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

The following examples show how to use com.jogamp.opengl.GL4#glBindSampler() . 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_430_direct_state_access_ext.java    From jogl-samples with MIT License 6 votes vote down vote up
private void renderFBO(GL4 gl4) {
    //glEnable(GL_SAMPLE_MASK);
    //glSampleMaski(0, 0xFF);

    gl4.glEnable(GL_MULTISAMPLE);
    gl4.glEnable(GL_SAMPLE_SHADING);
    gl4.glMinSampleShading(4 / 4.0f);

    gl4.glViewportIndexedf(0, 0, 0, FRAMEBUFFER_SIZE.x, FRAMEBUFFER_SIZE.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(Framebuffer.RENDER));
    gl4.glClearBufferfv(GL_COLOR, 0, clearColor.put(0, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));

    gl4.glBindBufferRange(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM), 0,
            uniformBlockSize);
    gl4.glBindSampler(0, samplerName.get(0));
    gl4.glBindTextureUnit(0, textureName.get(Texture.TEXTURE));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    gl4.glDisable(GL_MULTISAMPLE);
}
 
Example 2
Source File: Gl_400_fbo_multisample.java    From jogl-samples with MIT License 6 votes vote down vote up
private boolean initSampler(GL4 gl4) {

        FloatBuffer borderColor = GLBuffers.newDirectFloatBuffer(new float[]{0.0f, 0.0f, 0.0f, 0.0f});

        gl4.glGenSamplers(1, samplerName);

        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        gl4.glSamplerParameterfv(samplerName.get(0), GL_TEXTURE_BORDER_COLOR, borderColor);
        gl4.glSamplerParameterf(samplerName.get(0), GL_TEXTURE_MIN_LOD, -1000.f);
        gl4.glSamplerParameterf(samplerName.get(0), GL_TEXTURE_MAX_LOD, 1000.f);
        gl4.glSamplerParameterf(samplerName.get(0), GL_TEXTURE_LOD_BIAS, 0.0f);
        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_COMPARE_MODE, GL_NONE);
        gl4.glSamplerParameteri(samplerName.get(0), GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);

        gl4.glBindSampler(0, samplerName.get(0));

        BufferUtils.destroyDirectBuffer(borderColor);

        return true;
    }
 
Example 3
Source File: Gl_420_draw_image_space_rendering.java    From jogl-samples with MIT License 6 votes vote down vote up
@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 4
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 5
Source File: Gl_430_fbo_without_attachment.java    From jogl-samples with MIT License 5 votes vote down vote up
@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 6
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 7
Source File: Gl_420_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;

    {
        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, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));

    gl4.glUseProgram(programName);

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D_ARRAY, textureName.get(0));
    gl4.glBindSampler(0, samplerName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));

    gl4.glBindVertexArray(vertexArrayName.get(0));
    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 15, 0);

    return true;
}
 
Example 8
Source File: Gl_420_texture_cube.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, Transform.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, 1000.0f);
        Mat4 view = viewMat4();
        Mat4 model = new Mat4(1.0f);
        Mat4 mvp = projection.mul(view).mul(model);
        Mat4 mv = view.mul(model);

        Transform transform = new Transform(mvp, mv, new Vec3(0.0f, 0.0f, -cameraDistance()));

        transform.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, 1.0f).put(1, 1.0f).put(2, 1.0f).put(3, 1.0f));

    gl4.glBindProgramPipeline(pipelineName.get(0));
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textureName.get(0));
    gl4.glBindSampler(0, samplerName.get(0));
    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 9
Source File: Gl_420_memory_barrier.java    From jogl-samples with MIT License 5 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    // Bind shared objects
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glBindSampler(0, samplerName.get(0));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    // Update a colorbuffer bound as a framebuffer attachement and as a texture
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName.get(0));
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.UPDATE));

    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, frameIndex != 0 ? textureName.get(Texture.COLORBUFFER)
            : textureName.get(Texture.DIFFUSE));

    gl4.glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT | GL_TEXTURE_FETCH_BARRIER_BIT);
    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);

    // Blit to framebuffer
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glBindProgramPipeline(pipelineName.get(Pipeline.BLIT));

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

    gl4.glMemoryBarrier(GL_TEXTURE_UPDATE_BARRIER_BIT);
    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, vertexCount, 1, 0);

    frameIndex = (frameIndex + 1) % 256;

    return true;
}
 
Example 10
Source File: Gl_400_sampler_array.java    From jogl-samples with MIT License 4 votes vote down vote up
@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 11
Source File: Gl_400_texture_cube.java    From jogl-samples with MIT License 4 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, Transform.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, 1000.0f);
        Mat4 view = viewMat4();
        Mat4 model = new Mat4(1.0f);
        Mat4 mvp = projection.mul(view).mul(model);
        Mat4 mv = view.mul(model);

        Transform transform = new Transform(mvp, mv, new Vec3(0.0f, 0.0f, -cameraDistance()));

        mvp.toDbb(pointer, 0);
        mv.toDbb(pointer, Mat4.SIZE);
        transform.camera.toDbb(pointer, Mat4.SIZE * 2);

        // 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.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textureName.get(0));
    gl4.glBindSampler(0, samplerName.get(0));
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName.get(Buffer.TRANSFORM));
    gl4.glBindVertexArray(vertexArrayName.get(0));

    gl4.glDrawArraysInstanced(GL_TRIANGLES, 0, vertexCount, 1);

    return true;
}
 
Example 12
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 13
Source File: Gl_420_texture_compressed.java    From jogl-samples with MIT License 4 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 | 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 14
Source File: Gl_440_fbo_without_attachment.java    From jogl-samples with MIT License 4 votes vote down vote up
@Override
protected boolean render(GL gl) {

    GL4 gl4 = (GL4) gl;

    {
        gl4.glBindBuffer(GL_UNIFORM_BUFFER, bufferName[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_());

        gl4.glUnmapBuffer(GL_UNIFORM_BUFFER);
    }

    // Render
    FloatBuffer clearBuffer = GLBuffers.newDirectFloatBuffer(new float[]{1.0f, 0.5f, 0.0f, 1.0f});
    gl4.glClearTexImage(textureName[Texture.COLORBUFFER], 0, GL_RGBA, GL_FLOAT, clearBuffer);
    BufferUtils.destroyDirectBuffer(clearBuffer);

    gl4.glViewportIndexedf(0, 0, 0, windowSize.x * supersampling, windowSize.y * supersampling);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, framebufferName[0]);
    gl4.glBindSampler(0, samplerName[Pipeline.RENDER]);
    gl4.glBindVertexArray(vertexArrayName[Pipeline.RENDER]);

    gl4.glBindProgramPipeline(pipelineName[Pipeline.RENDER]);
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.DIFFUSE]);
    gl4.glBindImageTexture(Semantic.Image.DIFFUSE, textureName[Texture.COLORBUFFER], 0, false, 0, GL_WRITE_ONLY,
            GL_RGBA8);
    gl4.glBindBufferBase(GL_UNIFORM_BUFFER, Semantic.Uniform.TRANSFORM0, bufferName[Buffer.TRANSFORM]);
    gl4.glBindBufferBase(GL_SHADER_STORAGE_BUFFER, Semantic.Storage.VERTEX, bufferName[Buffer.VERTEX]);

    gl4.glDrawElementsInstancedBaseVertexBaseInstance(GL_TRIANGLES, elementCount, GL_UNSIGNED_SHORT, 0, 1, 0, 0);

    // Splash
    gl4.glViewportIndexedf(0, 0, 0, windowSize.x, windowSize.y);
    gl4.glBindFramebuffer(GL_FRAMEBUFFER, 0);
    gl4.glBindSampler(0, samplerName[Pipeline.SPLASH]);
    gl4.glBindVertexArray(vertexArrayName[Pipeline.SPLASH]);

    gl4.glBindProgramPipeline(pipelineName[Pipeline.SPLASH]);
    gl4.glActiveTexture(GL_TEXTURE0);
    gl4.glBindTexture(GL_TEXTURE_2D, textureName[Texture.COLORBUFFER]);

    gl4.glDrawArraysInstancedBaseInstance(GL_TRIANGLES, 0, 3, 1, 0);

    return true;
}
 
Example 15
Source File: Gl_410_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.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;
}