Java Code Examples for com.jogamp.opengl.GL4#glClearBufferfv()
The following examples show how to use
com.jogamp.opengl.GL4#glClearBufferfv() .
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Example 1
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 2
Source File: Gl_500_texture_bindless_arb.java From jogl-samples with MIT License | 6 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { Mat4 projection = glm.perspectiveFov_((float) Math.PI * 0.25f, windowSize.x, windowSize.y, 0.1f, 100.0f); uniformPointer.asFloatBuffer().put(projection.mul(viewMat4()).mul(new Mat4(1.0f)).toFa_()); } gl4.glClearBufferfv(GL_COLOR, 0, clearColor); // gl4.glMultiDrawElementsIndirect(GL_TRIANGLES, GL_UNSIGNED_SHORT, null, 1, DrawElementsIndirectCommand.SIZEOF); gl4.glDrawElements(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0); return true; }
Example 3
Source File: Gl_500_buffer_sparse_arb.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, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(new Mat4(1.0f)); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindTextureUnit(Semantic.Sampler.DIFFUSE, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName.get(Buffer.VERTEX)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 4
Source File: Gl_440_sampler_wrap.java From jogl-samples with MIT License | 5 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; { float aspect = (windowSize.x * 0.33f) / (windowSize.y * 0.50f); Mat4 projection = glm.perspective_((float) Math.PI * 0.25f, aspect, 0.1f, 100.0f); Mat4 mvp = projection.mul(viewMat4()).mul(new Mat4(1.0f)); uniformPointer.asFloatBuffer().put(mvp.toFa_()); } gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); bufferName.position(Buffer.TRANSFORM); gl4.glBindBuffersBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, 1, bufferName); gl4.glBindTextures(Semantic.Sampler.DIFFUSE, 1, textureName); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindVertexBuffer(Semantic.Buffer.STATIC, bufferName.get(Buffer.VERTEX), 0, Vertex_v2fv2f.SIZE); for (int index = 0; index < Viewport.MAX; ++index) { gl4.glViewportIndexedf(0, viewport[index].x, viewport[index].y, viewport[index].z, viewport[index].w); samplerName.position(index); gl4.glBindSamplers(0, 1, samplerName); gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1); } return true; }
Example 5
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 6
Source File: Gl_420_clipping.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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } 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)); // Bind rendering objects gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); return true; }
Example 7
Source File: Gl_420_draw_base_instance.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 | GL_MAP_UNSYNCHRONIZED_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.glViewportIndexedf(0, 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.glBindProgramPipeline(pipelineName.get(0)); 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.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 1 * Integer.BYTES, // indices offset 5, // instance count 2, // base vertex 5); // base instance return true; }
Example 8
Source File: Gl_430_draw_without_vertex_attrib.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.perspectiveFov_((float) Math.PI * 0.25f, 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.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, bufferName.get(Buffer.VERTEX)); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 6, 1, 0); return true; }
Example 9
Source File: Gl_450_direct_state_access.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); viewMat4().print("view"); uniformPointer.asFloatBuffer().put(viewMat4().toFa_()); //uniformPointer.asFloatBuffer().put(new Mat4().toFa_()); } gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glUseProgram(programName); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glClearBufferfv(GL_COLOR, 0, clearColor); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawArrays(GL_TRIANGLES, 0, 3); return true; }
Example 10
Source File: Gl_400_draw_indirect.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.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.glUniformMatrix4fv(uniformMvp, 1, false, mvp.toFa_(), 0); gl4.glUniform4f(uniformDiffuse, 1.0f, 0.5f, 0.0f, 1.0f); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBuffer(GL_DRAW_INDIRECT_BUFFER, bufferName.get(Buffer.INDIRECT)); if (useIndirect) { gl4.glDrawElementsIndirect( GL_TRIANGLES, GL_UNSIGNED_INT, 0); } else { gl4.glDrawElementsInstancedBaseVertexBaseInstance( GL_TRIANGLES, command.count, GL_UNSIGNED_INT, command.firstIndex, command.primCount, command.baseVertex, command.reservedMustBeZero); } return true; }
Example 11
Source File: Gl_430_atomic_counter.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; // Setup blending gl4.glEnable(GL_BLEND); gl4.glBlendEquation(GL_FUNC_ADD); gl4.glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); { 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); Mat4 mvp = projection.mul(viewMat4()).mul(model); mvp.toDbb(pointer); gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } IntBuffer data = IntBuffer.wrap(new int[]{0}); gl4.glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, bufferName.get(Buffer.ATOMIC_COUNTER)); gl4.glClearBufferSubData(GL_ATOMIC_COUNTER_BUFFER, GL_R8UI, 0, Integer.BYTES, GL_RGBA, GL_UNSIGNED_INT, data); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 0.0f).put(1, 0.0f).put(2, 0.0f).put(3, 1.0f)); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, bufferName.get(Buffer.ATOMIC_COUNTER)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0); return true; }
Example 12
Source File: Gl_450_query_statistics_arb.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).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 1.0f, 1.0f, 1.0f}, 0); gl4.glBindProgramPipeline(pipelineName.get(0)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glBeginQuery(GL_VERTICES_SUBMITTED_ARB, queryName.get(Statistics.VERTICES_SUBMITTED)); gl4.glBeginQuery(GL_PRIMITIVES_SUBMITTED_ARB, queryName.get(Statistics.PRIMITIVES_SUBMITTED)); gl4.glBeginQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.VERTEX_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB, queryName.get(Statistics.TESS_CONTROL_SHADER_PATCHES)); gl4.glBeginQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_GEOMETRY_SHADER_INVOCATIONS, queryName.get(Statistics.GEOMETRY_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB, queryName.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED)); gl4.glBeginQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.FRAGMENT_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB, queryName.get(Statistics.COMPUTE_SHADER_INVOCATIONS)); gl4.glBeginQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_INPUT_PRIMITIVES)); gl4.glBeginQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB, queryName.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES)); { gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0); } gl4.glEndQuery(GL_VERTICES_SUBMITTED_ARB); gl4.glEndQuery(GL_PRIMITIVES_SUBMITTED_ARB); gl4.glEndQuery(GL_VERTEX_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_TESS_CONTROL_SHADER_PATCHES_ARB); gl4.glEndQuery(GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_GEOMETRY_SHADER_INVOCATIONS); gl4.glEndQuery(GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB); gl4.glEndQuery(GL_FRAGMENT_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_COMPUTE_SHADER_INVOCATIONS_ARB); gl4.glEndQuery(GL_CLIPPING_INPUT_PRIMITIVES_ARB); gl4.glEndQuery(GL_CLIPPING_OUTPUT_PRIMITIVES_ARB); IntBuffer queryResult = GLBuffers.newDirectIntBuffer(Statistics.MAX); for (int i = 0; i < queryResult.capacity(); ++i) { gl4.glGetQueryObjectuiv(queryName.get(i), GL_QUERY_RESULT, queryResult); } System.out.println("Verts: " + queryResult.get(Statistics.VERTICES_SUBMITTED) + "; Prims: (" + queryResult.get(Statistics.PRIMITIVES_SUBMITTED) + ", " + queryResult.get(Statistics.GEOMETRY_SHADER_PRIMITIVES_EMITTED) + "); Shaders(" + queryResult.get(Statistics.VERTEX_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.TESS_CONTROL_SHADER_PATCHES) + ", " + queryResult.get(Statistics.TESS_EVALUATION_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.GEOMETRY_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.FRAGMENT_SHADER_INVOCATIONS) + ", " + queryResult.get(Statistics.COMPUTE_SHADER_INVOCATIONS) + "); Clip(" + queryResult.get(Statistics.CLIPPING_INPUT_PRIMITIVES) + ", " + queryResult.get(Statistics.CLIPPING_OUTPUT_PRIMITIVES) + ")\r"); return true; }
Example 13
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 14
Source File: Gl_400_sampler_array.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; diffuseIndex++; { 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.glUniform1ui(uniformDiffuseIndex, (diffuseIndex / 100) % 2); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.RGB)); gl4.glBindSampler(0, samplerName.get(0)); gl4.glActiveTexture(GL_TEXTURE1); gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(Texture.BGR)); gl4.glBindSampler(1, samplerName.get(0)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_INT, 0, 2, 0); return true; }
Example 15
Source File: Gl_400_blend_rtt.java From jogl-samples with MIT License | 4 votes |
@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 16
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 17
Source File: Gl_400_buffer_uniform_array.java From jogl-samples with MIT License | 4 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; int uniformBufferOffset = Math.max(uniformBufferAlignment.get(0), Mat4.SIZE); int uniformBufferRange = uniformBufferOffset * 2; { gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName.get(Buffer.TRANSFORM)); ByteBuffer pointer = gl4.glMapBufferRange(GL_UNIFORM_BUFFER, 0, uniformBufferRange, 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 model0 = new Mat4(1.0f).translate(new Vec3(+1, 0, 0)); Mat4 model1 = new Mat4(1.0f).translate(new Vec3(-1, 0, 0)); pointer.position(uniformBufferOffset * 0); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model0).toFa_()); pointer.position(uniformBufferOffset * 1); pointer.asFloatBuffer().put(projection.mul_(viewMat4()).mul(model1).toFa_()); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); gl4.glBindBuffer(GL_UNIFORM_BUFFER, 0); } 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); // Attach the buffer to UBO binding point semantic::uniform::TRANSFORM0 gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0, Mat4.SIZE); gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM1, bufferName.get(Buffer.TRANSFORM), uniformBufferOffset, Mat4.SIZE); // Attach the buffer to UBO binding point semantic::uniform::MATERIAL gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.MATERIAL, bufferName.get(Buffer.MATERIAL)); gl4.glBindVertexArray(vertexArrayName.get(0)); gl4.glDrawElementsInstancedBaseVertex(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0); return true; }
Example 18
Source File: Gl_440_caps.java From jogl-samples with MIT License | 3 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; gl4.glViewport(0, 0, windowSize.x, windowSize.y); gl4.glClearBufferfv(GL_COLOR, 0, new float[]{1.0f, 0.5f, 0.0f, 1.0f}, 0); return true; }
Example 19
Source File: Gl_410_caps.java From jogl-samples with MIT License | 3 votes |
@Override protected boolean render(GL gl) { GL4 gl4 = (GL4) gl; 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)); 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; }