Java Code Examples for com.jogamp.opengl.GL4#glUniform1i()

The following examples show how to use com.jogamp.opengl.GL4#glUniform1i() . 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_400_fbo_shadow.java    From jogl-samples with MIT License 6 votes vote down vote up
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 2
Source File: Gl_420_sampler_gather.java    From jogl-samples with MIT License 6 votes vote down vote up
@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 3
Source File: Gl_400_fbo_multisample.java    From jogl-samples with MIT License 5 votes vote down vote up
@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;
}
 
Example 4
Source File: Gl_400_program_subroutine.java    From jogl-samples with MIT License 5 votes vote down vote up
@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 5
Source File: Gl_400_fbo_rtt_texture_array.java    From jogl-samples with MIT License 5 votes vote down vote up
@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_400_texture_buffer_rgb.java    From jogl-samples with MIT License 5 votes vote down vote up
@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, 1).put(1, 1).put(2, 1).put(3, 1));

    gl4.glUseProgram(programName);
    gl4.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0);
    gl4.glUniform1i(uniformDisplacement, 0);
    gl4.glUniform1i(uniformDiffuse, 1);

    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.glBindVertexArray(vertexArrayName.get(0));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0);

    return true;
}
 
Example 7
Source File: Gl_400_sampler_array_nv.java    From jogl-samples with MIT License 5 votes vote down vote up
@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 8
Source File: Gl_410_glsl_block.java    From jogl-samples with MIT License 5 votes vote down vote up
@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 9
Source File: Gl_400_texture_derivative.java    From jogl-samples with MIT License 4 votes vote down vote up
@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 10
Source File: Gl_400_blend_rtt.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    // Pass 1: Compute the MVP (Model View Projection matrix)
    Mat4 projection = glm.ortho_(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
    Mat4 viewTranslate = new Mat4(1.0f).translate(new Vec3(0.0f, 0.0f, 0.0f));
    Mat4 view = viewTranslate;
    Mat4 model = new Mat4(1.0f);
    Mat4 mvp = projection.mul(view).mul(model);

    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glViewport(0, 0, windowSize.x, windowSize.y);

    gl4.glUseProgram(programName[Program.COLORBUFFERS]);
    gl4.glUniformMatrix4fv(uniformMvpMultiple, 1, false, mvp.toFa_(), 0);

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);

    // Pass 2
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, .5f).put(1, .5f).put(2, .5f).put(3, .5f));

    gl4.glUseProgram(programName[Program.BLIT]);
    gl4.glUniform1i(uniformDiffuseSingle, 0);

    {
        projection.ortho(-1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f);
        view.identity();
        model.identity();
        mvp = projection.mul(view).mul(model);
        gl4.glUniformMatrix4fv(uniformMvpSingle, 1, false, mvp.toFa_(), 0);
    }

    for (int i = 0; i < Texture.MAX; ++i) {

        gl4.glViewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w);

        gl4.glActiveTexture(GL_TEXTURE0);
        gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(i));

        gl4.glBindVertexArray(vertexArrayName.get(0));
        gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0);
    }

    return true;
}
 
Example 11
Source File: Gl_400_fbo_layered.java    From jogl-samples with MIT License 4 votes vote down vote up
@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 12
Source File: Gl_400_sampler_fetch.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0);
            gl4.glUseProgram(0);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 13
Source File: Gl_400_fbo_rtt.java    From jogl-samples with MIT License 3 votes vote down vote up
@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;
}
 
Example 14
Source File: Gl_400_texture_cube.java    From jogl-samples with MIT License 3 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse"), 0);
            gl4.glUseProgram(0);

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);
        }

        return validated & checkError(gl4, "initProgram");
    }
 
Example 15
Source File: Gl_400_sampler_array.java    From jogl-samples with MIT License 2 votes vote down vote up
private boolean initProgram(GL4 gl4) {

        boolean validated = true;

        // Create program
        if (validated) {

            ShaderProgram shaderProgram = new ShaderProgram();

            ShaderCode vertexShaderCode = ShaderCode.create(gl4, GL_VERTEX_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "vert", null, true);
            ShaderCode fragmentShaderCode = ShaderCode.create(gl4, GL_FRAGMENT_SHADER, this.getClass(), SHADERS_ROOT,
                    null, SHADERS_SOURCE, "frag", null, true);

            shaderProgram.init(gl4);

            shaderProgram.add(vertexShaderCode);
            shaderProgram.add(fragmentShaderCode);

            programName = shaderProgram.program();

            shaderProgram.link(gl4, System.out);

        }

        // Get variables locations
        if (validated) {

            gl4.glUniformBlockBinding(programName, gl4.glGetUniformBlockIndex(programName, "Transform"),
                    Semantic.Uniform.TRANSFORM0);

            uniformDiffuseIndex = gl4.glGetUniformLocation(programName, "diffuseIndex");

            gl4.glUseProgram(programName);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[0]"), 0);
            gl4.glUniform1i(gl4.glGetUniformLocation(programName, "diffuse[1]"), 1);
            gl4.glUseProgram(0);
        }

        return validated & checkError(gl4, "initProgram");
    }