Java Code Examples for com.jogamp.opengl.GL3#glDrawElementsInstancedBaseVertex()
The following examples show how to use
com.jogamp.opengl.GL3#glDrawElementsInstancedBaseVertex() .
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Example 1
Source File: Gl_320_texture_float.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; clearColor.put(new float[]{1.0f, 1.0f, 1.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); for (int y = 0; y < 4; ++y) { for (int x = 0; x < 4; ++x) { gl3.glViewport(x * windowSize.x / 4, y * windowSize.y / 4, windowSize.x / 4, windowSize.y / 4); gl3.glUniform1i(uniformLayer, x + y * 4); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } } return true; }
Example 2
Source File: Gl_320_fbo_shadow.java From jogl-samples with MIT License | 6 votes |
private void renderFramebuffer(GL3 gl3) { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.RENDER]); gl3.glUniform1i(uniformShadow, 0); gl3.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER], Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(Program.RENDER)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl3.glDisable(GL_DEPTH_TEST); checkError(gl3, "renderFramebuffer"); }
Example 3
Source File: Gl_320_texture_derivative.java From jogl-samples with MIT License | 5 votes |
@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).scale(new Vec3(2.0f)); 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); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 4
Source File: Gl_320_buffer_uniform.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.PER_DRAW)); ByteBuffer transform = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Transform.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = new Mat4().perspective((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 view = viewMat4(); Mat4 model = new Mat4(1.0f).rotate((float) -Math.PI * 0.5f, 0.0f, 0.0f, 1.0f); Transform t = new Transform(); t.mv = view.mul(model); t.p = projection; t.normal = new Mat3(t.mv.invTransp3_()); transform.asFloatBuffer().put(t.toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.2f, 0.2f, 0.2f, 1.0f}, 0); gl3.glClearBufferfv(GL_DEPTH, 0, new float[]{1.0f}, 0); gl3.glUseProgram(programName); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_SCENE, bufferName.get(Buffer.PER_SCENE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_PASS, bufferName.get(Buffer.PER_PASS)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Uniform.PER_DRAW, bufferName.get(Buffer.PER_DRAW)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 5
Source File: Gl_320_texture_offset.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 2.0f / 3.0f, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glUseProgram(programName[Program.OFFSET]); gl3.glUniform2iv(uniformOffset, 1, new int[]{48, -80}, 0); for (int i = 0; i < Program.MAX; ++i) { gl3.glUseProgram(programName[i]); gl3.glUniformMatrix4fv(uniformMvp[i], 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse[i], 0); gl3.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); } return true; }
Example 6
Source File: Gl_320_texture_2d.java From jogl-samples with MIT License | 5 votes |
@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_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glDrawBuffer(GL_BACK); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glDisable(GL_FRAMEBUFFER_SRGB); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glDisable(GL_FRAMEBUFFER_SRGB); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 7
Source File: Gl_320_glsl_input_struct.java From jogl-samples with MIT License | 5 votes |
@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.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 8
Source File: Gl_320_glsl_precision.java From jogl-samples with MIT License | 5 votes |
@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.glUniform1i(uniformDiffuse, 0); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 9
Source File: Gl_320_primitive_shading.java From jogl-samples with MIT License | 5 votes |
@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 10
Source File: Gl_320_draw_range_elements.java From jogl-samples with MIT License | 4 votes |
@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, windowSize.x / 3.0f / 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); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glViewport(windowSize.x * 0 / 3, 0, windowSize.x / 3, windowSize.y); gl3.glDrawElements(GL_TRIANGLES, elementCount / 2, GL_UNSIGNED_SHORT, 0); gl3.glViewport(windowSize.x * 1 / 3, 0, windowSize.x / 3, windowSize.y); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount / 2, GL_UNSIGNED_SHORT, Short.BYTES * elementCount / 2, 1, 0); gl3.glViewport(windowSize.x * 2 / 3, 0, windowSize.x / 3, windowSize.y); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount / 2, GL_UNSIGNED_SHORT, 0, 1, vertexCount / 2); return true; }
Example 11
Source File: Gl_320_buffer_uniform_shared.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; { // Compute the MVP (Model View Projection matrix) Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, .1f, 100f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); float[] diffuse = new float[]{1f, .5f, 0f, 1f}; gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.UNIFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBlockSizeTransform.get(0) + Vec4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); pointer.asFloatBuffer().put(mvp.toFa_()); pointer.position(uniformBlockSizeTransform.get(0)); pointer.asFloatBuffer().put(diffuse); pointer.rewind(); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); gl3.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.UNIFORM), 0, uniformBlockSizeTransform.get(0)); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.UNIFORM), uniformBlockSizeTransform.get(0), uniformBlockSizeMaterial.get(0)); // Bind vertex array & draw gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 12
Source File: Gl_320_fbo.java From jogl-samples with MIT License | 4 votes |
@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_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); //glEnable(GL_FRAMEBUFFER_SRGB); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); //glDisable(GL_FRAMEBUFFER_SRGB); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 13
Source File: Gl_320_fbo_depth.java From jogl-samples with MIT License | 4 votes |
@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, 0.5f, 8.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(5.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); // Bind rendering objects gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl3.glDisable(GL_DEPTH_TEST); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RENDERBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 14
Source File: Gl_320_fbo_layered.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f); Mat4 view = new Mat4(1.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); // Pass 1 { gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glViewport(0, 0, framebufferSize.x, framebufferSize.y); gl3.glUseProgram(programName[Program.LAYERING]); gl3.glUniformMatrix4fv(uniformMvp[Program.LAYERING], 1, false, mvp.toFa_(), 0); gl3.glBindVertexArray(vertexArrayName.get(Program.LAYERING)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } // Pass 2 { gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glUniformMatrix4fv(uniformMvp[Program.SPLASH], 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D_ARRAY, textureColorbufferName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); for (int i = 0; i < 4; ++i) { gl3.glUniform1i(uniformLayer, i); gl3.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } } return true; }
Example 15
Source File: Gl_320_fbo_depth_multisample.java From jogl-samples with MIT License | 4 votes |
@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); //glm::mat4 Projection = glm::perspectiveFov(glm::pi<float>() * 0.25f, 640.f, 480.f, 0.1f, 100.0f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 8.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(5.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.DEPTH_MULTISAMPLE)); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); // Bind rendering objects gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); // Pass 2 gl3.glDisable(GL_DEPTH_TEST); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 16
Source File: Gl_320_fbo_srgb_blend.java From jogl-samples with MIT License | 4 votes |
@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); pointer.asFloatBuffer().put(projection.mul(viewMat4()).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Render a textured quad to a sRGB framebuffer object. { gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glEnable(GL_BLEND); gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glEnable(GL_FRAMEBUFFER_SRGB); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 100, 0); gl3.glDisable(GL_BLEND); } // Blit the sRGB framebuffer to the default framebuffer back buffer. { gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glDisable(GL_FRAMEBUFFER_SRGB); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 17
Source File: Gl_320_fbo_blend.java From jogl-samples with MIT License | 4 votes |
@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_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl3.glEnable(GL_BLEND); gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 100, 0); gl3.glDisable(GL_BLEND); } { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 18
Source File: Gl_320_fbo_depth_stencil.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; IntBuffer uniformBufferOffsetAlignment = GLBuffers.newDirectIntBuffer(1); { gl3.glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, uniformBufferOffsetAlignment); uniformBufferOffsetAlignment.put(0, glm.ceilMultiple(Mat4.SIZE, uniformBufferOffsetAlignment.get(0))); gl3.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl3.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBufferOffsetAlignment.get(0) * 2, 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); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).scale(new Vec3(1.00f)).toFa_()); pointer.position(uniformBufferOffsetAlignment.get(0) * 1); pointer.asFloatBuffer().put(projection.mul(viewMat4()).scale(new Vec3(1.05f)).toFa_()); pointer.rewind(); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl3.glEnable(GL_STENCIL_TEST); gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LEQUAL); gl3.glStencilMask(0xFF); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0f, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBufferOffsetAlignment.get(0) * 0, uniformBufferOffsetAlignment.get(0)); gl3.glDisable(GL_DEPTH_TEST); gl3.glStencilMask(0xFF); gl3.glStencilFunc(GL_ALWAYS, 1, 0xFF); gl3.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl3.glBindTexture(GL_TEXTURE_2D, 0); // gl3.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBufferOffsetAlignment.get(0) * 1, uniformBufferOffsetAlignment.get(0)); gl3.glStencilMask(0x00); gl3.glStencilFunc(GL_NOTEQUAL, 1, 0xFF); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } BufferUtils.destroyDirectBuffer(uniformBufferOffsetAlignment); return true; }
Example 19
Source File: Gl_320_fbo_srgb.java From jogl-samples with MIT License | 4 votes |
@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); pointer.asFloatBuffer().put(projection.mul(viewMat4()).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Render a textured quad to a sRGB framebuffer object. { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); // Explicitly convert linear pixel color to sRGB color space, as FramebufferName is an sRGB FBO // Shader execution is done with linear color to get correct linear algebra working. gl3.glEnable(GL_FRAMEBUFFER_SRGB); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName[Program.TEXTURE]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } // Blit the sRGB framebuffer to the default framebuffer back buffer. { gl3.glDisable(GL_DEPTH_TEST); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Uncomment to avoid the extra linear to sRGB conversion and hence get correct display gl3.glDisable(GL_FRAMEBUFFER_SRGB); gl3.glUseProgram(programName[Program.SPLASH]); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 20
Source File: Gl_320_fbo_shadow.java From jogl-samples with MIT License | 3 votes |
private void renderShadow(GL3 gl3) { gl3.glEnable(GL_DEPTH_TEST); gl3.glDepthFunc(GL_LESS); gl3.glViewport(0, 0, shadowSize.x, shadowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); float[] depth = {1.0f}; gl3.glClearBufferfv(GL_DEPTH, 0, depth, 0); // Bind rendering objects gl3.glUseProgram(programName[Program.DEPTH]); gl3.glUniformBlockBinding(programName[Program.DEPTH], uniformTransform[Program.DEPTH], Semantic.Uniform.TRANSFORM0); gl3.glBindVertexArray(vertexArrayName.get(Program.RENDER)); checkError(gl3, "renderShadow 0"); gl3.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); checkError(gl3, "renderShadow 1"); gl3.glDisable(GL_DEPTH_TEST); checkError(gl3, "renderShadow"); }