本文整理匯總了Java中org.lwjgl.opengl.GL30.glRenderbufferStorage方法的典型用法代碼示例。如果您正苦於以下問題:Java GL30.glRenderbufferStorage方法的具體用法?Java GL30.glRenderbufferStorage怎麽用?Java GL30.glRenderbufferStorage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.glRenderbufferStorage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: glRenderbufferStorage
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glRenderbufferStorage(int target, int internalFormat, int width, int height)
{
if (framebufferSupported)
{
switch (framebufferType)
{
case 0:
GL30.glRenderbufferStorage(target, internalFormat, width, height);
break;
case 1:
ARBFramebufferObject.glRenderbufferStorage(target, internalFormat, width, height);
break;
case 2:
EXTFramebufferObject.glRenderbufferStorageEXT(target, internalFormat, width, height);
}
}
}
示例2: glRenderbufferStorage
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glRenderbufferStorage(int target, int internalFormat, int width, int height)
{
if (framebufferSupported)
{
switch (framebufferType)
{
case BASE:
GL30.glRenderbufferStorage(target, internalFormat, width, height);
break;
case ARB:
ARBFramebufferObject.glRenderbufferStorage(target, internalFormat, width, height);
break;
case EXT:
EXTFramebufferObject.glRenderbufferStorageEXT(target, internalFormat, width, height);
}
}
}
示例3: glRenderbufferStorage
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public static void glRenderbufferStorage(int target, int internalFormat, int width, int height)
{
if (framebufferSupported)
{
switch (framebufferType)
{
case BASE:
GL30.glRenderbufferStorage(target, internalFormat, width, height);
break;
case ARB:
ARBFramebufferObject.glRenderbufferStorage(target, internalFormat, width, height);
break;
case EXT:
EXTFramebufferObject.glRenderbufferStorageEXT(target, internalFormat, width, height);
}
}
}
示例4: attachDepthBuffer
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public void attachDepthBuffer() {
bind();
dboid = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, dboid);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width, height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT, GL30.GL_RENDERBUFFER, dboid);
unbind();
}
示例5: attachDepthStencilBuffer
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
public void attachDepthStencilBuffer() {
bind();
dboid = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, dboid);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL30.GL_DEPTH24_STENCIL8, width, height);
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, 0);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_STENCIL_ATTACHMENT, GL30.GL_RENDERBUFFER, dboid);
unbind();
}
示例6: createDepthBufferAttachment
import org.lwjgl.opengl.GL30; //導入方法依賴的package包/類
private int createDepthBufferAttachment(int width, int height) {
int depthBuffer = GL30.glGenRenderbuffers();
GL30.glBindRenderbuffer(GL30.GL_RENDERBUFFER, depthBuffer);
GL30.glRenderbufferStorage(GL30.GL_RENDERBUFFER, GL11.GL_DEPTH_COMPONENT, width,
height);
GL30.glFramebufferRenderbuffer(GL30.GL_FRAMEBUFFER, GL30.GL_DEPTH_ATTACHMENT,
GL30.GL_RENDERBUFFER, depthBuffer);
return depthBuffer;
}
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);
}