Java Code Examples for com.jogamp.opengl.GL4#glDepthFunc()
The following examples show how to use
com.jogamp.opengl.GL4#glDepthFunc() .
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Example 1
Source File: Gl_400_fbo_shadow.java From jogl-samples with MIT License | 6 votes |
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_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 3
Source File: Gl_400_texture_derivative.java From jogl-samples with MIT License | 4 votes |
@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 4
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 5
Source File: Gl_500_shader_group_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.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glClearTexImage(textureName.get(Texture.COLORBUFFER), 0, GL_RGBA, GL_UNSIGNED_BYTE, clearColorBuffer); gl4.glClearTexImage(textureName.get(Texture.RENDERBUFFER), 0, GL_DEPTH_COMPONENT, GL_FLOAT, clearRenderBuffer); gl4.glClearTexImage(textureName.get(Texture.INVOCATION_COUNT), 0, GL_RED_INTEGER, GL_UNSIGNED_INT, clearInvocationCount); gl4.glViewportIndexedf(0, 0, 0, windowSize.x * FRAMEBUFFER_SCALE, windowSize.y * FRAMEBUFFER_SCALE); gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0)); 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.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_WRITE_ONLY, GL_R32UI); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 5, 0, 0); gl4.glDisable(GL_DEPTH_TEST); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); gl4.glBindProgramPipeline(pipelineName.get(Pipeline.SPLASH)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.SPLASH)); gl4.glBindImageTexture(0, textureName.get(Texture.INVOCATION_COUNT), 0, false, 0, GL_READ_ONLY, GL_R32UI); gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0); return true; }
Example 6
Source File: Gl_420_fbo.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); projection.mul(viewMat4()).mul(model).toDbb(pointer); // Make sure the uniform buffer is uploaded gl4.glUnmapBuffer(GL_UNIFORM_BUFFER); } gl4.glEnable(GL_DEPTH_TEST); gl4.glDepthFunc(GL_LESS); gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.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, 1).put(1, 0.5f).put(2, 0).put(3, 1)); // Bind rendering objects gl4.glBindProgramPipeline(pipelineName.get(Pipeline.TEXTURE)); gl4.glActiveTexture(GL_TEXTURE0); gl4.glBindTexture(GL_TEXTURE_2D, textureName.get(Texture.DIFFUSE)); gl4.glBindVertexArray(vertexArrayName.get(Pipeline.TEXTURE)); gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM)); gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 2, 0, 0); gl4.glDisable(GL_DEPTH_TEST); gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0); 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; }