeline(pipelineName.get(0));
// Bind vertex array & draw
gl4.glBindVertexArray(vertexArrayName.get(0));
// Must be called after glBindVertexArray
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 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;
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.glViewport(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(uniformDiffuseRGB, 0);
gl4.glUniform1i(uniformDiffuseBGR, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.BGR));
gl4.glBindSampler(1, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}
示例15: renderShadow
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderShadow(GL4 gl4) {
gl4.glEnable(GL_DEPTH_TEST);
gl4.glDepthFunc(GL_LESS);
gl4.glViewport(0, 0, shadowSize.x, shadowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW));
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));
// Bind rendering objects
gl4.glUseProgram(programName[Program.DEPTH]);
gl4.glUniformBlockBinding(programName[Program.DEPTH], uniformTransform[Program.DEPTH],
Semantic.Uniform.TRANSFORM0);
gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
gl4.glDisable(GL_DEPTH_TEST);
checkError(gl4, "renderShadow");
}