本文整理汇总了Java中com.jogamp.opengl.GL4.glFramebufferTexture方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glFramebufferTexture方法的具体用法?Java GL4.glFramebufferTexture怎么用?Java GL4.glFramebufferTexture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.glFramebufferTexture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: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.MULTISAMPLE))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLOR), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.COLOR))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
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(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE_COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.MULTISAMPLE_DEPTHBUFFER), 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RENDER))) {
return false;
}
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RESOLVE))) {
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) {
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4: 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5: 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6: addFloatBufferInternal
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void addFloatBufferInternal(final GL4 gl, final String name, final int channelCount,
final int channelDepth) {
if (!initialized) {
return;
}
gl.getGL().glBindFramebuffer(GL4.GL_FRAMEBUFFER, getId());
backingTextures.put(name, new GLTexture(
gl,
GLTypeEnum.Float,
channelCount,
width, height, 1, true, 1, channelDepth));
gl.glFramebufferTexture(GL4.GL_FRAMEBUFFER,
getCurrentFramebufferColorAttachment(),
backingTextures.get(name).getId(),
0);
gl.getGL().glBindFramebuffer(GL4.GL_FRAMEBUFFER, 0);
}
示例7: addUnsignedByteBufferInternal
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void addUnsignedByteBufferInternal(final GL4 gl, final String name, final int channelCount,
final int channelDepth) {
if (!initialized) {
return;
}
gl.getGL().glBindFramebuffer(GL4.GL_FRAMEBUFFER, getId());
backingTextures.put(name, new GLTexture(
gl,
GLTypeEnum.UnsignedByte,
channelCount,
width, height, 1, true, 1, channelDepth));
gl.glFramebufferTexture(GL4.GL_FRAMEBUFFER,
getCurrentFramebufferColorAttachment(),
backingTextures.get(name).getId(),
0);
gl.getGL().glBindFramebuffer(GL4.GL_FRAMEBUFFER, 0);
}
示例8: addDepthBuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void addDepthBuffer(final GL4 gl, final String name, final int depth, final int scale) {
if (!initialized) {
return;
}
gl.getGL().glBindFramebuffer(GL4.GL_FRAMEBUFFER, getId());
depthBuffers.put(name, new GLTexture(
gl,
GLTypeEnum.Float,
-1,
width / scale, height / scale, 1, true, 1, depth));
gl.glFramebufferTexture(GL4.GL_FRAMEBUFFER,
GL4.GL_DEPTH_ATTACHMENT,
depthBuffers.get(name).getId(),
0);
gl.getGL().glBindFramebuffer(GL4.GL_FRAMEBUFFER, 0);
}
示例9: 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.COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例10: initFramebuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initFramebuffer(GL4 gl4) {
gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE));
// The second parameter is the number of samples.
gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, false);
gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR));
gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, GL_RGBA,
GL_UNSIGNED_BYTE, null);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLOR), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RESOLVE))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例11: 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());
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例12: 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);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return checkError(gl4, "initFramebuffer");
}
示例13: 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14: 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.COLORBUFFER), 0);
gl4.glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
示例15: 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.COLORBUFFER), 0);
gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, textureName.get(Texture.STENCILBUFFER), 0);
if (!isFramebufferComplete(gl4, framebufferName.get(0))) {
return false;
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}