本文整理匯總了Java中org.lwjgl.opengl.GL30.glBindFramebuffer方法的典型用法代碼示例。如果您正苦於以下問題:Java GL30.glBindFramebuffer方法的具體用法?Java GL30.glBindFramebuffer怎麽用?Java GL30.glBindFramebuffer使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類org.lwjgl.opengl.GL30
的用法示例。
在下文中一共展示了GL30.glBindFramebuffer方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: glBindFramebuffer
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glBindFramebuffer(int target, int framebufferIn)
{
if (framebufferSupported)
{
switch (framebufferType)
{
case 0:
GL30.glBindFramebuffer(target, framebufferIn);
break;
case 1:
ARBFramebufferObject.glBindFramebuffer(target, framebufferIn);
break;
case 2:
EXTFramebufferObject.glBindFramebufferEXT(target, framebufferIn);
}
}
}
示例2: FBO
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
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3: bind
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public void bind(Window window, boolean draw, boolean read)
{
if (draw && read)
{
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, this.handle);
}
else if (draw)
{
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, this.handle);
if (window != null)
{
window.getView().setCurrentViewPort(this.viewport);
}
}
else
{
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, this.handle);
}
}
示例4: unbind
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public void unbind(Window window, boolean draw, boolean read)
{
if (draw && read)
{
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
}
else if (draw)
{
GL30.glBindFramebuffer(GL30.GL_DRAW_FRAMEBUFFER, 0);
if (window != null)
{
window.getView().removeViewPort(this.viewport);
}
}
else
{
GL30.glBindFramebuffer(GL30.GL_READ_FRAMEBUFFER, 0);
}
}
示例5: glBindFramebuffer
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glBindFramebuffer(int target, int framebufferIn)
{
if (framebufferSupported)
{
switch (framebufferType)
{
case BASE:
GL30.glBindFramebuffer(target, framebufferIn);
break;
case ARB:
ARBFramebufferObject.glBindFramebuffer(target, framebufferIn);
break;
case EXT:
EXTFramebufferObject.glBindFramebufferEXT(target, framebufferIn);
}
}
}
示例6: glBindFramebuffer
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glBindFramebuffer(int target, int framebufferIn)
{
if (framebufferSupported)
{
switch (framebufferType)
{
case BASE:
GL30.glBindFramebuffer(target, framebufferIn);
break;
case ARB:
ARBFramebufferObject.glBindFramebuffer(target, framebufferIn);
break;
case EXT:
EXTFramebufferObject.glBindFramebufferEXT(target, framebufferIn);
}
}
}
示例7: blitToScreen
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
* 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8: blitToFbo
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
* 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9: isComplete
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
* @return True if this framebuffer has been correctly set up and is
* complete.
*/
public boolean isComplete() {
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fboId);
boolean complete = GL30.glCheckFramebufferStatus(GL30.GL_FRAMEBUFFER) == GL30.GL_FRAMEBUFFER_COMPLETE;
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
return complete;
}
示例10: createFrameBuffer
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
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11: bindForRender
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
* 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12: createFbo
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
* Creates an new FBO object.
*
* @return The newly created FBO.
*/
private int createFbo() {
int fboId = GL30.glGenFramebuffers();
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, fboId);
return fboId;
}
示例13: unbind
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void unbind() {
GL30.glBindFramebuffer(GL30.GL_FRAMEBUFFER, 0);
GL11.glViewport(0, 0, Application.WINDOW.getWidth(), Application.WINDOW.getHeight());
}
示例14: renderEnvironmentMap
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
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15: unbindAfterRender
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
* 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());
}