Java Code Examples for com.jogamp.opengl.GL4#glBindBufferRange()
The following examples show how to use
com.jogamp.opengl.GL4#glBindBufferRange() .
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Example 1
Source File: Gl_430_direct_state_access_ext.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4) { //glEnable(GL_SAMPLE_MASK); //glSampleMaski(0, 0xFF); gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4 / 4.0f); gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDisable(GL_MULTISAMPLE); }
Example 2
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4) { gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4 / 4.0f); gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clearColor); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glBindSamplers(0, 1, samplerName); gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDisable(GL_MULTISAMPLE); }
Example 3
Source File: Gl_450_fbo_multisample_explicit.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4, int framebuffer) { gl4.glEnable(GL_DEPTH_TEST); gl4.glBindProgramPipeline(pipelineName.get(Program.THROUGH)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); float[] depth = {1.0f}; gl4.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); textureName.position(Texture.DIFFUSE); gl4.glBindTextures(0, 1, textureName); textureName.rewind(); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); gl4.glDisable(GL_DEPTH_TEST); }
Example 4
Source File: Gl_500_direct_state_access_gtc.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4) { gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4.0f); gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f}); gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clear); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glBindSamplers(0, 1, samplerName); gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDisable(GL_MULTISAMPLE); }
Example 5
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); viewMat4().print("view"); uniformPointer.asFloatBuffer().put(viewMat4().toFa_()); //uniformPointer.asFloatBuffer().put(new Mat4().toFa_()); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glUseProgram(programName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArrays(GL_TRIANGLES, 0, 3); return true; }
Example 6
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 5 votes |
private void renderFB(GL4 gl4) { gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearNamedFramebufferfv(0, GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBlockSize, uniformBlockSize); gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); }
Example 7
Source File: Gl_450_fbo_multisample_explicit.java From jogl-samples with MIT License | 5 votes |
private void resolveMultisampling(GL4 gl4) { gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); textureName.position(Texture.MULTISAMPLE_COLORBUFFER); gl4.glBindTextures(0, 1, textureName); textureName.rewind(); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBlockSize, uniformBlockSize); gl4.glEnable(GL_SCISSOR_TEST); // Box { gl4.glScissor(1, 1, windowSize.x / 2 - 2, windowSize.y - 2); gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_BOX)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); } // Near { gl4.glScissor(windowSize.x / 2 + 1, 1, windowSize.x / 2 - 2, windowSize.y - 2); gl4.glBindProgramPipeline(pipelineName.get(Program.RESOLVE_NEAR)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 5); } gl4.glDisable(GL_SCISSOR_TEST); }
Example 8
Source File: Gl_500_direct_state_access_gtc.java From jogl-samples with MIT License | 5 votes |
private void renderFB(GL4 gl4) { gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f}); gl4.glClearNamedFramebufferfv(0, GL_COLOR, 0, clear); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBlockSize, uniformBlockSize); gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); }
Example 9
Source File: Gl_430_query_conditional.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.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_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Clear color buffer with black gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); // The first orange quad is not written in the framebuffer. // gl4.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0)); { if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } }// End of the samples count query gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl4.glColorMaski(0, true, true, true, true); gl4.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. gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); // gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndConditionalRender(); toggle = !toggle; return true; }
Example 10
Source File: Gl_450_query_conditional.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformTransformOffset * 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, 10.0f); /** * A translation of Vec3(0.0f, 0.0f, 0.0f) pushes the square outside the screen, it makes no sense. */ Mat4 model0 = new Mat4(1.0f).translate(new Vec3(0.0f, 0.0f, 0.0f)); Mat4 model1 = new Mat4(1.0f); pointer.position(uniformTransformOffset * 0); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_()); pointer.position(uniformTransformOffset * 1); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model1).toFa_()); pointer.rewind(); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Set the display viewport gl4.glViewport(0, 0, windowSize.x, windowSize.y); // Clear color buffer with black gl4.glClearBufferfv(GL_COLOR, 0, blackColor); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); // The first orange quad is not written in the framebuffer. gl4.glColorMaski(0, false, false, false, false); // Beginning of the samples count query gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0)); { if (toggle) { // To test the condional rendering, comment this line, the next draw call won't happen. gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); // End of the samples count query } } gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); // The second blue quad is written in the framebuffer only if a sample pass the occlusion query. gl4.glColorMaski(0, true, true, true, true); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformTransformOffset, 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. gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT); { // Clear color buffer with white gl4.glClearBufferfv(GL_COLOR, 0, whiteColor); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), 0, Vec4.SIZE); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndConditionalRender(); gl4.glBeginConditionalRender(queryName.get(0), GL_QUERY_WAIT_INVERTED); { // Clear color buffer with black gl4.glClearBufferfv(GL_COLOR, 0, blackColor); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL), uniformMaterialOffset, Vec4.SIZE); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndConditionalRender(); toggle = !toggle; return true; }
Example 11
Source File: Gl_400_buffer_uniform_array.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; int uniformBufferOffset = Math.max(uniformBufferAlignment.get(0), Mat4.SIZE); int uniformBufferRange = uniformBufferOffset * 2; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBufferRange, 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 model0 = new Mat4(1.0f).translate(new Vec3(+1, 0, 0)); Mat4 model1 = new Mat4(1.0f).translate(new Vec3(-1, 0, 0)); pointer.position(uniformBufferOffset * 0); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_()); pointer.position(uniformBufferOffset * 1); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model1).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glUseProgram(programName); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM1, bufferName.get(Buffer.TRANSFORM), uniformBufferOffset, Mat4.SIZE); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); return true; }
Example 12
Source File: Gl_410_buffer_uniform_array.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; int uniformBufferOffset = Math.max(uniformBufferAlignment.get(0), Mat4.SIZE); int uniformBufferRange = uniformBufferOffset * 2; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBufferRange, 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 model0 = new Mat4(1.0f).translate(new Vec3(+1, 0, 0)); Mat4 model1 = new Mat4(1.0f).translate(new Vec3(-1, 0, 0)); pointer.position(uniformBufferOffset * 0); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_()); pointer.position(uniformBufferOffset * 1); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model1).toFa_()); pointer.rewind(); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glUseProgram(programName); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl4.glBindVertexArray(vertexArrayName.get(0)); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM1, bufferName.get(Buffer.TRANSFORM), uniformBufferOffset, Mat4.SIZE); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 1); return true; }