Java Code Examples for com.jogamp.opengl.GL4#glBindTexture()
The following examples show how to use
com.jogamp.opengl.GL4#glBindTexture() .
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Example 1
Source File: Gl_430_fbo_invalidate.java From jogl-samples with MIT License | 6 votes |
private boolean initTexture(GL4 gl4) { gl4.glGenTextures(Texture.MAX, textureName); { gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE)); gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, true); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); } { gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR)); gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl4.glBindTexture(GL_TEXTURE_2D, 0); } return true; }
Example 2
Source File: Gl_400_fbo_multisample.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4, int framebuffer) { 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); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glViewport(0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, .5f).put(2, 1).put(3, 1)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); }
Example 3
Source File: Gl_420_primitive_line_aa.java From jogl-samples with MIT License | 6 votes |
private boolean initTexture(GL4 gl4) { gl4.glGenTextures(Texture.MAX, textureName); { gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE)); gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 8, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, true); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); } { gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR)); gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl4.glBindTexture(GL_TEXTURE_2D, 0); } return true; }
Example 4
Source File: Gl_420_sampler_gather.java From jogl-samples with MIT License | 6 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, 1000.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); 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)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformDiffuse, 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 5
Source File: Gl_430_texture_buffer.java From jogl-samples with MIT License | 6 votes |
private boolean initTexture(GL4 gl4) { int[] textureBufferOffsetAlignment = {0}; gl4.glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, textureBufferOffsetAlignment, 0); gl4.glGenTextures(Texture.MAX, textureName); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT)); gl4.glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGB32F, bufferName.get(Buffer.DISPLACEMENT), textureBufferOffsetAlignment[0], Vec3.SIZE * 5); gl4.glBindTexture(GL_TEXTURE_BUFFER, 0); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE)); gl4.glTexBufferRange(GL_TEXTURE_BUFFER, GL_RGB32F, bufferName.get(Buffer.DIFFUSE), textureBufferOffsetAlignment[0], Vec3.SIZE * 5); gl4.glBindTexture(GL_TEXTURE_BUFFER, 0); return true; }
Example 6
Source File: Gl_420_draw_image_space_rendering.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 7
Source File: Gl_420_texture_storage.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); 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, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 8
Source File: Gl_410_program_binary.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, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(programName[Program.FRAG], uniformDiffuse, 0); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, windowSize.x).put(3, windowSize.y)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, texture2dName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); //!\ Need to be called after glBindVertexArray gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 9
Source File: Gl_420_texture_array.java From jogl-samples with MIT License | 5 votes |
private boolean initTexture(GL4 gl4) { int[] maxTextureArrayLayers = {0}; gl4.glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, maxTextureArrayLayers, 0); gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl4.glGenTextures(1, textureName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); jgli.Texture2dArray texture = new Texture2dArray(jgli.Format.FORMAT_RGBA8_UNORM_PACK32, new int[]{4, 4}, 15, 1); for (int layerIndex = 0, layerCount = texture.layers(); layerIndex < layerCount; layerIndex++) { float progress = (float) layerIndex / layerCount; Vec4u8 color = new Vec4u8(new Vec4(progress, 0.5f + progress * 0.5f, 1f - progress, 1f).mul(255f)); texture.clear(layerIndex, 0, 0, color.toBa_()); } jgli.Gl.Format format = jgli.Gl.translate(texture.format()); gl4.glTexStorage3D(GL_TEXTURE_2D_ARRAY, texture.levels(), format.internal.value, texture.dimensions()[0], texture.dimensions()[1], texture.layers()); for (int array = 0; array < texture.layers(); ++array) { for (int level = 0; level < texture.levels(); ++level) { gl4.glTexSubImage3D(GL_TEXTURE_2D_ARRAY, level, 0, 0, array, texture.dimensions(level)[0], texture.dimensions(level)[1], 1, format.external.value, format.type.value, texture.data(array, 0, level)); } } gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); return true; }
Example 10
Source File: Gl_450_fbo_multisample_explicit.java From jogl-samples with MIT License | 5 votes |
private boolean initTexture(GL4 gl4) { try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); gl4.glGenTextures(Texture.MAX, textureName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); for (int level = 0; level < texture.levels(); ++level) { gl4.glTexImage2D(GL_TEXTURE_2D, level, format.internal.value, texture.dimensions(level)[0], texture.dimensions(level)[1], 0, format.external.value, format.type.value, texture.data(level)); } gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE_COLORBUFFER)); gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, true); gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE_DEPTHBUFFER)); gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_DEPTH_COMPONENT24, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, true); gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); gl4.glBindTexture(GL_TEXTURE_2D, 0); } catch (IOException ex) { Logger.getLogger(Gl_450_fbo_multisample_explicit.class.getName()).log(Level.SEVERE, null, ex); } return true; }
Example 11
Source File: Gl_420_texture_conversion.java From jogl-samples with MIT License | 5 votes |
private boolean initTexture(GL4 gl4) { try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); assert (!texture.empty()); gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl4.glGenTextures(Texture.MAX, textureName); gl4.glActiveTexture(GL_TEXTURE0); for (int i = 0; i < Texture.MAX; ++i) { gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i)); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl4.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), textureInternalFormat[i], texture.dimensions(0)[0], texture.dimensions(0)[1]); for (int level = 0; level < texture.levels(); ++level) { gl4.glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, texture.dimensions(level)[0], texture.dimensions(level)[1], textureFormat[i], GL_UNSIGNED_BYTE, texture.data(level)); } } gl4.glBindTexture(GL_TEXTURE_2D, 0); gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } catch (IOException ex) { Logger.getLogger(Gl_420_texture_conversion.class.getName()).log(Level.SEVERE, null, ex); } return true; }
Example 12
Source File: Gl_440_sampler_wrap.java From jogl-samples with MIT License | 5 votes |
private boolean initTexture(GL4 gl4) { try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE_DXT5)); gl4.glGenTextures(1, textureName); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1); for (int level = 0; level < texture.levels(); ++level) { gl4.glCompressedTexImage2D( GL_TEXTURE_2D, level, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, texture.dimensions(level)[0], texture.dimensions(level)[1], 0, texture.size(level), texture.data(level)); } } catch (IOException ex) { Logger.getLogger(Gl_440_sampler_wrap.class.getName()).log(Level.SEVERE, null, ex); } return checkError(gl4, "initTexture"); }
Example 13
Source File: Gl_400_texture_cube.java From jogl-samples with MIT License | 5 votes |
private boolean initTexture(GL4 gl4) { try { gl4.glActiveTexture(GL_TEXTURE0); gl4.glGenTextures(1, textureName); gl4.glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textureName.get(0)); gl4.glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 0); jgli.Texture texture = jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE_DDS); assert (!texture.empty()); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); jgli.Gl.Target target = jgli.Gl.translate(texture.target()); gl4.glTexImage3D( target.value, 0, format.internal.value, texture.dimensions()[0], texture.dimensions()[1], texture.faces(), 0, format.external.value, format.type.value, texture.data()); } catch (IOException ex) { Logger.getLogger(Gl_400_texture_cube.class.getName()).log(Level.SEVERE, null, ex); } return true; }
Example 14
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 15
Source File: Gl_450_culling.java From jogl-samples with MIT License | 5 votes |
private boolean initTexture(GL4 gl4) { try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl4.glGenTextures(1, textureName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl4.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), format.internal.value, texture.dimensions(0)[0], texture.dimensions(0)[1]); for (int level = 0; level < texture.levels(); ++level) { gl4.glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, texture.dimensions(level)[0], texture.dimensions(level)[1], format.external.value, format.type.value, texture.data(level)); } gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); } catch (IOException ex) { Logger.getLogger(Gl_450_culling.class.getName()).log(Level.SEVERE, null, ex); } return true; }
Example 16
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 17
Source File: Gl_420_memory_barrier.java From jogl-samples with MIT License | 4 votes |
private boolean initTexture(GL4 gl4) { boolean validated = true; try { jgli.Texture2d texture = new Texture2d(jgli.Load.load(TEXTURE_ROOT + "/" + TEXTURE_DIFFUSE)); frameBufferSize.x = texture.dimensions()[0]; frameBufferSize.y = texture.dimensions()[1]; gl4.glGenTextures(Texture.MAX, textureName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl4.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), GL_COMPRESSED_RGB_S3TC_DXT1_EXT, texture.dimensions()[0], texture.dimensions()[1]); for (int level = 0; level < texture.levels(); ++level) { gl4.glCompressedTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, texture.dimensions(level)[0], texture.dimensions(level)[1], GL_COMPRESSED_RGB_S3TC_DXT1_EXT, texture.size(level), texture.data(level)); } gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, frameBufferSize.x, frameBufferSize.y); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } catch (IOException ex) { Logger.getLogger(Gl_420_memory_barrier.class.getName()).log(Level.SEVERE, null, ex); } return validated; }
Example 18
Source File: Gl_430_program_compute_image.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.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.glBindImageTexture(Image.POSITION_INPUT, textureName.get(Texture.POSITION_INPUT), 0, false, 0, GL_READ_ONLY, GL_RGBA32F); gl4.glBindImageTexture(Image.TEXCOORD_INPUT, textureName.get(Texture.TEXCOORD_INPUT), 0, false, 0, GL_READ_ONLY, GL_RGBA32F); gl4.glBindImageTexture(Image.COLOR_INPUT, textureName.get(Texture.COLOR_INPUT), 0, false, 0, GL_READ_ONLY, GL_RGBA32F); gl4.glBindImageTexture(Image.POSITION_OUTPUT, textureName.get(Texture.POSITION_OUTPUT), 0, false, 0, GL_WRITE_ONLY, GL_RGBA32F); gl4.glBindImageTexture(Image.TEXCOORD_OUTPUT, textureName.get(Texture.TEXCOORD_OUTPUT), 0, false, 0, GL_WRITE_ONLY, GL_RGBA32F); gl4.glBindImageTexture(Image.COLOR_OUTPUT, textureName.get(Texture.COLOR_OUTPUT), 0, false, 0, GL_WRITE_ONLY, GL_RGBA32F); 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 + Semantic.Sampler.DIFFUSE); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.POSITION); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.POSITION_OUTPUT)); gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.TEXCOORD); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.TEXCOORD_OUTPUT)); gl4.glActiveTexture(GL_TEXTURE0 + Semantic.Sampler.COLOR); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.COLOR_OUTPUT)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 19
Source File: Gl_440_multi_draw_indirect_id_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); { int padding = Math.max(Mat4.SIZE, uniformArrayStride.get(0)); gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, padding * 3, 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.position(padding * 0); pointer.asFloatBuffer().put(projection.mul(view).translate(new Mat4(1.0f), new Vec3(0.0f, 0.0f, 0.5f)).toFa_()); // now projection contains projection * view pointer.position(padding * 1); pointer.asFloatBuffer().put(projection.translate(new Mat4(1.0f), new Vec3(0.0f, 0.0f, 0.0f)).toFa_()); pointer.position(padding * 2); pointer.asFloatBuffer().put(projection.translate(new Mat4(1.0f), new Vec3(0.0f, 0.0f, -0.5f)).toFa_()); 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_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX)); 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[i], DrawElementsIndirectCommand.SIZE); } return true; }
Example 20
Source File: Gl_450_texture_derivative.java From jogl-samples with MIT License | 4 votes |
private boolean initTexture(GL4 gl4) { jgli.Texture2d texture = new Texture2d(jgli.Format.FORMAT_RGBA8_UNORM_PACK8, new int[]{64, 64}); jgli.Gl.Format format = jgli.Gl.translate(texture.format()); texture.clear(0, 0, 0, new byte[]{(byte) 255, (byte) 0, (byte) 0, (byte) 255}); texture.clear(0, 0, 1, new byte[]{(byte) 255, (byte) 128, (byte) 0, (byte) 255}); texture.clear(0, 0, 2, new byte[]{(byte) 255, (byte) 255, (byte) 0, (byte) 255}); texture.clear(0, 0, 3, new byte[]{(byte) 0, (byte) 255, (byte) 0, (byte) 255}); texture.clear(0, 0, 4, new byte[]{(byte) 0, (byte) 255, (byte) 255, (byte) 255}); texture.clear(0, 0, 5, new byte[]{(byte) 0, (byte) 0, (byte) 255, (byte) 255}); texture.clear(0, 0, 6, new byte[]{(byte) 255, (byte) 0, (byte) 0, (byte) 255}); gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 1); gl4.glGenTextures(1, textureName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, texture.levels() - 1); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl4.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl4.glTexStorage2D(GL_TEXTURE_2D, texture.levels(), format.internal.value, texture.dimensions()[0], texture.dimensions()[1]); for (int level = 0; level < texture.levels(); ++level) { gl4.glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, texture.dimensions(level)[0], texture.dimensions(level)[1], format.external.value, format.type.value, texture.data(level)); } if (texture.levels() == 1) { gl4.glGenerateMipmap(GL_TEXTURE_2D); } gl4.glPixelStorei(GL_UNPACK_ALIGNMENT, 4); return true; }