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Java GL4.glViewportIndexedfv方法代码示例

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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:25,代码来源:Gl_410_program_64.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);

    {
        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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:37,代码来源:Gl_430_interface_matching.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;

    {
        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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_430_texture_copy.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;

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:33,代码来源:Gl_440_interface_matching.java

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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:34,代码来源:Gl_410_primitive_instanced.java

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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:28,代码来源:Gl_410_program_binary.java

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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:40,代码来源:Gl_410_program_separate.java

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;
    }
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:60,代码来源:Gl_430_multi_draw_indirect.java

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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:54,代码来源:Gl_450_texture_barrier.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;

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:55,代码来源:Gl_500_multi_draw_indirect_arb.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;

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:58,代码来源:Gl_500_multi_draw_indirect_count_arb.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.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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:27,代码来源:Gl_420_interface_matching.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;

    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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:56,代码来源:Gl_420_texture_conversion.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;

    {
        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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:42,代码来源:Gl_420_texture_compressed.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;

    // 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;
}
 
开发者ID:java-opengl-labs,项目名称:jogl-samples,代码行数:42,代码来源:Gl_440_texture_compressed.java


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