Java Code Examples for com.jogamp.opengl.GL4#glMinSampleShading()
The following examples show how to use
com.jogamp.opengl.GL4#glMinSampleShading() .
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Example 1
Source File: Gl_430_direct_state_access_ext.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4) { //glEnable(GL_SAMPLE_MASK); //glSampleMaski(0, 0xFF); gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4 / 4.0f); gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glBindSampler(0, samplerName.get(0)); gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDisable(GL_MULTISAMPLE); }
Example 2
Source File: Gl_450_direct_state_access.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4) { gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4 / 4.0f); gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clearColor); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glBindSamplers(0, 1, samplerName); gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDisable(GL_MULTISAMPLE); }
Example 3
Source File: Gl_450_texture_derivative.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean begin(GL gl) { GL4 gl4 = (GL4) gl; boolean validated = gl4.isExtensionAvailable("GL_ARB_derivative_control"); if (validated) { validated = initBuffer(gl4); } if (validated) { validated = initTexture(gl4); } if (validated) { validated = initProgram(gl4); } if (validated) { validated = initVertexArray(gl4); } gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(0.0f); return validated; }
Example 4
Source File: Gl_500_direct_state_access_gtc.java From jogl-samples with MIT License | 6 votes |
private void renderFBO(GL4 gl4) { gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4.0f); gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y); FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f}); gl4.glClearNamedFramebufferfv(framebufferName.get(Framebuffer.RENDER), GL_COLOR, 0, clear); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, uniformBlockSize); gl4.glBindSamplers(0, 1, samplerName); gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glDisable(GL_MULTISAMPLE); }
Example 5
Source File: Gl_400_fbo_multisample.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glUseProgram(programName); gl4.glUniform1i(uniformDiffuse, 0); // Pass 1, render the scene in a multisampled framebuffer gl4.glEnable(GL_MULTISAMPLE); gl4.glEnable(GL_SAMPLE_SHADING); gl4.glMinSampleShading(4 / 2.0f); float[] min = {0}; gl4.glGetFloatv(GL_MIN_SAMPLE_SHADING_VALUE, min, 0); //glEnable(GL_SAMPLE_MASK); //glSampleMaski(0, 0xFF); renderFBO(gl4, framebufferName.get(Framebuffer.RENDER)); gl4.glDisable(GL_MULTISAMPLE); // Resolved multisampling gl4.glBindFramebuffer(GL_READ_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl4.glBlitFramebuffer( 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, GL_COLOR_BUFFER_BIT, GL_NEAREST); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); // Pass 2, render the colorbuffer from the multisampled framebuffer gl4.glViewport(0, 0, windowSize.x, windowSize.y); renderFB(gl4, textureName.get(Texture.COLOR)); return true; }