本文整理汇总了Java中com.jogamp.opengl.GL4.glUnmapNamedBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glUnmapNamedBuffer方法的具体用法?Java GL4.glUnmapNamedBuffer怎么用?Java GL4.glUnmapNamedBuffer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.glUnmapNamedBuffer方法的9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: end
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean end(GL gl) {
GL4 gl4 = (GL4) gl;
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
BufferUtils.destroyDirectBuffer(bufferName);
gl4.glDeleteProgramPipelines(1, pipelineName);
BufferUtils.destroyDirectBuffer(pipelineName);
gl4.glDeleteBuffers(Buffer.MAX, bufferName);
BufferUtils.destroyDirectBuffer(bufferName);
gl4.glDeleteProgram(programName);
gl4.glDeleteTextures(Texture.MAX, textureName);
BufferUtils.destroyDirectBuffer(textureName);
gl4.glDeleteFramebuffers(Framebuffer.MAX, framebufferName);
BufferUtils.destroyDirectBuffer(framebufferName);
gl4.glDeleteVertexArrays(1, vertexArrayName);
BufferUtils.destroyDirectBuffer(vertexArrayName);
gl4.glDeleteSamplers(1, samplerName);
BufferUtils.destroyDirectBuffer(samplerName);
BufferUtils.destroyDirectBuffer(clearColor);
return true;
}
示例2: end
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean end(GL gl) {
GL4 gl4 = (GL4) gl;
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
BufferUtils.destroyDirectBuffer(uniformPointer);
gl4.glDeleteProgramPipelines(1, pipelineName);
BufferUtils.destroyDirectBuffer(pipelineName);
gl4.glDeleteBuffers(Buffer.MAX, bufferName);
BufferUtils.destroyDirectBuffer(bufferName);
gl4.glDeleteProgram(programName);
gl4.glDeleteTextures(Texture.MAX, textureName);
BufferUtils.destroyDirectBuffer(textureName);
gl4.glDeleteFramebuffers(Framebuffer.MAX, framebufferName);
BufferUtils.destroyDirectBuffer(framebufferName);
gl4.glDeleteVertexArrays(1, vertexArrayName);
BufferUtils.destroyDirectBuffer(vertexArrayName);
gl4.glDeleteSamplers(1, samplerName);
BufferUtils.destroyDirectBuffer(samplerName);
BufferUtils.destroyDirectBuffer(blackColor);
return true;
}
示例3: end
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
@Override
protected boolean end(GL gl) {
GL4 gl4 = (GL4) gl;
if (uniformPointer == null) {
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
BufferUtils.destroyDirectBuffer(uniformPointer);
}
gl4.glDeleteProgramPipelines(1, pipelineName);
BufferUtils.destroyDirectBuffer(pipelineName);
gl4.glDeleteProgram(programName);
gl4.glDeleteBuffers(Buffer.MAX, bufferName);
BufferUtils.destroyDirectBuffer(bufferName);
gl4.glDeleteTextures(1, textureName);
BufferUtils.destroyDirectBuffer(textureName);
gl4.glDeleteVertexArrays(1, vertexArrayName);
BufferUtils.destroyDirectBuffer(vertexArrayName);
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;
{
ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
0, uniformBlockSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y, 0.1f,
100.0f);
pointer.position(0);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1)).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
}
gl4.glBindProgramPipeline(pipelineName.get(0));
// Step 1: render the scene in a multisampled framebuffer
renderFBO(gl4);
// Step 2: resolve MSAA
gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
gl4.glBlitFramebuffer(
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
// Step 3: Blit resolved colorbuffer. Resolve and blit can't be done in a single step
gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE));
gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
gl4.glBlitFramebuffer(
0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y,
0, 0, windowSize.x, windowSize.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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;
// Update of the uniform buffer
{
ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 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.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
}
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, clearColor);
int locationDiffuse = 0;
gl4.glProgramUniformHandleui64ARB(programName, locationDiffuse, textureHandle.get(0));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
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;
{
ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
0, Mat4.SIZE * 1, 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.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
}
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, black);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBeginQuery(GL_PRIMITIVES_GENERATED, queryName.get(0));
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
}
gl4.glEndQuery(GL_PRIMITIVES_GENERATED);
LongBuffer primitivesGeneratedBuffer = GLBuffers.newDirectLongBuffer(1);
gl4.glGetQueryObjectui64v(queryName.get(0), GL_QUERY_RESULT, primitivesGeneratedBuffer);
long primitivesGenerated = primitivesGeneratedBuffer.get(0);
return primitivesGenerated > 0;
}
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;
{
ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
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);
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f);
gl4.glClearBufferfv(GL_COLOR, 0, whiteColor);
// Bind rendering objects
gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL0));
//glSubpixelPrecisionBiasNV(-8, -8);
gl4.glEnable(GL_CONSERVATIVE_RASTERIZATION_NV);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL1));
gl4.glDisable(GL_CONSERVATIVE_RASTERIZATION_NV);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}
示例8: initBuffer
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private boolean initBuffer(GL4 gl4) {
int alignement = 256;
IntBuffer bufferPageSize = GLBuffers.newDirectIntBuffer(1);
FloatBuffer vertexBuffer = GLBuffers.newDirectFloatBuffer(vertexData);
ShortBuffer elementBuffer = GLBuffers.newDirectShortBuffer(elementData);
gl4.glGetIntegerv(GL_SPARSE_BUFFER_PAGE_SIZE_ARB, bufferPageSize);
boolean validated = true;
int copyBufferSize = glm.ceilMultiple(vertexSize, alignement) + glm.ceilMultiple(elementSize, alignement);
gl4.glCreateBuffers(Buffer.MAX, bufferName);
if (!bug1287) {
gl4.glNamedBufferStorage(bufferName.get(Buffer.COPY), copyBufferSize, null, GL_MAP_WRITE_BIT);
} else {
gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferName.get(Buffer.COPY));
gl4.glBufferStorage(GL_SHADER_STORAGE_BUFFER, copyBufferSize, null, GL_MAP_WRITE_BIT);
gl4.glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
ByteBuffer copyBufferPointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.COPY), 0, copyBufferSize,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
copyBufferPointer.asFloatBuffer().put(vertexBuffer);
copyBufferPointer.position(glm.ceilMultiple(vertexSize, alignement));
copyBufferPointer.asShortBuffer().put(elementBuffer);
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.COPY));
gl4.glBindBuffer(GL_COPY_READ_BUFFER, bufferName.get(Buffer.COPY));
gl4.glBindBuffer(GL_COPY_WRITE_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glBufferStorage(GL_COPY_WRITE_BUFFER, glm.ceilMultiple(elementSize, bufferPageSize.get(0)), null,
GL_SPARSE_STORAGE_BIT_ARB);
gl4.glBufferPageCommitmentARB(GL_COPY_WRITE_BUFFER, 0, bufferPageSize.get(0), true);
gl4.glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, glm.ceilMultiple(vertexSize, alignement),
0, glm.ceilMultiple(elementSize, alignement));
gl4.glBindBuffer(GL_COPY_WRITE_BUFFER, bufferName.get(Buffer.VERTEX));
gl4.glBufferStorage(GL_COPY_WRITE_BUFFER, glm.ceilMultiple(vertexSize, bufferPageSize.get(0)), null,
GL_SPARSE_STORAGE_BIT_ARB);
gl4.glBufferPageCommitmentARB(GL_COPY_WRITE_BUFFER, 0, bufferPageSize.get(0), true);
gl4.glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, glm.ceilMultiple(vertexSize, alignement));
int[] uniformBufferOffset = {0};
gl4.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffset, 0);
int uniformBlockSize = Math.max(Mat4.SIZE, uniformBufferOffset[0]);
if (!bug1287) {
gl4.glNamedBufferStorage(bufferName.get(Buffer.TRANSFORM), uniformBlockSize, null, GL_MAP_WRITE_BIT
| GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
} else {
gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
gl4.glBufferStorage(GL_UNIFORM_BUFFER, uniformBlockSize, null, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT
| GL_MAP_COHERENT_BIT);
gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
BufferUtils.destroyDirectBuffer(vertexBuffer);
BufferUtils.destroyDirectBuffer(elementBuffer);
BufferUtils.destroyDirectBuffer(bufferPageSize);
return validated;
}
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;
{
ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM),
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);
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM));
}
gl4.glEnable(GL_DEPTH_TEST);
gl4.glDepthFunc(GL_LESS);
gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_UNSIGNED_BYTE, clearColorBuffer);
gl4.glClearTexImage(textureName.get(Texture.RENDERBUFFER), 0, GL_DEPTH_COMPONENT, GL_FLOAT, clearRenderBuffer);
gl4.glClearTexImage(textureName.get(Texture.INVOCATION_COUNT), 0, GL_RED_INTEGER, GL_UNSIGNED_INT,
clearInvocationCount);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x * FRAMEBUFFER_SCALE, windowSize.y * FRAMEBUFFER_SCALE);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_WRITE_ONLY, GL_R32UI);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0);
gl4.glDisable(GL_DEPTH_TEST);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_READ_ONLY, GL_R32UI);
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);
return true;
}