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Java GL4.glUniformBlockBinding方法代码示例

本文整理汇总了Java中com.jogamp.opengl.GL4.glUniformBlockBinding方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glUniformBlockBinding方法的具体用法?Java GL4.glUniformBlockBinding怎么用?Java GL4.glUniformBlockBinding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.glUniformBlockBinding方法的10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: 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");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:27,代码来源:Gl_400_fbo_shadow.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;
    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl4.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, 2 * 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 modelA = new Mat4(1.0f).translate(new Vec3(-1.1f, 0.0f, 0.0f));
        Mat4 modelB = new Mat4(1.0f).translate(new Vec3(1.1f, 0.0f, 0.0f));

        pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(modelA).toFa_());
        pointer.position(Mat4.SIZE);
        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(modelB).toFa_());
        pointer.rewind();

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

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

    float[] depth = new float[]{1.0f};
    gl4.glClearBufferfv(GL_DEPTH, 0, depth, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0);

    gl4.glUseProgram(programName);
    gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);
    gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL);

    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 2);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_320_draw_instanced.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;

    {
        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);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniform1i(uniformDiffuse, 0);
    gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    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:37,代码来源:Gl_410_glsl_block.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;

    Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE);

    // Update of the uniform buffer
    {
        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);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl4.glEnable(GL_DEPTH_TEST);
    gl4.glDepthFunc(GL_LESS);

    gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    
    gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0,1));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    gl4.glUseProgram(programName[Program.TEXTURE]);
    gl4.glUniform1i(uniformDiffuse[Program.TEXTURE], 0);
    gl4.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform,
            Semantic.Uniform.TRANSFORM0);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
    gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glEnable(GL_SCISSOR_TEST);
    {
        gl4.glScissor(0, 0, framebufferSize.x / 2, framebufferSize.y);
        gl4.glUniform1i(uniformUseGrad, 1);
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);

        gl4.glScissor(framebufferSize.x / 2, 0, framebufferSize.x / 2, framebufferSize.y);
        gl4.glUniform1i(uniformUseGrad, 0);
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0);
    }
    gl4.glDisable(GL_SCISSOR_TEST);

    gl4.glDisable(GL_DEPTH_TEST);
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glUseProgram(programName[Program.SPLASH]);
    gl4.glUniform1i(uniformDiffuse[Program.SPLASH], 0);
    gl4.glUniform1f(uniformFramebufferSize, FRAMEBUFFER_SIZE);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH));
    gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));

    gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:70,代码来源:Gl_400_texture_derivative.java

示例5: renderShadow

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderShadow(GL4 gl4) {

        gl4.glEnable(GL_DEPTH_TEST);
        gl4.glDepthFunc(GL_LESS);

        gl4.glViewport(0, 0, shadowSize.x, shadowSize.y);

        gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW));
        gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1));

        // Bind rendering objects
        gl4.glUseProgram(programName[Program.DEPTH]);
        gl4.glUniformBlockBinding(programName[Program.DEPTH], uniformTransform[Program.DEPTH],
                Semantic.Uniform.TRANSFORM0);

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

        gl4.glDisable(GL_DEPTH_TEST);

        checkError(gl4, "renderShadow");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:23,代码来源:Gl_400_fbo_shadow.java

示例6: initProgram

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0);
            gl4.glUseProgram(0);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:39,代码来源:Gl_400_sampler_fetch.java

示例7: initProgram

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null,
                    SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertShaderCode);
            shaderProgram.add(fragShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);
        }

        if (validated) {

            int uniformMaterial = gl4.glGetUniformBlockIndex(programName, "Material");
            int uniformTransform0 = gl4.glGetUniformBlockIndex(programName, "Transform[0]");
            int uniformTransform1 = gl4.glGetUniformBlockIndex(programName, "Transform[1]");

            gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL);
            gl4.glUniformBlockBinding(programName, uniformTransform0, Semantic.Uniform.TRANSFORM0);
            gl4.glUniformBlockBinding(programName, uniformTransform1, Semantic.Uniform.TRANSFORM1);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:37,代码来源:Gl_400_buffer_uniform_array.java

示例8: initProgram

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0);
            gl4.glUseProgram(0);

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:39,代码来源:Gl_400_texture_cube.java

示例9: initProgram

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            int uniformMaterial = gl4.glGetUniformBlockIndex(programName, "Material");
            int uniformTransform0 = gl4.glGetUniformBlockIndex(programName, "Transform[0]");
            int uniformTransform1 = gl4.glGetUniformBlockIndex(programName, "Transform[1]");

            gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL);
            gl4.glUniformBlockBinding(programName, uniformTransform0, Semantic.Uniform.TRANSFORM0);
            gl4.glUniformBlockBinding(programName, uniformTransform1, Semantic.Uniform.TRANSFORM1);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:40,代码来源:Gl_410_buffer_uniform_array.java

示例10: initProgram

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);

            uniformDiffuseIndex = gl4.glGetUniformLocation(programName, "diffuseIndex");

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[0]"), 0);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[1]"), 1);
            gl4.glUseProgram(0);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:42,代码来源:Gl_400_sampler_array.java


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