Java Code Examples for com.jogamp.opengl.GL3#glBeginQuery()

The following examples show how to use com.jogamp.opengl.GL3#glBeginQuery() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Gl_320_primitive_shading.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.glMapBufferRange(
                GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        // Make sure the uniform buffer is uploaded
        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

    gl3.glUseProgram(programName);

    gl3.glBindVertexArray(vertexArrayName.get(0));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.CONSTANT, bufferName.get(Buffer.CONSTANT));

    gl3.glBeginQuery(GL_PRIMITIVES_GENERATED, queryName.get(0));
    {
        gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }
    gl3.glEndQuery(GL_PRIMITIVES_GENERATED);

    long[] primitivesGenerated = {0};
    gl3.glGetQueryObjectui64v(queryName.get(0), GL_QUERY_RESULT, primitivesGenerated, 0);

    return primitivesGenerated[0] > 0;
}
 
Example 2
Source File: Gl_330_query_time.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    // Beginning of the time query
    gl3.glBeginQuery(GL_TIME_ELAPSED, queryName.get(0));

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer with black
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    // Bind program
    gl3.glUseProgram(programName);
    gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
    gl3.glUniform4f(uniformColor, 1.0f, 0.5f, 0.0f, 1.0f);

    gl3.glBindVertexArray(vertexArrayName.get(0));
    gl3.glDrawArrays(GL_TRIANGLES, 0, vertexCount);

    // Unbind program
    gl3.glUseProgram(0);

    // End of the time query
    gl3.glEndQuery(GL_TIME_ELAPSED);

    // Get the count of samples. 
    // If the result of the query isn't here yet, we wait here...
    gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, time);
    System.out.println("Time: " + (time.get(0) / 1000.f / 1000.f) + " ms");

    return true;
}
 
Example 3
Source File: Gl_320_transform_feedback_interleaved.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer
    clearColor.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f}).rewind();
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

    // First draw, capture the attributes
    // Disable rasterisation, vertices processing only!
    gl3.glEnable(GL_RASTERIZER_DISCARD);

    gl3.glUseProgram(programName[Program.TRANSFORM]);
    gl3.glUniformMatrix4fv(transformUniformMvp, 1, false, mvp.toFa_(), 0);

    gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Program.FEEDBACK));
    gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM));

    gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0));
    gl3.glBeginTransformFeedback(GL_TRIANGLES);
    {
        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl3.glEndTransformFeedback();
    gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);

    gl3.glDisable(GL_RASTERIZER_DISCARD);

    // Second draw, reuse the captured attributes
    gl3.glUseProgram(programName[Program.FEEDBACK]);

    IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1);
    gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten);

    gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK));
    gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1);

    BufferUtils.destroyDirectBuffer(primitivesWritten);

    return true;
}
 
Example 4
Source File: Gl_320_transform_feedback_separated.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(viewMat4()).mul(model);

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer with black
    gl3.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    gl3.glClear(GL_COLOR_BUFFER_BIT);

    // First draw, capture the attributes
    {
        // Disable rasterisation, vertices processing only!
        gl3.glEnable(GL_RASTERIZER_DISCARD);

        gl3.glUseProgram(programName[Program.TRANSFORM]);
        gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);

        gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.POSITION, bufferName.get(Buffer.POSITION));
        gl3.glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, feedbackOutput.COLOR, bufferName.get(Buffer.COLOR));

        gl3.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM));

        gl3.glBeginQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, queryName.get(0));
        gl3.glBeginTransformFeedback(GL_TRIANGLES);
        {
            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
        }
        gl3.glEndTransformFeedback();
        gl3.glEndQuery(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN);

        gl3.glDisable(GL_RASTERIZER_DISCARD);
    }

    // Second draw, reuse the captured attributes
    {
        gl3.glUseProgram(programName[Program.FEEDBACK]);

        IntBuffer primitivesWritten = GLBuffers.newDirectIntBuffer(1);
        gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, primitivesWritten);

        gl3.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK));
        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, primitivesWritten.get(0) * 3, 1);

        BufferUtils.destroyDirectBuffer(primitivesWritten);
    }

    return true;
}
 
Example 5
Source File: Gl_320_query_occlusion.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER,
                0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer with black
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor);

    gl3.glUseProgram(programName);
    gl3.glBindVertexArray(vertexArrayName.get(0));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    // Samples count query
    gl3.glBeginQuery(GL_SAMPLES_PASSED, queryName.get(0));
    {
        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl3.glEndQuery(GL_SAMPLES_PASSED);

    // Get the count of samples. 
    // If the result of the query isn't here yet, we wait here...
    IntBuffer samplesCount = GLBuffers.newDirectIntBuffer(1);
    gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount);
    System.out.println("Samples (fragments) count: " + samplesCount.get(0));

    BufferUtils.destroyDirectBuffer(samplesCount);

    return true;
}
 
Example 6
Source File: Gl_320_query_conditional.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE,
                GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_());

        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    // Clear color buffer with black
    gl3.glClearBufferfv(GL_COLOR, 0, clearBlackColor);

    // Bind program
    gl3.glUseProgram(programName);
    gl3.glBindVertexArray(vertexArrayName.get(0));

    gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Mat4.SIZE);

    // The first orange quad is not written in the framebuffer.
    gl3.glColorMaski(0, false, false, false, false);

    // Beginning of the samples count query
    gl3.glBeginQuery(GL_SAMPLES_PASSED, queryName.get(0));
    {
        // Added a boolean flag to trigger the conditional rendering without commenting anything
        if (toggle) {
            // To test the condional rendering, comment this line, the next draw call won't happen.
            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
            // End of the samples count query
        }
    }
    gl3.glEndQuery(GL_SAMPLES_PASSED);

    // The second blue quad is written in the framebuffer only if a sample pass the occlusion query.
    gl3.glColorMaski(0, true, true, true, true);

    gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL),
            uniformMaterialOffset, Mat4.SIZE);

    // Draw only if one sample went through the tests, 
    // we don't need to get the query result which prevent the rendering pipeline to stall.
    gl3.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT);
    {
        // Clear color buffer with white
        gl3.glClearBufferfv(GL_COLOR, 0, clearWhiteColor);

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl3.glEndConditionalRender();

    toggle = !toggle;

    return true;
}
 
Example 7
Source File: Gl_330_query_occlusion.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER,
                0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);

    // Clear color buffer with black
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    gl3.glUseProgram(programName);
    gl3.glBindVertexArray(vertexArrayName.get(0));
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    // Samples count query
    gl3.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(0));
    {
        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl3.glEndQuery(GL_ANY_SAMPLES_PASSED);

    // Get the count of samples. 
    // If the result of the query isn't here yet, we wait here...
    gl3.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount);
    System.out.println("any samples passed: " + (samplesCount.get(0) == GL_TRUE));

    return true;
}
 
Example 8
Source File: Gl_330_query_conditional.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL3 gl3 = (GL3) gl;

    {
        gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM));
        ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER,
                0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);

        Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f);
        Mat4 model = new Mat4(1.0f);

        projection.mul(viewMat4()).mul(model).toDbb(pointer);

        gl3.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Set the display viewport
    gl3.glViewport(0, 0, windowSize.x, windowSize.y);
    gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    // Clear color buffer with black
    gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1));

    // Bind program
    gl3.glUseProgram(programName);
    gl3.glBindVertexArray(vertexArrayName.get(0));

    gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE);

    // The first orange quad is not written in the framebuffer.
    gl3.glColorMaski(0, false, false, false, false);

    // Beginning of the samples count query
    gl3.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(0));
    {
        if (toggle) {
            // To test the condional rendering, comment this line, the next draw call won't happen.
            gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
        }
    }
    // End of the samples count query
    gl3.glEndQuery(GL_ANY_SAMPLES_PASSED);

    // The second blue quad is written in the framebuffer only if a sample pass the occlusion query.
    gl3.glColorMaski(0, true, true, true, true);

    gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL),
            uniformMaterialOffset, Vec4.SIZE);

    // Draw only if one sample went through the tests, 
    // we don't need to get the query result which prevent the rendering pipeline to stall.
    gl3.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT);
    {
        // Clear color buffer with white
        gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1));

        gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);
    }
    gl3.glEndConditionalRender();

    toggle = !toggle;

    return true;
}