Java Code Examples for com.jogamp.opengl.GL3#glUniform1i()
The following examples show how to use
com.jogamp.opengl.GL3#glUniform1i() .
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Example 1
Source File: LoopBatcher.java From constellation with Apache License 2.0 | 6 votes |
@Override public void drawBatch(final GL3 gl, final Camera camera, final Matrix44f mvMatrix, final Matrix44f pMatrix) { if (batch.isDrawable()) { gl.glUseProgram(shader); // Uniform variables if (drawForHitTest) { gl.glUniform1i(shaderLocDrawHitTest, GL3.GL_TRUE); drawForHitTest = false; } else { gl.glUniform1i(shaderLocDrawHitTest, GL3.GL_FALSE); } gl.glUniformMatrix4fv(shaderMVMatrix, 1, false, mvMatrix.a, 0); gl.glUniformMatrix4fv(shaderPMatrix, 1, false, pMatrix.a, 0); gl.glUniform1f(shaderVisibilityLow, camera.getVisibilityLow()); gl.glUniform1f(shaderVisibilityHigh, camera.getVisibilityHigh()); gl.glUniform1f(shaderMorphMix, camera.getMix()); gl.glUniform1i(shaderXyzTexture, TextureUnits.VERTICES); gl.glUniform1i(shaderImagesTexture, TextureUnits.ICONS); batch.draw(gl); } }
Example 2
Source File: Gl_320_glsl_discard.java From jogl-samples with MIT License | 6 votes |
@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); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearColor(1.0f, 0.5f, 0.0f, 1.0f); gl3.glClear(GL_COLOR_BUFFER_BIT); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 3
Source File: Gl_330_texture_rect.java From jogl-samples with MIT License | 6 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 model = new Mat4(1.0f); Mat4 mvp = projection.mul(new Mat4(1.0f)).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_RECTANGLE, textureRectName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 4
Source File: Gl_320_fbo_multisample.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; // Clear the framebuffer gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); // Pass 1 // Render the scene in a multisampled framebuffer gl3.glEnable(GL_MULTISAMPLE); renderFBO(gl3, framebufferName.get(Framebuffer.RENDER)); gl3.glDisable(GL_MULTISAMPLE); // Resolved multisampling gl3.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl3.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl3.glBlitFramebuffer( 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Pass 2 // Render the colorbuffer from the multisampled framebuffer renderFB(gl3, textureName.get(Texture.COLORBUFFER)); return true; }
Example 5
Source File: Gl_330_texture_swizzle.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, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); for (int index = 0; index < Viewport.MAX; ++index) { gl3.glViewport(viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swizzleR[index]); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swizzleG[index]); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swizzleB[index]); gl3.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swizzleA[index]); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 6
Source File: Gl_320_glsl_builtin_blocks.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 7
Source File: Gl_320_texture_compressed_ext.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, 4.0f / 3.0f, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse, 0); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glActiveTexture(GL_TEXTURE0); for (int index = 0; index < Texture.MAX; ++index) { gl3.glViewport(viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(index)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 8
Source File: Gl_320_texture_lod.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, 4.0f / 3.0f, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); clearColor.put(new float[]{1.0f, 0.5f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse, 0); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glActiveTexture(GL_TEXTURE0); for (int index = 0; index < Texture.MAX; ++index) { gl3.glViewport(viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); gl3.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(index)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 9
Source File: Gl_320_texture_buffer.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, 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 clearDepth.put(new float[]{1.0f}).rewind(); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); clearColor.put(new float[]{1.0f, 1.0f, 1.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind program gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDisplacement, 0); gl3.glUniform1i(uniformDiffuse, 1); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT)); gl3.glActiveTexture(GL_TEXTURE1); gl3.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); return true; }
Example 10
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 11
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 12
Source File: NodeLabelBatcher.java From constellation with Apache License 2.0 | 5 votes |
@Override public void drawBatch(final GL3 gl, final Camera camera, final Matrix44f mvMatrix, final Matrix44f pMatrix) { if (topBatch.isDrawable() || bottomBatch.isDrawable()) { gl.glUseProgram(shader); // Let the glyph controller bind the glyph info and glyph image textures SharedDrawable.updateGlyphTextureController(gl); SharedDrawable.getGlyphTextureController().bind(gl, shaderGlyphInfoTexture, TextureUnits.GLYPH_INFO, shaderGlyphImageTexture, TextureUnits.GLYPHS); // Uniform variables gl.glUniformMatrix4fv(shaderMVMatrix, 1, false, mvMatrix.a, 0); gl.glUniformMatrix4fv(shaderPMatrix, 1, false, pMatrix.a, 0); gl.glUniformMatrix4fv(shaderLabelBottomInfo, 1, false, labelBottomInfo.a, 0); gl.glUniformMatrix4fv(shaderLabelTopInfo, 1, false, labelTopInfo.a, 0); gl.glUniform1f(shaderLocWidth, SharedDrawable.getGlyphManager().getWidthScalingFactor()); gl.glUniform1f(shaderLocHeight, SharedDrawable.getGlyphManager().getHeightScalingFactor()); gl.glUniform1f(shaderVisibilityLow, camera.getVisibilityLow()); gl.glUniform1f(shaderVisibilityHigh, camera.getVisibilityHigh()); gl.glUniform1f(shaderMorphMix, camera.getMix()); gl.glUniform1i(shaderXyzTexture, TextureUnits.VERTICES); gl.glUniform1i(shaderBackgroundGlyphIndex, SharedDrawable.getLabelBackgroundGlyphPosition()); gl.glUniform4fv(shaderBackgroundColor, 1, backgroundColor, 0); gl.glUniform4fv(shaderHighlightColor, 1, highlightColor, 0); if (topBatch.isDrawable()) { topBatch.draw(gl); } if (bottomBatch.isDrawable()) { bottomBatch.draw(gl); } } }
Example 13
Source File: Gl_320_texture_cube.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 view = viewMat4(); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); Mat4 mv = view.mul(model); clearColor.put(new float[]{1.0f, 1.0f, 1.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMv, 1, false, mv.toFa_(), 0); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformEnvironment, 0); gl3.glUniform3fv(uniformCamera, 1, new float[]{0.0f, 0.0f, -cameraDistance()}, 0); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_CUBE_MAP, textureName.get(0)); gl3.glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); gl3.glViewport(0, 0, windowSize.x >> 1, windowSize.y); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); gl3.glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS); gl3.glViewport(windowSize.x >> 1, 0, windowSize.x >> 1, windowSize.y); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 14
Source File: GlyphManagerOpenGLController.java From constellation with Apache License 2.0 | 4 votes |
private void bindGlyphs(GL3 gl, int uniformLocation, int textureUnit) { gl.glUniform1i(uniformLocation, textureUnit); gl.glActiveTexture(GL3.GL_TEXTURE0 + textureUnit); gl.glBindTexture(GL3.GL_TEXTURE_2D_ARRAY, glyphsTextureName[0]); }
Example 15
Source File: GlyphManagerOpenGLController.java From constellation with Apache License 2.0 | 4 votes |
private void bindCoordinates(GL3 gl, int uniformLocation, int textureUnit) { gl.glActiveTexture(GL3.GL_TEXTURE0 + textureUnit); gl.glBindTexture(GL3.GL_TEXTURE_BUFFER, coordinatesTextureName[0]); gl.glUniform1i(uniformLocation, textureUnit); }
Example 16
Source File: Gl_320_test_scissor.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; Vec3 minScissor = new Vec3(10000.f, 10000.f, 10000.f); Vec3 maxScissor = new Vec3(-10000.f, -10000.f, -10000.f); { 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 view = viewMat4(); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul_(view).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); for (int i = 0; i < vertexCount; ++i) { Vec3 projected = glm.project_( new Vec3(vertexData[i * 4 + 0], vertexData[i * 4 + 1], 0.0f), view.mul_(model), projection, new Vec4(0, 0, windowSize.x, windowSize.y)); minScissor.min(projected); maxScissor.max(projected); } } 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.glScissor((int) minScissor.x, (int) minScissor.y, (int) (maxScissor.x - minScissor.x), (int) (maxScissor.y - minScissor.y)); gl3.glEnable(GL_SCISSOR_TEST); clearColor.put(new float[]{0.0f, 0.0f, 0.0f, 1.0f}).rewind(); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind the program for use 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.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); gl3.glDisable(GL_SCISSOR_TEST); return true; }
Example 17
Source File: LineBatcher.java From constellation with Apache License 2.0 | 4 votes |
@Override public void drawBatch(final GL3 gl, final Camera camera, final Matrix44f mvMatrix, final Matrix44f pMatrix) { if (batch.isDrawable()) { // Uniform variables gl.glUseProgram(lineShader); if (drawForHitTest) { gl.glUniform1i(lineShaderLocDrawHitTest, GL3.GL_TRUE); gl.glUniform1f(lineShaderDirectionMotion, -1); } else { gl.glUniform1i(lineShaderLocDrawHitTest, GL3.GL_FALSE); gl.glUniform1f(lineShaderDirectionMotion, motion); } gl.glUniformMatrix4fv(lineShaderMVMatrix, 1, false, mvMatrix.a, 0); gl.glUniformMatrix4fv(lineShaderPMatrix, 1, false, pMatrix.a, 0); gl.glUniform1f(lineShaderVisibilityLow, camera.getVisibilityLow()); gl.glUniform1f(lineShaderVisibilityHigh, camera.getVisibilityHigh()); gl.glUniform1f(lineShaderMorphMix, camera.getMix()); gl.glUniform1i(lineShaderXyzTexture, TextureUnits.VERTICES); gl.glUniform1f(lineShaderAlpha, opacity); gl.glUniform4fv(lineShaderHighlightColor, 1, highlightColor, 0); batch.draw(gl); gl.glUseProgram(lineLineShader); if (drawForHitTest) { gl.glUniform1i(lineLineShaderLocDrawHitTest, GL3.GL_TRUE); gl.glUniform1f(lineLineShaderDirectionMotion, -1); } else { gl.glUniform1i(lineLineShaderLocDrawHitTest, GL3.GL_FALSE); gl.glUniform1f(lineLineShaderDirectionMotion, motion); } gl.glUniformMatrix4fv(lineLineShaderMVMatrix, 1, false, mvMatrix.a, 0); gl.glUniformMatrix4fv(lineLineShaderPMatrix, 1, false, pMatrix.a, 0); gl.glUniform1f(lineLineShaderVisibilityLow, camera.getVisibilityLow()); gl.glUniform1f(lineLineShaderVisibilityHigh, camera.getVisibilityHigh()); gl.glUniform1f(lineLineShaderMorphMix, camera.getMix()); gl.glUniform1i(lineLineShaderXyzTexture, TextureUnits.VERTICES); gl.glUniform1f(lineLineShaderAlpha, opacity); gl.glUniform4fv(lineLineShaderHighlightColor, 1, highlightColor, 0); batch.draw(gl); } drawForHitTest = false; }
Example 18
Source File: Gl_330_sampler_filter.java From jogl-samples with MIT License | 4 votes |
@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, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glScissor(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindSampler(Viewport.V00, samplerName.get(Viewport.V00)); gl3.glBindSampler(Viewport.V10, samplerName.get(Viewport.V10)); gl3.glBindSampler(Viewport.V11, samplerName.get(Viewport.V11)); gl3.glBindSampler(Viewport.V01, samplerName.get(Viewport.V01)); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glActiveTexture(GL_TEXTURE1); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glActiveTexture(GL_TEXTURE2); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glActiveTexture(GL_TEXTURE3); gl3.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); for (int index = 0; index < Viewport.MAX; ++index) { gl3.glUniform1i(uniformDiffuse, index); gl3.glScissor(viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 19
Source File: Gl_320_fbo_multisample_explicit.java From jogl-samples with MIT License | 4 votes |
private void resolveMultisampling(GL3 gl3) { Mat4 perspective = glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 100.0f); Mat4 viewFlip = new Mat4(1.0f).scale(new Vec3(1.0f, -1.0f, 1.0f)); Mat4 view = viewFlip.translate(new Vec3(0.0f, 0.0f, -cameraDistance() * 1.0f)); Mat4 model = new Mat4(1.0f); Mat4 mvp = perspective.mul(view).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE_COLORBUFFER)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glEnable(GL_SCISSOR_TEST); // Box { gl3.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2); gl3.glUseProgram(programName[Program.RESOLVE_BOX]); gl3.glUniform1i(uniformDiffuse[Program.RESOLVE_BOX], 0); gl3.glUniformMatrix4fv(uniformMvp[Program.RESOLVE_BOX], 1, false, mvp.toFa_(), 0); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); } // Near { gl3.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2); gl3.glUseProgram(programName[Program.RESOLVE_NEAR]); gl3.glUniform1i(uniformDiffuse[Program.RESOLVE_NEAR], 0); gl3.glUniformMatrix4fv(uniformMvp[Program.RESOLVE_NEAR], 1, false, mvp.toFa_(), 0); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); } gl3.glDisable(GL_SCISSOR_TEST); }
Example 20
Source File: Gl_320_fbo_blit.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); // Pass 1 gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl3.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0); renderFBO(gl3); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Generate FBO mipmaps gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl3.glGenerateMipmap(GL_TEXTURE_2D); gl3.glBindTexture(GL_TEXTURE_2D, 0); // Blit framebuffers int border = 2; int tile = 4; gl3.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl3.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); for (int j = 0; j < tile; ++j) { for (int i = 0; i < tile; ++i) { if (((i + j) % 2) != 0) { continue; } gl3.glBlitFramebuffer(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, FRAMEBUFFER_SIZE.x / tile * (i + 0) + border, FRAMEBUFFER_SIZE.x / tile * (j + 0) + border, FRAMEBUFFER_SIZE.y / tile * (i + 1) - border, FRAMEBUFFER_SIZE.y / tile * (j + 1) - border, GL_COLOR_BUFFER_BIT, GL_LINEAR); } } // Pass 2 gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); renderFB(gl3); return true; }