本文整理汇总了Java中com.jogamp.opengl.GL4.glPatchParameteri方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glPatchParameteri方法的具体用法?Java GL4.glPatchParameteri怎么用?Java GL4.glPatchParameteri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.glPatchParameteri方法的8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;
gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
gl4.glPatchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, patch.put(0, 16).put(1, 16));
gl4.glPatchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, patch.put(0, 16).put(1, 16).put(2, 16).put(3, 16));
gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1);
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;
gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
{
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);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
pointer.asFloatBuffer().put(mvp.toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
assert (!validate(gl4, programName[Program.VERT]));
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 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;
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.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
{
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);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1.0f)).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
assert (!validate(gl4, programName[Program.VERT]));
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 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.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1);
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.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1);
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;
gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 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.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
assert (!validate(gl4, programName[Program.VERT]));
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0);
return true;
}
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;
gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 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.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0);
return true;
}