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Java GL11.glReadBuffer方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL11.glReadBuffer方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glReadBuffer方法的具体用法?Java GL11.glReadBuffer怎么用?Java GL11.glReadBuffer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org.lwjgl.opengl.GL11的用法示例。


在下文中一共展示了GL11.glReadBuffer方法的9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);
}
 
开发者ID:andykuo1,项目名称:candlelight,代码行数:22,代码来源:FBO.java

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);
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:16,代码来源:Fbo.java

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);
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:24,代码来源:Fbo.java

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);
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:15,代码来源:Fbo.java

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);
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:21,代码来源:Fbo.java

示例6: 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;
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:11,代码来源:WaterFrameBuffers.java

示例7: bind

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Bind to the FBO created
 */
private void bind() {
	EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, FBO);
	GL11.glReadBuffer(EXTFramebufferObject.GL_COLOR_ATTACHMENT0_EXT);
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:8,代码来源:FBOGraphics.java

示例8: unbind

import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
 * Unbind from the FBO created
 */
private void unbind() {
	EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, 0);
	GL11.glReadBuffer(GL11.GL_BACK); 
}
 
开发者ID:j-dong,项目名称:trashjam2017,代码行数:8,代码来源:FBOGraphics.java

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.");
        }
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:73,代码来源:Shaders.java


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