Java Code Examples for com.jogamp.opengl.GL4#glDrawElementsInstancedBaseVertex()
The following examples show how to use
com.jogamp.opengl.GL4#glDrawElementsInstancedBaseVertex() .
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Example 1
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 2
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 6 votes |
private void renderFramebuffer(GL4 gl4) { gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 1)); gl4.glUseProgram(programName[Program.RENDER]); gl4.glUniform1i(uniformShadow, 0); gl4.glUniformBlockBinding(programName[Program.RENDER], uniformTransform[Program.RENDER], Semantic.Uniform.TRANSFORM0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.SHADOWMAP)); gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl4.glDisable(GL_DEPTH_TEST); checkError(gl4, "renderFramebuffer"); }
Example 3
Source File: Gl_400_program_64.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4d projection = glm.perspective_(Math.PI * 0.25, (double) windowSize.x / windowSize.y, 0.1, 100.0); Mat4d model = new Mat4d(1.0); Mat4d view = new Mat4d(viewMat4()); Mat4d mvp = projection.mul(view).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.glUniformMatrix4dv(uniformMvp, 1, false, mvp.toDa_(), 0); gl4.glUniform4d(uniformDiffuse, 1.0, 0.5, 0.0, 1.0); 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 4
Source File: Gl_410_glsl_block.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, 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.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1).put(1, 1).put(2, 1).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); gl4.glUniformBlockBinding(programName, uniformTransform, Semantic.Uniform.TRANSFORM0); 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.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 5
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 6
Source File: Gl_500_primitive_shading_nv.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE * 1, 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.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, black); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBeginQuery(GL_PRIMITIVES_GENERATED, queryName.get(0)); { gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } gl4.glEndQuery(GL_PRIMITIVES_GENERATED); LongBuffer primitivesGeneratedBuffer = GLBuffers.newDirectLongBuffer(1); gl4.glGetQueryObjectui64v(queryName.get(0), GL_QUERY_RESULT, primitivesGeneratedBuffer); long primitivesGenerated = primitivesGeneratedBuffer.get(0); return primitivesGenerated > 0; }
Example 7
Source File: Gl_450_texture_derivative.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, 4.0f / 3.0f, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f).scale(new Vec3(2.0f)); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewport(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.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); return true; }
Example 8
Source File: Gl_400_fbo_multisample.java From jogl-samples with MIT License | 5 votes |
private void renderFB(GL4 gl4, int texture2dName) { Mat4 perspective = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = perspective.mul(viewMat4()).mul(model); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, texture2dName); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); }
Example 9
Source File: Gl_400_program_subroutine.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 100.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(viewMat4()).mul(model); gl4.glViewport(0, 0, windowSize.x, windowSize.y); 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, 0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformRGB8, 0); gl4.glUniform1i(uniformDXT1, 1); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bufferName.get(Buffer.ELEMENT)); gl4.glUniform1f(uniformDisplacement, 1.1f); subroutineId.position(Subroutine.DXT1); gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); gl4.glUniform1f(uniformDisplacement, -1.1f); subroutineId.position(Subroutine.DXT1); gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, subroutineId); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 10
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 11
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 12
Source File: Gl_400_sampler_fetch.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); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(model).toFa_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewport(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.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.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 13
Source File: Gl_400_sampler_array_nv.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, (float) windowSize.x / windowSize.y, 0.1f, 1000.0f); 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, 1).put(1, 0.5f).put(2, 0).put(3, 1)); gl4.glUseProgram(programName); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform1i(uniformDiffuseRGB, 0); gl4.glUniform1i(uniformDiffuseBGR, 1); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.BGR)); gl4.glBindSampler(1, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }
Example 14
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 15
Source File: Gl_400_fbo_layered.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f); Mat4 view = new Mat4(1.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).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)); // Pass 1 { gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewport(0, 0, windowSize.x / FRAMEBUFFER_SIZE, windowSize.y / FRAMEBUFFER_SIZE); gl4.glUseProgram(programName[Program.LAYERING]); gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glBindVertexArray(vertexArrayName.get(Program.LAYERING)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } // Pass 2 { gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glUseProgram(programName[Program.IMAGE_2D]); gl4.glUniform1i(uniformDiffuse, 0); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureColorbufferName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(Program.IMAGE_2D)); for (int i = 0; i < 4; ++i) { gl4.glUniform1i(uniformLayer, i); gl4.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } } return true; }
Example 16
Source File: Gl_410_fbo_layered.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; Mat4 projection = glm.ortho_(-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, -1.0f); Mat4 view = new Mat4(1.0f); Mat4 model = new Mat4(1.0f); Mat4 mvp = projection.mul(view).mul(model); gl4.glProgramUniformMatrix4fv(programName[Program.LAYERING], uniformMvp[Program.LAYERING], 1, false, mvp.toFa_(), 0); gl4.glProgramUniformMatrix4fv(programName[Program.VIEWPORT], uniformMvp[Program.VIEWPORT], 1, false, mvp.toFa_(), 0); gl4.glProgramUniform1i(programName[Program.VIEWPORT], uniformDiffuse, 0); // Pass 1 { gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, 0).put(1, 0).put(2, FRAMEBUFFER_SIZE.x).put(3, FRAMEBUFFER_SIZE.y)); gl4.glUseProgram(programName[Program.LAYERING]); gl4.glBindVertexArray(vertexArrayName.get(Program.LAYERING)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } // Pass 2 { int border = 2; gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0).put(1, 0).put(2, 0).put(3, 0)); gl4.glViewportIndexedfv(0, viewportBuffer.put(0, border).put(1, border).put(2, windowSize.x * 0.5f - 2.0f * border) .put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glViewportIndexedfv(1, viewportBuffer.put(0, windowSize.x * 0.5f + border).put(1, border) .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glViewportIndexedfv(2, viewportBuffer.put(0, windowSize.x * 0.5f + border).put(1, windowSize.y * 0.5f + 1) .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glViewportIndexedfv(3, viewportBuffer.put(0, border).put(1, windowSize.y * 0.5f + border) .put(2, windowSize.x * 0.5f - 2.0f * border).put(3, windowSize.y * 0.5f - 2.0f * border)); gl4.glUseProgram(programName[Program.VIEWPORT]); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(Program.VIEWPORT)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); } return true; }
Example 17
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 18
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 19
Source File: Gl_430_texture_buffer.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.identity()).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); 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.glUseProgram(programName); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DISPLACEMENT)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_BUFFER, textureName.get(Texture.DIFFUSE)); 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.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0); return true; }
Example 20
Source File: Gl_430_program_subroutine.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, windowSize.x * 0.5f / 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); } 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); gl4.glActiveTexture(GL_TEXTURE0 + Sampler.RGB8); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGB8)); gl4.glActiveTexture(GL_TEXTURE0 + Sampler.DXT1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DXT1)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glUseProgram(programName); IntBuffer index = GLBuffers.newDirectIntBuffer(new int[]{Sampling.RGB8, Sampling.DXT1}); gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 2.0f, windowSize.y); gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, index); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); gl4.glViewportIndexedf(0, windowSize.x / 2.0f, 0, windowSize.x / 2.0f, windowSize.y); gl4.glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, index); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 1, 0); return true; }