本文整理汇总了Java中org.lwjgl.opengl.GL11.glDrawBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glDrawBuffer方法的具体用法?Java GL11.glDrawBuffer怎么用?Java GL11.glDrawBuffer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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glDrawBuffer方法的12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: FBO
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public FBO(int width, int height, boolean colorBuffer)
{
this.viewport = new ViewPort(0, 0, width, height);
this.handle = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.handle);
if (!colorBuffer)
{
GL11.glDrawBuffer(GL11.GL_NONE);
GL11.glReadBuffer(GL11.GL_NONE);
}
//this.texture = new Texture(this.viewport.getWidth(), this.VIEW.getHeight(), GL11.GL_NEAREST, GL12.GL_CLAMP_TO_EDGE, Bitmap.Format.DEPTH);
//GL32.glFramebufferTexture(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, texture.handle(), 0);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
FBOS.add(this);
}
示例2: blitToScreen
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Copy the contents of a colour attachment of this FBO to the screen.
*
* @param colourIndex
* - The index of the colour buffer that should be blitted.
*/
public void blitToScreen(int colourIndex) {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
GL11.glDrawBuffer(GL11.GL_BACK);
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, fboId);
GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0 + colourIndex);
GL30.glBlitFramebuffer(0, 0, width, height, 0, 0, Display.getWidth(), Display.getHeight(),
GL11.GL_COLOR_BUFFER_BIT, GL11.GL_NEAREST);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
示例3: blitToFbo
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Copy the contents of this FBO to another FBO. This can be used to resolve
* multisampled FBOs.
*
* @param srcColourIndex
* - Index of the colour buffer in this (the source) FBO.
* @param target
* - The target FBO.
* @param targetColourIndex
* - The index of the target colour buffer in the target FBO.
*/
public void blitToFbo(int srcColourIndex, Fbo target, int targetColourIndex) {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, target.fboId);
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0 + targetColourIndex);
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, fboId);
GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0 + srcColourIndex);
int bufferBit = depthAttachment != null && target.depthAttachment != null
? GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT : GL11.GL_COLOR_BUFFER_BIT;
GL30.glBlitFramebuffer(0, 0, width, height, 0, 0, target.width, target.height, bufferBit, GL11.GL_NEAREST);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
示例4: blitToScreen
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Copy the contents of a colour attachment of this FBO to the screen.
*
* @param colourIndex - The index of the colour buffer that should be blitted.
*/
public void blitToScreen(int colourIndex) {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
GL11.glDrawBuffer(GL11.GL_BACK);
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, fboId);
GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0 + colourIndex);
GL30.glBlitFramebuffer(0, 0, width, height, 0, 0, Display.getWidth(), Display.getHeight(),
GL11.GL_COLOR_BUFFER_BIT, GL11.GL_NEAREST);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
示例5: blitToFbo
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Copy the contents of this FBO to another FBO. This can be used to resolve
* multisampled FBOs.
*
* @param srcColourIndex - Index of the colour buffer in this (the source) FBO.
* @param target - The target FBO.
* @param targetColourIndex - The index of the target colour buffer in the target FBO.
*/
public void blitToFbo(int srcColourIndex, Fbo target, int targetColourIndex) {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, target.fboId);
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0 + targetColourIndex);
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, fboId);
GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0 + srcColourIndex);
int bufferBit = depthAttachment != null && target.depthAttachment != null
? GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT : GL11.GL_COLOR_BUFFER_BIT;
GL30.glBlitFramebuffer(0, 0, width, height, 0, 0, target.width, target.height, bufferBit, GL11.GL_NEAREST);
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
示例6: bindForRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Bind the FBO so that it can be rendered to. Anything rendered while the
* FBO is bound will be rendered to the FBO.
*
* @param colourIndex - The index of the colour buffer that should be drawn to.
*/
public void bindForRender(int colourIndex) {
// should add support for binding multiple colour attachments
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0 + colourIndex);
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, fboId);
GL11.glViewport(0, 0, width, height);
}
示例7: createFrameBuffer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private int createFrameBuffer() {
int frameBuffer = GL30.glGenFramebuffers();
//generate name for frame buffer
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, frameBuffer);
//create the framebuffer
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
GL11.glReadBuffer(GL30.GL_COLOR_ATTACHMENT0);
//indicate that we will always render to color attachment 0
return frameBuffer;
}
示例8: unbindAfterRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Switch back to the default frame buffer.
*/
public void unbindAfterRender() {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
GL11.glDrawBuffer(GL11.GL_BACK);
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
}
示例9: setupShadowFrameBuffer
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private static void setupShadowFrameBuffer()
{
if (usedShadowDepthBuffers != 0)
{
if (sfb != 0)
{
EXTFramebufferObject.glDeleteFramebuffersEXT(sfb);
GlStateManager.deleteTextures(sfbDepthTextures);
GlStateManager.deleteTextures(sfbColorTextures);
}
sfb = EXTFramebufferObject.glGenFramebuffersEXT();
EXTFramebufferObject.glBindFramebufferEXT(36160, sfb);
GL11.glDrawBuffer(0);
GL11.glReadBuffer(0);
GL11.glGenTextures((IntBuffer)sfbDepthTextures.clear().limit(usedShadowDepthBuffers));
GL11.glGenTextures((IntBuffer)sfbColorTextures.clear().limit(usedShadowColorBuffers));
sfbDepthTextures.position(0);
sfbColorTextures.position(0);
for (int i = 0; i < usedShadowDepthBuffers; ++i)
{
GlStateManager.bindTexture(sfbDepthTextures.get(i));
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10496.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10496.0F);
int j = shadowFilterNearest[i] ? 9728 : 9729;
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, j);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, j);
if (shadowHardwareFilteringEnabled[i])
{
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_COMPARE_MODE, GL14.GL_COMPARE_R_TO_TEXTURE);
}
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_DEPTH_COMPONENT, shadowMapWidth, shadowMapHeight, 0, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, (FloatBuffer)((FloatBuffer)null));
}
EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36096, 3553, sfbDepthTextures.get(0), 0);
checkGLError("FT sd");
for (int k = 0; k < usedShadowColorBuffers; ++k)
{
GlStateManager.bindTexture(sfbColorTextures.get(k));
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10496.0F);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10496.0F);
int i1 = shadowColorFilterNearest[k] ? 9728 : 9729;
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, i1);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, i1);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, shadowMapWidth, shadowMapHeight, 0, GL12.GL_BGRA, GL12.GL_UNSIGNED_INT_8_8_8_8_REV, (ByteBuffer)((ByteBuffer)null));
EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36064 + k, 3553, sfbColorTextures.get(k), 0);
checkGLError("FT sc");
}
GlStateManager.bindTexture(0);
if (usedShadowColorBuffers > 0)
{
GL20.glDrawBuffers(sfbDrawBuffers);
}
int l = EXTFramebufferObject.glCheckFramebufferStatusEXT(36160);
if (l != 36053)
{
printChatAndLogError("[Shaders] Error: Failed creating shadow framebuffer! (Status " + l + ")");
}
else
{
SMCLog.info("Shadow framebuffer created.");
}
}
}
示例10: unbindAfterRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Switch back to the default frame buffer.
*/
public void unbindAfterRender() {
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
GL11.glDrawBuffer(GL11.GL_BACK);
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
}
示例11: renderEnvironmentMap
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void renderEnvironmentMap(Texture cubeMap, Scene scene, Vector3f center, MasterRenderer renderer) {
CubeMapCamera camera = new CubeMapCamera(center);
//create fbo
int fbo = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fbo);
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0);
//attach depth buffer
int depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL14.GL_DEPTH_COMPONENT24, cubeMap.size, cubeMap.size);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER,
depthBuffer);
//indicate that we want to render to the entire face
GL11.glViewport(0, 0, cubeMap.size, cubeMap.size);
//loop faces
for (int i = 0; i < 6; i++) {
//attach face to fbo as color attachment 0
GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, GL30.GL_COLOR_ATTACHMENT0,
GL13.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, cubeMap.textureId, 0);
//point camera in the right direction
camera.switchToFace(i);
//render scene to fbo, and therefore to the current face of the cubemap
renderer.renderLowQualityScene(scene, camera);
}
//stop rendering to fbo
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
GL11.glViewport(0, 0, Display.getWidth(), Display.getHeight());
//delete fbo
GL30.glDeleteRenderbuffers(depthBuffer);
GL30.glDeleteFramebuffers(fbo);
cubeMap.bindToUnit(0);
GL30.glGenerateMipmap(GL13.GL_TEXTURE_CUBE_MAP);
}
示例12: bindForRender
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Bind the FBO so that it can be rendered to. Anything rendered while the
* FBO is bound will be rendered to the FBO.
*
* @param colourIndex
* - The index of the colour buffer that should be drawn to.
*/
public void bindForRender(int colourIndex) {
// should add support for binding multiple colour attachments
GL11.glDrawBuffer(GL30.GL_COLOR_ATTACHMENT0 + colourIndex);
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, fboId);
GL11.glViewport(0, 0, width, height);
}