Java Code Examples for com.jogamp.opengl.GL4#glViewportIndexedfv()
The following examples show how to use
com.jogamp.opengl.GL4#glViewportIndexedfv() .
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Gl_410_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 view = new Mat4d(viewMat4()); Mat4d model = new Mat4d(1.0); Mat4d mvp = projection.mul(view).mul(model); gl4.glProgramUniformMatrix4dv(programName[Program.VERT], uniformMvp, 1, false, mvp.toDa_(), 0); gl4.glProgramUniform4dv(programName[Program.FRAG], uniformDiffuse, 1, new double[]{1.0, 0.5, 0.0, 1.0}, 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.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_430_interface_matching.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); { 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); Mat4 mvp = projection.mul(viewMat4()).mul(model); pointer.asFloatBuffer().put(mvp.toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); assert (!validate(gl4, programName[Program.VERT])); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 3
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 4
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 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_440_interface_matching.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); { 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); pointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1.0f)).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{0.0f, 0.0f, 0.0f, 0.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); assert (!validate(gl4, programName[Program.VERT])); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 7
Source File: Gl_430_texture_copy.java From jogl-samples with MIT License | 5 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); 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); pointer.asFloatBuffer().put(mvp.toFa_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0); 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(Texture.COPY)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0); return true; }
Example 8
Source File: Gl_500_multi_draw_indirect_count_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); { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName[Buffer.TRANSFORM]); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * drawDataCount, 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.asFloatBuffer().put(projection.mul(view, new Mat4()).translate(0.0f, 0.0f, 0.5f).toFa_()); pointer.position(Mat4.SIZE * 1); pointer.asFloatBuffer().put(projection.mul(view, new Mat4()).translate(0.0f, 0.0f, 0.0f).toFa_()); pointer.position(Mat4.SIZE * 2); pointer.asFloatBuffer().put(projection.mul(view, new Mat4()).translate(0.0f, 0.0f, -0.5f).toFa_()); pointer.rewind(); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.A]); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.B]); gl4.glActiveTexture(GL_TEXTURE2); gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.C]); gl4.glBindProgramPipeline(pipelineName[0]); gl4.glBindVertexArray(vertexArrayName[0]); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.INDIRECTION, bufferName[Buffer.VERTEX_INDIRECTION]); gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName[Buffer.INDIRECT]); gl4.glBindBuffer(GL_PARAMETER_BUFFER_ARB, bufferName[Buffer.PARAMETER]); validate(gl4); for (int i = 0; i < drawDataCount; ++i) { gl4.glViewportIndexedfv(0, viewport[i].toFA_(), 0); gl4.glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, DrawElementsIndirectCommand.SIZE * drawOffset[i], // Offset in the indirect draw buffer drawCount[i], // Offset in the paramter buffer 4, DrawElementsIndirectCommand.SIZE); } return true; }
Example 9
Source File: Gl_420_interface_matching.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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 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.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); assert (!validate(gl4, programName[Program.VERT])); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 10
Source File: Gl_420_texture_conversion.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 0.5f).put(2, 0.0f).put(3, 1.0f)); { 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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindProgramPipeline(pipelineName.get(Program.UINT)); { gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8UI].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8UI)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } gl4.glBindProgramPipeline(pipelineName.get(Program.NORM)); { gl4.glViewportIndexedfv(0, viewport[Texture.RGBA32F].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA32F)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glViewportIndexedfv(0, viewport[Texture.RGBA8_SNORM].toDfb(viewportBuffer)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.RGBA8_SNORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } return true; }
Example 11
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 12
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; }
Example 13
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 14
Source File: Gl_410_primitive_tessellation5.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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 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.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 15
Source File: Gl_500_multi_draw_indirect_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); { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * indirectBufferCount, 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.asFloatBuffer().put(projection.mul_(view).translate(0.0f, 0.0f, 0.5f).toFa_()); pointer.position(Mat4.SIZE * 1); pointer.asFloatBuffer().put(projection.mul_(view).translate(0.0f, 0.0f, 0.0f).toFa_()); pointer.position(Mat4.SIZE * 2); pointer.asFloatBuffer().put(projection.mul(view).translate(0.0f, 0.0f, -0.5f).toFa_()); pointer.rewind(); 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_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.get(i), DrawElementsIndirectCommand.SIZE); } return true; }
Example 16
Source File: Gl_410_primitive_tessellation2.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.glProgramUniformMatrix4fv(programName[Program.VERT], uniformMvp, 1, false, mvp.toFa_(), 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.glBindVertexArray(vertexArrayName.get(0)); gl4.glPatchParameteri(GL_PATCH_VERTICES, vertexCount); gl4.glDrawArraysInstancedBaseInstance(GL_PATCHES, 0, vertexCount, 1, 0); return true; }
Example 17
Source File: Gl_450_texture_barrier.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_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } FloatBuffer buffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f}); gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_FLOAT, buffer); BufferUtils.destroyDirectBuffer(buffer); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); for (int i = 0; i < viewports.length; ++i) { gl4.glViewportIndexedfv(0, viewports[i].toFA_(), 0); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glTextureBarrier(); } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 18
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 19
Source File: Gl_430_multi_draw_indirect.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); { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE * 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(); pointer.position(Mat4.SIZE * 0); pointer.asFloatBuffer().put(projection.mul_(view).translate(new Vec3(0.0f, 0.0f, +0.5f)).toFa_()); pointer.position(Mat4.SIZE * 1); pointer.asFloatBuffer().put(projection.mul_(view).translate(new Vec3(0.0f, 0.0f, +0.0f)).toFa_()); pointer.position(Mat4.SIZE * 2); pointer.asFloatBuffer().put(projection.mul_(view).translate(new Vec3(0.0f, 0.0f, -0.5f)).toFa_()); pointer.rewind(); 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_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); // LongBuffer buffer = GLBuffers.newDirectLongBuffer(1); for (int i = 0; i < indirectBufferCount; ++i) { gl4.glViewportIndexedfv(0, viewport[i].toFloatArray(), 0); // buffer.put(5 * Integer.BYTES * drawOffset[i]).rewind(); // buffer.asIntBuffer().put(0).rewind(); // buffer.rewind(); gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, null, drawCount[i], DrawElementsIndirectCommand.SIZE); } return true; }
Example 20
Source File: Gl_500_primitive_bindless_nv.java From jogl-samples with MIT License | 2 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; /*// Measure speed double currentTime = glfwGetTime(); nbFrames++; if (currentTime - lastTime >= 1.0) { // If last prinf() was more than 1 sec ago // printf and reset timer printf("%f ms/frame\n", 1000.0 / double(nbFrames)); nbFrames = 0; lastTime += 1.0; }*/ { 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.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, Mat4.SIZE, GL_MAP_WRITE_BIT); pointer.asFloatBuffer().put(mvp.toFa_()); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedfv(0, new float[]{0, 0, windowSize.x, windowSize.y}, 0); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindTextureUnit(0, textureName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, Semantic.Attr.POSITION, address.get(0), vertexSize); gl4.glBufferAddressRangeNV(GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV, Semantic.Attr.TEXCOORD, address.get(0) + Vec2.SIZE, vertexSize - Vec2.SIZE); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0); return true; }