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Java GL20.glDrawBuffers方法代码示例

本文整理汇总了Java中org.lwjgl.opengl.GL20.glDrawBuffers方法的典型用法代码示例。如果您正苦于以下问题:Java GL20.glDrawBuffers方法的具体用法?Java GL20.glDrawBuffers怎么用?Java GL20.glDrawBuffers使用的例子?那么, 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.GL20的用法示例。


在下文中一共展示了GL20.glDrawBuffers方法的6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: drawBuffers

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void drawBuffers() {
bind();

IntBuffer buffer = BufferUtils.createIntBuffer(textureids.size());
for(int i : textureids)
    buffer.put(GL30.GL_COLOR_ATTACHMENT0 + i);
buffer.flip();

GL20.glDrawBuffers(buffer);

unbind();
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:13,代码来源:FrameBuffer.java

示例2: setDrawBuffers

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public static void setDrawBuffers(IntBuffer drawBuffers)
{
    if (drawBuffers == null)
    {
        drawBuffers = drawBuffersNone;
    }

    if (activeDrawBuffers != drawBuffers)
    {
        activeDrawBuffers = drawBuffers;
        GL20.glDrawBuffers(drawBuffers);
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:14,代码来源:Shaders.java

示例3: clearRenderBuffer

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public static void clearRenderBuffer()
{
    if (isShadowPass)
    {
        checkGLError("shadow clear pre");
        EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36096, 3553, sfbDepthTextures.get(0), 0);
        GL11.glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
        GL20.glDrawBuffers(programsDrawBuffers[30]);
        checkFramebufferStatus("shadow clear");
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        checkGLError("shadow clear");
    }
    else
    {
        checkGLError("clear pre");
        GL20.glDrawBuffers(36064);
        GL11.glClear(16384);
        GL20.glDrawBuffers(36065);
        GL11.glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
        GL11.glClear(16384);

        for (int i = 2; i < usedColorBuffers; ++i)
        {
            GL20.glDrawBuffers(36064 + i);
            GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
            GL11.glClear(16384);
        }

        setDrawBuffers(dfbDrawBuffers);
        checkFramebufferStatus("clear");
        checkGLError("clear");
    }
}
 
开发者ID:SkidJava,项目名称:BaseClient,代码行数:34,代码来源:Shaders.java

示例4: startRenderToFBO

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public void startRenderToFBO(){
    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    IntBuffer drawBuffs = BufferUtils.createIntBuffer(1);
    drawBuffs.put(0, GL_COLOR_ATTACHMENT0);
    GL20.glDrawBuffers(drawBuffs);
    glViewport(0,0,Main.WIDTH,Main.HEIGHT);
}
 
开发者ID:mrdev023,项目名称:Global-Gam-Jam-2017,代码行数:8,代码来源:FrameBufferObject.java

示例5: setupShadowFrameBuffer

import org.lwjgl.opengl.GL20; //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

示例6: clearRenderBuffer

import org.lwjgl.opengl.GL20; //导入方法依赖的package包/类
public static void clearRenderBuffer()
{
    if (isShadowPass)
    {
        checkGLError("shadow clear pre");
        EXTFramebufferObject.glFramebufferTexture2DEXT(36160, 36096, 3553, sfbDepthTextures.get(0), 0);
        GL11.glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
        GL20.glDrawBuffers(programsDrawBuffers[30]);
        checkFramebufferStatus("shadow clear");
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
        checkGLError("shadow clear");
    }
    else
    {
        checkGLError("clear pre");

        if (gbuffersClear[0])
        {
            GL20.glDrawBuffers(36064);
            GL11.glClear(16384);
        }

        if (gbuffersClear[1])
        {
            GL20.glDrawBuffers(36065);
            GL11.glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glClear(16384);
        }

        for (int i = 2; i < usedColorBuffers; ++i)
        {
            if (gbuffersClear[i])
            {
                GL20.glDrawBuffers(36064 + i);
                GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
                GL11.glClear(16384);
            }
        }

        setDrawBuffers(dfbDrawBuffers);
        checkFramebufferStatus("clear");
        checkGLError("clear");
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:45,代码来源:Shaders.java


注:本文中的org.lwjgl.opengl.GL20.glDrawBuffers方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。