Java Code Examples for com.jogamp.opengl.GL4#glBindTextures()
The following examples show how to use
com.jogamp.opengl.GL4#glBindTextures() .
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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_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 3
Source File: Gl_500_texture_sparse_arb.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, 0.001f, 100.0f); Mat4 model = new Mat4(1.0f); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } 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(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 4
Source File: Gl_500_glsl_vote_arb.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, (float) windowSize.x, windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); uniformPointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, black); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferName.get(Buffer.VERTEX)); gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT)); gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, null, 1, DrawElementsIndirectCommand.SIZE); return true; }
Example 5
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 6
Source File: Gl_500_texture_cube_arb.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, windowSize.x * 0.5f / windowSize.y, 0.1f, 1000.0f); Mat4 view = viewMat4(); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); Mat4 mv = view.mul(model); Transform t = new Transform(mvp, mv, new Vec3(0.0f, 0.0f, -cameraDistance())); transformPointer.asFloatBuffer().put(t.toFa_()); } gl4.glClearBufferfv(GL_COLOR, 0, white); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); // Left side: seamless cubemap filtering gl4.glViewportIndexedf(0, 0, 0, windowSize.x * 0.5f, windowSize.y); samplerName.position(Sampler.SEAMLESS); gl4.glBindSamplers(Semantic.Sampler.DIFFUSE, 1, samplerName); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0); // Right side: per face cubemap filtering gl4.glViewportIndexedf(0, windowSize.x * 0.5f, 0, windowSize.x * 0.5f, windowSize.y); samplerName.position(Sampler.NON_SEAMLESS); gl4.glBindSamplers(Semantic.Sampler.DIFFUSE, 1, samplerName); samplerName.rewind(); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0); return true; }
Example 7
Source File: Gl_440_texture_compressed.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Asynchrone update of the uniform buffer { 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, 4.0f / 3.0f, 0.1f, 1000.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(4.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } // Clear the color buffer gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.5f, 1.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); bufferName.position(Buffer.TRANSFORM); gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName); bufferName.rewind(); gl4.glBindSamplers(0, 1, samplerName); gl4.glBindVertexArray(vertexArrayName.get(0)); // Draw each texture in different viewports for (int index = 0; index < Texture.MAX; ++index) { gl4.glViewportIndexedfv(0, viewport[index].toFA_(), 0); textureName.position(index); gl4.glBindTextures(0, 1, textureName); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } return true; }