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Java GL4.glProgramUniformMatrix4fv方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glProgramUniformMatrix4fv方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glProgramUniformMatrix4fv方法的具体用法?Java GL4.glProgramUniformMatrix4fv怎么用?Java GL4.glProgramUniformMatrix4fv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com.jogamp.opengl.GL4的用法示例。


在下文中一共展示了GL4.glProgramUniformMatrix4fv方法的7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;

    // 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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_410_primitive_instanced.java

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;

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:28,代码来源:Gl_410_program_binary.java

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;

    // 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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:40,代码来源:Gl_410_program_separate.java

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;

    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[Pipeline.TRANSFORM], transformUniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glProgramUniformMatrix4fv(programName[Pipeline.FEEDBACK], feedbackUniformMvp, 1, false, mvp.toFa_(), 0);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);

    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f));

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl4.glEnable(GL_RASTERIZER_DISCARD);

    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TRANSFORM));

    gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0));
    gl4.glBeginTransformFeedback(GL_TRIANGLES);
    {
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
    }
    gl4.glEndTransformFeedback();

    gl4.glDisable(GL_RASTERIZER_DISCARD);

    // Second draw, reuse the captured attributes
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.FEEDBACK));
    gl4.glBindVertexArray(vertexArrayName.get(Pipeline.FEEDBACK));

    gl4.glDrawTransformFeedbackStreamInstanced(GL_TRIANGLE_STRIP, feedbackName.get(0), 0, 5);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:42,代码来源:Gl_420_transform_feedback_instanced.java

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.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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:27,代码来源:Gl_420_interface_matching.java

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.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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_410_primitive_tessellation5.java

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;

    Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f);
    Mat4 view = new Mat4(1.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(view).mul(model);

    gl4.glProgramUniformMatrix4fv(programName[Program.LAYERING], uniformMvp[Program.LAYERING], 1, false,
            mvp.toFa_(), 0);
    gl4.glProgramUniformMatrix4fv(programName[Program.VIEWPORT], uniformMvp[Program.VIEWPORT], 1, false,
            mvp.toFa_(), 0);
    gl4.glProgramUniform1i(programName[Program.VIEWPORT], uniformDiffuse, 0);

    // Pass 1
    {
        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
        gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, FRAMEBUFFER_SIZE.x).put(3, FRAMEBUFFER_SIZE.y));

        gl4.glUseProgram(programName[Program.LAYERING]);

        gl4.glBindVertexArray(vertexArrayName.get(Program.LAYERING));
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }

    // Pass 2
    {
        int border = 2;

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

        gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));

        gl4.glViewportIndexedfv(0, viewportBuffer.put(0, border).put(1, border).put(2, windowSize.x * 0.5f - 2.0f * border)
                .put(3, windowSize.y * 0.5f - 2.0f * border));
        gl4.glViewportIndexedfv(1, viewportBuffer.put(0, windowSize.x * 0.5f + border).put(1, border)
                .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border));
        gl4.glViewportIndexedfv(2, viewportBuffer.put(0, windowSize.x * 0.5f + border).put(1, windowSize.y * 0.5f + 1)
                .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border));
        gl4.glViewportIndexedfv(3, viewportBuffer.put(0, border).put(1, windowSize.y * 0.5f + border)
                .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border));

        gl4.glUseProgram(programName[Program.VIEWPORT]);

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
        gl4.glBindSampler(0, samplerName.get(0));

        gl4.glBindVertexArray(vertexArrayName.get(Program.VIEWPORT));
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:57,代码来源:Gl_410_fbo_layered.java


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