本文整理汇总了Java中com.jogamp.opengl.GL4.glViewportIndexedfv方法的典型用法代码示例。如果您正苦于以下问题:Java GL4.glViewportIndexedfv方法的具体用法?Java GL4.glViewportIndexedfv怎么用?Java GL4.glViewportIndexedfv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.glViewportIndexedfv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
@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 view = new Mat4d(viewMat4());
Mat4d model = new Mat4d(1.0);
Mat4d mvp = projection.mul(view).mul(model);
gl4.glProgramUniformMatrix4dv(programName[Program.VERT], uniformMvp, 1, false, mvp.toDa_(), 0);
gl4.glProgramUniform4dv(programName[Program.FRAG], uniformDiffuse, 1, new double[]{1.0, 0.5, 0.0, 1.0}, 0);
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glBindProgramPipeline(pipelineName.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);
{
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);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
pointer.asFloatBuffer().put(mvp.toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
assert (!validate(gl4, programName[Program.VERT]));
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0);
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 model = new Mat4(1.0f);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
Mat4 mvp = projection.mul(viewMat4()).mul(model);
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);
pointer.asFloatBuffer().put(mvp.toFa_());
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
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(Texture.COPY));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 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;
gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
{
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);
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1.0f)).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0);
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
assert (!validate(gl4, programName[Program.VERT]));
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0);
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;
// Compute the MVP (Model View Projection matrix)
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);
// Set the value of uniforms
gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform4fv(programName[Program.FRAG],
uniformDiffuse, 1, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0);
// Set the display viewport
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
// Clear color buffer with white
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));
// Bind program
gl4.glBindProgramPipeline(pipelineName.get(0));
// Bind vertex array & draw
gl4.glBindVertexArray(vertexArrayName.get(0));
// Must be called after glBindVertexArray
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;
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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform1i(programName[Program.FRAG], uniformDiffuse, 0);
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
//!\ Need to be called after glBindVertexArray
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
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;
// Compute the MVP (Model View Projection matrix)
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.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT));
// Render with the separate programs
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x / 2).put(3, windowSize.y));
gl4.glProgramUniformMatrix4fv(separateProgramName[Program.VERTEX], separateUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform1i(separateProgramName[Program.FRAGMENT], separateUniformDiffuse, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
}
gl4.glBindProgramPipeline(0);
// Render with the unified programs
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, windowSize.x / 2).put(1, 0).put(2, windowSize.x / 2)
.put(3, windowSize.y));
gl4.glProgramUniformMatrix4fv(unifiedProgramName, unifiedUniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glProgramUniform1i(unifiedProgramName, unifiedUniformDiffuse, 0);
gl4.glUseProgram(unifiedProgramName);
{
gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0);
}
gl4.glUseProgram(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;
float[] depth = {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.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * 3,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x / 3.0f / windowSize.y, 0.1f, 100.0f);
Mat4 view = viewMat4();
pointer.position(Mat4.SIZE * 0);
pointer.asFloatBuffer().put(projection.mul_(view).translate(new Vec3(0.0f, 0.0f, +0.5f)).toFa_());
pointer.position(Mat4.SIZE * 1);
pointer.asFloatBuffer().put(projection.mul_(view).translate(new Vec3(0.0f, 0.0f, +0.0f)).toFa_());
pointer.position(Mat4.SIZE * 2);
pointer.asFloatBuffer().put(projection.mul_(view).translate(new Vec3(0.0f, 0.0f, -0.5f)).toFa_());
pointer.rewind();
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.A));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.B));
gl4.glActiveTexture(GL_TEXTURE2);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.C));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.INDIRECTION, bufferName.get(Buffer.VERTEX_INDIRECTION));
gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT));
validate(gl4);
// LongBuffer buffer = GLBuffers.newDirectLongBuffer(1);
for (int i = 0; i < indirectBufferCount; ++i) {
gl4.glViewportIndexedfv(0, viewport[i].toFloatArray(), 0);
// buffer.put(5 * Integer.BYTES * drawOffset[i]).rewind();
// buffer.asIntBuffer().put(0).rewind();
// buffer.rewind();
gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT,
null,
drawCount[i],
DrawElementsIndirectCommand.SIZE);
}
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, 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.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});
gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_FLOAT, buffer);
BufferUtils.destroyDirectBuffer(buffer);
gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
// Bind rendering objects
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
for (int i = 0; i < viewports.length; ++i) {
gl4.glViewportIndexedfv(0, viewports[i].toFA_(), 0);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glTextureBarrier();
}
gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER));
gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 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;
float[] depth = {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.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * indirectBufferCount,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x / 3.0f / windowSize.y,
0.1f, 100.0f);
Mat4 view = viewMat4();
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul_(view).translate(0.0f, 0.0f, 0.5f).toFa_());
pointer.position(Mat4.SIZE * 1);
pointer.asFloatBuffer().put(projection.mul_(view).translate(0.0f, 0.0f, 0.0f).toFa_());
pointer.position(Mat4.SIZE * 2);
pointer.asFloatBuffer().put(projection.mul(view).translate(0.0f, 0.0f, -0.5f).toFa_());
pointer.rewind();
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.A));
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.B));
gl4.glActiveTexture(GL_TEXTURE2);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.C));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.INDIRECTION, bufferName.get(Buffer.VERTEX_INDIRECTION));
gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT));
validate(gl4);
for (int i = 0; i < indirectBufferCount; ++i) {
gl4.glViewportIndexedfv(0, viewport[i].toFA_(), 0);
gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, null, drawCount.get(i),
DrawElementsIndirectCommand.SIZE);
}
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;
float[] depth = {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.glBindBuffer(GL_UNIFORM_BUFFER, bufferName[Buffer.TRANSFORM]);
ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * drawDataCount,
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x / 3.0f / windowSize.y,
0.1f, 100.0f);
Mat4 view = viewMat4();
Mat4 model = new Mat4(1.0f);
pointer.asFloatBuffer().put(projection.mul(view, new Mat4()).translate(0.0f, 0.0f, 0.5f).toFa_());
pointer.position(Mat4.SIZE * 1);
pointer.asFloatBuffer().put(projection.mul(view, new Mat4()).translate(0.0f, 0.0f, 0.0f).toFa_());
pointer.position(Mat4.SIZE * 2);
pointer.asFloatBuffer().put(projection.mul(view, new Mat4()).translate(0.0f, 0.0f, -0.5f).toFa_());
pointer.rewind();
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.A]);
gl4.glActiveTexture(GL_TEXTURE1);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.B]);
gl4.glActiveTexture(GL_TEXTURE2);
gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.C]);
gl4.glBindProgramPipeline(pipelineName[0]);
gl4.glBindVertexArray(vertexArrayName[0]);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]);
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.INDIRECTION, bufferName[Buffer.VERTEX_INDIRECTION]);
gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName[Buffer.INDIRECT]);
gl4.glBindBuffer(GL_PARAMETER_BUFFER_ARB, bufferName[Buffer.PARAMETER]);
validate(gl4);
for (int i = 0; i < drawDataCount; ++i) {
gl4.glViewportIndexedfv(0, viewport[i].toFA_(), 0);
gl4.glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT,
DrawElementsIndirectCommand.SIZE * drawOffset[i], // Offset in the indirect draw buffer
drawCount[i], // Offset in the paramter buffer
4, DrawElementsIndirectCommand.SIZE);
}
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;
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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0);
gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y));
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0));
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount);
assert (!validate(gl4, programName[Program.VERT]));
gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 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;
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));
{
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);
projection.mul(viewMat4()).mul(model).toDbb(pointer);
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindVertexArray(vertexArrayName.get(0));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindProgramPipeline(pipelineName.get(Program.UINT));
{
gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8UI].toDfb(viewportBuffer));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8UI));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
}
gl4.glBindProgramPipeline(pipelineName.get(Program.NORM));
{
gl4.glViewportIndexedfv(0, viewport[Texture.RGBA32F].toDfb(viewportBuffer));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA32F));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8].toDfb(viewportBuffer));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8_SNORM].toDfb(viewportBuffer));
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8_SNORM));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
}
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 | GL_MAP_UNSYNCHRONIZED_BIT);
Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 1000.0f);
Mat4 model = new Mat4(1.0f);
projection.mul(viewMat4()).mul(model).toDbb(pointer);
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
// Clear the color buffer
gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f));
// Bind rendering objects
gl4.glBindProgramPipeline(pipelineName.get(0));
gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
gl4.glBindSampler(0, samplerName.get(0));
gl4.glBindVertexArray(vertexArrayName.get(0));
// Draw each texture in different viewports
for (int index = 0; index < Texture.MAX; ++index) {
gl4.glViewportIndexedfv(0, viewport[index].toDfb(viewportBuffer));
gl4.glActiveTexture(GL_TEXTURE0);
gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(index));
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 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;
// Asynchrone 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, 1000.0f);
Mat4 model = new Mat4(1.0f).scale(new Vec3(4.0f));
pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());
// Make sure the uniform buffer is uploaded
gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
}
// Clear the color buffer
gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0);
gl4.glBindProgramPipeline(pipelineName.get(0));
bufferName.position(Buffer.TRANSFORM);
gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName);
bufferName.rewind();
gl4.glBindSamplers(0, 1, samplerName);
gl4.glBindVertexArray(vertexArrayName.get(0));
// Draw each texture in different viewports
for (int index = 0; index < Texture.MAX; ++index) {
gl4.glViewportIndexedfv(0, viewport[index].toFA_(), 0);
textureName.position(index);
gl4.glBindTextures(0, 1, textureName);
gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);
}
return true;
}