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Java GL30.glFramebufferTexture2D方法代碼示例

本文整理匯總了Java中org.lwjgl.opengl.GL30.glFramebufferTexture2D方法的典型用法代碼示例。如果您正苦於以下問題:Java GL30.glFramebufferTexture2D方法的具體用法?Java GL30.glFramebufferTexture2D怎麽用?Java GL30.glFramebufferTexture2D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org.lwjgl.opengl.GL30的用法示例。


在下文中一共展示了GL30.glFramebufferTexture2D方法的7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: glFramebufferTexture2D

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level)
{
    if (framebufferSupported)
    {
        switch (framebufferType)
        {
            case 0:
                GL30.glFramebufferTexture2D(target, attachment, textarget, texture, level);
                break;

            case 1:
                ARBFramebufferObject.glFramebufferTexture2D(target, attachment, textarget, texture, level);
                break;

            case 2:
                EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
        }
    }
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:20,代碼來源:OpenGlHelper.java

示例2: glFramebufferTexture2D

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level)
{
    if (framebufferSupported)
    {
        switch (framebufferType)
        {
            case BASE:
                GL30.glFramebufferTexture2D(target, attachment, textarget, texture, level);
                break;

            case ARB:
                ARBFramebufferObject.glFramebufferTexture2D(target, attachment, textarget, texture, level);
                break;

            case EXT:
                EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
        }
    }
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:20,代碼來源:OpenGlHelper.java

示例3: glFramebufferTexture2D

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glFramebufferTexture2D(int target, int attachment, int textarget, int texture, int level)
{
    if (framebufferSupported)
    {
        switch (framebufferType)
        {
            case BASE:
                GL30.glFramebufferTexture2D(target, attachment, textarget, texture, level);
                break;
            case ARB:
                ARBFramebufferObject.glFramebufferTexture2D(target, attachment, textarget, texture, level);
                break;
            case EXT:
                EXTFramebufferObject.glFramebufferTexture2DEXT(target, attachment, textarget, texture, level);
        }
    }
}
 
開發者ID:F1r3w477,項目名稱:CustomWorldGen,代碼行數:18,代碼來源:OpenGlHelper.java

示例4: attachTexture

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public void attachTexture(int internalFormat, int format, int type, int filtering, int attachment, int width, int height) {
bind();

int tid = GL11.glGenTextures();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, tid);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, (ByteBuffer) null);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, filtering);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, filtering);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);

GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, attachment, GL11.GL_TEXTURE_2D, tid, 0);
textureids.add(tid);
unbind();
   }
 
開發者ID:camilne,項目名稱:open-world,代碼行數:15,代碼來源:FrameBuffer.java

示例5: init

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
@Override
public void init(int attachment, int width, int height, int samples) {	
	int texture = GL11.glGenTextures();
	super.setBufferId(texture);	
	GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);	
	indicateStorageType(width, height);
	setTextureParams();
	GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, attachment, GL11.GL_TEXTURE_2D, texture, 0);
}
 
開發者ID:TheThinMatrix,項目名稱:LowPolyWater,代碼行數:10,代碼來源:TextureAttachment.java

示例6: init

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
@Override
public void init(int attachment, int width, int height, int samples) {
    int texture = GL11.glGenTextures();
    super.setBufferId(texture);
    GL11.glBindTexture(GL11.GL_TEXTURE_2D, texture);
    indicateStorageType(width, height);
    setTextureParams();
    GL30.glFramebufferTexture2D(GL30.GL_FRAMEBUFFER, attachment, GL11.GL_TEXTURE_2D, texture, 0);
}
 
開發者ID:GryPLOfficial,項目名稱:EcoSystem-Official,代碼行數:10,代碼來源:TextureAttachment.java

示例7: 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);

	}
 
開發者ID:TheThinMatrix,項目名稱:OcclusionQueries,代碼行數:47,代碼來源:EnviroMapRenderer.java


注:本文中的org.lwjgl.opengl.GL30.glFramebufferTexture2D方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。