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Java GL4.glUseProgram方法代码示例

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

import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
public void render(GL4 gl4, Application app) {

        gl4.glDisable(GL_DEPTH_TEST);
        gl4.glViewport(0, 0, app.windowSize.x, app.windowSize.y);

        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glUseProgram(program.name);

        for (int eye = 0; eye < VR.EVREye.Max; eye++) {

            gl4.glBindTexture(GL_TEXTURE_2D, app.eyeDesc[eye].textureName.get(FramebufferDesc.Target.RESOLVE));
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
            // left lens (first half of index array ), right lens (second half of index array )
            gl4.glDrawElements(GL_TRIANGLES, indexSize / 2, GL_UNSIGNED_SHORT,
                    eye == VR.EVREye.EYE_Left ? 0 : indexSize); // indexSize / 2 * Short.Bytes = indexSize
        }
        gl4.glBindVertexArray(0);
        gl4.glUseProgram(0);
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:23,代码来源:Distortion.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.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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:26,代码来源:Gl_400_primitive_tessellation.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;

    Mat4d projection = glm.perspective_(Math.PI * 0.25, (double) windowSize.x / windowSize.y, 0.1, 100.0);
    Mat4d model = new Mat4d(1.0);
    Mat4d view = new Mat4d(viewMat4());
    Mat4d mvp = projection.mul(view).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.glUniformMatrix4dv(uniformMvp, 1, false, mvp.toDa_(), 0);
    gl4.glUniform4d(uniformDiffuse, 1.0, 0.5, 0.0, 1.0);

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:24,代码来源:Gl_400_program_64.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, (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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_400_primitive_instanced.java

示例5: Program

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

            super(gl4, Application.SHADERS_ROOT, SHADERS_SRC);

            gl4.glUseProgram(name);
            gl4.glUniform1i(
                    gl4.glGetUniformLocation(name, "myTexture"),
                    Semantic.Sampler.MY_TEXTURE);
            gl4.glUseProgram(0);
        }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:11,代码来源:Distortion.java

示例6: Program

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

            super(gl4, Application.SHADERS_ROOT, SHADERS_SRC);

            matrixUL = gl4.glGetUniformLocation(name, "matrix");

            gl4.glUseProgram(name);
            gl4.glUniform1i(
                    gl4.glGetUniformLocation(name, "myTexture"),
                    Semantic.Sampler.MY_TEXTURE);
            gl4.glUseProgram(0);
        }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:13,代码来源:Scene.java

示例7: 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);
        }
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:12,代码来源:AxisLineControllers.java

示例8: 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);
        }
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:32,代码来源:ModelsRender.java

示例9: Program

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

            super(gl4, Application.SHADERS_ROOT, SHADERS_SRC);

            matrixUL = gl4.glGetUniformLocation(name, "matrix");

            gl4.glUseProgram(name);
            gl4.glUniform1i(
                    gl4.glGetUniformLocation(name, "diffuse"),
                    Semantic.Sampler.DIFFUSE);
            gl4.glUseProgram(0);
        }
 
开发者ID:java-opengl-labs,项目名称:jogl-hello-vr,代码行数:13,代码来源:ModelsRender.java

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, 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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:31,代码来源:Gl_400_sampler_array_nv.java

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, (float) windowSize.x / windowSize.y,
                0.1f, 100.0f);
        viewMat4().print("view");
        uniformPointer.asFloatBuffer().put(viewMat4().toFa_());
        //uniformPointer.asFloatBuffer().put(new Mat4().toFa_());
    }

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


    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);        
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor);
    
    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, 
            Semantic.Uniform.TRANSFORM0, 
            bufferName.get(Buffer.TRANSFORM), 
            0,
            Mat4.SIZE);
    
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawArrays(GL_TRIANGLES, 0, 3);

    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_450_direct_state_access.java

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;

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);

    gl4.glUseProgram(programName);
    gl4.glUniform1i(uniformDiffuse, 0);

    // Pass 1, render the scene in a multisampled framebuffer
    gl4.glEnable(GL_MULTISAMPLE);
    gl4.glEnable(GL_SAMPLE_SHADING);
    gl4.glMinSampleShading(4 / 2.0f);

    float[] min = {0};
    gl4.glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, min, 0);
    //glEnable(GL_SAMPLE_MASK);
    //glSampleMaski(0, 0xFF);
    renderFBO(gl4, framebufferName.get(Framebuffer.RENDER));
    gl4.glDisable(GL_MULTISAMPLE);

    // Resolved multisampling
    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);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);

    // Pass 2, render the colorbuffer from the multisampled framebuffer
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    renderFB(gl4, textureName.get(Texture.COLOR));

    return true;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:39,代码来源:Gl_400_fbo_multisample.java

示例13: 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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:41,代码来源:Gl_400_program_subroutine.java

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;

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

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

    // Pass 2
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniform1i(uniformDiffuse, 0);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    for (int i = 0; i < Texture.MAX; ++i) {
        gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w);
        gl4.glUniform1i(uniformLayer, i);

        gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }

    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_400_fbo_rtt_texture_array.java

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;

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:31,代码来源:Gl_400_primitive_smooth_shading.java


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