當前位置: 首頁>>代碼示例>>Java>>正文


Java GL30.glGenFramebuffers方法代碼示例

本文整理匯總了Java中org.lwjgl.opengl.GL30.glGenFramebuffers方法的典型用法代碼示例。如果您正苦於以下問題:Java GL30.glGenFramebuffers方法的具體用法?Java GL30.glGenFramebuffers怎麽用?Java GL30.glGenFramebuffers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.glGenFramebuffers方法的9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: glGenFramebuffers

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
 * Calls the appropriate glGenFramebuffers method and returns the newly created fbo, or returns -1 if not supported.
 */
public static int glGenFramebuffers()
{
    if (!framebufferSupported)
    {
        return -1;
    }
    else
    {
        switch (framebufferType)
        {
            case 0:
                return GL30.glGenFramebuffers();

            case 1:
                return ARBFramebufferObject.glGenFramebuffers();

            case 2:
                return EXTFramebufferObject.glGenFramebuffersEXT();

            default:
                return -1;
        }
    }
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:28,代碼來源:OpenGlHelper.java

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);
}
 
開發者ID:andykuo1,項目名稱:candlelight,代碼行數:22,代碼來源:FBO.java

示例3: glGenFramebuffers

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
 * Calls the appropriate glGenFramebuffers method and returns the newly created fbo, or returns -1 if not supported.
 */
public static int glGenFramebuffers()
{
    if (!framebufferSupported)
    {
        return -1;
    }
    else
    {
        switch (framebufferType)
        {
            case BASE:
                return GL30.glGenFramebuffers();

            case ARB:
                return ARBFramebufferObject.glGenFramebuffers();

            case EXT:
                return EXTFramebufferObject.glGenFramebuffersEXT();

            default:
                return -1;
        }
    }
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:28,代碼來源:OpenGlHelper.java

示例4: glGenFramebuffers

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
/**
 * Calls the appropriate glGenFramebuffers method and returns the newly created fbo, or returns -1 if not supported.
 */
public static int glGenFramebuffers()
{
    if (!framebufferSupported)
    {
        return -1;
    }
    else
    {
        switch (framebufferType)
        {
            case BASE:
                return GL30.glGenFramebuffers();
            case ARB:
                return ARBFramebufferObject.glGenFramebuffers();
            case EXT:
                return EXTFramebufferObject.glGenFramebuffersEXT();
            default:
                return -1;
        }
    }
}
 
開發者ID:F1r3w477,項目名稱:CustomWorldGen,代碼行數:25,代碼來源:OpenGlHelper.java

示例5: FrameBuffer

import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public FrameBuffer(int width, int height) {
this.width = width;
this.height = height;

textureids = new ArrayList<Integer>();

id = GL30.glGenFramebuffers();
bind();
   }
 
開發者ID:camilne,項目名稱:open-world,代碼行數:10,代碼來源:FrameBuffer.java

示例6: 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;
}
 
開發者ID:TheThinMatrix,項目名稱:OcclusionQueries,代碼行數:11,代碼來源:WaterFrameBuffers.java

示例7: 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;
}
 
開發者ID:TheThinMatrix,項目名稱:LowPolyWater,代碼行數:11,代碼來源:FboBuilder.java

示例8: 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;
}
 
開發者ID:GryPLOfficial,項目名稱:EcoSystem-Official,代碼行數:11,代碼來源:FboBuilder.java

示例9: 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.glGenFramebuffers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。