本文整理汇总了Java中com.jogamp.opengl.GL4.glEndQuery方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glEndQuery方法的具体用法?Java GL4.glEndQuery怎么用?Java GL4.glEndQuery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.glEndQuery方法的5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;
{
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.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);
}
// Set the display viewport
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
// Clear color buffer with black
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE);
// The first orange quad is not written in the framebuffer.
// gl4.glColorMaski(0, false, false, false, false);
// Beginning of the samples count query
gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0));
{
if (toggle) {
// To test the condional rendering, comment this line, the next draw call won't happen.
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
}// End of the samples count query
gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE);
// The second blue quad is written in the framebuffer only if a sample pass the occlusion query.
gl4.glColorMaski(0, true, true, true, true);
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL),
uniformMaterialOffset, Vec4.SIZE);
// Draw only if one sample went through the tests,
// we don't need to get the query result which prevent the rendering pipeline to stall.
gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT);
{
// Clear color buffer with white
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);
// gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
gl4.glEndConditionalRender();
toggle = !toggle;
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.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);
}
// Set the display viewport
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
// Clear color buffer with black
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
// Samples count query
gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0));
{
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE);
// Get the count of samples.
// If the result of the query isn't here yet, we wait here...
int[] samplesCount = {0};
gl4.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount, 0);
System.out.println("Samples count: " + (samplesCount[0] == GL_TRUE));
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.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.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(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBeginQuery(GL_VERTICES_SUBMITTED_ARB, queryName.get(Statistics.VERTICES_SUBMITTED));
gl4.glBeginQuery(GL_PRIMITIVES_SUBMITTED_ARB, queryName.get(Statistics.PRIMITIVES_SUBMITTED));
gl4.glBeginQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.VERTEX_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB, queryName.get(Statistics.TESS_CONTROL_SHADER_PATCHES));
gl4.glBeginQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB,
queryName.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_GEOMETRY_SHADER_INVOCATIONS, queryName.get(Statistics.GEOMETRY_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB,
queryName.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED));
gl4.glBeginQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.FRAGMENT_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.COMPUTE_SHADER_INVOCATIONS));
gl4.glBeginQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_INPUT_PRIMITIVES));
gl4.glBeginQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES));
{
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
}
gl4.glEndQuery(GL_VERTICES_SUBMITTED_ARB);
gl4.glEndQuery(GL_PRIMITIVES_SUBMITTED_ARB);
gl4.glEndQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB);
gl4.glEndQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_GEOMETRY_SHADER_INVOCATIONS);
gl4.glEndQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB);
gl4.glEndQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB);
gl4.glEndQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB);
gl4.glEndQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB);
IntBuffer queryResult = GLBuffers.newDirectIntBuffer(Statistics.MAX);
for (int i = 0; i < queryResult.capacity(); ++i) {
gl4.glGetQueryObjectuiv(queryName.get(i), GL_QUERY_RESULT, queryResult);
}
System.out.println("Verts: " + queryResult.get(Statistics.VERTICES_SUBMITTED)
+ "; Prims: (" + queryResult.get(Statistics.PRIMITIVES_SUBMITTED) + ", "
+ queryResult.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED)
+ "); Shaders(" + queryResult.get(Statistics.VERTEX_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.TESS_CONTROL_SHADER_PATCHES) + ", "
+ queryResult.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.GEOMETRY_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.FRAGMENT_SHADER_INVOCATIONS) + ", "
+ queryResult.get(Statistics.COMPUTE_SHADER_INVOCATIONS)
+ "); Clip(" + queryResult.get(Statistics.CLIPPING_INPUT_PRIMITIVES) + ", "
+ queryResult.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES) + ")\r");
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, (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);
}
// Clear color buffer with black
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.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, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX));
// Samples count query
for (int i = 0; i < viewports.length; ++i) {
gl4.glViewportArrayv(0, 1, viewports[i].toFA_(), 0);
gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(i));
{
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
}
gl4.glEndQuery(GL_ANY_SAMPLES_PASSED);
}
gl4.glBindBuffer(GL_QUERY_BUFFER, bufferName.get(Buffer.QUERY));
IntBuffer params = GLBuffers.newDirectIntBuffer(1);
for (int i = 0; i < viewports.length; ++i) {
// params.put(0, Integer.BYTES * i);
int[] a = {0};
gl4.glGetQueryObjectuiv(queryName.get(i), GL_QUERY_RESULT, a, 0);
System.out.println("a: "+a[0]);
}
// ByteBuffer pointer = gl4.glMapBufferRange(GL_QUERY_BUFFER, 0, Integer.BYTES * queryName.capacity(),
// GL_MAP_READ_BIT);
// System.out.println("Samples count: " + pointer.get(0) + ", " + pointer.get(1) + ", " + pointer.get(2)
// + ", " + pointer.get(3) + "\r");
// gl4.glUnmapBuffer(GL_QUERY_BUFFER);
// gl4.glBindBuffer(GL_QUERY_BUFFER, 0);
return true;
}