Java Code Examples for com.jogamp.opengl.GL3#glUseProgram()
The following examples show how to use
com.jogamp.opengl.GL3#glUseProgram() .
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Example 1
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 2
Source File: Gl_320_draw_range_arrays.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 / 6.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl3.glUnmapBuffer(GL_UNIFORM_BUFFER); } float[] depth = new float[]{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(0, 0, windowSize.x / 2, windowSize.y); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount / 2, 1); gl3.glViewport(windowSize.x / 2, 0, windowSize.x / 2, windowSize.y); gl3.glDrawArraysInstanced(GL_TRIANGLES, 6, vertexCount / 2, 1); return true; }
Example 3
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 4
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 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_primitive_point.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 view = viewMat4(); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); Mat4 mv = view.mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glDisable(GL_SCISSOR_TEST); gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMv, 1, false, mv.toFa_(), 0); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_POINTS, 0, vertexCount, 1); return true; }
Example 7
Source File: PlanesRenderable.java From constellation with Apache License 2.0 | 5 votes |
@Override public void display(final GLAutoDrawable drawable, final Matrix44f mvpMatrix) { if (planeBatch.isDrawable()) { final GL3 gl = drawable.getGL().getGL3(); gl.glActiveTexture(GL3.GL_TEXTURE0 + TextureUnits.PLANES); gl.glBindTexture(GL3.GL_TEXTURE_2D_ARRAY, textureName); gl.glUseProgram(shader); gl.glUniformMatrix4fv(shaderMVPMatrix, 1, false, mvpMatrix.a, 0); gl.glUniform1i(shaderImages, TextureUnits.PLANES); planeBatch.draw(gl); } }
Example 8
Source File: Gl_320_draw_without_vertex_attrib.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(0)); 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, windowSize.y); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl3.glClearBufferfv(GL_COLOR, 0, clearColor); gl3.glUseProgram(programName); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, 6, 1); return true; }
Example 9
Source File: Gl_300_fbo_multisample.java From jogl-samples with MIT License | 5 votes |
@Override public 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.glDrawBuffer(GL_COLOR_ATTACHMENT0); gl3.glBlitFramebuffer( 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_LINEAR); gl3.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Pass 2 // Render the colorbuffer from the multisampled framebuffer gl3.glViewport(0, 0, windowSize.x, windowSize.y); renderFB(gl3, textureName.get(Texture.RESOLVE)); return true; }
Example 10
Source File: Gl_330_sampler_object.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).scale(new Vec3(3.0f)); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1)); // Bind the program for use gl3.glUseProgram(programName); gl3.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl3.glUniform1i(uniformDiffuse[Diffuse.A], Diffuse.A); gl3.glUniform1i(uniformDiffuse[Diffuse.B], Diffuse.B); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindSampler(0, samplerName.get(Sampler.B)); gl3.glActiveTexture(GL_TEXTURE1); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl3.glBindSampler(1, samplerName.get(Sampler.A)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 11
Source File: Gl_330_fbo_multisample_explicit_nv.java From jogl-samples with MIT License | 5 votes |
private void renderFBO(GL3 gl3) { Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) FRAMEBUFFER_SIZE.x / FRAMEBUFFER_SIZE.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(1, -1, 1)); Mat4 mvp = perspective.mul(viewMat4()).mul(model); gl3.glEnable(GL_DEPTH_TEST); gl3.glUseProgram(programName[Program.THROUGH]); gl3.glUniform1i(uniformDiffuse[Program.THROUGH], 0); gl3.glUniformMatrix4fv(uniformMvp[Program.THROUGH], 1, false, mvp.toFa_(), 0); gl3.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl3.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl3.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl3.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl3.glBindSampler(0, samplerName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); gl3.glDisable(GL_DEPTH_TEST); checkError(gl3, "renderFBO"); }
Example 12
Source File: Gl_320_fbo_blend_points.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_FRAMEBUFFER_SRGB); gl3.glEnable(GL_BLEND); gl3.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gl3.glUseProgram(programName[Program.RENDER]); gl3.glBindVertexArray(vertexArrayName.get(Program.RENDER)); gl3.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl3.glDrawArraysInstanced(GL_POINTS, 0, 8, 1); gl3.glDisable(GL_BLEND); } { 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 13
Source File: Gl_320_texture_3d.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL3 gl3 = (GL3) gl; orientation = orientation.plus(new Vec3(0.020f, 0.010f, 0.005f)); float[] textureMatrix = Glm.yawPitchRoll(orientation.x, orientation.y, orientation.z); gl3.glViewport(0, 0, windowSize.x, windowSize.y); gl3.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl3.glUseProgram(programName); gl3.glUniform1i(uniformDiffuse, 0); gl3.glUniformMatrix3fv(uniformTextureMatrix, 1, false, textureMatrix, 0); gl3.glActiveTexture(GL_TEXTURE0); gl3.glBindTexture(GL_TEXTURE_3D, textureName.get(0)); gl3.glBindVertexArray(vertexArrayName.get(0)); gl3.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); return true; }
Example 14
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 15
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 16
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 17
Source File: Gl_330_query_conditional.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); 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; }
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_query_conditional.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_()); 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 20
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; }