本文整理汇总了Java中com.jogamp.opengl.GL4.glViewport方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glViewport方法的具体用法?Java GL4.glViewport怎么用?Java GL4.glViewport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.glViewport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);
}
示例2: 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;
}
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;
}
示例5: 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;
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;
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;
{
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).scale(new Vec3(2.0f));
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 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;
{
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;
{
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11: resolveMultisampling
import com.jogamp.opengl.GL4; //导入方法依赖的package包/类
private void resolveMultisampling(GL4 gl4) {
gl4.glViewport(0, 0, windowSize.x, windowSize.y);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
textureName.position(Texture.MULTISAMPLE_COLORBUFFER);
gl4.glBindTextures(0, 1, textureName);
textureName.rewind();
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM),
uniformBlockSize, uniformBlockSize);
gl4.glEnable(GL_SCISSOR_TEST);
// Box
{
gl4.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2);
gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_BOX));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
}
// Near
{
gl4.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2);
gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_NEAR));
gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5);
}
gl4.glDisable(GL_SCISSOR_TEST);
}
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, 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;
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;
}
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.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.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, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
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.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
return true;
}