本文整理汇总了Java中com.jogamp.opengl.GL4.glUniformMatrix4fv方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glUniformMatrix4fv方法的具体用法?Java GL4.glUniformMatrix4fv怎么用?Java GL4.glUniformMatrix4fv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.glUniformMatrix4fv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: renderFBO
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFBO(GL4 gl4, int framebuffer) {
Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y,
0.1f, 100.0f);
Mat4 model = new Mat4(1.0f).scale(new Vec3(1, -1, 1));
Mat4 mvp = perspective.mul(viewMat4()).mul(model);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
}
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);
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, (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_DEPTH, 0, clearDepth.put(0, 1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform4f(uniformDiffuse, 1.0f, 0.5f, 0.0f, 1.0f);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
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;
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDiffuse, 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
return true;
}
示例5: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app) {
if (app.hmd.IsInputFocusCapturedByAnotherProcess.apply() == 0) {
gl4.glUseProgram(program.name);
gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArrays(GL_LINES, 0, vertCount);
gl4.glBindVertexArray(0);
}
}
示例6: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app) {
// ----- Render Model rendering -----
gl4.glUseProgram(program.name);
for (int trackedDevice = 0; trackedDevice < VR.k_unMaxTrackedDeviceCount; trackedDevice++) {
if (app.rbShowTrackedDevice[trackedDevice] == false) {
continue;
}
if (trackedDeviceToRenderModel[trackedDevice] == null || !showTrackedDevice[trackedDevice]) {
continue;
}
TrackedDevicePose_t pose = app.trackedDevicePose[trackedDevice];
if (pose.bPoseIsValid == 0) {
continue;
}
if (app.hmd.IsInputFocusCapturedByAnotherProcess.apply() == 1 && app.hmd.GetTrackedDeviceClass.apply(trackedDevice)
== VR.ETrackedDeviceClass.TrackedDeviceClass_Controller) {
continue;
}
Mat4 matDeviceToTracking = app.mat4DevicePose[trackedDevice];
app.vp.mul_(matDeviceToTracking).toDfb(app.matBuffer);
gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);
trackedDeviceToRenderModel[trackedDevice].render(gl4);
}
}
示例7: renderFB
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void renderFB(GL4 gl4, int texture2dName) {
Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
Mat4 mvp = perspective.mul(viewMat4()).mul(model);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, texture2dName);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
}
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;
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_DEPTH, 0, clearDepth.put(0, 1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformRGB8, 0);
gl4.glUniform1i(uniformDXT1, 1);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glUniform1f(uniformDisplacement, 1.1f);
subroutineId.position(Subroutine.DXT1);
gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
gl4.glUniform1f(uniformDisplacement, -1.1f);
subroutineId.position(Subroutine.DXT1);
gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId);
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}
示例9: 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10: 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, (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_DEPTH, 0, clearDepth.put(0, 1));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDisplacement, 0);
gl4.glUniform1i(uniformDiffuse, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0);
return true;
}
示例11: 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.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.glUniform4f(uniformDiffuse, 1.0f, 0.5f, 0.0f, 1.0f);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT));
if (useIndirect) {
gl4.glDrawElementsIndirect(
GL_TRIANGLES,
GL_UNSIGNED_INT,
0);
} else {
gl4.glDrawElementsInstancedBaseVertexBaseInstance(
GL_TRIANGLES,
command.count,
GL_UNSIGNED_INT,
command.firstIndex,
command.primCount,
command.baseVertex,
command.reservedMustBeZero);
}
return true;
}
示例12: 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, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f);
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, 1).put(1, 0.5f).put(2, 0).put(3, 1));
gl4.glUseProgram(programName);
gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glUniform1i(uniformDiffuseRGB, 0);
gl4.glUniform1i(uniformDiffuseBGR, 1);
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.BGR));
gl4.glBindSampler(1, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}
示例13: render
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app, int eye) {
gl4.glClearBufferfv(GL_COLOR, 0, app.clearColor);
gl4.glClearBufferfv(GL_DEPTH, 0, app.clearDepth);
gl4.glEnable(GL_DEPTH_TEST);
if (app.showCubes) {
gl4.glUseProgram(program.name);
gl4.glUniformMatrix4fv(program.matrixUL, 1, false, app.matBuffer);
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.MY_TEXTURE);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glDrawArrays(GL_TRIANGLES, 0, vertexCount);
gl4.glBindVertexArray(0);
}
}
示例14: 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15: 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;
}