Java Code Examples for com.jogamp.opengl.GL4#glBindFramebuffer()
The following examples show how to use
com.jogamp.opengl.GL4#glBindFramebuffer() .
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Example 1
Source File: Gl_430_buffer_uniform.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean begin(GL gl) { GL4 gl4 = (GL4) gl; boolean validated = true; if (validated) { validated = initProgram(gl4); } if (validated) { validated = initBuffer(gl4); } if (validated) { validated = initVertexArray(gl4); } gl4.glEnable(GL_DEPTH_TEST); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glDrawBuffer(GL_BACK); if (!isFramebufferComplete(gl, 0)) { return false; } return validated; }
Example 2
Source File: Gl_440_fbo_without_attachment.java From jogl-samples with MIT License | 6 votes |
private boolean initFramebuffer(GL4 gl4) { gl4.glGenFramebuffers(1, framebufferName, 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName[0]); gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, windowSize.x * supersampling); gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, windowSize.y * supersampling); gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_LAYERS, 1); gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 1); gl4.glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS, GL_TRUE); if (!isFramebufferComplete(gl4, framebufferName[0])) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; }
Example 3
Source File: Gl_430_texture_fetch_dependent.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.DIFFUSE)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.INDIRECTION)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 4
Source File: Gl_400_buffer_uniform_array.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean begin(GL gl) { GL4 gl4 = (GL4) gl; boolean validated = true; if (validated) { validated = initProgram(gl4); } if (validated) { validated = initBuffer(gl4); } if (validated) { validated = initVertexArray(gl4); } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glDrawBuffer(GL_BACK); if (!isFramebufferComplete(gl, 0)) { return false; } return validated; }
Example 5
Source File: Gl_420_draw_image_space_rendering.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 6
Source File: Gl_430_fbo_invalidate.java From jogl-samples with MIT License | 6 votes |
private boolean initFramebuffer(GL4 gl4) { gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.MULTISAMPLE)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE), 0); if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.MULTISAMPLE))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.COLOR)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLOR), 0); if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.COLOR))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; }
Example 7
Source File: Gl_450_fbo_multisample_explicit.java From jogl-samples with MIT License | 6 votes |
private boolean initFramebuffer(GL4 gl4) { gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE_COLORBUFFER), 0); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.MULTISAMPLE_DEPTHBUFFER), 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0); if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RENDER))) { return false; } if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RESOLVE))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; }
Example 8
Source File: Gl_400_fbo_layered.java From jogl-samples with MIT License | 6 votes |
private boolean initFramebuffer(GL4 gl4) { IntBuffer buffers = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0}); gl4.glGenFramebuffers(1, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureColorbufferName.get(0), 0); gl4.glDrawBuffers(1, buffers); if (!isFramebufferComplete(gl4, framebufferName.get(0))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glDrawBuffer(GL_BACK); if (!isFramebufferComplete(gl4, 0)) { return false; } return checkError(gl4, "initFramebuffer"); }
Example 9
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 10
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; }
Example 11
Source File: Gl_400_fbo_multisample.java From jogl-samples with MIT License | 5 votes |
private boolean initFramebuffer(GL4 gl4) { gl4.glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textureName.get(Texture.MULTISAMPLE)); // The second parameter is the number of samples. gl4.glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, false); gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.MULTISAMPLE), 0); if (!isFramebufferComplete(gl4, framebufferName.get(0))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLOR)); gl4.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, null); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RESOLVE)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLOR), 0); if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.RESOLVE))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; }
Example 12
Source File: Gl_400_fbo_rtt.java From jogl-samples with MIT License | 5 votes |
private boolean initFramebuffer(GL4 gl4) { gl4.glGenFramebuffers(1, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.R), 0); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, textureName.get(Texture.G), 0); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, textureName.get(Texture.B), 0); if (!isFramebufferComplete(gl4, framebufferName.get(0))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); return checkError(gl4, "initFramebuffer"); }
Example 13
Source File: Gl_500_direct_state_access_gtc.java From jogl-samples with MIT License | 5 votes |
private void renderFB(GL4 gl4) { gl4.glClipControl(GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); FloatBuffer clear = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.5f, 1.0f, 1.0f}); gl4.glClearNamedFramebufferfv(0, GL_COLOR, 0, clear); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), uniformBlockSize, uniformBlockSize); gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); }
Example 14
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 5 votes |
private boolean initFramebuffer(GL4 gl4) { boolean validated = true; IntBuffer buffersRender = GLBuffers.newDirectIntBuffer(new int[]{GL_COLOR_ATTACHMENT0}); gl4.glGenFramebuffers(Framebuffer.MAX, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.FRAMEBUFFER)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.RENDERBUFFER), 0); gl4.glDrawBuffers(1, buffersRender); if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.FRAMEBUFFER))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, textureName.get(Texture.SHADOWMAP), 0); gl4.glDrawBuffer(GL_NONE); if (!isFramebufferComplete(gl4, framebufferName.get(Framebuffer.SHADOW))) { return false; } gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glDrawBuffer(GL_BACK); if (!isFramebufferComplete(gl4, 0)) { return false; } BufferUtils.destroyDirectBuffer(buffersRender); return validated && checkError(gl4, "initFramebuffer"); }
Example 15
Source File: Gl_430_fbo_without_attachment.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindSampler(0, samplerName.get(0)); // Render gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.RENDER)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName.get(Texture.COLORBUFFER), 0, false, 0, GL_WRITE_ONLY, GL_RGBA8); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); // Splash gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 16
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 4 votes |
private void renderShadow(GL4 gl4) { gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewport(0, 0, shadowSize.x, shadowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.SHADOW)); gl4.glClearBufferfv(GL_DEPTH, 0, clearDepth.put(0, 1)); // Bind rendering objects gl4.glUseProgram(programName[Program.DEPTH]); gl4.glUniformBlockBinding(programName[Program.DEPTH], uniformTransform[Program.DEPTH], Semantic.Uniform.TRANSFORM0); gl4.glBindVertexArray(vertexArrayName.get(Program.RENDER)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0); gl4.glDisable(GL_DEPTH_TEST); checkError(gl4, "renderShadow"); }
Example 17
Source File: Gl_500_conservative_raster_nv.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { ByteBuffer pointer = gl4.glMapNamedBufferRange(bufferName.get(Buffer.TRANSFORM), 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.glUnmapNamedBuffer(bufferName.get(Buffer.TRANSFORM)); } gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f); gl4.glClearBufferfv(GL_COLOR, 0, whiteColor); // Bind rendering objects gl4.glViewportIndexedf(0, 0, 0, windowSize.x / 16.0f, windowSize.y / 16.0f); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL0)); //glSubpixelPrecisionBiasNV(-8, -8); gl4.glEnable(GL_CONSERVATIVE_RASTERIZATION_NV); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL1)); gl4.glDisable(GL_CONSERVATIVE_RASTERIZATION_NV); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH)); gl4.glBindTextureUnit(0, textureName.get(Texture.COLORBUFFER)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 18
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 19
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 20
Source File: Gl_420_memory_barrier.java From jogl-samples with MIT License | 3 votes |
private boolean initFramebuffer(GL4 gl4) { boolean validated = true; gl4.glGenFramebuffers(1, framebufferName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); gl4.glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureName.get(Texture.COLORBUFFER), 0); validated = validated && (isFramebufferComplete(gl4, framebufferName.get(0))); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); return validated; }