Java Code Examples for com.jogamp.opengl.GL4#glBindProgramPipeline()
The following examples show how to use
com.jogamp.opengl.GL4#glBindProgramPipeline() .
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Example 1
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 2
Source File: Gl_410_primitive_instanced.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Compute the MVP (Model View Projection matrix) Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); // Set the value of uniforms gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform4fv(programName[Program.FRAG], uniformDiffuse, 1, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); // Set the display viewport gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); // Clear color buffer with white gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); // Bind program gl4.glBindProgramPipeline(pipelineName.get(0)); // Bind vertex array & draw gl4.glBindVertexArray(vertexArrayName.get(0)); // Must be called after glBindVertexArray gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 3
Source File: Gl_440_sampler_wrap.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { float aspect = (windowSize.x * 0.33f) / (windowSize.y * 0.50f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, aspect, 0.1f, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(new Mat4(1.0f)); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); bufferName.position(Buffer.TRANSFORM); gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName); gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE); for (int index = 0; index < Viewport.MAX; ++index) { gl4.glViewportIndexedf(0, viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); samplerName.position(index); gl4.glBindSamplers(0, 1, samplerName); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 4
Source File: Gl_430_image_store.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glDrawBuffer(GL_BACK); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0); // Renderer to image { gl4.glDrawBuffer(GL_NONE); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SAVE)); gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); } // Read from image { gl4.glDrawBuffer(GL_BACK); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.READ)); gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); } return true; }
Example 5
Source File: Gl_430_image_sampling.java From jogl-samples with MIT License | 5 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 | GL_MAP_UNSYNCHRONIZED_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindImageTexture(0, textureName.get(0), 0, false, 0, GL_READ_ONLY, GL_RGBA8); gl4.glBindImageTexture(1, textureName.get(0), 1, false, 0, GL_READ_ONLY, GL_RGBA8); gl4.glBindImageTexture(2, textureName.get(0), 2, false, 0, GL_READ_ONLY, GL_RGBA8); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 3, 0, 0); return true; }
Example 6
Source File: Gl_420_clipping.java From jogl-samples with MIT License | 5 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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0.5f).put(2, 0).put(3, 1)); // Bind rendering objects gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 7
Source File: Gl_410_program_separate.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Compute the MVP (Model View Projection matrix) Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, windowSize.x * 0.5f / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); // Render with the separate programs gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x / 2).put(3, windowSize.y)); gl4.glProgramUniformMatrix4fv(separateProgramName[Program.VERTEX], separateUniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(separateProgramName[Program.FRAGMENT], separateUniformDiffuse, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); } gl4.glBindProgramPipeline(0); // Render with the unified programs gl4.glViewportIndexedfv(0, viewportBuffer.put(0, windowSize.x / 2).put(1, 0).put(2, windowSize.x / 2) .put(3, windowSize.y)); gl4.glProgramUniformMatrix4fv(unifiedProgramName, unifiedUniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(unifiedProgramName, unifiedUniformDiffuse, 0); gl4.glUseProgram(unifiedProgramName); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); } gl4.glUseProgram(0); return true; }
Example 8
Source File: Gl_500_texture_bindless_arb.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean begin(GL gl) { GL4 gl4 = (GL4) gl; boolean validated = gl4.isExtensionAvailable("GL_ARB_bindless_texture"); // this->sync(test::ASYNC); if (validated) { validated = initProgram(gl4); } if (validated) { validated = initTexture(gl4); } if (validated) { validated = initBuffer(gl4); } if (validated) { validated = initVertexArray(gl4); } if (validated) { gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX)); gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT)); gl4.glBindVertexArray(vertexArrayName.get(0)); } return validated; }
Example 9
Source File: Gl_430_program_compute.java From jogl-samples with MIT License | 5 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.perspectiveFov_((float) Math.PI * 0.25f, 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 gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glBindProgramPipeline(pipelineName.get(Program.COMPUTE)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantics.INPUT, bufferName.get(Buffer.INPUT)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantics.OUTPUT, bufferName.get(Buffer.OUTPUT)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDispatchCompute(vertexCount, 1, 1); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(Program.GRAPHICS)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantics.INPUT, bufferName.get(Buffer.OUTPUT)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 10
Source File: Gl_420_draw_base_instance.java From jogl-samples with MIT License | 5 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 | GL_MAP_UNSYNCHRONIZED_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); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 1 * Integer.BYTES, // indices offset 5, // instance count 2, // base vertex 5); // base instance return true; }
Example 11
Source File: Gl_500_buffer_pinned_amd.java From jogl-samples with MIT License | 5 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 | GL_MAP_UNSYNCHRONIZED_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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 12
Source File: Gl_500_shader_group_nv.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 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 gl4.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_UNSIGNED_BYTE, clearColorBuffer); gl4.glClearTexImage(textureName.get(Texture.RENDERBUFFER), 0, GL_DEPTH_COMPONENT, GL_FLOAT, clearRenderBuffer); gl4.glClearTexImage(textureName.get(Texture.INVOCATION_COUNT), 0, GL_RED_INTEGER, GL_UNSIGNED_INT, clearInvocationCount); gl4.glViewportIndexedf(0, 0, 0, windowSize.x * FRAMEBUFFER_SCALE, windowSize.y * FRAMEBUFFER_SCALE); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_WRITE_ONLY, GL_R32UI); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0); gl4.glDisable(GL_DEPTH_TEST); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH)); gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_READ_ONLY, GL_R32UI); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 13
Source File: Gl_410_primitive_tessellation5.java From jogl-samples with MIT License | 4 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; gl4.glGenProgramPipelines(1, pipelineName); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindProgramPipeline(0); // Create program if (validated) { ShaderProgram[] shaderPrograms = new ShaderProgram[Program.MAX]; ShaderCode[] shaderCodes = new ShaderCode[]{ ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "vert", null, true), ShaderCode.create(gl4, GL_TESS_CONTROL_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "cont", null, true), ShaderCode.create(gl4, GL_TESS_EVALUATION_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "eval", null, true), ShaderCode.create(gl4, GL_GEOMETRY_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "geom", null, true), ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT, null, SHADERS_SOURCE, "frag", null, true)}; for (int i = 0; i < Program.MAX; i++) { shaderPrograms[i] = new ShaderProgram(); shaderPrograms[i].init(gl4); shaderPrograms[i].add(shaderCodes[i]); programName[i] = shaderPrograms[i].program(); gl4.glProgramParameteri(programName[i], GL_PROGRAM_SEPARABLE, GL_TRUE); shaderPrograms[i].link(gl4, System.out); } } if (validated) { gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]); gl4.glUseProgramStages(pipelineName.get(0), GL_TESS_CONTROL_SHADER_BIT, programName[Program.CONT]); gl4.glUseProgramStages(pipelineName.get(0), GL_TESS_EVALUATION_SHADER_BIT, programName[Program.EVAL]); gl4.glUseProgramStages(pipelineName.get(0), GL_GEOMETRY_SHADER_BIT, programName[Program.GEOM]); gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]); } // Get variables locations if (validated) { uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp"); } return validated & checkError(gl4, "initProgram"); }
Example 14
Source File: Gl_500_multi_draw_indirect_arb.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; float[] depth = {1.0f}; gl4.glClearBufferfv(GL_DEPTH, 0, depth, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * indirectBufferCount, 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 view = viewMat4(); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul_(view).translate(0.0f, 0.0f, 0.5f).toFa_()); pointer.position(Mat4.SIZE * 1); pointer.asFloatBuffer().put(projection.mul_(view).translate(0.0f, 0.0f, 0.0f).toFa_()); pointer.position(Mat4.SIZE * 2); pointer.asFloatBuffer().put(projection.mul(view).translate(0.0f, 0.0f, -0.5f).toFa_()); pointer.rewind(); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.A)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.B)); gl4.glActiveTexture(GL_TEXTURE2); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.C)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.INDIRECTION, bufferName.get(Buffer.VERTEX_INDIRECTION)); gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT)); validate(gl4); for (int i = 0; i < indirectBufferCount; ++i) { gl4.glViewportIndexedfv(0, viewport[i].toFA_(), 0); gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, null, drawCount.get(i), DrawElementsIndirectCommand.SIZE); } return true; }
Example 15
Source File: Gl_410_program_64.java From jogl-samples with MIT License | 4 votes |
private boolean initProgram(GL4 gl4) { boolean validated = true; try { if (validated) { String[] vertexSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE + ".vert")).useDelimiter("\\A").next()}; programName[Program.VERT] = gl4.glCreateShaderProgramv(GL_VERTEX_SHADER, 1, vertexSourceContent); } if (validated) { String[] fragmentSourceContent = new String[]{new Scanner(new File(SHADERS_ROOT + "/" + SHADERS_SOURCE + ".frag")).useDelimiter("\\A").next()}; programName[Program.FRAG] = gl4.glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, fragmentSourceContent); } if (validated) { validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.VERT]); validated = validated && framework.Compiler.checkProgram(gl4, programName[Program.FRAG]); } if (validated) { uniformMvp = gl4.glGetUniformLocation(programName[Program.VERT], "mvp"); uniformDiffuse = gl4.glGetUniformLocation(programName[Program.FRAG], "diffuse"); } if (validated) { gl4.glGenProgramPipelines(1, pipelineName); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glUseProgramStages(pipelineName.get(0), GL_VERTEX_SHADER_BIT, programName[Program.VERT]); gl4.glUseProgramStages(pipelineName.get(0), GL_FRAGMENT_SHADER_BIT, programName[Program.FRAG]); } } catch (FileNotFoundException ex) { Logger.getLogger(Gl_410_program_64.class.getName()).log(Level.SEVERE, null, ex); } return validated && checkError(gl4, "initProgram"); }
Example 16
Source File: Gl_420_transform_feedback_instanced.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) 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); gl4.glProgramUniformMatrix4fv(programName[Pipeline.TRANSFORM], transformUniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniformMatrix4fv(programName[Pipeline.FEEDBACK], feedbackUniformMvp, 1, false, mvp.toFa_(), 0); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f)); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl4.glEnable(GL_RASTERIZER_DISCARD); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TRANSFORM)); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0)); gl4.glBeginTransformFeedback(GL_TRIANGLES); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); } gl4.glEndTransformFeedback(); gl4.glDisable(GL_RASTERIZER_DISCARD); // Second draw, reuse the captured attributes gl4.glBindProgramPipeline(pipelineName.get(Pipeline.FEEDBACK)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.FEEDBACK)); gl4.glDrawTransformFeedbackStreamInstanced(GL_TRIANGLE_STRIP, feedbackName.get(0), 0, 5); return true; }
Example 17
Source File: Gl_450_transform_feedback_arb.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { Mat4 model = new Mat4(1.0f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } // Set the display viewport gl4.glViewportIndexedf(0, 0.0f, 0.0f, windowSize.x, windowSize.y); // Clear color buffer gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 1.0f}, 0); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl4.glEnable(GL_RASTERIZER_DISCARD); gl4.glBindProgramPipeline(pipelineName.get(Program.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(Program.TRANSFORM)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vec4.SIZE); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0)); gl4.glBeginQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0, queryName.get(0)); gl4.glBeginTransformFeedback(GL_TRIANGLES); { gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndTransformFeedback(); gl4.glEndQueryIndexed(GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB, 0); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); gl4.glDisable(GL_RASTERIZER_DISCARD); IntBuffer streamOverflow = GLBuffers.newDirectIntBuffer(1); gl4.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, streamOverflow); if (streamOverflow.get(0) == 0) { // Second draw, reuse the captured attributes gl4.glBindProgramPipeline(pipelineName.get(Program.FEEDBACK)); gl4.glBindVertexArray(vertexArrayName.get(Program.FEEDBACK)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.FEEDBACK), 0, glf.Vertex_v4fc4f.SIZE); gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(0)); } BufferUtils.destroyDirectBuffer(streamOverflow); return true; }
Example 18
Source File: Gl_420_texture_compressed.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 | GL_MAP_UNSYNCHRONIZED_BIT); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, 4.0f / 3.0f, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Clear the color buffer gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); // Draw each texture in different viewports for (int index = 0; index < Texture.MAX; ++index) { gl4.glViewportIndexedfv(0, viewport[index].toDfb(viewportBuffer)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(index)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } return true; }
Example 19
Source File: Gl_440_fbo_without_attachment.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[Buffer.TRANSFORM]); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT); Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, 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); } // Render FloatBuffer clearBuffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f}); gl4.glClearTexImage(textureName[Texture.COLORBUFFER], 0, GL_RGBA, GL_FLOAT, clearBuffer); BufferUtils.destroyDirectBuffer(clearBuffer); gl4.glViewportIndexedf(0, 0, 0, windowSize.x * supersampling, windowSize.y * supersampling); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName[0]); gl4.glBindSampler(0, samplerName[Pipeline.RENDER]); gl4.glBindVertexArray(vertexArrayName[Pipeline.RENDER]); gl4.glBindProgramPipeline(pipelineName[Pipeline.RENDER]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.DIFFUSE]); gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName[Texture.COLORBUFFER], 0, false, 0, GL_WRITE_ONLY, GL_RGBA8); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName[Buffer.VERTEX]); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); // Splash gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindSampler(0, samplerName[Pipeline.SPLASH]); gl4.glBindVertexArray(vertexArrayName[Pipeline.SPLASH]); gl4.glBindProgramPipeline(pipelineName[Pipeline.SPLASH]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.COLORBUFFER]); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 20
Source File: Gl_430_query_occlusion.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); // 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.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); // Samples count query gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE, queryName.get(0)); { gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndQuery(GL_ANY_SAMPLES_PASSED_CONSERVATIVE); // Get the count of samples. // If the result of the query isn't here yet, we wait here... int[] samplesCount = {0}; gl4.glGetQueryObjectuiv(queryName.get(0), GL_QUERY_RESULT, samplesCount, 0); System.out.println("Samples count: " + (samplesCount[0] == GL_TRUE)); return true; }