Java Code Examples for com.jogamp.opengl.GL4#glDrawArraysInstanced()
The following examples show how to use
com.jogamp.opengl.GL4#glDrawArraysInstanced() .
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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_320_draw_instanced.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, 2 * 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 modelA = new Mat4(1.0f).translate(new Vec3(-1.1f, 0.0f, 0.0f)); Mat4 modelB = new Mat4(1.0f).translate(new Vec3(1.1f, 0.0f, 0.0f)); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(modelA).toFa_()); pointer.position(Mat4.SIZE); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(modelB).toFa_()); pointer.rewind(); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); float[] depth = new float[]{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.glUseProgram(programName); gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); gl4.glUniformBlockBinding(programName, uniformMaterial, Semantic.Uniform.MATERIAL); 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.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 2); return true; }
Example 3
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 4
Source File: Gl_440_buffer_type.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) 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, 1.0f, 1.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); for (int index = 0; index < Viewport.MAX; ++index) { gl4.glViewportIndexedf(0, viewport[index].viewport.x, viewport[index].viewport.y, viewport[index].viewport.z, viewport[index].viewport.w); gl4.glBindVertexArray(vertexArrayName.get(viewport[index].vertexFormat)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 5
Source File: Gl_400_fbo_rtt_texture_array.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE); // Pass 1 gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 3, clearColor.put(0, 1).put(1, 1).put(2, 0).put(3, 1)); // Pass 2 gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); for (int i = 0; i < Texture.MAX; ++i) { gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w); gl4.glUniform1i(uniformLayer, i); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 6
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 7
Source File: Gl_400_primitive_smooth_shading.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, windowSize.x * 0.5f / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glViewport(0, 0, (int) (windowSize.x * 0.5f), windowSize.y); gl4.glUseProgram(programName[Program.TESS]); gl4.glUniformMatrix4fv(uniformMvp[Program.TESS], 1, false, mvp.toFa_(), 0); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1); gl4.glViewport((int) (windowSize.x * 0.5f), 0, (int) (windowSize.x * 0.5f), windowSize.y); gl4.glUseProgram(programName[Program.SMOOTH]); gl4.glUniformMatrix4fv(uniformMvp[Program.SMOOTH], 1, false, mvp.toFa_(), 0); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 8
Source File: Gl_440_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); } // 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)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX)); // Samples count query for (int i = 0; i < viewports.length; ++i) { gl4.glViewportArrayv(0, 1, viewports[i].toFA_(), 0); gl4.glBeginQuery(GL_ANY_SAMPLES_PASSED, queryName.get(i)); { gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndQuery(GL_ANY_SAMPLES_PASSED); } gl4.glBindBuffer(GL_QUERY_BUFFER, bufferName.get(Buffer.QUERY)); IntBuffer params = GLBuffers.newDirectIntBuffer(1); for (int i = 0; i < viewports.length; ++i) { // params.put(0, Integer.BYTES * i); int[] a = {0}; gl4.glGetQueryObjectuiv(queryName.get(i), GL_QUERY_RESULT, a, 0); System.out.println("a: "+a[0]); } // ByteBuffer pointer = gl4.glMapBufferRange(GL_QUERY_BUFFER, 0, Integer.BYTES * queryName.capacity(), // GL_MAP_READ_BIT); // System.out.println("Samples count: " + pointer.get(0) + ", " + pointer.get(1) + ", " + pointer.get(2) // + ", " + pointer.get(3) + "\r"); // gl4.glUnmapBuffer(GL_QUERY_BUFFER); // gl4.glBindBuffer(GL_QUERY_BUFFER, 0); return true; }
Example 9
Source File: Gl_430_fbo_srgb_decode.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); projection.mul(viewMat4()).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); // Convert linear clear color to sRGB color space, FramebufferName is a sRGB FBO gl4.glEnable(GL_FRAMEBUFFER_SRGB); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1.0f)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); // TextureName[texture::DIFFUSE] is a sRGB texture which sRGB conversion on fetch has been disabled // Hence in the shader, the value is stored as sRGB so we should not convert it to sRGB. gl4.glDisable(GL_FRAMEBUFFER_SRGB); gl4.glUseProgram(programName[Program.TEXTURE]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.DIFFUSE_RGB)); gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } { gl4.glDisable(GL_DEPTH_TEST); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glUseProgram(programName[Program.SPLASH]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 10
Source File: Gl_440_transform_feedback.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[Program.TRANSFORM]); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]); gl4.glBindVertexArray(vertexArrayName[Program.TRANSFORM]); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.VERTEX], 0, Vec4.SIZE); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName[0]); gl4.glBeginTransformFeedback(GL_TRIANGLES); { gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glEndTransformFeedback(); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); gl4.glDisable(GL_RASTERIZER_DISCARD); // Second draw, reuse the captured attributes gl4.glBindProgramPipeline(pipelineName[Program.FEEDBACK]); gl4.glBindVertexArray(vertexArrayName[Program.FEEDBACK]); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName[Buffer.FEEDBACK], 0, glf.Vertex_v4fc4f.SIZE); gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName[0]); return true; }
Example 11
Source File: Gl_440_fbo_depth_stencil.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); //glm::mat4 Projection = glm::perspectiveFov(glm::pi<float>() * 0.25f, 640.f, 480.f, 0.1f, 100.0f); 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.glUnmapBuffer(GL_UNIFORM_BUFFER); } { gl4.glViewport(0, 0, windowSize.x * framebufferScale, windowSize.y * framebufferScale); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glUseProgram(programName[Program.TEXTURE]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } { gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glUseProgram(programName[Program.SPLASH]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); } return true; }
Example 12
Source File: Gl_400_program_varying_blocks.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 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); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1); return true; }
Example 13
Source File: Gl_400_texture_derivative.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE); // 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, 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.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0,1)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl4.glUseProgram(programName[Program.TEXTURE]); gl4.glUniform1i(uniformDiffuse[Program.TEXTURE], 0); gl4.glUniformBlockBinding(programName[Program.TEXTURE], uniformTransform, Semantic.Uniform.TRANSFORM0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindVertexArray(vertexArrayName.get(Program.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glEnable(GL_SCISSOR_TEST); { gl4.glScissor(0, 0, framebufferSize.x / 2, framebufferSize.y); gl4.glUniform1i(uniformUseGrad, 1); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); gl4.glScissor(framebufferSize.x / 2, 0, framebufferSize.x / 2, framebufferSize.y); gl4.glUniform1i(uniformUseGrad, 0); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); } gl4.glDisable(GL_SCISSOR_TEST); gl4.glDisable(GL_DEPTH_TEST); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glUseProgram(programName[Program.SPLASH]); gl4.glUniform1i(uniformDiffuse[Program.SPLASH], 0); gl4.glUniform1f(uniformFramebufferSize, FRAMEBUFFER_SIZE); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(Program.SPLASH)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1); return true; }
Example 14
Source File: Gl_400_transform_feedback_object.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Compute the MVP (Model View Projection matrix) { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM0)); 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 gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); // First draw, capture the attributes // Disable rasterisation, vertices processing only! gl4.glEnable(GL_RASTERIZER_DISCARD); gl4.glUseProgram(transformProgramName); gl4.glBindVertexArray(vertexArrayName.get(VertexArray.TRANSFORM_FEEDBACK)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM0)); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, feedbackName.get(0)); gl4.glBeginTransformFeedback(GL_TRIANGLES); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); gl4.glEndTransformFeedback(); gl4.glBindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); gl4.glDisable(GL_RASTERIZER_DISCARD); // Second draw, reuse the captured attributes gl4.glUseProgram(feedbackProgramName); gl4.glBindVertexArray(vertexArrayName.get(VertexArray.FEEDBACK)); gl4.glDrawTransformFeedback(GL_TRIANGLES, feedbackName.get(0)); return true; }
Example 15
Source File: Gl_400_program_varying_structs.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 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); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstanced(GL_PATCHES, 0, vertexCount, 1); return true; }
Example 16
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 17
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 18
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; }
Example 19
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 20
Source File: Gl_400_fbo_rtt.java From jogl-samples with MIT License | 3 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Vec2i framebufferSize = new Vec2i(windowSize.x / FRAMEBUFFER_FACTOR, windowSize.y / FRAMEBUFFER_FACTOR); gl4.glViewport(0, 0, framebufferSize.x, framebufferSize.y); // Pass 1 gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); int[] drawBuffers = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; gl4.glDrawBuffers(3, drawBuffers, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 0).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 1, clearColor.put(0, 0).put(1, 1).put(2, 0).put(3, 1)); gl4.glClearBufferfv(GL_COLOR, 2, clearColor.put(0, 0).put(1, 0).put(2, 1).put(3, 1)); // Pass 2 gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, .5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glBindVertexArray(vertexArrayName.get(0)); for (int i = 0; i < Texture.MAX; ++i) { gl4.glViewport((int) viewport[i].x, (int) viewport[i].y, (int) viewport[i].z, (int) viewport[i].w); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i)); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } gl4.glUseProgram(0); return true; }