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类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");
}
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;
}
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;
}
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;
}
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");
}
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");
}
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");
}
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");
}
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");
}
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");
}