本文整理汇总了Java中com.jogamp.opengl.GL4.glEnable方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glEnable方法的具体用法?Java GL4.glEnable怎么用?Java GL4.glEnable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.glEnable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: renderFBO
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFBO(GL4 gl4) {
//glEnable(GL_SAMPLE_MASK);
//glSampleMaski(0, 0xFF);
gl4.glEnable(GL_MULTISAMPLE);
gl4.glEnable(GL_SAMPLE_SHADING);
gl4.glMinSampleShading(4 / 4.0f);
gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
uniformBlockSize);
gl4.glBindSampler(0, samplerName.get(0));
gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glDisable(GL_MULTISAMPLE);
}
示例2: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = true;
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initVertexBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
gl4.glEnable(GL_DEPTH_TEST);
return validated;
}
示例3: renderFBO
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFBO(GL4 gl4) {
gl4.glEnable(GL_MULTISAMPLE);
gl4.glEnable(GL_SAMPLE_SHADING);
gl4.glMinSampleShading(4 / 4.0f);
gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clearColor);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
uniformBlockSize);
gl4.glBindSamplers(0, 1, samplerName);
gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glDisable(GL_MULTISAMPLE);
}
示例4: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = gl4.isExtensionAvailable("GL_ARB_derivative_control");
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initTexture(gl4);
}
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
gl4.glEnable(GL_SAMPLE_SHADING);
gl4.glMinSampleShading(0.0f);
return validated;
}
示例5: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = true;
gl4.glEnable(GL_DEPTH_TEST);
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
if (validated) {
validated = initFeedback(gl4);
}
return validated;
}
示例6: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = true;
if (validated) {
validated = initTexture(gl4);
}
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
gl4.glEnable(GL_CLIP_DISTANCE0);
return validated;
}
示例7: renderFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFramebuffer(GL4 gl4) {
gl4.glEnable(GL_DEPTH_TEST);
gl4.glDepthFunc(GL_LESS);
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));
gl4.glUseProgram(programName[Program.RENDER]);
gl4.glUniform1i(uniformShadow, 0);
gl4.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER],
Semantic.Uniform.TRANSFORM0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.SHADOWMAP));
gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
gl4.glDisable(GL_DEPTH_TEST);
checkError(gl4, "renderFramebuffer");
}
示例8: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = gl4.isExtensionAvailable("GL_ARB_multi_draw_indirect");
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
if (validated) {
validated = initTexture(gl4);
}
viewport[0] = new Vec4i((int) (windowSize.x / 3.0f * 0.0f), 0, windowSize.x / 3, windowSize.y);
viewport[1] = new Vec4i((int) (windowSize.x / 3.0f * 1.0f), 0, windowSize.x / 3, windowSize.y);
viewport[2] = new Vec4i((int) (windowSize.x / 3.0f * 2.0f), 0, windowSize.x / 3, windowSize.y);
gl4.glEnable(GL_DEPTH_TEST);
gl4.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
return validated;
}
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: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = true;
validated = validated && gl4.isExtensionAvailable("GL_ARB_indirect_parameters");
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
if (validated) {
validated = initTexture(gl4);
}
Caps caps = new Caps(gl4, Profile.CORE);
viewport[0] = new Vec4(windowSize.x / 3.0f * 0.0f, 0, windowSize.x / 3, windowSize.y);
viewport[1] = new Vec4(windowSize.x / 3.0f * 1.0f, 0, windowSize.x / 3, windowSize.y);
viewport[2] = new Vec4(windowSize.x / 3.0f * 2.0f, 0, windowSize.x / 3, windowSize.y);
gl4.glEnable(GL_DEPTH_TEST);
gl4.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
return validated;
}
示例11: begin
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean begin(GL gl) {
GL4 gl4 = (GL4) gl;
boolean validated = true;
validated = validated && gl4.isExtensionAvailable("GL_ARB_multi_draw_indirect");
validated = validated && gl4.isExtensionAvailable("GL_ARB_shader_draw_parameters");
validated = validated && gl4.isExtensionAvailable("GL_ARB_shader_storage_buffer_object");
validated = validated && gl4.isExtensionAvailable("GL_ARB_buffer_storage");
if (validated) {
validated = initProgram(gl4);
}
if (validated) {
validated = initBuffer(gl4);
}
if (validated) {
validated = initVertexArray(gl4);
}
if (validated) {
validated = initTexture(gl4);
}
viewport[0] = new Vec4(windowSize.x / 3.0f * 0.0f, 0, (float) windowSize.x / 3, windowSize.y);
viewport[1] = new Vec4(windowSize.x / 3.0f * 1.0f, 0, (float) windowSize.x / 3, windowSize.y);
viewport[2] = new Vec4(windowSize.x / 3.0f * 2.0f, 0, (float) windowSize.x / 3, windowSize.y);
gl4.glEnable(GL_DEPTH_TEST);
gl4.glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
return validated;
}
示例12: resolveMultisampling
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void resolveMultisampling(GL4 gl4) {
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
textureName.position(Texture.MULTISAMPLE_COLORBUFFER);
gl4.glBindTextures(0, 1, textureName);
textureName.rewind();
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
uniformBlockSize, uniformBlockSize);
gl4.glEnable(GL_SCISSOR_TEST);
// Box
{
gl4.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2);
gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_BOX));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
}
// Near
{
gl4.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2);
gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_NEAR));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
}
gl4.glDisable(GL_SCISSOR_TEST);
}
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.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
gl4.glUseProgram(programName);
gl4.glUniform1i(uniformDiffuse, 0);
// Pass 1, render the scene in a multisampled framebuffer
gl4.glEnable(GL_MULTISAMPLE);
gl4.glEnable(GL_SAMPLE_SHADING);
gl4.glMinSampleShading(4 / 2.0f);
float[] min = {0};
gl4.glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, min, 0);
//glEnable(GL_SAMPLE_MASK);
//glSampleMaski(0, 0xFF);
renderFBO(gl4, framebufferName.get(Framebuffer.RENDER));
gl4.glDisable(GL_MULTISAMPLE);
// Resolved multisampling
gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
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);
// Pass 2, render the colorbuffer from the multisampled framebuffer
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
renderFB(gl4, textureName.get(Texture.COLOR));
return true;
}
示例14: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app, int eye) {
gl4.glClearBufferfv(GL_COLOR, 0, app.clearColor);
gl4.glClearBufferfv(GL_DEPTH, 0, app.clearDepth);
gl4.glEnable(GL_DEPTH_TEST);
if (app.showCubes) {
gl4.glUseProgram(program.name);
gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.MY_TEXTURE);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glDrawArrays(GL_TRIANGLES, 0, vertexCount);
gl4.glBindVertexArray(0);
}
}
示例15: initGL
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initGL(GL4 gl4) {
if (debugOpenGL) {
gl4.glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, null, true);
gl4.glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
}
setupScene(gl4); // setupTextureMaps() inside
setupCameras();
setupStereoRenderTargets(gl4);
setupDistortion(gl4);
setupRenderModels(gl4);
axisLineControllers = new AxisLineControllers(gl4);
IntStreamEx.range(mat4DevicePose.length).forEach(mat -> mat4DevicePose[mat] = new Mat4());
return true;
}